mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-02 05:39:07 +08:00
68 lines
3.1 KiB
C++
68 lines
3.1 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpineBoneDriverComponent.h"
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#include "SpineSkeletonComponent.h"
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#include "GameFramework/Actor.h"
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USpineBoneDriverComponent::USpineBoneDriverComponent() {
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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bAutoActivate = true;
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}
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void USpineBoneDriverComponent::BeginPlay() {
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Super::BeginPlay();
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}
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void USpineBoneDriverComponent::BeforeUpdateWorldTransform(USpineSkeletonComponent *skeleton) {
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if (skeleton == lastBoundComponent && skeleton) {
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if (UseComponentTransform) {
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skeleton->SetBoneWorldPosition(BoneName, GetComponentLocation());
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} else {
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AActor *owner = GetOwner();
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if (owner) skeleton->SetBoneWorldPosition(BoneName, owner->GetActorLocation());
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}
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}
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}
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void USpineBoneDriverComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) {
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (Target) {
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USpineSkeletonComponent *skeleton = static_cast<USpineSkeletonComponent *>(Target->GetComponentByClass(USpineSkeletonComponent::StaticClass()));
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if (skeleton != lastBoundComponent && skeleton) {
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// if (lastBoundComponent) lastBoundComponent->BeforeUpdateWorldTransform.RemoveAll(this);
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if (!skeleton->BeforeUpdateWorldTransform.GetAllObjects().Contains(this))
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skeleton->BeforeUpdateWorldTransform.AddDynamic(this, &USpineBoneDriverComponent::BeforeUpdateWorldTransform);
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lastBoundComponent = skeleton;
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}
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}
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}
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