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