mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 17:18:44 +08:00
[ue4] Fix formatting.
This commit is contained in:
parent
a85765d4d9
commit
de5f8cd469
@ -1,403 +1,395 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#include "Engine.h"
|
||||
#include "SpinePluginPrivatePCH.h"
|
||||
#include "spine/spine.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
#define LOCTEXT_NAMESPACE "Spine"
|
||||
|
||||
using namespace spine;
|
||||
|
||||
USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer& ObjectInitializer)
|
||||
: UProceduralMeshComponent(ObjectInitializer) {
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
bTickInEditor = true;
|
||||
bAutoActivate = true;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
|
||||
NormalBlendMaterial = NormalMaterialRef.Object;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
|
||||
AdditiveBlendMaterial = AdditiveMaterialRef.Object;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
|
||||
MultiplyBlendMaterial = MultiplyMaterialRef.Object;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
|
||||
ScreenBlendMaterial = ScreenMaterialRef.Object;
|
||||
|
||||
TextureParameterName = FName(TEXT("SpriteTexture"));
|
||||
|
||||
worldVertices.ensureCapacity(1024 * 2);
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::FinishDestroy() {
|
||||
Super::FinishDestroy();
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::BeginPlay() {
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
AActor* owner = GetOwner();
|
||||
if (owner) {
|
||||
UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
|
||||
USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
|
||||
|
||||
UpdateRenderer(skeleton);
|
||||
}
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* skeleton) {
|
||||
if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
|
||||
skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
|
||||
|
||||
if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
|
||||
atlasNormalBlendMaterials.SetNum(0);
|
||||
pageToNormalBlendMaterial.Empty();
|
||||
atlasAdditiveBlendMaterials.SetNum(0);
|
||||
pageToAdditiveBlendMaterial.Empty();
|
||||
atlasMultiplyBlendMaterials.SetNum(0);
|
||||
pageToMultiplyBlendMaterial.Empty();
|
||||
atlasScreenBlendMaterials.SetNum(0);
|
||||
pageToScreenBlendMaterial.Empty();
|
||||
|
||||
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
||||
AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
||||
|
||||
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasNormalBlendMaterials.Add(material);
|
||||
pageToNormalBlendMaterial.Add(currPage, material);
|
||||
|
||||
material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasAdditiveBlendMaterials.Add(material);
|
||||
pageToAdditiveBlendMaterial.Add(currPage, material);
|
||||
|
||||
material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasMultiplyBlendMaterials.Add(material);
|
||||
pageToMultiplyBlendMaterial.Add(currPage, material);
|
||||
|
||||
material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasScreenBlendMaterials.Add(material);
|
||||
pageToScreenBlendMaterial.Add(currPage, material);
|
||||
}
|
||||
}
|
||||
else {
|
||||
pageToNormalBlendMaterial.Empty();
|
||||
pageToAdditiveBlendMaterial.Empty();
|
||||
pageToMultiplyBlendMaterial.Empty();
|
||||
pageToScreenBlendMaterial.Empty();
|
||||
|
||||
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
||||
AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
||||
UTexture2D* texture = skeleton->Atlas->atlasPages[i];
|
||||
|
||||
UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
|
||||
}
|
||||
}
|
||||
UpdateMesh(skeleton->GetSkeleton());
|
||||
}
|
||||
else {
|
||||
ClearAllMeshSections();
|
||||
}
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage* CurrentPage, UTexture2D* Texture,
|
||||
UMaterialInstanceDynamic*& CurrentInstance, UMaterialInterface* ParentMaterial,
|
||||
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*>& PageToBlendMaterial) {
|
||||
|
||||
UTexture* oldTexture = nullptr;
|
||||
if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
|
||||
oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
|
||||
|
||||
UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, Texture);
|
||||
CurrentInstance = material;
|
||||
}
|
||||
PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::Flush(int& Idx, TArray<FVector>& Vertices, TArray<int32>& Indices, TArray<FVector>& Normals, TArray<FVector2D>& Uvs, TArray<FColor>& Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
|
||||
if (Vertices.Num() == 0) return;
|
||||
SetMaterial(Idx, Material);
|
||||
|
||||
bool bShouldCreateCollision = false;
|
||||
if (bCreateCollision) {
|
||||
UWorld* world = GetWorld();
|
||||
if (world && world->IsGameWorld()) {
|
||||
bShouldCreateCollision = true;
|
||||
}
|
||||
}
|
||||
|
||||
GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0;
|
||||
CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
|
||||
|
||||
Vertices.SetNum(0);
|
||||
Indices.SetNum(0);
|
||||
Normals.SetNum(0);
|
||||
