Added GestureAction Ruler, added TableLineActor

This commit is contained in:
DuOtto
2026-07-29 00:07:47 +02:00
parent c9e46eeb41
commit 257f045515
19 changed files with 513 additions and 332 deletions
@@ -0,0 +1,69 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyGestureActions.h"
#include "HandActor.h"
#include "TableIconActor.h"
#include "MyTableIconActors.h"
void AGestureAction_Ruler::InitAction_Implementation(AHandActor* Hand, const FGestureBinding& NewBinding, float NewUEUnitsPerUnit, float TableHeight)
{
Super::InitAction_Implementation(Hand, NewBinding, NewUEUnitsPerUnit, TableHeight);
DesiredHeight = -500;
StartPoint = HandA->Points[8];
StartPoint.Z = DesiredHeight;
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
if (LineIconClass)
{
LineIcon = GetWorld()->SpawnActor<ATableIconLineActor>(LineIconClass, StartPoint, FRotator::ZeroRotator, SpawnParams);
if (LineIcon)
{
LineIcon->OwningAction = this;
LineIcon->bPersistOnActionEnd = true;
LineIcon->LineThickness = 50;
Icons.Add(LineIcon);
}
}
RulerPoints.Add(FVector(0, 0, 0));
RulerPoints.Add(FVector(0, 0, DesiredHeight));
}
void AGestureAction_Ruler::UpdateAction_Implementation()
{
if (!HandA || !IsValid(LineIcon)) return;
const FVector Current = HandA->Points[8];
//if (FVector::DistSquared(Current, RulerPoints[RulerPoints.Num() - 1]) < FMath::Square(UEUnitsPerUnit)) return;
//RulerPoints[RulerPoints.Num() - 1] = Current;
RulerPoints[RulerPoints.Num() - 1] = Current - StartPoint;
RulerPoints[RulerPoints.Num() - 1].Z = 0;
LineIcon->SetPoints(RulerPoints);
}
float AGestureAction_Ruler::GetSnappedUnits(float RawDistance) const
{
if (UEUnitsPerUnit <= 0.f) return 0.f;
return FMath::RoundToFloat(RawDistance / UEUnitsPerUnit);
}
float AGestureAction_Ruler::GetTotalLength() const
{
float Total = 0.f;
for (int32 i = 0; i < RulerPoints.Num() - 1; i++)
Total += FVector::Dist(RulerPoints[i], RulerPoints[i + 1]);
return Total;
}
void AGestureAction_Ruler::AddRulerPoint()
{
FVector Current = HandA->Points[8];
//Current.Z = DesiredHeight;
RulerPoints.Add(Current - StartPoint);
}