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FT - PilotComponent to drive so100
+ Base class for RobotPawn -> might be replaced by an Actor instead?
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#pragma once
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#include "CoreMinimal.h"
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#include "Robot/PilotComponent/RobotPilotComponent.h"
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#include "RobotPilotSO100Component.generated.h"
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USTRUCT(BlueprintType)
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struct FSo100Actuators : public FRobotActuators
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Rotation = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Pitch = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Elbow = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float WristPitch = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float WristRoll = 0.f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Jaw = 0.f;
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};
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UCLASS(Blueprintable)
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class LUCKYWORLDV2_API URobotPilotSO100Component : public URobotPilotComponent
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{
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GENERATED_BODY()
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public:
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URobotPilotSO100Component();
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virtual void BeginPlay() override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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UFUNCTION(BlueprintCallable)
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virtual void StartAnimation(const FRobotActuators& NewAnimationTarget) override;
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// Here let's write the code trying to match with Constantin class
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// After both classes have been designed around specific needs, see what can be migrated in the parent class and update both children
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// Tick where it can have targets
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// Open Claw (ClawIndex)
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// Presets to move certain joints into certain positions -> HardCode
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// Move the arm myself JB + Capture LOG
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};
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