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https://github.com/EsotericSoftware/spine-runtimes.git
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[ue4] Query methods for SpineSkeletonComponent and UTrackEntry. Closes #1289.
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@ -42,7 +42,7 @@ USpineSkeletonComponent::USpineSkeletonComponent () {
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bAutoActivate = true;
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}
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bool USpineSkeletonComponent::SetSkin(const FString& skinName) {
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bool USpineSkeletonComponent::SetSkin (const FString skinName) {
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CheckState();
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if (skeleton) {
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Skin* skin = skeleton->getData()->findSkin(TCHAR_TO_UTF8(*skinName));
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@ -53,7 +53,24 @@ bool USpineSkeletonComponent::SetSkin(const FString& skinName) {
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else return false;
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}
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bool USpineSkeletonComponent::SetAttachment (const FString& slotName, const FString& attachmentName) {
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void USpineSkeletonComponent::GetSkins (TArray<FString> &Skins) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getData()->getSkins().size(); i < n; i++) {
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Skins.Add(skeleton->getData()->getSkins()[i]->getName().buffer());
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}
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}
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}
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bool USpineSkeletonComponent::HasSkin (const FString skinName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*skinName)) != nullptr;
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}
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return false;
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}
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bool USpineSkeletonComponent::SetAttachment (const FString slotName, const FString attachmentName) {
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CheckState();
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if (skeleton) {
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if (!skeleton->getAttachment(TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName))) return false;
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@ -127,7 +144,7 @@ void USpineSkeletonComponent::SetBoneWorldPosition (const FString& BoneName, con
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}
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}
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void USpineSkeletonComponent::UpdateWorldTransform() {
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void USpineSkeletonComponent::UpdateWorldTransform () {
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CheckState();
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if (skeleton) {
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skeleton->updateWorldTransform();
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@ -154,24 +171,24 @@ void USpineSkeletonComponent::SetScaleX (float scaleX) {
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if (skeleton) skeleton->setScaleX(scaleX);
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}
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float USpineSkeletonComponent::GetScaleX() {
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float USpineSkeletonComponent::GetScaleX () {
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CheckState();
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if (skeleton) return skeleton->getScaleX();
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return 1;
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}
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void USpineSkeletonComponent::SetScaleY(float scaleY) {
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void USpineSkeletonComponent::SetScaleY (float scaleY) {
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CheckState();
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if (skeleton) skeleton->setScaleY(scaleY);
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}
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float USpineSkeletonComponent::GetScaleY() {
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float USpineSkeletonComponent::GetScaleY () {
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CheckState();
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if (skeleton) return skeleton->getScaleY();
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return 1;
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}
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void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
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void USpineSkeletonComponent::GetBones (TArray<FString> &Bones) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getBones().size(); i < n; i++) {
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@ -180,6 +197,58 @@ void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
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}
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}
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bool USpineSkeletonComponent::HasBone (const FString BoneName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findBone(TCHAR_TO_UTF8(*BoneName)) != nullptr;
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}
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return false;
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}
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void USpineSkeletonComponent::GetSlots (TArray<FString> &Slots) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getSlots().size(); i < n; i++) {
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Slots.Add(skeleton->getSlots()[i]->getData().getName().buffer());
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}
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}
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}
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bool USpineSkeletonComponent::HasSlot (const FString SlotName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findSlot(TCHAR_TO_UTF8(*SlotName)) != nullptr;
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}
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return false;
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}
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void USpineSkeletonComponent::GetAnimations(TArray<FString> &Animations) {
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CheckState();
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if (skeleton) {
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for (size_t i = 0, n = skeleton->getData()->getAnimations().size(); i < n; i++) {
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Animations.Add(skeleton->getData()->getAnimations()[i]->getName().buffer());
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}
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}
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}
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bool USpineSkeletonComponent::HasAnimation(FString AnimationName) {
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CheckState();
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if (skeleton) {
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return skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*AnimationName)) != nullptr;
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}
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return false;
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}
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float USpineSkeletonComponent::GetAnimationDuration(FString AnimationName) {
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CheckState();
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if (skeleton) {
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Animation *animation = skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*AnimationName));
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if (animation == nullptr) return 0;
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else return animation->getDuration();
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}
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return 0;
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}
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void USpineSkeletonComponent::BeginPlay() {
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Super::BeginPlay();
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}
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@ -90,7 +90,7 @@ public:
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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bool GetLoop () { return entry ? entry->getLoop() : false; }
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetLoop(bool loop) { if (entry) entry->setLoop(loop); }
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void SetLoop(bool loop) { if (entry) entry->setLoop(loop); }
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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float GetEventThreshold () { return entry ? entry->getEventThreshold() : 0; }
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@ -157,6 +157,15 @@ public:
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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void SetMixDuration(float mixDuration) { if (entry) entry->setMixDuration(mixDuration); }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|TrackEntry")
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FString getAnimationName() { return entry ? entry->getAnimation()->getName().buffer() : ""; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|TrackEntry")
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float getAnimationDuration() { return entry ? entry->getAnimation()->getDuration(): 0; }
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|TrackEntry")
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float isValidAnimation() { return entry != nullptr; }
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|TrackEntry")
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FSpineAnimationStartDelegate AnimationStart;
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@ -53,12 +53,18 @@ public:
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USpineSkeletonDataAsset* SkeletonData;
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spine::Skeleton* GetSkeleton () { return skeleton; };
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSkins(TArray<FString> &Skins);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkin (const FString& SkinName);
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bool SetSkin (const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetAttachment (const FString& slotName, const FString& attachmentName);
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bool SetAttachment (const FString slotName, const FString attachmentName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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FTransform GetBoneWorldTransform (const FString& BoneName);
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@ -92,6 +98,24 @@ public:
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetBones(TArray<FString> &Bones);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasBone(const FString BoneName);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSlots(TArray<FString> &Slots);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSlot(const FString SlotName);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetAnimations(TArray<FString> &Animations);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasAnimation(FString AnimationName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetAnimationDuration(FString AnimationName);
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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