mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-15 03:21:35 +08:00
[ue4] Added ProceduralMeshComponent based skeleton renderer component.
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@ -43,8 +43,33 @@ void FSpinePlugin::StartupModule() {
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void FSpinePlugin::ShutdownModule() { }
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class Ue4Extension : public spine::DefaultSpineExtension {
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public:
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Ue4Extension() : spine::DefaultSpineExtension() { }
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virtual ~Ue4Extension() { }
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virtual void *_alloc(size_t size, const char *file, int line) {
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return FMemory::Malloc(size);
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}
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virtual void *_calloc(size_t size, const char *file, int line) {
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void * result = FMemory::Malloc(size);
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FMemory::Memset(result, 0, size);
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return result;
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}
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virtual void *_realloc(void *ptr, size_t size, const char *file, int line) {
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return FMemory::Realloc(ptr, size);
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}
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virtual void _free(void *mem, const char *file, int line) {
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FMemory::Free(mem);
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}
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};
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spine::SpineExtension* spine::getDefaultExtension() {
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return new spine::DefaultSpineExtension();
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return new Ue4Extension();
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}
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@ -34,6 +34,7 @@
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#include "SpineSkeletonComponent.h"
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#include "SpineSkeletonAnimationComponent.h"
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#include "SpineSkeletonRendererComponent.h"
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#include "SpineSkeletonRendererComponentPMC.h"
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#include "SpineBoneFollowerComponent.h"
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#include "SpineBoneDriverComponent.h"
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#include "SpineWidget.h"
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@ -0,0 +1,311 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpinePluginPrivatePCH.h"
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#include "Engine.h"
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#include "spine/spine.h"
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#include <stdlib.h>
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#define LOCTEXT_NAMESPACE "Spine"
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using namespace spine;
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USpineSkeletonRendererComponentPMC::USpineSkeletonRendererComponentPMC(const FObjectInitializer& ObjectInitializer)
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: UProceduralMeshComponent(ObjectInitializer) {
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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bAutoActivate = true;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterialPMC"));
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NormalBlendMaterial = NormalMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterialPMC"));
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AdditiveBlendMaterial = AdditiveMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterialPMC"));
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MultiplyBlendMaterial = MultiplyMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterialPMC"));
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ScreenBlendMaterial = ScreenMaterialRef.Object;
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TextureParameterName = FName(TEXT("SpriteTexture"));
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worldVertices.ensureCapacity(1024 * 2);
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}
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void USpineSkeletonRendererComponentPMC::FinishDestroy() {
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Super::FinishDestroy();
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}
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void USpineSkeletonRendererComponentPMC::BeginPlay () {
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Super::BeginPlay();
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}
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void USpineSkeletonRendererComponentPMC::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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AActor* owner = GetOwner();
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if (owner) {
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UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
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USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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atlasNormalBlendMaterials.SetNum(0);
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pageToNormalBlendMaterial.Empty();
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atlasAdditiveBlendMaterials.SetNum(0);
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pageToAdditiveBlendMaterial.Empty();
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atlasMultiplyBlendMaterials.SetNum(0);
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pageToMultiplyBlendMaterial.Empty();
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atlasScreenBlendMaterials.SetNum(0);
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pageToScreenBlendMaterial.Empty();
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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AtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->getPages()[i];
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasNormalBlendMaterials.Add(material);
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pageToNormalBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasAdditiveBlendMaterials.Add(material);
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pageToAdditiveBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasMultiplyBlendMaterials.Add(material);
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pageToMultiplyBlendMaterial.Add(currPage, material);
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material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasScreenBlendMaterials.Add(material);
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pageToScreenBlendMaterial.Add(currPage, material);
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}
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} else {
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pageToNormalBlendMaterial.Empty();
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pageToAdditiveBlendMaterial.Empty();
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pageToMultiplyBlendMaterial.Empty();
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pageToScreenBlendMaterial.Empty();
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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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AtlasPage* currPage = skeleton->Atlas->GetAtlas(false)->getPages()[i];
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UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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UTexture* oldTexture = nullptr;
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UMaterialInstanceDynamic* current = atlasNormalBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasNormalBlendMaterials[i] = material;
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}
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pageToNormalBlendMaterial.Add(currPage, atlasNormalBlendMaterials[i]);
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current = atlasAdditiveBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasAdditiveBlendMaterials[i] = material;
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}
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pageToAdditiveBlendMaterial.Add(currPage, atlasAdditiveBlendMaterials[i]);
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current = atlasMultiplyBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasMultiplyBlendMaterials[i] = material;
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}
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pageToMultiplyBlendMaterial.Add(currPage, atlasMultiplyBlendMaterials[i]);
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current = atlasScreenBlendMaterials[i];
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if(!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, owner);
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material->SetTextureParameterValue(TextureParameterName, texture);
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atlasScreenBlendMaterials[i] = material;
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}
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pageToScreenBlendMaterial.Add(currPage, atlasScreenBlendMaterials[i]);
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}
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}
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UpdateMesh(skeleton->GetSkeleton());
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} else {
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ClearAllMeshSections();
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}
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}
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}