Uvs.SetNum(0);
|
||||
Colors.SetNum(0);
|
||||
Colors2.SetNum(0);
|
||||
Idx++;
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
|
||||
TArray<FVector> vertices;
|
||||
TArray<int32> indices;
|
||||
TArray<FVector> normals;
|
||||
TArray<FVector2D> uvs;
|
||||
TArray<FColor> colors;
|
||||
TArray<FVector> darkColors;
|
||||
|
||||
int idx = 0;
|
||||
int meshSection = 0;
|
||||
UMaterialInstanceDynamic* lastMaterial = nullptr;
|
||||
|
||||
ClearAllMeshSections();
|
||||
|
||||
// Early out if skeleton is invisible
|
||||
if (Skeleton->getColor().a == 0) return;
|
||||
|
||||
float depthOffset = 0;
|
||||
unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
|
||||
|
||||
for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
|
||||
Vector<float>* attachmentVertices = &worldVertices;
|
||||
unsigned short* attachmentIndices = nullptr;
|
||||
int numVertices;
|
||||
int numIndices;
|
||||
AtlasRegion* attachmentAtlasRegion = nullptr;
|
||||
spine::Color attachmentColor;
|
||||
attachmentColor.set(1, 1, 1, 1);
|
||||
float* attachmentUvs = nullptr;
|
||||
|
||||
Slot* slot = Skeleton->getDrawOrder()[i];
|
||||
Attachment* attachment = slot->getAttachment();
|
||||
|
||||
if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!attachment) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
|
||||
RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
|
||||
|
||||
// Early out if region is invisible
|
||||
if (regionAttachment->getColor().a == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
attachmentColor.set(regionAttachment->getColor());
|
||||
attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
|
||||
regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
|
||||
attachmentIndices = quadIndices;
|
||||
attachmentUvs = regionAttachment->getUVs().buffer();
|
||||
numVertices = 4;
|
||||
numIndices = 6;
|
||||
}
|
||||
else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
|
||||
MeshAttachment* mesh = (MeshAttachment*)attachment;
|
||||
|
||||
// Early out if region is invisible
|
||||
if (mesh->getColor().a == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
attachmentColor.set(mesh->getColor());
|
||||
attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
|
||||
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
|
||||
attachmentIndices = mesh->getTriangles().buffer();
|
||||
attachmentUvs = mesh->getUVs().buffer();
|
||||
numVertices = mesh->getWorldVerticesLength() >> 1;
|
||||
numIndices = mesh->getTriangles().size();
|
||||
}
|
||||
else /* clipping */ {
|
||||
ClippingAttachment* clip = (ClippingAttachment*)attachment;
|
||||
clipper.clipStart(*slot, clip);
|
||||
continue;
|
||||
}
|
||||
|
||||
// if the user switches the atlas data while not having switched
|
||||
// to the correct skeleton data yet, we won't find any regions.
|
||||
// ignore regions for which we can't find a material
|
||||
UMaterialInstanceDynamic* material = nullptr;
|
||||
switch (slot->getData().getBlendMode()) {
|
||||
case BlendMode_Normal:
|
||||
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Additive:
|
||||
if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Multiply:
|
||||
if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Screen:
|
||||
if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
default:
|
||||
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
||||
}
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
|
||||
attachmentVertices = &clipper.getClippedVertices();
|
||||
numVertices = clipper.getClippedVertices().size() >> 1;
|
||||
attachmentIndices = clipper.getClippedTriangles().buffer();
|
||||
numIndices = clipper.getClippedTriangles().size();
|
||||
attachmentUvs = clipper.getClippedUVs().buffer();
|
||||
if (clipper.getClippedTriangles().size() == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (lastMaterial != material) {
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
||||
lastMaterial = material;
|
||||
idx = 0;
|
||||
}
|
||||
|
||||
SetMaterial(meshSection, material);
|
||||
|
||||
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
|
||||
uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
|
||||
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
|
||||
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
|
||||
|
||||
float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
|
||||
float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
|
||||
float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
|
||||
|
||||
float* verticesPtr = attachmentVertices->buffer();
|
||||
for (int j = 0; j < numVertices << 1; j += 2) {
|
||||
colors.Add(FColor(r, g, b, a));
|
||||
darkColors.Add(FVector(dr, dg, db));
|
||||
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
|
||||
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
|
||||
}
|
||||
|
||||
int firstIndex = indices.Num();
|
||||
for (int j = 0; j < numIndices; j++) {
|
||||
indices.Add(idx + attachmentIndices[j]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
//Calculate total triangle to add on this loof.
