feat(hero): facade rework — inscription, medallions, motto band, banner lettering #39
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@@ -1,5 +1,6 @@
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#include "GigLineVehicle.h"
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#include "ChaosVehicleWheel.h"
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#include "ChaosWheeledVehicleMovementComponent.h"
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#include "Components/SkeletalMeshComponent.h"
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@@ -12,6 +13,28 @@ namespace GigLineVehicleDims
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constexpr float TrackCm = 156.0f;
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}
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UGigLineFrontWheel::UGigLineFrontWheel()
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{
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// Dimensions from the model's report: radius 33 cm, width 22 cm. Steering yes, drive no.
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WheelRadius = 33.0f;
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WheelWidth = 22.0f;
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bAffectedBySteering = true;
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bAffectedByEngine = false;
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MaxSteerAngle = 35.0f;
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SuspensionMaxRaise = 8.0f;
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SuspensionMaxDrop = 8.0f;
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}
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UGigLineRearWheel::UGigLineRearWheel()
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{
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WheelRadius = 33.0f;
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WheelWidth = 22.0f;
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bAffectedBySteering = false;
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bAffectedByEngine = true;
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SuspensionMaxRaise = 8.0f;
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SuspensionMaxDrop = 8.0f;
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}
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AGigLineVehicle::AGigLineVehicle()
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{
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PrimaryActorTick.bCanEverTick = true;
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@@ -131,9 +154,10 @@ void AGigLineVehicle::ConfigureWheels()
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for (const FWheelSpec& Spec : Specs)
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{
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FChaosWheelSetup Setup;
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// FChaosWheelSetup has only the class, the bone and an offset in 5.8 - there is
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// no per-setup disable flag, and steering/drive flags live on the wheel object.
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Setup.WheelClass = UChaosVehicleWheel::StaticClass();
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// FChaosWheelSetup has only the class, the bone and an offset in 5.8 - there is no
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// per-setup disable flag, and steering/drive flags live on the wheel class.
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Setup.WheelClass = Spec.bSteer ? UGigLineFrontWheel::StaticClass()
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: UGigLineRearWheel::StaticClass();
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Setup.BoneName = FName(Spec.Bone);
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Movement->WheelSetups.Add(Setup);
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}
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@@ -1,11 +1,37 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "ChaosVehicleWheel.h"
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#include "WheeledVehiclePawn.h"
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#include "GigLineVehicle.generated.h"
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class UChaosWheeledVehicleMovementComponent;
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/**
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* Front and rear wheel classes.
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*
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* Chaos reads steering and drive flags from the wheel *object* the setup points at, and the
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* base `UChaosVehicleWheel` is what the first attempt used - which produced zero wheels
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* after registration. Giving each axle its own class is also what Unreal's own vehicle
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* template does, for the same reason: the parameters belong to the class, not to the
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* instance that arrives later.
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*/
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UCLASS()
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class GIGLINE_API UGigLineFrontWheel : public UChaosVehicleWheel
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{
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GENERATED_BODY()
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public:
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UGigLineFrontWheel();
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};
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UCLASS()
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class GIGLINE_API UGigLineRearWheel : public UChaosVehicleWheel
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{
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GENERATED_BODY()
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public:
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UGigLineRearWheel();
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};
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/**
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* The one drivable vehicle in the demo.
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*
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