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void ACustomARPawn::DetectCircleGesture(const ETouchIndex::Type FingerIndex, const FVector screenCenter, float Delta) //Detects a circular motion gesture in the screen with touch input

	FVector2D prevVec, currentVec;
	circleTimer += Delta;
	float angle = 0; 
	float totalAngle = 0; 


	prevVec = FVector2D(0, 0); //prevVec should also be initialized to the touch
	currentVec = FVector2D(0, 0); //CurrVector should be the fingers position - screen center

	//Here i should add a while loop - while finger is in contact with screen
	if(circleTimer < 5) //before 5 frames elapsed
		prevVec = currentVec; //Store the current vectors position in previous vector
	else //If 5 frames elapsed
		//Calculate angle between previous vector and current vector
		angle = UKismetMathLibrary::Min(1, prevVec.Dot(currentVec) / (prevVec.Length() * currentVec.Length())); 
		angle = UKismetMathLibrary::Acos(angle); //Acos produces NaN if input > 1 so we use min. Rounding inaccuracies can cause this.

		circleTimer = 0; //Reset timer
	//Check the direction of the rotation (cw vs ccw)
	float dir = UKismetMathLibrary::CrossProduct2D(prevVec, currentVec) > 0 ? 1 : -1; //If it's positive its cw, negative is ccw
	totalAngle += dir * angle;

	//Check if total angle > 360
	if(totalAngle > 360)
		//Do the functionality. In this case it'd probably add a value to a variable per circle completed
		GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Orange, FString::Printf(TEXT("CIRCLE MADE!")));

		//Reset total angle
		totalAngle = 0; 
	//I have to check if the magnitudes of the previous and current vectors are within a certain radius/proximity to the center so the user doesnt circle too far or too close to it
	//Something like if(prevVec.Length() > screenWidth || currentVec.Length() > screenWidth)

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