/************************************************************************************************************************************* *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. *************************************************************************************************************************************/ #pragma once #include "Components/ActorComponent.h" #include "Skeleton/BodyStateSkeleton.h" #include "BodyStateEstimatorComponent.generated.h" DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FBodyStateSkeletonSignature, UBodyStateSkeleton*, Skeleton); /** * Offers an estimation event with a skeleton which will be applied to the merged bodystate. * A good place to experiment with derived bodystate bones */ UCLASS(ClassGroup = "BodyState", meta = (BlueprintSpawnableComponent)) class BODYSTATE_API UBodyStateEstimatorComponent : public UActorComponent { GENERATED_UCLASS_BODY() public: /** Called when the skeleton should be updated before it propagates to all listeners */ UPROPERTY(BlueprintAssignable, Category = "BodyState Estimation Events") FBodyStateSkeletonSignature OnUpdateSkeletonEstimation; protected: /** Override this function inside your initialize component and it will get called correctly in the merging chain */ TFunction MergingFunction; int32 MergingFunctionId; virtual void InitializeComponent() override; virtual void UninitializeComponent() override; private: TFunction WrapperMergingFunction; };