/************************************************************************************************************************************* *The MIT License(MIT) * *Copyright(c) 2016 Jan Kaniewski(Getnamo) *Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc. * *Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation *files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, *merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is *furnished to do so, subject to the following conditions : * *The above copyright notice and this permission notice shall be included in all copies or *substantial portions of the Software. * *THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF *MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE *FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN *CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *************************************************************************************************************************************/ #include "BodyStateBoneComponent.h" #include "IBodyState.h" UBodyStateBoneComponent::UBodyStateBoneComponent(const FObjectInitializer& init) : USceneComponent(init) { bWantsInitializeComponent = true; bAutoActivate = true; SkeletonId = 0; BoneToFollow = EBodyStateBasicBoneType::BONE_ROOT; } void UBodyStateBoneComponent::InitializeComponent() { Super::InitializeComponent(); // Attach our selves as a bone scene listener. This will auto update our transforms IBodyState::Get().AddBoneSceneListener(this); } void UBodyStateBoneComponent::UninitializeComponent() { // remove ourselves from auto updating transform delegates IBodyState::Get().RemoveBoneSceneListener(this); Super::UninitializeComponent(); }