Unreal SDK  v1.2.0
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WeArtThimbleSensorObject.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Components/ActorComponent.h"
7#include "WeArtCommon.h"
8#include "WeArtMessages.h"
9
11
12
13UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
14class WEARTPLUGIN_API UWeArtThimbleSensorObject : public UActorComponent
15{
16 GENERATED_BODY()
17
18public:
19 // Sets default values for this component's properties
20 UWeArtThimbleSensorObject();
21
22 void OnMessageReceived(WeArtMessage* msg);
23
24 // Hand/finger state variables
25 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WeArtThimbleSensorObject)
26 TEnumAsByte<EHandSide> handSide;
27
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = WeArtThimbleSensorObject)
29 TEnumAsByte<EActuationPoint> actuationPoint;
30
31 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeArtThimbleSensorObject)
32 FVector Accelerometer;
33
34 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeArtThimbleSensorObject)
35 FVector Gyroscope;
36
37 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = WeArtThimbleSensorObject)
38 int TimeOfFlight;
39protected:
40 // Called when the game starts
41 virtual void BeginPlay() override;
42 virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
43
44public:
45 // Called every frame
46 virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
47};
#define WEARTPLUGIN_API
Definition: Definitions.WEARTPlugin.h:292
EHandSide
Definition: WeArtCommon.h:8
Generic Weart message.
Definition: WeArtMessages.h:178