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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Fix formatting.
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d5cd7f67b1
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@ -135,7 +135,6 @@ void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMater
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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}
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}
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void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
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@ -263,10 +262,10 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic* material = nullptr;
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UMaterialInstanceDynamic *material = nullptr;
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int foundPageIndex = -1;
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for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
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AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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AtlasPage *page = component->Atlas->GetAtlas()->getPages()[pageIndex];
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if (attachmentAtlasRegion->page == page) {
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foundPageIndex = pageIndex;
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break;
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@ -277,35 +276,35 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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continue;
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}
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switch (slot->getData().getBlendMode()) {
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case BlendMode_Additive:
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if (i >= atlasAdditiveBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasAdditiveBlendMaterials[i];
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break;
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case BlendMode_Multiply:
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if (i >= atlasMultiplyBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasMultiplyBlendMaterials[i];
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break;
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case BlendMode_Screen:
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if (i >= atlasScreenBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasScreenBlendMaterials[i];
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break;
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case BlendMode_Normal:
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default:
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if (i >= atlasNormalBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasNormalBlendMaterials[i];
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break;
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case BlendMode_Additive:
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if (i >= atlasAdditiveBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasAdditiveBlendMaterials[i];
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break;
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case BlendMode_Multiply:
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if (i >= atlasMultiplyBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasMultiplyBlendMaterials[i];
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break;
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case BlendMode_Screen:
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if (i >= atlasScreenBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasScreenBlendMaterials[i];
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break;
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case BlendMode_Normal:
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default:
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if (i >= atlasNormalBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasNormalBlendMaterials[i];
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break;
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}
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if (lastMaterial != material) {
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@ -321,7 +320,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
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float* verticesPtr = attachmentVertices->buffer();
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float *verticesPtr = attachmentVertices->buffer();
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for (int j = 0; j < numVertices << 1; j += 2) {
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
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@ -336,9 +335,9 @@ void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *compon
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for (int j = 0; j < numTriangles; j++) {
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const int triangleIndex = j * 3;
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if (FVector::CrossProduct(
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vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
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vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
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.Y < 0.f) {
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vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
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vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
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.Y < 0.f) {
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const int32 targetVertex = indices[triangleIndex];
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indices[triangleIndex] = indices[triangleIndex + 2];
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indices[triangleIndex + 2] = targetVertex;
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@ -331,7 +331,7 @@ bool USpineWidget::HasBone(const FString BoneName) {
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return false;
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}
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FTransform USpineWidget::GetBoneTransform(const FString& BoneName) {
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FTransform USpineWidget::GetBoneTransform(const FString &BoneName) {
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CheckState();
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if (skeleton) {
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Bone *bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName));
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@ -103,11 +103,11 @@ protected:
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UPROPERTY();
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TArray<FVector> vertices;
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UPROPERTY();
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TArray<int32> indices;
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UPROPERTY();
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TArray<FVector> normals;
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UPROPERTY();
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TArray<FVector2D> uvs;
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UPROPERTY();
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TArray<FColor> colors;
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TArray<int32> indices;
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UPROPERTY();
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TArray<FVector> normals;
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UPROPERTY();
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TArray<FVector2D> uvs;
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UPROPERTY();
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TArray<FColor> colors;
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};
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