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@luca1337
Last active February 10, 2018 21:44
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CurveManager C++ Handle object given a curve in a 3D space
// Fill out your copyright notice in the Description page of Project Settings.
#include "CurveManager.h"
#include "Runtime/Engine/Public/DrawDebugHelpers.h"
#include "CurveTaskCharacter.h"
#include "Runtime/Engine/Classes/Components/TextRenderComponent.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
#define DRAW
UCurveManager::UCurveManager()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
this->TextRenderer = CreateDefaultSubobject<UTextRenderComponent>(TEXT("RendererText"));
}
void UCurveManager::BeginPlay()
{
Super::BeginPlay();
this->RootComponent = this->GetAttachmentRoot();
this->TextRenderer->AttachToComponent(this, FAttachmentTransformRules::KeepRelativeTransform);
this->TextRenderer->SetRelativeLocation(this->RelativeLocation +
FVector(this->TextRenderer->RelativeScale3D.X
- this->RootComponent->RelativeScale3D.X / 2,
this->TextRenderer->RelativeScale3D.Y
- this->RootComponent->RelativeScale3D.Y / 2 + 280,
this->TextRenderer->RelativeScale3D.Z
- this->RootComponent->RelativeScale3D.Z / 2 + 100));
//retrieve the minimum and maximum time in the range of the given curve
this->VectorCurve->GetTimeRange(this->Min, this->Max);
//UE_LOG(LogTemp, Warning, TEXT("min: %f max: %f"), Min, Max);
}
void UCurveManager::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//turn this on to rotate all components with text toward main camera
//this->RotateTextTowards();
if (this->VectorCurve)
{
if (!this->PlayBack)
this->Time += this->Speed * DeltaTime;
if (this->Time >= this->Max)
this->PlayBack = true;
if (this->PlayBack)
{
this->Time -= this->Speed * DeltaTime;
if (this->Time <= this->Min)
this->PlayBack = !this->PlayBack;
}
FVector PositionCurrent = this->VectorCurve->GetVectorValue(this->Time);
this->SetRelativeLocation(PositionCurrent, false, false, ETeleportType::None);
this->TextRenderer->SetTextRenderColor(this->DebugColor);
const FString VectorValue = FString::Printf(TEXT("Current Vector Value: X: %f Y: %f Z: %f\nMax Value: %f"), PositionCurrent.X,
PositionCurrent.Y, PositionCurrent.Z, this->Time);
this->TextRenderer->SetText(FText::FromString(VectorValue));
#ifdef DRAW
DrawDebugPoint(GetWorld(), this->RootComponent->RelativeLocation + FVector(VectorCurve->GetVectorValue(this->Time).X, VectorCurve->GetVectorValue(this->Time).Y, VectorCurve->GetVectorValue(this->Time).Z), 3.0f, this->DebugColor, true);
#endif
}
}
void UCurveManager::RotateTextTowards()
{
APlayerCameraManager* CameraManager = Cast<APlayerCameraManager>(UGameplayStatics::GetPlayerCameraManager(this, 0));
FRotator NewRotation = CameraManager->GetCameraRotation();
NewRotation.Yaw += 180.0f;
this->TextRenderer->SetWorldRotation(NewRotation);
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "Runtime/Engine/Classes/Curves/CurveVector.h"
#include "EngineUtils.h"
#include "CurveManager.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class CURVETASK_API UCurveManager : public USceneComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UCurveManager();
protected:
// Called when the game starts
virtual void BeginPlay() override;
AActor* Owner;
float Min;
float Max;
void RotateTextTowards();
TArray<AActor*> ActorsOnWorld;
inline void FindAllActors(UWorld* World, TArray<AActor*>& Out)
{
for (TActorIterator<AActor> ActorItr(GetWorld()); ActorItr; ++ActorItr)
{
AActor* Actor = Cast<AActor>(*ActorItr);
if (Actor && !Actor->IsPendingKill())
{
Out.Add(Actor);
}
}
}
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
UPROPERTY(EditAnywhere)
UCurveVector* VectorCurve;
UPROPERTY(EditAnywhere)
TArray<USceneComponent*> ChildArray;
UPROPERTY(EditAnywhere)
float Speed = 10;
bool PlayBack;
UPROPERTY(EditAnywhere)
FColor DebugColor = FColor::Red;
UFUNCTION(BlueprintCallable)
USceneComponent* AddComponent(USceneComponent* Component)
{
ChildArray.Add(Component);
return Component;
}
private:
float Time;
USceneComponent* RootComponent;
class UTextRenderComponent* TextRenderer;
};
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