|
||||
|
||||
int TriangleInitialCount = firstIndex / 3;
|
||||
|
||||
int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
|
||||
|
||||
int FirstVertexIndex = vertices.Num() - numVertices;
|
||||
|
||||
//loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
|
||||
|
||||
for (int j = 0; j < TriangleToAddNum; j++) {
|
||||
|
||||
const int TargetTringleIndex = firstIndex + j * 3;
|
||||
|
||||
if (FVector::CrossProduct(
|
||||
vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
|
||||
vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]]).Y < 0.f)
|
||||
{
|
||||
|
||||
const int32 targetVertex = indices[TargetTringleIndex];
|
||||
indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
|
||||
indices[TargetTringleIndex + 2] = targetVertex;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
FVector normal = FVector(0, 1, 0);
|
||||
|
||||
//Add normals for vertices.
|
||||
|
||||
for (int j = 0; j < numVertices; j++) {
|
||||
|
||||
normals.Add(normal);
|
||||
|
||||
}
|
||||
|
||||
idx += numVertices;
|
||||
depthOffset += this->DepthOffset;
|
||||
|
||||
clipper.clipEnd(*slot);
|
||||
}
|
||||
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
||||
clipper.clipEnd();
|
||||
}
|
||||
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#include "Engine.h"
|
||||
#include "SpinePluginPrivatePCH.h"
|
||||
#include "spine/spine.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
#define LOCTEXT_NAMESPACE "Spine"
|
||||
|
||||
using namespace spine;
|
||||
|
||||
USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer)
|
||||
: UProceduralMeshComponent(ObjectInitializer) {
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
bTickInEditor = true;
|
||||
bAutoActivate = true;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
|
||||
NormalBlendMaterial = NormalMaterialRef.Object;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
|
||||
AdditiveBlendMaterial = AdditiveMaterialRef.Object;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
|
||||
MultiplyBlendMaterial = MultiplyMaterialRef.Object;
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
|
||||
ScreenBlendMaterial = ScreenMaterialRef.Object;
|
||||
|
||||
TextureParameterName = FName(TEXT("SpriteTexture"));
|
||||
|
||||
worldVertices.ensureCapacity(1024 * 2);
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::FinishDestroy() {
|
||||
Super::FinishDestroy();
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::BeginPlay() {
|
||||
Super::BeginPlay();
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) {
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
AActor *owner = GetOwner();
|
||||
if (owner) {
|
||||
UClass *skeletonClass = USpineSkeletonComponent::StaticClass();
|
||||
USpineSkeletonComponent *skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
|
||||
|
||||
UpdateRenderer(skeleton);
|
||||
}
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *skeleton) {
|
||||
if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
|
||||
skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
|
||||
|
||||
if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
|
||||
atlasNormalBlendMaterials.SetNum(0);
|
||||
pageToNormalBlendMaterial.Empty();
|
||||
atlasAdditiveBlendMaterials.SetNum(0);
|
||||
pageToAdditiveBlendMaterial.Empty();
|
||||
atlasMultiplyBlendMaterials.SetNum(0);
|
||||
pageToMultiplyBlendMaterial.Empty();
|
||||
atlasScreenBlendMaterials.SetNum(0);
|
||||
pageToScreenBlendMaterial.Empty();
|
||||
|
||||
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
||||
AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
||||
|
||||
UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasNormalBlendMaterials.Add(material);
|
||||
pageToNormalBlendMaterial.Add(currPage, material);
|
||||
|
||||
material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasAdditiveBlendMaterials.Add(material);
|
||||
pageToAdditiveBlendMaterial.Add(currPage, material);
|
||||
|
||||
material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasMultiplyBlendMaterials.Add(material);
|
||||
pageToMultiplyBlendMaterial.Add(currPage, material);
|
||||
|
||||
material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
||||
atlasScreenBlendMaterials.Add(material);
|
||||
pageToScreenBlendMaterial.Add(currPage, material);
|
||||
}
|
||||
} else {
|
||||
pageToNormalBlendMaterial.Empty();
|
||||
pageToAdditiveBlendMaterial.Empty();
|
||||
pageToMultiplyBlendMaterial.Empty();
