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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[ue4] Fix formatting.
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a85765d4d9
commit
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@ -116,8 +116,7 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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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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} else {
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pageToNormalBlendMaterial.Empty();
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pageToAdditiveBlendMaterial.Empty();
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pageToMultiplyBlendMaterial.Empty();
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@ -134,8 +133,7 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
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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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} else {
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ClearAllMeshSections();
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}
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}
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@ -242,8 +240,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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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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// Early out if region is invisible
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@ -259,8 +256,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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numIndices = mesh->getTriangles().size();
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}
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else /* clipping */ {
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} else /* clipping */ {
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ClippingAttachment *clip = (ClippingAttachment *) attachment;
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clipper.clipStart(*slot, clip);
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continue;
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@ -351,7 +347,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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}
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//Calculate total triangle to add on this loof.
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int TriangleInitialCount = firstIndex / 3;
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@ -368,18 +363,16 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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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 + 1]] - vertices[indices[TargetTringleIndex]]).Y < 0.f)
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{
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vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
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.Y < 0.f) {
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const int32 targetVertex = indices[TargetTringleIndex];
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indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
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indices[TargetTringleIndex + 2] = targetVertex;
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}
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}
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FVector normal = FVector(0, 1, 0);
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//Add normals for vertices.
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@ -387,7 +380,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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for (int j = 0; j < numVertices; j++) {
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normals.Add(normal);
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}
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idx += numVertices;
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