2024-04-03 16:11:59 +02:00

68 lines
3.1 KiB
C++

/******************************************************************************
* 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<USpineSkeletonComponent *>(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;
}
}
}