Fix formatting.

This commit is contained in:
Mario Zechner 2023-02-17 07:13:51 +01:00
parent d5cd7f67b1
commit 13803ce644
3 changed files with 57 additions and 58 deletions

View File

@ -135,7 +135,6 @@ void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMater
material->SetTextureParameterValue(TextureParameterName, Texture); material->SetTextureParameterValue(TextureParameterName, Texture);
CurrentInstance = material; CurrentInstance = material;
} }
} }
void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) { void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
@ -263,10 +262,10 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
// if the user switches the atlas data while not having switched // if the user switches the atlas data while not having switched
// to the correct skeleton data yet, we won't find any regions. // to the correct skeleton data yet, we won't find any regions.
// ignore regions for which we can't find a material // ignore regions for which we can't find a material
UMaterialInstanceDynamic* material = nullptr; UMaterialInstanceDynamic *material = nullptr;
int foundPageIndex = -1; int foundPageIndex = -1;
for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) { for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex]; AtlasPage *page = component->Atlas->GetAtlas()->getPages()[pageIndex];
if (attachmentAtlasRegion->page == page) { if (attachmentAtlasRegion->page == page) {
foundPageIndex = pageIndex; foundPageIndex = pageIndex;
break; break;
@ -277,35 +276,35 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
continue; continue;
} }
switch (slot->getData().getBlendMode()) { switch (slot->getData().getBlendMode()) {
case BlendMode_Additive: case BlendMode_Additive:
if (i >= atlasAdditiveBlendMaterials.Num()) { if (i >= atlasAdditiveBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasAdditiveBlendMaterials[i]; material = atlasAdditiveBlendMaterials[i];
break; break;
case BlendMode_Multiply: case BlendMode_Multiply:
if (i >= atlasMultiplyBlendMaterials.Num()) { if (i >= atlasMultiplyBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasMultiplyBlendMaterials[i]; material = atlasMultiplyBlendMaterials[i];
break; break;
case BlendMode_Screen: case BlendMode_Screen:
if (i >= atlasScreenBlendMaterials.Num()) { if (i >= atlasScreenBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasScreenBlendMaterials[i]; material = atlasScreenBlendMaterials[i];
break; break;
case BlendMode_Normal: case BlendMode_Normal:
default: default:
if (i >= atlasNormalBlendMaterials.Num()) { if (i >= atlasNormalBlendMaterials.Num()) {
clipper.clipEnd(*slot); clipper.clipEnd(*slot);
continue; continue;
} }
material = atlasNormalBlendMaterials[i]; material = atlasNormalBlendMaterials[i];
break; break;
} }
if (lastMaterial != material) { if (lastMaterial != material) {
@ -321,7 +320,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255); uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255); uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
float* verticesPtr = attachmentVertices->buffer(); float *verticesPtr = attachmentVertices->buffer();
for (int j = 0; j < numVertices << 1; j += 2) { for (int j = 0; j < numVertices << 1; j += 2) {
colors.Add(FColor(r, g, b, a)); colors.Add(FColor(r, g, b, a));
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1])); vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
@ -336,9 +335,9 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
for (int j = 0; j < numTriangles; j++) { for (int j = 0; j < numTriangles; j++) {
const int triangleIndex = j * 3; const int triangleIndex = j * 3;
if (FVector::CrossProduct( if (FVector::CrossProduct(
vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]], vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]]) vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
.Y < 0.f) { .Y < 0.f) {
const int32 targetVertex = indices[triangleIndex]; const int32 targetVertex = indices[triangleIndex];
indices[triangleIndex] = indices[triangleIndex + 2]; indices[triangleIndex] = indices[triangleIndex + 2];
indices[triangleIndex + 2] = targetVertex; indices[triangleIndex + 2] = targetVertex;

View File

@ -331,7 +331,7 @@ bool USpineWidget::HasBone(const FString BoneName) {
return false; return false;
} }
FTransform USpineWidget::GetBoneTransform(const FString& BoneName) { FTransform USpineWidget::GetBoneTransform(const FString &BoneName) {
CheckState(); CheckState();
if (skeleton) { if (skeleton) {
Bone *bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName)); Bone *bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName));

View File

@ -103,11 +103,11 @@ protected:
UPROPERTY(); UPROPERTY();
TArray<FVector> vertices; TArray<FVector> vertices;
UPROPERTY(); UPROPERTY();
TArray<int32> indices; TArray<int32> indices;
UPROPERTY(); UPROPERTY();
TArray<FVector> normals; TArray<FVector> normals;
UPROPERTY(); UPROPERTY();
TArray<FVector2D> uvs; TArray<FVector2D> uvs;
UPROPERTY(); UPROPERTY();
TArray<FColor> colors; TArray<FColor> colors;
}; };