45 lines
2.1 KiB
C
45 lines
2.1 KiB
C
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/*************************************************************************************************************************************
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*The MIT License(MIT)
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*
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*Copyright(c) 2016 Jan Kaniewski(Getnamo)
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*Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc.
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*
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*Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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*files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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*merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is
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*furnished to do so, subject to the following conditions :
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*
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*The above copyright notice and this permission notice shall be included in all copies or
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*substantial portions of the Software.
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*
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*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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*MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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*FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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*CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*************************************************************************************************************************************/
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#pragma once
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#include "Runtime/Engine/Classes/Components/SceneComponent.h"
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#include "Skeleton/BodyStateSkeleton.h"
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#include "BodyStateBoneComponent.generated.h"
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/**
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* Scene Component which syncs to a desired BodyStateBone
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*/
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UCLASS(ClassGroup = "BodyState", meta = (BlueprintSpawnableComponent))
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class BODYSTATE_API UBodyStateBoneComponent : public USceneComponent
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{
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GENERATED_UCLASS_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Body State Bone Component")
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int32 SkeletonId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Body State Bone Component")
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EBodyStateBasicBoneType BoneToFollow;
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protected:
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virtual void InitializeComponent() override;
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virtual void UninitializeComponent() override;
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};
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