[ue4] Refactored skeleton component into two classes, one holding the skeleton, another adding an animation state. Fixed up renderer to be able to deal with both.

This commit is contained in:
badlogic 2016-12-06 13:37:15 +01:00
parent 4c4f2f9539
commit f2e364be3e
7 changed files with 195 additions and 111 deletions

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@ -7,4 +7,5 @@
#include "SpineSkeletonDataAsset.h"
#include "SpineAtlasAsset.h"
#include "SpineSkeletonComponent.h"
#include "SpineSkeletonRendererComponent.h"
#include "SpineSkeletonAnimationComponent.h"
#include "SpineSkeletonRendererComponent.h"

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@ -0,0 +1,117 @@
#include "SpinePluginPrivatePCH.h"
#define LOCTEXT_NAMESPACE "Spine"
void callback(spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event) {
USpineSkeletonAnimationComponent* component = (USpineSkeletonAnimationComponent*)entry->rendererObject;
}
USpineSkeletonAnimationComponent::USpineSkeletonAnimationComponent () {
bWantsBeginPlay = true;
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true;
bAutoActivate = true;
}
void USpineSkeletonAnimationComponent::BeginPlay() {
Super::BeginPlay();
}
void USpineSkeletonAnimationComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
CheckState();
if (state) {
spAnimationState_update(state, DeltaTime);
spAnimationState_apply(state, skeleton);
spSkeleton_updateWorldTransform(skeleton);
}
}
void USpineSkeletonAnimationComponent::CheckState () {
if (lastAtlas != Atlas || lastData != SkeletonData) {
DisposeState();
if (Atlas && SkeletonData) {
spSkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
skeleton = spSkeleton_create(data);
stateData = spAnimationStateData_create(data);
state = spAnimationState_create(stateData);
}
lastAtlas = Atlas;
lastData = SkeletonData;
}
}
void USpineSkeletonAnimationComponent::DisposeState () {
if (stateData) {
spAnimationStateData_dispose(stateData);
stateData = nullptr;
}
if (state) {
spAnimationState_dispose(state);
state = nullptr;
}
if (skeleton) {
spSkeleton_dispose(skeleton);
skeleton = nullptr;
}
}
void USpineSkeletonAnimationComponent::FinishDestroy () {
DisposeState();
Super::FinishDestroy();
}
FTrackEntry USpineSkeletonAnimationComponent::SetAnimation (int trackIndex, FString animationName, bool loop) {
CheckState();
if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
spTrackEntry* entry = spAnimationState_setAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0);
return FTrackEntry(entry);
} else return FTrackEntry();
}
FTrackEntry USpineSkeletonAnimationComponent::AddAnimation (int trackIndex, FString animationName, bool loop, float delay) {
CheckState();
if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
spTrackEntry* entry = spAnimationState_addAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0, delay);
return FTrackEntry(entry);
} else return FTrackEntry();
}
FTrackEntry USpineSkeletonAnimationComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
return FTrackEntry(entry);
} else return FTrackEntry();
}
FTrackEntry USpineSkeletonAnimationComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_addEmptyAnimation(state, trackIndex, mixDuration, delay);
return FTrackEntry(entry);
} else return FTrackEntry();
}
void USpineSkeletonAnimationComponent::ClearTracks () {
CheckState();
if (state) {
spAnimationState_clearTracks(state);
}
}
void USpineSkeletonAnimationComponent::ClearTrack (int trackIndex) {
CheckState();
if (state) {
spAnimationState_clearTrack(state, trackIndex);
}
}
#undef LOCTEXT_NAMESPACE

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@ -2,10 +2,6 @@
#define LOCTEXT_NAMESPACE "Spine"
void callback(spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event) {
USpineSkeletonComponent* component = (USpineSkeletonComponent*)entry->rendererObject;
}
USpineSkeletonComponent::USpineSkeletonComponent () {
bWantsBeginPlay = true;
PrimaryComponentTick.bCanEverTick = true;
@ -22,9 +18,7 @@ void USpineSkeletonComponent::TickComponent (float DeltaTime, ELevelTick TickTyp
CheckState();
if (state) {
spAnimationState_update(state, DeltaTime);
spAnimationState_apply(state, skeleton);
if (skeleton) {
spSkeleton_updateWorldTransform(skeleton);
}
}
@ -36,8 +30,6 @@ void USpineSkeletonComponent::CheckState () {
if (Atlas && SkeletonData) {
spSkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
skeleton = spSkeleton_create(data);
stateData = spAnimationStateData_create(data);
state = spAnimationState_create(stateData);
}
lastAtlas = Atlas;
@ -46,16 +38,6 @@ void USpineSkeletonComponent::CheckState () {
}
void USpineSkeletonComponent::DisposeState () {
if (stateData) {
spAnimationStateData_dispose(stateData);
stateData = nullptr;
}
if (state) {
spAnimationState_dispose(state);
state = nullptr;
}
if (skeleton) {
spSkeleton_dispose(skeleton);
skeleton = nullptr;
@ -67,51 +49,4 @@ void USpineSkeletonComponent::FinishDestroy () {
Super::FinishDestroy();
}
FTrackEntry USpineSkeletonComponent::SetAnimation (int trackIndex, FString animationName, bool loop) {
CheckState();
if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
spTrackEntry* entry = spAnimationState_setAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0);
return FTrackEntry(entry);
} else return FTrackEntry();
}
FTrackEntry USpineSkeletonComponent::AddAnimation (int trackIndex, FString animationName, bool loop, float delay) {
CheckState();
if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
spTrackEntry* entry = spAnimationState_addAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0, delay);
return FTrackEntry(entry);
} else return FTrackEntry();
}
FTrackEntry USpineSkeletonComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
return FTrackEntry(entry);
} else return FTrackEntry();
}
FTrackEntry USpineSkeletonComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_addEmptyAnimation(state, trackIndex, mixDuration, delay);
return FTrackEntry(entry);
} else return FTrackEntry();
}
void USpineSkeletonComponent::ClearTracks () {
CheckState();
if (state) {
spAnimationState_clearTracks(state);
}
}
void USpineSkeletonComponent::ClearTrack (int trackIndex) {
CheckState();
if (state) {
spAnimationState_clearTrack(state, trackIndex);
}
}
#undef LOCTEXT_NAMESPACE