|
||||
pageToScreenBlendMaterial.Empty();
|
||||
|
||||
for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
||||
AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
||||
UTexture2D *texture = skeleton->Atlas->atlasPages[i];
|
||||
|
||||
UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
|
||||
UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
|
||||
}
|
||||
}
|
||||
UpdateMesh(skeleton->GetSkeleton());
|
||||
} else {
|
||||
ClearAllMeshSections();
|
||||
}
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
|
||||
UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
|
||||
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
|
||||
|
||||
UTexture *oldTexture = nullptr;
|
||||
if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
|
||||
oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
|
||||
|
||||
UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
|
||||
material->SetTextureParameterValue(TextureParameterName, Texture);
|
||||
CurrentInstance = material;
|
||||
}
|
||||
PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic *Material) {
|
||||
if (Vertices.Num() == 0) return;
|
||||
SetMaterial(Idx, Material);
|
||||
|
||||
bool bShouldCreateCollision = false;
|
||||
if (bCreateCollision) {
|
||||
UWorld *world = GetWorld();
|
||||
if (world && world->IsGameWorld()) {
|
||||
bShouldCreateCollision = true;
|
||||
}
|
||||
}
|
||||
|
||||
GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0;
|
||||
CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
|
||||
|
||||
Vertices.SetNum(0);
|
||||
Indices.SetNum(0);
|
||||
Normals.SetNum(0);
|
||||
Uvs.SetNum(0);
|
||||
Colors.SetNum(0);
|
||||
Colors2.SetNum(0);
|
||||
Idx++;
|
||||
}
|
||||
|
||||
void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
||||
TArray<FVector> vertices;
|
||||
TArray<int32> indices;
|
||||
TArray<FVector> normals;
|
||||
TArray<FVector2D> uvs;
|
||||
TArray<FColor> colors;
|
||||
TArray<FVector> darkColors;
|
||||
|
||||
int idx = 0;
|
||||
int meshSection = 0;
|
||||
UMaterialInstanceDynamic *lastMaterial = nullptr;
|
||||
|
||||
ClearAllMeshSections();
|
||||
|
||||
// Early out if skeleton is invisible
|
||||
if (Skeleton->getColor().a == 0) return;
|
||||
|
||||
float depthOffset = 0;
|
||||
unsigned short quadIndices[] = {0, 1, 2, 0, 2, 3};
|
||||
|
||||
for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
|
||||
Vector<float> *attachmentVertices = &worldVertices;
|
||||
unsigned short *attachmentIndices = nullptr;
|
||||
int numVertices;
|
||||
int numIndices;
|
||||
AtlasRegion *attachmentAtlasRegion = nullptr;
|
||||
spine::Color attachmentColor;
|
||||
attachmentColor.set(1, 1, 1, 1);
|
||||
float *attachmentUvs = nullptr;
|
||||
|
||||
Slot *slot = Skeleton->getDrawOrder()[i];
|
||||
Attachment *attachment = slot->getAttachment();
|
||||
|
||||
if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!attachment) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
|
||||
RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
|
||||
|
||||
// Early out if region is invisible
|
||||
if (regionAttachment->getColor().a == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
attachmentColor.set(regionAttachment->getColor());
|
||||
attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
|
||||
regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
|
||||
attachmentIndices = quadIndices;
|
||||
attachmentUvs = regionAttachment->getUVs().buffer();
|
||||
numVertices = 4;
|
||||
numIndices = 6;
|
||||
} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
|
||||
MeshAttachment *mesh = (MeshAttachment *) attachment;
|
||||
|
||||
// Early out if region is invisible
|
||||
if (mesh->getColor().a == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
|
||||
attachmentColor.set(mesh->getColor());
|
||||
attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
|
||||
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
|
||||
attachmentIndices = mesh->getTriangles().buffer();
|
||||
attachmentUvs = mesh->getUVs().buffer();
|
||||
numVertices = mesh->getWorldVerticesLength() >> 1;
|
||||
numIndices = mesh->getTriangles().size();
|
||||
} else /* clipping */ {
|
||||
ClippingAttachment *clip = (ClippingAttachment *) attachment;
|
||||
clipper.clipStart(*slot, clip);
|
||||
continue;
|
||||
}
|
||||
|
||||
// if the user switches the atlas data while not having switched
|
||||
// to the correct skeleton data yet, we won't find any regions.
