Merge branch '3.8' into 4.0-beta

This commit is contained in:
badlogic 2020-08-26 15:30:24 +02:00
commit 3cace69884
6 changed files with 50 additions and 40 deletions

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@ -269,7 +269,7 @@
### Unity
* **Breaking changes**
* **Officially supported Unity versions are 2017.1-2019.2**.
* **Officially supported Unity versions are 2017.1-2019.4**.
* **Spine `.asmdef` files are again active by default**. They have previously been deactivated to `.txt` extension which is now no longer necessary.
* **Removed PoseSkeleton() and PoseWithAnimation()** extension methods to prevent issues where animations are not mixed out. Problem was that these methods did not set AnimationState, leaving incorrect state at e.g. attachments enabled at slots when starting subsequent animations. As a replacement you can use `AnimationState.ClearTrack(0);` followed by `var entry = AnimationState.SetAnimation(0, animation, loop); entry.TrackTime = time` to achieve similar behaviour.
* **The `Shadow alpha cutoff` shader parameter is now respecting slot-color alpha** values at all Spine shaders. A fragment's texture color alpha is multiplied with slot-color alpha before the result is tested against the `Shadow alpha cutoff` threshold.

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@ -80,15 +80,17 @@ void USpineSkeletonDataAsset::Serialize (FArchive& Ar) {
#endif
void USpineSkeletonDataAsset::ClearNativeData() {
for (auto &pair : atlasToNativeData) {
if (pair.Value.skeletonData) delete pair.Value.skeletonData;
if (pair.Value.animationStateData) delete pair.Value.animationStateData;
}
atlasToNativeData.Empty();
}
void USpineSkeletonDataAsset::BeginDestroy () {
if (this->skeletonData) {
delete this->skeletonData;
this->skeletonData = nullptr;
}
if (this->animationStateData) {
delete this->animationStateData;
this->animationStateData = nullptr;
}
ClearNativeData();
Super::BeginDestroy();
}
@ -128,10 +130,7 @@ void USpineSkeletonDataAsset::SetRawData(TArray<uint8> &Data) {
this->rawData.Empty();
this->rawData.Append(Data);
if (skeletonData) {
delete skeletonData;
skeletonData = nullptr;
}
ClearNativeData();
LoadInfo();
}
@ -273,15 +272,18 @@ void USpineSkeletonDataAsset::LoadInfo() {
}
SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas) {
if (!skeletonData || lastAtlas != Atlas) {
if (skeletonData) {
delete skeletonData;
skeletonData = nullptr;
}
SkeletonData* skeletonData = nullptr;
AnimationStateData* animationStateData = nullptr;
if (atlasToNativeData.Contains(Atlas)) {
skeletonData = atlasToNativeData[Atlas].skeletonData;
animationStateData = atlasToNativeData[Atlas].animationStateData;
}
if (!skeletonData) {
int dataLen = rawData.Num();
if (skeletonDataFileName.GetPlainNameString().Contains(TEXT(".json"))) {
SkeletonJson* json = new (__FILE__, __LINE__) SkeletonJson(Atlas);
if (checkJson((const char*)rawData.GetData())) this->skeletonData = json->readSkeletonData((const char*)rawData.GetData());
if (checkJson((const char*)rawData.GetData())) skeletonData = json->readSkeletonData((const char*)rawData.GetData());
if (!skeletonData) {
#if WITH_EDITORONLY_DATA
FMessageDialog::Debugf(FText::FromString(FString("Couldn't load skeleton data and/or atlas. Please ensure the version of your exported data matches your runtime version.\n\n") + skeletonDataFileName.GetPlainNameString() + FString("\n\n") + UTF8_TO_TCHAR(json->getError().buffer())));
@ -291,7 +293,7 @@ SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas) {
delete json;
} else {
SkeletonBinary* binary = new (__FILE__, __LINE__) SkeletonBinary(Atlas);
if (checkBinary((const char*)rawData.GetData(), (int)rawData.Num())) this->skeletonData = binary->readSkeletonData((const unsigned char*)rawData.GetData(), (int)rawData.Num());
if (checkBinary((const char*)rawData.GetData(), (int)rawData.Num())) skeletonData = binary->readSkeletonData((const unsigned char*)rawData.GetData(), (int)rawData.Num());
if (!skeletonData) {
#if WITH_EDITORONLY_DATA
FMessageDialog::Debugf(FText::FromString(FString("Couldn't load skeleton data and/or atlas. Please ensure the version of your exported data matches your runtime version.\n\n") + skeletonDataFileName.GetPlainNameString() + FString("\n\n") + UTF8_TO_TCHAR(binary->getError().buffer())));
@ -300,21 +302,18 @@ SkeletonData* USpineSkeletonDataAsset::GetSkeletonData (Atlas* Atlas) {
}
delete binary;
}
if (animationStateData) {
delete animationStateData;
animationStateData = nullptr;
GetAnimationStateData(Atlas);
if (skeletonData) {
animationStateData = new (__FILE__, __LINE__) AnimationStateData(skeletonData);
SetMixes(animationStateData);
atlasToNativeData.Add(Atlas, { skeletonData, animationStateData });
}
lastAtlas = Atlas;
}
return this->skeletonData;
return skeletonData;
}
AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas) {
if (!animationStateData) {
SkeletonData* data = GetSkeletonData(atlas);
animationStateData = new (__FILE__, __LINE__) AnimationStateData(data);
}
void USpineSkeletonDataAsset::SetMixes(AnimationStateData* animationStateData) {
for (auto& data : MixData) {
if (!data.From.IsEmpty() && !data.To.IsEmpty()) {
const char* fromChar = TCHAR_TO_UTF8(*data.From);
@ -323,7 +322,10 @@ AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas)
}
}
animationStateData->setDefaultMix(DefaultMix);
return this->animationStateData;
}
AnimationStateData* USpineSkeletonDataAsset::GetAnimationStateData(Atlas* atlas) {
return atlasToNativeData.Contains(atlas) ? atlasToNativeData[atlas].animationStateData : nullptr;
}
void USpineSkeletonDataAsset::SetMix(const FString& from, const FString& to, float mix) {
@ -332,8 +334,8 @@ void USpineSkeletonDataAsset::SetMix(const FString& from, const FString& to, flo
data.To = to;
data.Mix = mix;
this->MixData.Add(data);
if (lastAtlas) {
GetAnimationStateData(lastAtlas);
for (auto &pair : atlasToNativeData) {
SetMixes(pair.Value.animationStateData);
}
}

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@ -92,9 +92,17 @@ protected:
UPROPERTY()
FName skeletonDataFileName;
spine::SkeletonData* skeletonData;
spine::AnimationStateData* animationStateData;
spine::Atlas* lastAtlas;
// These are created at runtime
struct NativeSkeletonData {
spine::SkeletonData* skeletonData;
spine::AnimationStateData* animationStateData;
};
TMap<spine::Atlas*, NativeSkeletonData> atlasToNativeData;
void ClearNativeData();
void SetMixes(spine::AnimationStateData* animationStateData);
#if WITH_EDITORONLY_DATA
public:

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@ -33,7 +33,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
## Example
### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.23+.
The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.25+.
1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
2. Open the SpineUE4.uproject file with Unreal Editor

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@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "4.24",
"EngineAssociation": "4.25",
"Category": "",
"Description": "",
"Modules": [

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@ -22,7 +22,7 @@ Unity's physics components do not support dynamically assigned vertices so they
## Unity version
spine-unity is compatible with Unity 2017.1-2019.3.
spine-unity is compatible with Unity 2017.1-2019.4.
## Usage