Remove CarlaSimpleVehicle.h
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// Copyright (c) 2021 Computer Vision Center (CVC) at the Universitat Autonoma
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// de Barcelona (UAB).
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//
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// This work is licensed under the terms of the MIT license.
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// For a copy, see <https://opensource.org/licenses/MIT>.
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#pragma once
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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#include "CoreMinimal.h"
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#include "GameFramework/Pawn.h"
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#include "MovementComponents/BaseCarlaMovementComponent.h"
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#include "DisplayDebugHelpers.h"
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#include "CarlaSimpleVehicle.generated.h"
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UCLASS()
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class CARLA_API ACarlaSimpleVehicle : public APawn
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{
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GENERATED_BODY()
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public:
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ACarlaSimpleVehicle(const FObjectInitializer& ObjectInitializer);
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~ACarlaSimpleVehicle();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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/** The main skeletal mesh associated with this Vehicle */
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UPROPERTY(Category = Vehicle, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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class USkeletalMeshComponent* Mesh;
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/** vehicle simulation component */
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UPROPERTY(Category = Vehicle, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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class UWheeledVehicleMovementComponent* VehicleMovement;
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public:
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/** Name of the MeshComponent. Use this name if you want to prevent creation of the component (with ObjectInitializer.DoNotCreateDefaultSubobject). */
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static FName VehicleMeshComponentName;
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/** Name of the VehicleMovement. Use this name if you want to use a different class (with ObjectInitializer.SetDefaultSubobjectClass). */
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static FName VehicleMovementComponentName;
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/** Util to get the wheeled vehicle movement component */
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class UWheeledVehicleMovementComponent* GetVehicleMovementComponent() const;
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//~ Begin AActor Interface
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virtual void DisplayDebug(class UCanvas* Canvas, const FDebugDisplayInfo& DebugDisplay, float& YL, float& YPos) override;
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//~ End Actor Interface
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/** Returns Mesh subobject **/
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class USkeletalMeshComponent* GetMesh() const { return Mesh; }
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/** Returns VehicleMovement subobject **/
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class UWheeledVehicleMovementComponent* GetVehicleMovement() const { return VehicleMovement; }
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private:
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UPROPERTY(Category = "CARLA Simple Wheeled Vehicle", VisibleAnywhere)
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bool bPhysicsEnabled = true;
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// Small workarround to allow optional CarSim plugin usage
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UPROPERTY(Category = "CARLA Simple Wheeled Vehicle", VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
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UBaseCarlaMovementComponent* BaseMovementComponent = nullptr;
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};
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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