|
||||
// ignore regions for which we can't find a material
|
||||
UMaterialInstanceDynamic *material = nullptr;
|
||||
switch (slot->getData().getBlendMode()) {
|
||||
case BlendMode_Normal:
|
||||
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Additive:
|
||||
if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Multiply:
|
||||
if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
case BlendMode_Screen:
|
||||
if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
|
||||
break;
|
||||
default:
|
||||
if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
||||
}
|
||||
|
||||
if (clipper.isClipping()) {
|
||||
clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
|
||||
attachmentVertices = &clipper.getClippedVertices();
|
||||
numVertices = clipper.getClippedVertices().size() >> 1;
|
||||
attachmentIndices = clipper.getClippedTriangles().buffer();
|
||||
numIndices = clipper.getClippedTriangles().size();
|
||||
attachmentUvs = clipper.getClippedUVs().buffer();
|
||||
if (clipper.getClippedTriangles().size() == 0) {
|
||||
clipper.clipEnd(*slot);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (lastMaterial != material) {
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
||||
lastMaterial = material;
|
||||
idx = 0;
|
||||
}
|
||||
|
||||
SetMaterial(meshSection, material);
|
||||
|
||||
uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
|
||||
uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
|
||||
uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
|
||||
uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
|
||||
|
||||
float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
|
||||
float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
|
||||
float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
|
||||
|
||||
float *verticesPtr = attachmentVertices->buffer();
|
||||
for (int j = 0; j < numVertices << 1; j += 2) {
|
||||
colors.Add(FColor(r, g, b, a));
|
||||
darkColors.Add(FVector(dr, dg, db));
|
||||
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
|
||||
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
|
||||
}
|
||||
|
||||
int firstIndex = indices.Num();
|
||||
for (int j = 0; j < numIndices; j++) {
|
||||
indices.Add(idx + attachmentIndices[j]);
|
||||
}
|
||||
|
||||
|
||||
//Calculate total triangle to add on this loof.
|
||||
|
||||
int TriangleInitialCount = firstIndex / 3;
|
||||
|
||||
int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
|
||||
|
||||
int FirstVertexIndex = vertices.Num() - numVertices;
|
||||
|
||||
//loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
|
||||
|
||||
for (int j = 0; j < TriangleToAddNum; j++) {
|
||||
|
||||
const int TargetTringleIndex = firstIndex + j * 3;
|
||||
|
||||
if (FVector::CrossProduct(
|
||||
vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
|
||||
vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
|
||||
.Y < 0.f) {
|
||||
|
||||
const int32 targetVertex = indices[TargetTringleIndex];
|
||||
indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
|
||||
indices[TargetTringleIndex + 2] = targetVertex;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
FVector normal = FVector(0, 1, 0);
|
||||
|
||||
//Add normals for vertices.
|
||||
|
||||
for (int j = 0; j < numVertices; j++) {
|
||||
|
||||
normals.Add(normal);
|
||||
}
|
||||
|
||||
idx += numVertices;
|
||||
depthOffset += this->DepthOffset;
|
||||
|
||||
clipper.clipEnd(*slot);
|
||||
}
|
||||
|
||||
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
||||
clipper.clipEnd();
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
Loading…
x
Reference in New Issue
Block a user