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ufna committed Mar 2, 2016
1 parent 1b00c04 commit d643cc8
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2 changes: 1 addition & 1 deletion LICENSE
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The MIT License (MIT)

Copyright (c) 2016 Vladimir Alyamkin
Copyright (c) 2016 Pushkin Studio

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
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8 changes: 4 additions & 4 deletions VaRealVehiclePlugin.uplugin → PsRealVehiclePlugin.uplugin
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{
"FileVersion" : 3,

"FriendlyName" : "VaRealVehicle",
"FriendlyName" : "PsRealVehicle",
"Version" : 1,
"VersionName" : "1.0-r1",
"CreatedBy" : "Vladimir Alyamkin",
"CreatedByURL" : "http://alyamkin.com",
"CreatedBy" : "Pushkin Studio",
"CreatedByURL" : "https://github.com/PushkinStudio/",
"EngineVersion" : "4.10.0",
"Description" : "Plugin for Unreal Engine 4 with simple force-driven vehicle simulation",
"Category" : "Physics",
Expand All @@ -14,7 +14,7 @@
"Modules" :
[
{
"Name" : "VaRealVehiclePlugin",
"Name" : "PsRealVehiclePlugin",
"Type" : "Runtime",
"LoadingPhase": "PreDefault"
}
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4 changes: 2 additions & 2 deletions README.md
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Overview
========

VaRealVehicle is the plugin for [Unreal Engine 4](https://www.unrealengine.com/) with simple force-driven vehicle simulation.
PsRealVehicle is the plugin for [Unreal Engine 4](https://www.unrealengine.com/) with simple force-driven vehicle simulation.

Key features:
* **@TODO** Plugin in development mode!!!

Check the [Wiki](https://github.com/ufna/VaRealVehicle/wiki) tab for plugin usage examples and installation notes.
Check the [Wiki](https://github.com/PushkinStudio/PsRealVehicle/wiki) tab for plugin usage examples and installation notes.

Current version: **1.0 Alpha 1** (UE 4.10)

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// Copyright 2016 Vladimir Alyamkin. All Rights Reserved.
// Copyright 2016 Pushkin Studio. All Rights Reserved.

#pragma once

#include "VrvVehicle.generated.h"
#include "PrvVehicle.generated.h"

/**
* Vehicle class with implemented custom physics
*/
UCLASS(abstract, config = Game, Blueprintable, BlueprintType)
class VAREALVEHICLEPLUGIN_API AVrvVehicle : public APawn
class PSREALVEHICLEPLUGIN_API APrvVehicle : public APawn
{
GENERATED_UCLASS_BODY()

Expand All @@ -18,11 +18,11 @@ class VAREALVEHICLEPLUGIN_API AVrvVehicle : public APawn

public:
/** Move forward/back */
UFUNCTION(BlueprintCallable, Category = "VaRealVehicle|Actions")
UFUNCTION(BlueprintCallable, Category = "PsRealVehicle|Actions")
virtual void MoveForward(float Val);

/** Strafe right/left */
UFUNCTION(BlueprintCallable, Category = "VaRealVehicle|Actions")
UFUNCTION(BlueprintCallable, Category = "PsRealVehicle|Actions")
virtual void MoveRight(float Val);


Expand All @@ -36,7 +36,7 @@ class VAREALVEHICLEPLUGIN_API AVrvVehicle : public APawn

/** Vehicle simulation component */
UPROPERTY(Category = AdvVehicle, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UVrvVehicleMovementComponent* VehicleMovement;
class UPrvVehicleMovementComponent* VehicleMovement;

public:
/** Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject). */
Expand All @@ -49,8 +49,8 @@ class VAREALVEHICLEPLUGIN_API AVrvVehicle : public APawn
FORCEINLINE USkeletalMeshComponent* GetMesh() const { return Mesh; }

/** Util to get the wheeled vehicle movement component */
FORCEINLINE UVrvVehicleMovementComponent* GetVehicleMovementComponent() const { return VehicleMovement; }
FORCEINLINE UVrvVehicleMovementComponent* GetVehicleMovement() const { return VehicleMovement; }
FORCEINLINE UPrvVehicleMovementComponent* GetVehicleMovementComponent() const { return VehicleMovement; }
FORCEINLINE UPrvVehicleMovementComponent* GetVehicleMovement() const { return VehicleMovement; }

//~ Begin AActor Interface
virtual void DisplayDebug(class UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos) override;
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// Copyright 2016 Vladimir Alyamkin. All Rights Reserved.
// Copyright 2016 Pushkin Studio. All Rights Reserved.

#pragma once

#include "VrvVehicleMovementComponent.generated.h"
#include "PrvVehicleMovementComponent.generated.h"

USTRUCT(BlueprintType)
struct FSuspensionInfo
Expand Down Expand Up @@ -158,7 +158,7 @@ struct FTrackInfo
* Component that uses Torque and Force to move tracked vehicles
*/
UCLASS()
class VAREALVEHICLEPLUGIN_API UVrvVehicleMovementComponent : public UPawnMovementComponent
class PSREALVEHICLEPLUGIN_API UPrvVehicleMovementComponent : public UPawnMovementComponent
{
GENERATED_UCLASS_BODY()

Expand Down Expand Up @@ -289,15 +289,15 @@ class VAREALVEHICLEPLUGIN_API UVrvVehicleMovementComponent : public UPawnMovemen

public:
/** Set the user input for the vehicle throttle */
UFUNCTION(BlueprintCallable, Category="VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category="PsRealVehicle|Components|VehicleMovement")
void SetThrottleInput(float Throttle);

