Files
Plugin/Source/SenseGlove/Public/SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h
T

75 lines
2.6 KiB
C++

/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* 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.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Animation/AnimInstanceProxy.h"
#include "SGVirtualHandAnimInstanceProxy.generated.h"
USTRUCT()
struct SENSEGLOVE_API FSGVirtualHandAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_USTRUCT_BODY()
protected:
/** Called when our anim instance is being initialized */
virtual void Initialize(UAnimInstance* InAnimInstance) override;
/** Called when our anim instance is being uninitialized */
virtual void Uninitialize(UAnimInstance* InAnimInstance) override;
/** Called before update so we can copy any data we need */
virtual void PreUpdate(UAnimInstance* InAnimInstance, float DeltaSeconds) override;
/** Update override point */
virtual void Update(float DeltaSeconds) override;
/** Called on the game thread pre-evaluate. */
virtual void PreEvaluateAnimation(UAnimInstance* InAnimInstance) override;
/**
* Evaluate override point
* @return true if this function is implemented, false otherwise.
* Note: the node graph will not be evaluated if this function returns true
*/
virtual bool Evaluate(FPoseContext& Output) override;
/** Called after update so we can copy any data we need */
virtual void PostUpdate(UAnimInstance* InAnimInstance) const override;
/** Called after evaluate so we can do any game thread work we need to */
virtual void PostEvaluate(UAnimInstance* InAnimInstance) override;
};