[ue4] First few steps with blueprints.

This commit is contained in:
badlogic 2016-12-01 16:51:13 +01:00
parent f31c298528
commit fc1676c592
4 changed files with 64 additions and 30 deletions

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@ -2,6 +2,10 @@
#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;
@ -16,25 +20,29 @@ void USpineSkeletonComponent::BeginPlay() {
void USpineSkeletonComponent::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 USpineSkeletonComponent::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;
}
if (state) {
spAnimationState_update(state, DeltaTime);
spAnimationState_apply(state, skeleton);
spSkeleton_updateWorldTransform(skeleton);
}
}
void USpineSkeletonComponent::DisposeState () {
@ -59,37 +67,48 @@ void USpineSkeletonComponent::FinishDestroy () {
Super::FinishDestroy();
}
void USpineSkeletonComponent::SetAnimation (int trackIndex, FString animationName, bool loop) {
if (state) {
spAnimationState_setAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0);
}
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();
}
void USpineSkeletonComponent::AddAnimation (int trackIndex, FString animationName, bool loop, float delay) {
if (state) {
spAnimationState_addAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0, delay);
}
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();
}
void USpineSkeletonComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
FTrackEntry USpineSkeletonComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
CheckState();
if (state) {
spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
}
spTrackEntry* entry = spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
return FTrackEntry(entry);
} else return FTrackEntry();
}
void USpineSkeletonComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
FTrackEntry USpineSkeletonComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
CheckState();
if (state) {
spAnimationState_addAnimationByName(state, trackIndex, mixDuration, delay);
}
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);
}

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@ -3,12 +3,23 @@
#pragma once
#include "Components/ActorComponent.h"
#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
{
UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonComponent: public UActorComponent {
GENERATED_BODY()
public:
@ -34,16 +45,16 @@ public:
// Blueprint functions
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void SetAnimation (int trackIndex, FString animationName, bool loop);
FTrackEntry SetAnimation (int trackIndex, FString animationName, bool loop);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void AddAnimation (int trackIndex, FString animationName, bool loop, float delay);
FTrackEntry AddAnimation (int trackIndex, FString animationName, bool loop, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void SetEmptyAnimation (int trackIndex, float mixDuration);
FTrackEntry SetEmptyAnimation (int trackIndex, float mixDuration);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void AddEmptyAnimation (int trackIndex, float mixDuration, float delay);
FTrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay);
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void ClearTracks ();
@ -51,8 +62,12 @@ public:
UFUNCTION(BlueprintCallable, