mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[ue4] Fix formatting.
This commit is contained in:
parent
a85765d4d9
commit
de5f8cd469
@ -36,7 +36,7 @@
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using namespace spine;
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using namespace spine;
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer& ObjectInitializer)
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer)
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: UProceduralMeshComponent(ObjectInitializer) {
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: UProceduralMeshComponent(ObjectInitializer) {
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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bTickInEditor = true;
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@ -67,19 +67,19 @@ void USpineSkeletonRendererComponent::BeginPlay() {
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Super::BeginPlay();
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Super::BeginPlay();
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}
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}
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void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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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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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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AActor* owner = GetOwner();
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AActor *owner = GetOwner();
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if (owner) {
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if (owner) {
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UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
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UClass *skeletonClass = USpineSkeletonComponent::StaticClass();
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USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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USpineSkeletonComponent *skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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UpdateRenderer(skeleton);
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UpdateRenderer(skeleton);
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}
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}
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}
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}
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void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* skeleton) {
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void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *skeleton) {
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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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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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skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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@ -94,9 +94,9 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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pageToScreenBlendMaterial.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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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
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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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material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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atlasNormalBlendMaterials.Add(material);
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atlasNormalBlendMaterials.Add(material);
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pageToNormalBlendMaterial.Add(currPage, material);
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pageToNormalBlendMaterial.Add(currPage, material);
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@ -116,16 +116,15 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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atlasScreenBlendMaterials.Add(material);
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atlasScreenBlendMaterials.Add(material);
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pageToScreenBlendMaterial.Add(currPage, material);
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pageToScreenBlendMaterial.Add(currPage, material);
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}
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}
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}
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} else {
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else {
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pageToNormalBlendMaterial.Empty();
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pageToNormalBlendMaterial.Empty();
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pageToAdditiveBlendMaterial.Empty();
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pageToAdditiveBlendMaterial.Empty();
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pageToMultiplyBlendMaterial.Empty();
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pageToMultiplyBlendMaterial.Empty();
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pageToScreenBlendMaterial.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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for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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UTexture2D *texture = skeleton->Atlas->atlasPages[i];
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UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
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UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
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@ -134,34 +133,33 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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}
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}
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}
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}
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UpdateMesh(skeleton->GetSkeleton());
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UpdateMesh(skeleton->GetSkeleton());
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}
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} else {
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else {
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ClearAllMeshSections();
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ClearAllMeshSections();
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}
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}
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}
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}
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void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage* CurrentPage, UTexture2D* Texture,
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void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
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UMaterialInstanceDynamic*& CurrentInstance, UMaterialInterface* ParentMaterial,
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UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*>& PageToBlendMaterial) {
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TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
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UTexture* oldTexture = nullptr;
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UTexture *oldTexture = nullptr;
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if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
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if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
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oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
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oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
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UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
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UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, Texture);
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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CurrentInstance = material;
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}
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}
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PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
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PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
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}
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}
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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) {
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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) {
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if (Vertices.Num() == 0) return;
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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SetMaterial(Idx, Material);
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bool bShouldCreateCollision = false;
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bool bShouldCreateCollision = false;
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if (bCreateCollision) {
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if (bCreateCollision) {
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UWorld* world = GetWorld();
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UWorld *world = GetWorld();
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if (world && world->IsGameWorld()) {
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if (world && world->IsGameWorld()) {
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bShouldCreateCollision = true;
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bShouldCreateCollision = true;
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}
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}
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@ -179,7 +177,7 @@ void USpineSkeletonRendererComponent::Flush(int& Idx, TArray<FVector>& Vertices,
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Idx++;
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Idx++;
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}
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}
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void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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TArray<FVector> vertices;
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TArray<FVector> vertices;
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TArray<int32> indices;
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TArray<int32> indices;
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TArray<FVector> normals;
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TArray<FVector> normals;
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@ -189,7 +187,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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int idx = 0;
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int idx = 0;
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int meshSection = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic* lastMaterial = nullptr;
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UMaterialInstanceDynamic *lastMaterial = nullptr;
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ClearAllMeshSections();
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ClearAllMeshSections();
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@ -197,20 +195,20 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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if (Skeleton->getColor().a == 0) return;
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if (Skeleton->getColor().a == 0) return;
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float depthOffset = 0;
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float depthOffset = 0;
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unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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unsigned short quadIndices[] = {0, 1, 2, 0, 2, 3};
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for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
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for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
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Vector<float>* attachmentVertices = &worldVertices;
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Vector<float> *attachmentVertices = &worldVertices;
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unsigned short* attachmentIndices = nullptr;
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unsigned short *attachmentIndices = nullptr;
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int numVertices;
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int numVertices;
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int numIndices;
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int numIndices;
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AtlasRegion* attachmentAtlasRegion = nullptr;
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AtlasRegion *attachmentAtlasRegion = nullptr;
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spine::Color attachmentColor;
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spine::Color attachmentColor;
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attachmentColor.set(1, 1, 1, 1);
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attachmentColor.set(1, 1, 1, 1);
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float* attachmentUvs = nullptr;
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float *attachmentUvs = nullptr;
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Slot* slot = Skeleton->getDrawOrder()[i];
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Slot *slot = Skeleton->getDrawOrder()[i];
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Attachment* attachment = slot->getAttachment();
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Attachment *attachment = slot->getAttachment();
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if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
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if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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@ -227,7 +225,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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}
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}
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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// Early out if region is invisible
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// Early out if region is invisible
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if (regionAttachment->getColor().a == 0) {
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if (regionAttachment->getColor().a == 0) {
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@ -236,15 +234,14 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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}
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}
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attachmentColor.set(regionAttachment->getColor());
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attachmentColor.set(regionAttachment->getColor());
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attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
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regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
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regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
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attachmentIndices = quadIndices;
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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numVertices = 4;
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numIndices = 6;
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numIndices = 6;
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}
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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MeshAttachment* mesh = (MeshAttachment*)attachment;
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// Early out if region is invisible
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// Early out if region is invisible
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if (mesh->getColor().a == 0) {
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if (mesh->getColor().a == 0) {
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@ -253,15 +250,14 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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}
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}
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attachmentColor.set(mesh->getColor());
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attachmentColor.set(mesh->getColor());
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attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
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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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mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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numVertices = mesh->getWorldVerticesLength() >> 1;
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numIndices = mesh->getTriangles().size();
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numIndices = mesh->getTriangles().size();
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}
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} else /* clipping */ {
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else /* clipping */ {
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ClippingAttachment *clip = (ClippingAttachment *) attachment;
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ClippingAttachment* clip = (ClippingAttachment*)attachment;
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clipper.clipStart(*slot, clip);
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clipper.clipStart(*slot, clip);
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continue;
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continue;
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}
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}
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@ -269,42 +265,42 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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// if the user switches the atlas data while not having switched
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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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// 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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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic* material = nullptr;
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UMaterialInstanceDynamic *material = nullptr;
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switch (slot->getData().getBlendMode()) {
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switch (slot->getData().getBlendMode()) {
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case BlendMode_Normal:
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case BlendMode_Normal:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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continue;
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continue;
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}
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}
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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break;
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break;
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case BlendMode_Additive:
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case BlendMode_Additive:
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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continue;
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continue;
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}
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}
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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break;
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break;
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case BlendMode_Multiply:
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case BlendMode_Multiply:
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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continue;
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continue;
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}
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}
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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break;
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break;
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case BlendMode_Screen:
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case BlendMode_Screen:
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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continue;
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continue;
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}
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}
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material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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break;
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break;
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default:
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default:
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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clipper.clipEnd(*slot);
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clipper.clipEnd(*slot);
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continue;
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continue;
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}
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}
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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}
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}
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if (clipper.isClipping()) {
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if (clipper.isClipping()) {
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@ -337,7 +333,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 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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float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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float* verticesPtr = attachmentVertices->buffer();
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float *verticesPtr = attachmentVertices->buffer();
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for (int j = 0; j < numVertices << 1; j += 2) {
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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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colors.Add(FColor(r, g, b, a));
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darkColors.Add(FVector(dr, dg, db));
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darkColors.Add(FVector(dr, dg, db));
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@ -351,7 +347,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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}
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}
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//Calculate total triangle to add on this loof.
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//Calculate total triangle to add on this loof.
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int TriangleInitialCount = firstIndex / 3;
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int TriangleInitialCount = firstIndex / 3;
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@ -367,19 +362,17 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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const int TargetTringleIndex = firstIndex + j * 3;
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const int TargetTringleIndex = firstIndex + j * 3;
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if (FVector::CrossProduct(
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if (FVector::CrossProduct(
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vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
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vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
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vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]]).Y < 0.f)
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vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
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{
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.Y < 0.f) {
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const int32 targetVertex = indices[TargetTringleIndex];
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const int32 targetVertex = indices[TargetTringleIndex];
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indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
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indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
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indices[TargetTringleIndex + 2] = targetVertex;
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indices[TargetTringleIndex + 2] = targetVertex;
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}
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}
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}
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}
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FVector normal = FVector(0, 1, 0);
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FVector normal = FVector(0, 1, 0);
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//Add normals for vertices.
|
//Add normals for vertices.
|
||||||
@ -387,7 +380,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
|
|||||||
for (int j = 0; j < numVertices; j++) {
|
for (int j = 0; j < numVertices; j++) {
|
||||||
|
|
||||||
normals.Add(normal);
|
normals.Add(normal);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
idx += numVertices;
|
idx += numVertices;
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user