Added LineIcon
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@@ -33,17 +33,35 @@ void AGestureAction_Ruler::InitAction_Implementation(AHandActor* Hand, const FGe
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}
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RulerPoints.Add(FVector::ZeroVector);
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RulerPoints.Add(FVector::ZeroVector);
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if (LabelIconClass)
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{
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LabelIcon = GetWorld()->SpawnActor<ATableIconLabelActor>(LabelIconClass, StartPoint, FRotator::ZeroRotator, SpawnParams);
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if (LabelIcon)
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{
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LabelIcon->OwningAction = this;
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LabelIcon->bPersistOnActionEnd = true;
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LabelIcon->UpdateLabel(StartPoint, 0.f);
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Icons.Add(LabelIcon);
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}
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}
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}
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void AGestureAction_Ruler::UpdateAction_Implementation()
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{
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if (!HandA || !IsValid(LineIcon)) return;
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if (!HandA || !IsValid(LineIcon) || !IsValid(LabelIcon)) return;
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const FVector Current = HandA->Points[8];
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//if (FVector::DistSquared(Current, RulerPoints[RulerPoints.Num() - 1]) < FMath::Square(UEUnitsPerUnit)) return;
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RulerPoints[RulerPoints.Num() - 1] = Current - StartPoint;
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RulerPoints[RulerPoints.Num() - 1].Z = 0;
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RulerPoints.Last() = Current - StartPoint;
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RulerPoints.Last().Z = 0;
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LineIcon->SetPoints(RulerPoints);
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// RulerPoints are local to the line actor, so convert back to world
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FVector LabelPosition = StartPoint + (RulerPoints.Last() * 0.5f);
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LabelPosition.Z = 10;
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LabelIcon->UpdateLabel(LabelPosition, GetSnappedUnits(GetTotalLength()));
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}
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float AGestureAction_Ruler::GetSnappedUnits(float RawDistance) const
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@@ -98,17 +98,14 @@ void ATableIconLineActor::BuildLineMesh()
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MeshComponent->CreateMeshSection(0, Vertices, Triangles, Normals, UVs, Colors, Tangents, false);
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}
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//--------------------------------------------------------------------------------------------
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ATableIconWidgetActor::ATableIconWidgetActor()
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{
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USceneComponent* Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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SetRootComponent(Root);
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PrimaryActorTick.bCanEverTick = true;
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PrimaryActorTick.bCanEverTick = false;
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WidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("WidgetComponent"));
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WidgetComponent->SetupAttachment(RootComponent);
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@@ -120,22 +117,8 @@ ATableIconWidgetActor::ATableIconWidgetActor()
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WidgetInteraction->SetupAttachment(RootComponent);
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WidgetInteraction->InteractionSource = EWidgetInteractionSource::Custom;
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WidgetInteraction->InteractionDistance = 10.f;
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}
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void ATableIconWidgetActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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APlayerCameraManager* CamManager = UGameplayStatics::GetPlayerCameraManager(this, 0);
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if (!CamManager) return;
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FVector CamLocation = CamManager->GetCameraLocation();
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FVector ToCamera = (CamLocation - GetActorLocation()).GetSafeNormal();
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// Only rotate on yaw � keeps widget flat relative to table
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ToCamera.Z = 0.f;
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if (!ToCamera.IsNearlyZero())
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SetActorRotation(ToCamera.ToOrientationRotator());
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SetWidgetClass(LabelWidgetClass);
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}
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void ATableIconWidgetActor::SetWidgetClass(TSubclassOf<UUserWidget> InWidgetClass)
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@@ -150,10 +133,10 @@ UUserWidget* ATableIconWidgetActor::GetWidget() const
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return WidgetComponent->GetUserWidgetObject();
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}
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//--------------------------------------------------------------------------------------------
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void ATableIconLabelActor::SetDistance(float RealWorldUnits, const FString& UnitSuffix)
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void ATableIconLabelActor::UpdateLabel(const FVector& WorldLocation, float Value)
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{
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int32 Snapped = FMath::RoundToInt(RealWorldUnits);
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SetLabelText(FString::Printf(TEXT("%d%s"), Snapped, *UnitSuffix));
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SetActorLocation(WorldLocation);
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SetLabelText(FString::Printf(TEXT("%.1f%s"), Value, *UnitSuffix));
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}
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@@ -35,7 +35,7 @@ public:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Ruler") TSubclassOf<ATableIconLabelActor> LabelIconClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Ruler") FString UnitSuffix = TEXT("\"");
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ruler") TArray<FVector> RulerPoints;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Line") float DesiredHeight = -650.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ruler") float DesiredHeight = -650.f;
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UFUNCTION(BlueprintCallable, BlueprintPure) float GetTotalLength() const;
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UFUNCTION(BlueprintCallable) void AddRulerPoint();
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@@ -11,15 +11,6 @@
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class UWidgetComponent;
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class UWidgetInteractionComponent;
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/**
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*
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*/
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UCLASS()
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class TABLE_API AMyTableIconActors : public ATableIconActor
