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    Class UUxtManipulatorComponentBase

    Base class for manipulation components that react to pointer interactions.

    This class does not modify the actor as-is. Implementations should use the provided functions to compute a target transform from grabbing pointers and call the ApplyTargetTransform method to actually modify the actor.

    Inheritance
    System::Object
    USceneComponent
    UUxtGrabTargetComponent
    UUxtManipulatorComponentBase
    Inherited Members
    UUxtGrabTargetComponent::FindGrabPointer(UUxtNearPointerComponent *NearPointer, UUxtFarPointerComponent *FarPointer, bool &Success, FUxtGrabPointerData &PointerData, int &Index)
    UUxtGrabTargetComponent::GetGrabPointCentroid(const FTransform &Transform)
    UUxtGrabTargetComponent::GetGrabPointers()
    UUxtGrabTargetComponent::GetPointersTransformCentroid()
    UUxtGrabTargetComponent::GetPrimaryGrabPointer(bool &Valid, FUxtGrabPointerData &PointerData)
    UUxtGrabTargetComponent::GetSecondaryGrabPointer(bool &Valid, FUxtGrabPointerData &PointerData)
    UUxtGrabTargetComponent::GetTargetCentroid()
    UUxtGrabTargetComponent::GetTickOnlyWhileGrabbed()
    IUxtFarTarget::IsFarFocusable(const UPrimitiveComponent *Primitive)
    UUxtGrabTargetComponent::IsFarFocusable_Implementation(const UPrimitiveComponent *Primitive)
    IUxtGrabTarget::IsGrabFocusable(const UPrimitiveComponent *Primitive)
    UUxtGrabTargetComponent::IsGrabFocusable_Implementation(const UPrimitiveComponent *Primitive)
    UUxtGrabTargetComponent::OnBeginGrab
    IUxtGrabTarget::OnBeginGrab(UUxtNearPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnBeginGrab_Implementation(UUxtNearPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnEndGrab
    IUxtGrabTarget::OnEndGrab(UUxtNearPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnEndGrab_Implementation(UUxtNearPointerComponent *Pointer)
    IUxtFarTarget::OnEnterFarFocus(UUxtFarPointerComponent *Pointer)
    IUxtGrabTarget::OnEnterGrabFocus(UUxtNearPointerComponent *Pointer)
    IUxtFarTarget::OnExitFarFocus(UUxtFarPointerComponent *Pointer)
    IUxtGrabTarget::OnExitGrabFocus(UUxtNearPointerComponent *Pointer)
    IUxtFarTarget::OnFarDragged(UUxtFarPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnFarDragged_Implementation(UUxtFarPointerComponent *Pointer)
    IUxtFarTarget::OnFarPressed(UUxtFarPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnFarPressed_Implementation(UUxtFarPointerComponent *Pointer)
    IUxtFarTarget::OnFarReleased(UUxtFarPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnFarReleased_Implementation(UUxtFarPointerComponent *Pointer)
    IUxtFarTarget::OnUpdatedFarFocus(UUxtFarPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnUpdateGrab
    IUxtGrabTarget::OnUpdateGrab(UUxtNearPointerComponent *Pointer)
    UUxtGrabTargetComponent::OnUpdateGrab_Implementation(UUxtNearPointerComponent *Pointer)
    IUxtGrabTarget::OnUpdateGrabFocus(UUxtNearPointerComponent *Pointer)
    UUxtGrabTargetComponent::SetTickOnlyWhileGrabbed(bool bEnable)
    UUxtGrabTargetComponent::UUxtGrabTargetComponent()
    Namespace:
    Assembly: .dll
    Syntax
    public: class UUxtManipulatorComponentBase : public xtGrabTargetComponent

    Constructors

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    ~UUxtManipulatorComponentBase()

    Declaration
    public: ~UUxtManipulatorComponentBase()
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    UUxtManipulatorComponentBase()

    Declaration
    public: UUxtManipulatorComponentBase()

    Fields

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    bAutoSetInitialTransform

    If true the initial transform will be set automatically when the component is grabbed.

