/************************************************************************************************************************************* *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 "BodyStateEstimatorComponent.h" #include "Engine/World.h" #include "IBodyState.h" UBodyStateEstimatorComponent::UBodyStateEstimatorComponent(const FObjectInitializer& init) : UActorComponent(init) { bWantsInitializeComponent = true; bAutoActivate = true; MergingFunctionId = -1; MergingFunction = nullptr; } void UBodyStateEstimatorComponent::InitializeComponent() { Super::InitializeComponent(); // Only allow game world estimators if (!GetWorld()->IsGameWorld()) { return; } // Wrapper function which calls the broadcast function WrapperMergingFunction = [&](UBodyStateSkeleton* SkeletonToUpdate, float DeltaTime) { if (MergingFunction != nullptr) { MergingFunction(SkeletonToUpdate, DeltaTime); } OnUpdateSkeletonEstimation.Broadcast(SkeletonToUpdate); }; // Attach our selves as a bone scene listener. This will auto update our transforms MergingFunctionId = IBodyState::Get().AttachMergingFunctionForSkeleton(WrapperMergingFunction); } void UBodyStateEstimatorComponent::UninitializeComponent() { // remove ourselves from auto updating transform delegates IBodyState::Get().RemoveMergingFunction(MergingFunctionId); Super::UninitializeComponent(); }