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{
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GENERATED_BODY()
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};
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UCLASS(Blueprintable)
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@@ -46,6 +37,7 @@ private:
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void BuildLineMesh();
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};
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//--------------------------------------------------------------------------------------------
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UCLASS(Blueprintable)
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@@ -58,20 +50,24 @@ public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UWidgetComponent* WidgetComponent;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly) UWidgetInteractionComponent* WidgetInteraction;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly) TSubclassOf<UUserWidget> LabelWidgetClass;
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UFUNCTION(BlueprintCallable) void SetWidgetClass(TSubclassOf<UUserWidget> InWidgetClass);
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UFUNCTION(BlueprintCallable, BlueprintPure) UUserWidget* GetWidget() const;
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protected:
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virtual void Tick(float DeltaTime) override;
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};
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//--------------------------------------------------------------------------------------------
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UCLASS(Blueprintable)
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class TABLE_API ATableIconLabelActor : public ATableIconWidgetActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Label") FString UnitSuffix = TEXT("\"");
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Label") void SetLabelText(const FString& Text);
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UFUNCTION(BlueprintCallable, Category = "Label") void UpdateLabel(const FVector& WorldLocation, float Value);
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable) void SetLabelText(const FString& Text);
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UFUNCTION(BlueprintCallable) void SetDistance(float RealWorldUnits, const FString& UnitSuffix = TEXT("\""));
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};
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@@ -1,69 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGestureActions.h"
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#include "HandActor.h"
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#include "TableIconActor.h"
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#include "MyTableIconActors.h"
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void AGestureAction_Ruler::InitAction_Implementation(AHandActor* Hand, const FGestureBinding& NewBinding, float NewUEUnitsPerUnit, float TableHeight)
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{
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Super::InitAction_Implementation(Hand, NewBinding, NewUEUnitsPerUnit, TableHeight);
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DesiredHeight = -500;
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StartPoint = HandA->Points[8];
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StartPoint.Z = DesiredHeight;
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FActorSpawnParameters SpawnParams;
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SpawnParams.Owner = this;
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SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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if (LineIconClass)
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{
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LineIcon = GetWorld()->SpawnActor<ATableIconLineActor>(LineIconClass, StartPoint, FRotator::ZeroRotator, SpawnParams);
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if (LineIcon)
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{
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LineIcon->OwningAction = this;
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LineIcon->bPersistOnActionEnd = true;
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LineIcon->LineThickness = 50;
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Icons.Add(LineIcon);
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}
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}
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RulerPoints.Add(FVector(0, 0, 0));
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RulerPoints.Add(FVector(0, 0, DesiredHeight));
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}
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void AGestureAction_Ruler::UpdateAction_Implementation()
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{
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if (!HandA || !IsValid(LineIcon)) return;
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const FVector Current = HandA->Points[8];
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//if (FVector::DistSquared(Current, RulerPoints[RulerPoints.Num() - 1]) < FMath::Square(UEUnitsPerUnit)) return;
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//RulerPoints[RulerPoints.Num() - 1] = Current;
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RulerPoints[RulerPoints.Num() - 1] = Current - StartPoint;
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RulerPoints[RulerPoints.Num() - 1].Z = 0;
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LineIcon->SetPoints(RulerPoints);
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}
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float AGestureAction_Ruler::GetSnappedUnits(float RawDistance) const
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{
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if (UEUnitsPerUnit <= 0.f) return 0.f;
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return FMath::RoundToFloat(RawDistance / UEUnitsPerUnit);
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}
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float AGestureAction_Ruler::GetTotalLength() const
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{
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float Total = 0.f;
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for (int32 i = 0; i < RulerPoints.Num() - 1; i++)
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Total += FVector::Dist(RulerPoints[i], RulerPoints[i + 1]);
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return Total;
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}
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void AGestureAction_Ruler::AddRulerPoint()
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{
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FVector Current = HandA->Points[8];
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//Current.Z = DesiredHeight;
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RulerPoints.Add(Current - StartPoint);
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}
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@@ -1,161 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyTableIconActors.h"
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#include "KismetProceduralMeshLibrary.h"
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#include "TableIconActor.h"
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#include "Kismet/GameplayStatics.h"
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#include "Camera/CameraActor.h"
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ATableIconLineActor::ATableIconLineActor()
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{
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PrimaryActorTick.bCanEverTick = false; // purely driven by SetPoints
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USceneComponent* Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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SetRootComponent(Root);
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MeshComponent = CreateDefaultSubobject<UProceduralMeshComponent>(TEXT("LineMesh"));
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MeshComponent->SetupAttachment(RootComponent);
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MeshComponent->SetCastShadow(false);