    Declaration
    public: bool bAutoSetInitialTransform= true
    Field Value
    Type Description
    bool
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    InitialCameraSpaceTransform

    Declaration
    public: FTransform InitialCameraSpaceTransform
    Field Value
    Type Description
    FTransform
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    InitialTransform

    Declaration
    public: FTransform InitialTransform
    Field Value
    Type Description
    FTransform
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    MoveLogic

    Declaration
    protected: UxtManipulationMoveLogic * MoveLogic
    Field Value
    Type Description
    UxtManipulationMoveLogic *
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    TwoHandRotateLogic

    Declaration
    protected: UxtTwoHandManipulationRotateLogic * TwoHandRotateLogic
    Field Value
    Type Description
    UxtTwoHandManipulationRotateLogic *
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    TwoHandScaleLogic

    Declaration
    protected: UxtTwoHandManipulationScaleLogic * TwoHandScaleLogic
    Field Value
    Type Description
    UxtTwoHandManipulationScaleLogic *

    Methods

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    ApplyTargetTransform(const FTransform &TargetTransform)

    Apply the transform to the actor root scene component. Relative transform between the manipulator component and the root scene component is preserved.

    Declaration
    public: void ApplyTargetTransform(const FTransform &TargetTransform)
    Parameters
    Type Name Description
    const FTransform & TargetTransform
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    BeginPlay()

    Declaration
    protected: virtual void BeginPlay() override
    Overrides
    UUxtGrabTargetComponent::BeginPlay()
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    MoveToTargets(const FTransform &SourceTransform, FTransform &TargetTransform, bool UsePointerRotation)

    Translate the source transform such that grab points match targets. If more than one pointer is used then the centroid of the grab points and targets is used.

    Declaration
    public: void MoveToTargets(const FTransform &SourceTransform, FTransform &TargetTransform, bool UsePointerRotation) const
    Parameters
    Type Name Description
    const FTransform & SourceTransform
    FTransform & TargetTransform
    bool UsePointerRotation
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    RotateAboutAxis(const FTransform &SourceTransform, const FVector &Pivot, const FVector &Axis, FTransform &TargetTransform)

    Rotates the source transform around the pivot point on the given axis such that the pointers line up with current targets. If more than one pointer is used then the resulting rotation will minimize the mean square of target distances.

    Declaration
    public: void RotateAboutAxis(const FTransform &SourceTransform, const FVector &Pivot, const FVector &Axis, FTransform &TargetTransform) const
    Parameters
    Type Name Description
    const FTransform & SourceTransform
    const FVector & Pivot
    const FVector & Axis
    FTransform & TargetTransform
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    RotateAroundPivot(const FTransform &SourceTransform, const FVector &Pivot, FTransform &TargetTransform)

    Rotates the source transform around the pivot point such that the pointers line up with current targets. If more than one pointer is used then the resulting rotation will minimize the mean square of target distances.

    Declaration
    public: void RotateAroundPivot(const FTransform &SourceTransform, const FVector &Pivot, FTransform &TargetTransform) const
    Parameters
    Type Name Description
    const FTransform & SourceTransform
    const FVector & Pivot
    FTransform & TargetTransform
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    SetInitialTransform()

    Cache the initial world space and camera space transform. Manipulation should be based on these initial transform for stable results. If bAutoSetInitialTransform is true then the initial transform is updated when grabbed.

    Declaration
    public: void SetInitialTransform()
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    SmoothTransform(const FTransform &SourceTransform, float LocationSmoothing, float RotationSmoothing, float DeltaSeconds, FTransform &TargetTransform)

    Apply a low-pass filter to the source transform location and rotation to smooth out jittering. Target transform is a exponentially weighted average of the current component transform and the source transform based on the time step.

    Declaration
    public: void SmoothTransform(const FTransform &SourceTransform, float LocationSmoothing, float RotationSmoothing, float DeltaSeconds, FTransform &TargetTransform) const
    Parameters
    Type Name Description
    const FTransform & SourceTransform
    float LocationSmoothing
    float RotationSmoothing
    float DeltaSeconds
    FTransform & TargetTransform
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