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@ -23,11 +23,12 @@ void USpineSkeletonRendererComponent::BeginPlay () {
void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
AActor* owner = GetOwner();
if (owner) {
UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton()) {
if (atlasMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
atlasMaterials.SetNum(0);
@ -57,6 +58,8 @@ void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick
}
}
UpdateMesh(skeleton->GetSkeleton());
} else {
ClearAllMeshSections();
}
}
}

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@ -0,0 +1,67 @@
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Components/ActorComponent.h"
#include "SpineSkeletonComponent.h"
#include "spine/spine.h"
#include "SpineSkeletonAnimationComponent.generated.h"
USTRUCT(BlueprintType)
struct SPINEPLUGIN_API FTrackEntry {
GENERATED_BODY ();
FTrackEntry (): entry(0) { }
FTrackEntry (spTrackEntry* entry) { this->entry = entry; }
spTrackEntry* entry;
};
class USpineAtlasAsset;
UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonAnimationComponent: public USpineSkeletonComponent {
GENERATED_BODY()
public:
spAnimationStateData* GetAnimationStateData () { return stateData; };
spAnimationState* GetAnimationState () { return state; };
USpineSkeletonAnimationComponent ();
virtual void BeginPlay () override;
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void FinishDestroy () override;
// Blueprint functions
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry SetAnimation (int trackIndex, FString animationName, bool loop);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry AddAnimation (int trackIndex, FString animationName, bool loop, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry SetEmptyAnimation (int trackIndex, float mixDuration);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void ClearTracks ();
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void ClearTrack (int trackIndex);
// UFUNCTION(BlueprintImplentableEvent, category = "Components|Spine")
// void AnimationEvent(int trackIndex, );
protected:
virtual void CheckState () override;
virtual void DisposeState () override;
spAnimationStateData* stateData;
spAnimationState* state;
};

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@ -6,17 +6,6 @@
#include "spine/spine.h"
#include "SpineSkeletonComponent.generated.h"
USTRUCT(BlueprintType)
struct SPINEPLUGIN_API FTrackEntry {
GENERATED_BODY ();
FTrackEntry (): entry(0) { }
FTrackEntry (spTrackEntry* entry) { this->entry = entry; }
spTrackEntry* entry;
};
class USpineAtlasAsset;
UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonComponent: public UActorComponent {
@ -29,10 +18,6 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
USpineSkeletonDataAsset* SkeletonData;
spAnimationStateData* GetAnimationStateData () { return stateData; };
spAnimationState* GetAnimationState () { return state; };
spSkeleton* GetSkeleton () { return skeleton; };
USpineSkeletonComponent ();
@ -43,34 +28,10 @@ public:
virtual void FinishDestroy () override;
// Blueprint functions
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry SetAnimation (int trackIndex, FString animationName, bool loop);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry AddAnimation (int trackIndex, FString animationName, bool loop, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry SetEmptyAnimation (int trackIndex, float mixDuration);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
FTrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void ClearTracks ();
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void ClearTrack (int trackIndex);
UFUNCTION(BlueprintImplentableEvent, category = "Components|Spine")
void AnimationEvent(int trackIndex, );
protected:
void CheckState ();
void DisposeState ();
virtual void CheckState ();
virtual void DisposeState ();
spAnimationStateData* stateData;
spAnimationState* state;
spSkeleton* skeleton;
USpineAtlasAsset* lastAtlas = nullptr;
USpineSkeletonDataAsset* lastData = nullptr;

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@ -4,7 +4,7 @@
#include "Components/ActorComponent.h"
#include "ProceduralMeshComponent.h"
#include "SpineSkeletonComponent.h"
#include "SpineSkeletonAnimationComponent.h"
#include "SpineSkeletonRendererComponent.generated.h"