/** Set the user input for the vehicle steering */
UFUNCTION(BlueprintCallable, Category="VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category="PsRealVehicle|Components|VehicleMovement")
void SetSteeringInput(float Steering);

/** Set the user input for handbrake */
UFUNCTION(BlueprintCallable, Category="VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category="PsRealVehicle|Components|VehicleMovement")
void SetHandbrakeInput(bool bNewHandbrake);


Expand All @@ -306,15 +306,15 @@ class VAREALVEHICLEPLUGIN_API UVrvVehicleMovementComponent : public UPawnMovemen

public:
/** How fast the vehicle is moving forward */
UFUNCTION(BlueprintCallable, Category="VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category="PsRealVehicle|Components|VehicleMovement")
float GetForwardSpeed() const;

/** Get current engine's rotation speed */
UFUNCTION(BlueprintCallable, Category="VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category="PsRealVehicle|Components|VehicleMovement")
float GetEngineRotationSpeed() const;

/** Get current engine's max rotation speed */
UFUNCTION(BlueprintCallable, Category="VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category="PsRealVehicle|Components|VehicleMovement")
float GetEngineMaxRotationSpeed() const;


Expand Down Expand Up @@ -343,11 +343,11 @@ class VAREALVEHICLEPLUGIN_API UVrvVehicleMovementComponent : public UPawnMovemen
virtual void DrawDebugLines();

/** */
UFUNCTION(BlueprintCallable, Category = "VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category = "PsRealVehicle|Components|VehicleMovement")
void ShowDebug(bool bEnableDebug) { bShowDebug = bEnableDebug; }

/** */
UFUNCTION(BlueprintCallable, Category = "VaRealVehicle|Components|VehicleMovement")
UFUNCTION(BlueprintCallable, Category = "PsRealVehicle|Components|VehicleMovement")
bool IsDebug() { return bShowDebug; }

protected:
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21 changes: 21 additions & 0 deletions Source/PsRealVehiclePlugin/Private/PrvPlugin.cpp
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// Copyright 2016 Pushkin Studio. All Rights Reserved.

#include "PrvPlugin.h"

class FPsRealVehiclePlugin : public IPsRealVehiclePlugin
{
/** IModuleInterface implementation */
virtual void StartupModule() override
{

}

virtual void ShutdownModule() override
{

}
};

IMPLEMENT_MODULE( FPsRealVehiclePlugin, PsRealVehiclePlugin )

DEFINE_LOG_CATEGORY(LogPrvVehicle);
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@@ -1,4 +1,4 @@
// Copyright 2016 Vladimir Alyamkin. All Rights Reserved.
// Copyright 2016 Pushkin Studio. All Rights Reserved.

#pragma once

Expand All @@ -9,8 +9,8 @@
// add includes for headers that are used in most of your module's source files though.
#include "ModuleManager.h"

DECLARE_LOG_CATEGORY_EXTERN(LogVrvVehicle, Log, All);
DECLARE_LOG_CATEGORY_EXTERN(LogPrvVehicle, Log, All);

#include "IVaRealVehiclePlugin.h"
#include "IPsRealVehiclePlugin.h"

#include "VaRealVehiclePluginClasses.h"
#include "PsRealVehiclePluginClasses.h"
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@@ -1,13 +1,13 @@
// Copyright 2016 Vladimir Alyamkin. All Rights Reserved.
// Copyright 2016 Pushkin Studio. All Rights Reserved.

#include "VrvPlugin.h"
#include "PrvPlugin.h"

#include "DisplayDebugHelpers.h"

FName AVrvVehicle::VehicleMeshComponentName(TEXT("VehicleMesh"));
FName AVrvVehicle::VehicleMovementComponentName(TEXT("VehicleMovementComp"));
FName APrvVehicle::VehicleMeshComponentName(TEXT("VehicleMesh"));
FName APrvVehicle::VehicleMovementComponentName(TEXT("VehicleMovementComp"));

AVrvVehicle::AVrvVehicle(const FObjectInitializer& ObjectInitializer)
APrvVehicle::APrvVehicle(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(VehicleMeshComponentName);
Expand All @@ -21,7 +21,7 @@ AVrvVehicle::AVrvVehicle(const FObjectInitializer& ObjectInitializer)
RootComponent = Mesh;

// Construct advanced movement comp
VehicleMovement = CreateDefaultSubobject<UVrvVehicleMovementComponent>(VehicleMovementComponentName);
VehicleMovement = CreateDefaultSubobject<UPrvVehicleMovementComponent>(VehicleMovementComponentName);
VehicleMovement->SetIsReplicated(true); // Enable replication by default
VehicleMovement->UpdatedComponent = GetMesh();
}
Expand All @@ -30,12 +30,12 @@ AVrvVehicle::AVrvVehicle(const FObjectInitializer& ObjectInitializer)
//////////////////////////////////////////////////////////////////////////
// Input handlers

void AVrvVehicle::MoveForward(float Val)
void APrvVehicle::MoveForward(float Val)
{
GetVehicleMovementComponent()->SetThrottleInput(Val);
}

void AVrvVehicle::MoveRight(float Val)
void APrvVehicle::MoveRight(float Val)
{
GetVehicleMovementComponent()->SetSteeringInput(Val);
}
Expand All @@ -44,7 +44,7 @@ void AVrvVehicle::MoveRight(float Val)
//////////////////////////////////////////////////////////////////////////
// Debug

void AVrvVehicle::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
void APrvVehicle::DisplayDebug(UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos)
{
static FName NAME_Vehicle = FName(TEXT("Vehicle"));

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