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MeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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}
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void ATableIconLineActor::SetPoints(const TArray<FVector>& NewPoints)
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{
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const FTransform& ActorTransform = GetActorTransform();
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Points.Reset(NewPoints.Num());
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Points = NewPoints;
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MeshComponent->ClearMeshSection(0);
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BuildLineMesh();
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if (LineMaterial) MeshComponent->SetMaterial(0, LineMaterial);
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}
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void ATableIconLineActor::BuildLineMesh()
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{
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TArray<FVector> Vertices;
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TArray<int32> Triangles;
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TArray<FVector> Normals;
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TArray<FVector2D> UVs;
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TArray<FColor> Colors;
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TArray<FProcMeshTangent> Tangents;
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FVector Direction = FVector::ZeroVector;
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const float HalfLineThickness = LineThickness * 0.5f;
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for (int32 i = 0; i < Points.Num() - 1; i++) {
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const FVector& PointA = Points[i];
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const FVector& PointB = Points[i + 1];
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Direction = (PointB - PointA).GetSafeNormal();
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const FVector Right = FVector::CrossProduct(FVector::UpVector, Direction).GetSafeNormal();
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const FVector Offset = Right * (LineThickness * 0.5f);
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int32 Base = Vertices.Num();
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Vertices.Add(PointA - Offset);
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Vertices.Add(PointA + Offset);
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Vertices.Add(PointB + Offset);
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Vertices.Add(PointB - Offset);
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Triangles.Add(Base + 0);
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Triangles.Add(Base + 1);
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Triangles.Add(Base + 2);
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Triangles.Add(Base + 0);
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Triangles.Add(Base + 2);
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Triangles.Add(Base + 3);
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}
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for (int i = 0; i < Vertices.Num(); i++)
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{
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Normals.Add(FVector::UpVector);
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}
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for (int i = 0; i < Vertices.Num(); i++)
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{
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UVs.Add(FVector2D::ZeroVector);
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}
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for (int i = 0; i < Vertices.Num(); i++)
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{
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Colors.Add(FColor::Red);
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}
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for (int i = 0; i < Vertices.Num(); i++)
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{
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Tangents.Add(FProcMeshTangent(Direction, false));
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}
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MeshComponent->CreateMeshSection(0, Vertices, Triangles, Normals, UVs, Colors, Tangents, false);
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}
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ATableIconWidgetActor::ATableIconWidgetActor()
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{
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USceneComponent* Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
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SetRootComponent(Root);
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PrimaryActorTick.bCanEverTick = true;
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WidgetComponent = CreateDefaultSubobject<UWidgetComponent>(TEXT("WidgetComponent"));
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WidgetComponent->SetupAttachment(RootComponent);
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WidgetComponent->SetDrawAtDesiredSize(true);
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WidgetComponent->SetWidgetSpace(EWidgetSpace::World);
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WidgetComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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WidgetInteraction = CreateDefaultSubobject<UWidgetInteractionComponent>(TEXT("WidgetInteraction"));
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WidgetInteraction->SetupAttachment(RootComponent);
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WidgetInteraction->InteractionSource = EWidgetInteractionSource::Custom;
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WidgetInteraction->InteractionDistance = 10.f;
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}
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void ATableIconWidgetActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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APlayerCameraManager* CamManager = UGameplayStatics::GetPlayerCameraManager(this, 0);
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if (!CamManager) return;
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FVector CamLocation = CamManager->GetCameraLocation();
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FVector ToCamera = (CamLocation - GetActorLocation()).GetSafeNormal();
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// Only rotate on yaw � keeps widget flat relative to table
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ToCamera.Z = 0.f;
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if (!ToCamera.IsNearlyZero())
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SetActorRotation(ToCamera.ToOrientationRotator());
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}
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void ATableIconWidgetActor::SetWidgetClass(TSubclassOf<UUserWidget> InWidgetClass)
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{
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if (!InWidgetClass) return;
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WidgetComponent->SetWidgetClass(InWidgetClass);
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WidgetComponent->InitWidget();
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}
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UUserWidget* ATableIconWidgetActor::GetWidget() const
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{
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return WidgetComponent->GetUserWidgetObject();
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}
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void ATableIconLabelActor::SetDistance(float RealWorldUnits, const FString& UnitSuffix)
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{
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int32 Snapped = FMath::RoundToInt(RealWorldUnits);
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SetLabelText(FString::Printf(TEXT("%d%s"), Snapped, *UnitSuffix));
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}
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