mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
- (UE4) Changes meant to support PaperZD or any other external plugins which need to interface directly with the renderer.
- (UE4) Added skeleton animation caching on SkeletonRenderer to avoid per tick searches which are costly. The skeleton animation component can be setup externally. - (UE4) Added bAutoPlays members to AnimationComponent, so the skeleton doesn't update automatically if its needed. - (UE4) Added SetPlaybackTime method to AnimationComponent.
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@ -94,7 +94,7 @@ void USpineSkeletonAnimationComponent::TickComponent(float DeltaTime, ELevelTick
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void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDelegates) {
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CheckState();
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if (state) {
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if (state && bAutoPlaying) {
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state->update(DeltaTime);
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state->apply(*skeleton);
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if (CallDelegates) BeforeUpdateWorldTransform.Broadcast(this);
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@ -144,6 +144,36 @@ void USpineSkeletonAnimationComponent::FinishDestroy () {
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Super::FinishDestroy();
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}
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void USpineSkeletonAnimationComponent::SetAutoPlay(bool bInAutoPlays)
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{
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bAutoPlaying = bInAutoPlays;
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}
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void USpineSkeletonAnimationComponent::SetPlaybackTime(float InPlaybackTime, bool bCallDelegates)
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{
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CheckState();
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if (state && state->getCurrent(0)) {
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spine::Animation* CurrentAnimation = state->getCurrent(0)->getAnimation();
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const float CurrentTime = state->getCurrent(0)->getTrackTime();
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InPlaybackTime = FMath::Clamp(InPlaybackTime, 0.0f, CurrentAnimation->getDuration());
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const float DeltaTime = InPlaybackTime - CurrentTime;
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state->update(DeltaTime);
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state->apply(*skeleton);
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//Call delegates and perform the world transform
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if (bCallDelegates)
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{
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BeforeUpdateWorldTransform.Broadcast(this);
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}
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skeleton->updateWorldTransform();
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if (bCallDelegates)
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{
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AfterUpdateWorldTransform.Broadcast(this);
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}
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}
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}
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void USpineSkeletonAnimationComponent::SetTimeScale(float timeScale) {
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CheckState();
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if (state) state->setTimeScale(timeScale);
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@ -68,100 +68,123 @@ void USpineSkeletonRendererComponent::BeginPlay () {
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Super::BeginPlay();
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}
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USpineSkeletonComponent* USpineSkeletonRendererComponent::GetSkeleton() const
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{
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return CachedSkeleton.IsValid() ? CachedSkeleton.Get() : nullptr;
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}
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void USpineSkeletonRendererComponent::SetSkeleton(USpineSkeletonComponent* InSkeleton)
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{
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CachedSkeleton = InSkeleton;
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}
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void USpineSkeletonRendererComponent::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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//Check if we need to initialize the skeleton cache, this will help us to avoid excessive Find functions when ticking, thus improving performance
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if (!GetSkeleton())
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{
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USpineSkeletonComponent* FoundSkeletonComponent = GetOwner()->FindComponentByClass<USpineSkeletonComponent>();
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if (FoundSkeletonComponent)
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{
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SetSkeleton(FoundSkeletonComponent);
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}
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}
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//Make sure we update the renderer
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UpdateRenderer();
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}
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void USpineSkeletonRendererComponent::UpdateRenderer()
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{
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USpineSkeletonComponent* skeleton = GetSkeleton();
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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, this);
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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, this);
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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, this);
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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, this);
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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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}
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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, this);
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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, this);
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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, this);
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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, this);
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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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}
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else {
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ClearAllMeshSections();
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}
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}
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@ -194,6 +194,16 @@ public:
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virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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virtual void FinishDestroy () override;
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//Added functions for manual configuration
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/* Manages if this skeleton should update automatically or is paused. */
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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void SetAutoPlay(bool bInAutoPlays);
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/* Directly set the time of the current animation, will clamp to animation range. */
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Animation")
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void SetPlaybackTime(float InPlaybackTime, bool bCallDelegates = true);
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// Blueprint functions
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UFUNCTION(BlueprintCallable, Category="Components|Spine|Animation")
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@ -255,4 +265,9 @@ protected:
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// in transit within a blueprint
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UPROPERTY()
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TSet<UTrackEntry*> trackEntries;
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private:
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/* If the animation should update automatically. */
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UPROPERTY()
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bool bAutoPlaying;
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};
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@ -86,10 +86,20 @@ public:
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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/** Whether to generate collision geometry for the skeleton, or not. */
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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bool bCreateCollision;
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/** Whether to generate collision geometry for the skeleton, or not. */
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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bool bCreateCollision;
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/* Updates this renderer with the lastest skeleton info. */
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void UpdateRenderer();
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/* Obtains the cached SkeletonComponent */
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USpineSkeletonComponent* GetSkeleton() const;
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/* Sets the cached SkeletonComponent */
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void SetSkeleton(USpineSkeletonComponent* InSkeleton);
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/* Called when the component is destroyed */
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virtual void FinishDestroy() override;
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protected:
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@ -99,4 +109,8 @@ protected:
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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private:
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/* Cached skeleton to use to avoid Find functions on TICK */
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TWeakObjectPtr<USpineSkeletonComponent> CachedSkeleton;
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};
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