/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include "SpineBoneDriverComponent.h" #include "SpineSkeletonComponent.h" #include "GameFramework/Actor.h" USpineBoneDriverComponent::USpineBoneDriverComponent() { PrimaryComponentTick.bCanEverTick = true; bTickInEditor = true; bAutoActivate = true; } void USpineBoneDriverComponent::BeginPlay() { Super::BeginPlay(); } void USpineBoneDriverComponent::BeforeUpdateWorldTransform(USpineSkeletonComponent *skeleton) { if (skeleton == lastBoundComponent && skeleton) { if (UseComponentTransform) { skeleton->SetBoneWorldPosition(BoneName, GetComponentLocation()); } else { AActor *owner = GetOwner(); if (owner) skeleton->SetBoneWorldPosition(BoneName, owner->GetActorLocation()); } } } void USpineBoneDriverComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); if (Target) { USpineSkeletonComponent *skeleton = static_cast(Target->GetComponentByClass(USpineSkeletonComponent::StaticClass())); if (skeleton != lastBoundComponent && skeleton) { // if (lastBoundComponent) lastBoundComponent->BeforeUpdateWorldTransform.RemoveAll(this); if (!skeleton->BeforeUpdateWorldTransform.GetAllObjects().Contains(this)) skeleton->BeforeUpdateWorldTransform.AddDynamic(this, &USpineBoneDriverComponent::BeforeUpdateWorldTransform); lastBoundComponent = skeleton; } } }