FT - PilotComponent to drive so100
+ Base class for RobotPawn -> might be replaced by an Actor instead?
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#include "Robot/PilotComponent/RobotPilotComponent.h"
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#include "Actors/MujocoVolumeActor.h"
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#include "Robot/RobotPawn.h"
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URobotPilotComponent::URobotPilotComponent()
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{
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}
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void URobotPilotComponent::BeginPlay()
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{
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Super::BeginPlay();
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// Reference owning robot
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RobotOwner = Cast<ARobotPawn>(GetOwner());
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}
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void URobotPilotComponent::TickComponent(float DeltaTime, enum ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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void URobotPilotComponent::InitPilotComponent()
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{
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if (RobotOwner.IsValid() && RobotOwner->PhysicSceneProxy.IsValid())
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{
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RobotOwner->PhysicSceneProxy->BindPostPhysicStepDelegate(this, &URobotPilotComponent::AnimateActuators);
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}
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}
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void URobotPilotComponent::StartAnimation(const FRobotActuators& NewAnimationTarget)
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{
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AnimTargetRobotActuators = NewAnimationTarget;
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}
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void URobotPilotComponent::AnimateActuators(float SimulationTime)
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{
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// Override in each dedicated RobotPilotComponent
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}
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#include "Robot/PilotComponent/RobotPilotMultiRotorDrone.h"
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URobotPilotMultiRotorDrone::URobotPilotMultiRotorDrone()
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{
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}
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#include "Robot/PilotComponent/RobotPilotSO100Component.h"
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URobotPilotSO100Component::URobotPilotSO100Component()
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{
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}
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void URobotPilotSO100Component::BeginPlay()
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{
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Super::BeginPlay();
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}
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void URobotPilotSO100Component::TickComponent(float DeltaTime, enum ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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}
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void URobotPilotSO100Component::StartAnimation(const FRobotActuators& NewAnimationTarget)
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{
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// Super::StartAnimation(NewAnimationTarget);
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}
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68
Source/LuckyWorldV2/Private/Robot/RobotPawn.cpp
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Source/LuckyWorldV2/Private/Robot/RobotPawn.cpp
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#include "Robot/RobotPawn.h"
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#include "Robot/PilotComponent/RobotPilotMultiRotorDrone.h"
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#include "Robot/PilotComponent/RobotPilotSO100Component.h"
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ARobotPawn::ARobotPawn()
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{
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}
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void ARobotPawn::BeginPlay()
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{
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Super::BeginPlay();
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InitRobot(); // TODO Maybe move to GameInstance to control when we initialize the robot completely
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}
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void ARobotPawn::InitRobot()
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{
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InitPilotComponent();
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// Other initialization tasks
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}
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void ARobotPawn::InitPilotComponent()
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{
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// Initialize pilot component based on robot type
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switch (RobotType)
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{
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case ERobotsName::None:
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break;
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case ERobotsName::SO100Robot:
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RobotPilotComponent = NewObject<URobotPilotSO100Component>(GetOwner());
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break;
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case ERobotsName::DJIDrone:
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RobotPilotComponent = NewObject<URobotPilotMultiRotorDrone>(GetOwner());
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break;
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case ERobotsName::Luck_e:
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break; // TODO or remove from enum
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case ERobotsName::Stretch:
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break; // TODO or remove from enum
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case ERobotsName::LuckyDrone:
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break; // TODO or remove from enum
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case ERobotsName::ArmLucky:
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break; // TODO or remove from enum
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case ERobotsName::UnitreeG1:
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break; // TODO or remove from enum
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case ERobotsName::StretchRobotV1:
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break; // TODO or remove from enum
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case ERobotsName::PandaArmRobot:
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break; // TODO or remove from enum
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case ERobotsName::PuralinkRobot:
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break; // TODO or remove from enum
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case ERobotsName::UnitreeGo2:
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break; // TODO or remove from enum
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case ERobotsName::RevoluteRobot:
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break; // TODO or remove from enum
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case ERobotsName::BostonSpotRobot:
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break; // TODO or remove from enum
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}
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// Register if this Robot has a Pilot Component
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if (RobotPilotComponent)
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{
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RobotPilotComponent->RegisterComponent();
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RobotPilotComponent->InitPilotComponent();
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}
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}
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#pragma once
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#include "CoreMinimal.h"
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#include "RobotPilotComponent.generated.h"
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USTRUCT(BlueprintType)
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struct FRobotActuators
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{
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GENERATED_BODY()
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// Do we need a prent struct?
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// What will be in common?
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};
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class ARobotPawn;
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UCLASS(Blueprintable)
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class LUCKYWORLDV2_API URobotPilotComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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URobotPilotComponent();
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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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virtual void InitPilotComponent();
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private:
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// Only to easy access within the component
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TWeakObjectPtr<ARobotPawn> RobotOwner = nullptr;
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// ----------------
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// ----- ANIM -----
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// ----------------
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public:
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virtual void StartAnimation(const FRobotActuators& NewAnimationTarget);
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private:
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virtual void AnimateActuators(float SimulationTime); // Bound to the PhysicProxy post-update delegate
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float AnimationDuration = 0.f;
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float AnimationStartTime = 0.f;
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FRobotActuators CurrentRobotActuators; // This will be updated by the post-physic delegate
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FRobotActuators AnimStartRobotActuators;
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FRobotActuators AnimTargetRobotActuators;
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};
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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 "RobotPilotMultiRotorDrone.generated.h"
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UCLASS(Blueprintable)
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class LUCKYWORLDV2_API URobotPilotMultiRotorDrone : public URobotPilotComponent
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{
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GENERATED_BODY()
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public:
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URobotPilotMultiRotorDrone();
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};
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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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37
Source/LuckyWorldV2/Public/Robot/RobotPawn.h
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Source/LuckyWorldV2/Public/Robot/RobotPawn.h
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#pragma once
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#include "CoreMinimal.h"
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#include "SharedDef.h"
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#include "RobotPawn.generated.h"
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class AMujocoVolumeActor;
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class URobotPilotComponent;
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// Enum of bots
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UCLASS(Blueprintable)
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class LUCKYWORLDV2_API ARobotPawn : public APawn // Should be an actor?
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{
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GENERATED_BODY()
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public:
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ARobotPawn();
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virtual void BeginPlay() override;
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// TODO Called by GameInstance after robot has been spawned
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void InitRobot();
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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ERobotsName RobotType = ERobotsName::None; // This value must be set in the pawn
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UPROPERTY(EditAnywhere, BlueprintReadWrite) // TODO Remove UPROPERTY once we migrate physics proxy initialization from Pawn
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TWeakObjectPtr<AMujocoVolumeActor> PhysicSceneProxy;
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// -------------------
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// ------ PILOT ------
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// -------------------
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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URobotPilotComponent* RobotPilotComponent = nullptr;
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UFUNCTION(BlueprintCallable)
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void InitPilotComponent(); // This should have Robot type as parameter?
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};
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