40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
// Copyright® 2015-2023 PICO Technology Co., Ltd. All rights reserved.
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// This plugin incorporates portions of the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.
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// Unreal® Engine, Copyright 1998 – 2023, Epic Games, Inc. All rights reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "PICO_MRTypes.h"
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#include "Components/ActorComponent.h"
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#include "PICO_AnchorComponent.generated.h"
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UCLASS(BlueprintType)
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class PICOOPENXRMR_API UAnchorComponentPICO : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UAnchorComponentPICO(const FObjectInitializer& ObjectInitializer);
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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 EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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UFUNCTION(BlueprintCallable, Category = "PICO|MR")
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FSpatialHandlePICO GetAnchorHandle() const { return AnchorHandle; }
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UFUNCTION(BlueprintCallable, Category = "PICO|MR")
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void SetAnchorHandle(FSpatialHandlePICO NewAnchorHandle) { AnchorHandle = NewAnchorHandle; }
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UFUNCTION(BlueprintCallable, Category = "PICO|MR")
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FString GetAnchorHandleString() const { return AnchorHandle.ToString(); }
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UFUNCTION(BlueprintCallable, Category = "PICO|MR")
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bool IsAnchorValid() const { return AnchorHandle.IsValid(); }
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void ResetAnchorHandle();
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protected:
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FSpatialHandlePICO AnchorHandle;
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}; |