Remove CarlaSimpleVehicle.h

This commit is contained in:
Jacopo Bartiromo 2022-01-28 14:56:36 +01:00 committed by Jacopo Bartiromo
parent 0a9f67c6c3
commit aaf5f2a9e9
1 changed files with 0 additions and 76 deletions

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