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void USpineSkeletonRendererComponentPMC::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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CreateMeshSection(Idx, Vertices, Indices, TArray<FVector>(), Uvs, Colors, TArray<FProcMeshTangent>(), true);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Uvs.SetNum(0);
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Colors.SetNum(0);
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Colors2.SetNum(0);
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Idx++;
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}
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void USpineSkeletonRendererComponentPMC::UpdateMesh(Skeleton* Skeleton) {
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<FVector2D> uvs;
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TArray<FColor> colors;
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TArray<FVector> darkColors;
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int idx = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic* lastMaterial = nullptr;
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ClearAllMeshSections();
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float depthOffset = 0;
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unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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for (int i = 0; i < Skeleton->getSlots().size(); ++i) {
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Vector<float> &attachmentVertices = worldVertices;
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unsigned short* attachmentIndices = nullptr;
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int numVertices;
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int numIndices;
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AtlasRegion* attachmentAtlasRegion = nullptr;
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spine::Color attachmentColor;
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attachmentColor.set(1, 1, 1, 1);
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float* attachmentUvs = nullptr;
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Slot* slot = Skeleton->getDrawOrder()[i];
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Attachment* attachment = slot->getAttachment();
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if (!attachment) continue;
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if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) continue;
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(slot->getBone(), attachmentVertices, 0, 2);
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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numIndices = 6;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment* mesh = (MeshAttachment*)attachment;
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices, 0, 2);
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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numIndices = mesh->getTriangles().size();
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} else /* clipping */ {
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ClippingAttachment* clip = (ClippingAttachment*)attachment;
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clipper.clipStart(*slot, clip);
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continue;
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}
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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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switch (slot->getData().getBlendMode()) {
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case BlendMode_Normal:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Additive:
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Multiply:
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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break;
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case BlendMode_Screen:
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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break;
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default:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) continue;
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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}
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if (clipper.isClipping()) {
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clipper.clipTriangles(attachmentVertices.buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
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attachmentVertices = clipper.getClippedVertices();
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numVertices = clipper.getClippedVertices().size() >> 1;
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attachmentIndices = clipper.getClippedTriangles().buffer();
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numIndices = clipper.getClippedTriangles().size();
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attachmentUvs = clipper.getClippedUVs().buffer();
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if (clipper.getClippedTriangles().size() == 0) continue;
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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SetMaterial(meshSection, material);
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uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
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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 dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
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float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
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float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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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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darkColors.Add(FVector(dr, dg, db));
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vertices.Add(FVector(attachmentVertices[j], depthOffset, attachmentVertices[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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for (int j = 0; j < numIndices; j++) {
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indices.Add(idx + attachmentIndices[j]);
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}
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idx += numVertices;
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depthOffset += this->DepthOffset;
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clipper.clipEnd(*slot);
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}
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Flush(meshSection, vertices, indices, uvs, colors, darkColors, lastMaterial);
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clipper.clipEnd();
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}
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#undef LOCTEXT_NAMESPACE
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@ -0,0 +1,97 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
|
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* Copyright (c) 2013-2016, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||
* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
|
||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
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*****************************************************************************/
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#pragma once
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#include "Components/ActorComponent.h"
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#include "ProceduralMeshComponent.h"
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#include "SpineSkeletonAnimationComponent.h"
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#include "SpineSkeletonRendererComponentPMC.generated.h"
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UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineSkeletonRendererComponentPMC: public UProceduralMeshComponent {
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GENERATED_BODY()
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public:
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USpineSkeletonRendererComponentPMC(const FObjectInitializer& ObjectInitializer);
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virtual void BeginPlay () override;
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virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* NormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* AdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
|
||||
UMaterialInterface* MultiplyBlendMaterial;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
|
||||
UMaterialInterface* ScreenBlendMaterial;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
float DepthOffset = 0.1f;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
FName TextureParameterName;
|
||||
|
||||
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
|
||||
FLinearColor Color = FLinearColor(1, 1, 1, 1);
|
||||
|
||||
virtual void FinishDestroy() override;
|
||||
|
||||
protected:
|
||||
void UpdateMesh (spine::Skeleton* Skeleton);
|
||||
|
||||
void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
|
||||
|
||||
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
|
||||
UPROPERTY()
|
||||
TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
|
||||
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
|
||||
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
|
||||
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
|
||||
|
||||
UPROPERTY()
|
||||
TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
|
||||
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
|
||||
|
||||
spine::Vector<float> worldVertices;
|
||||
spine::SkeletonClipping clipper;
|
||||
};
|
||||
@ -8,7 +8,7 @@ namespace UnrealBuildTool.Rules
|
||||
{
|
||||
PublicIncludePaths.AddRange(new string[] { "SpinePlugin/Public", "SpinePlugin/Public/spine-cpp/include" });
|
||||
PrivateIncludePaths.AddRange(new string[] { "SpinePlugin/Private", "SpinePlugin/Public/spine-cpp/include" });
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "RuntimeMeshComponent", "UMG", "Slate", "SlateCore" });
|
||||
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RHI", "RenderCore", "ShaderCore", "RuntimeMeshComponent", "ProceduralMeshComponent", "UMG", "Slate", "SlateCore" });
|
||||
OptimizeCode = CodeOptimization.Never;
|
||||
Definitions.Add("SPINE_UE4");
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user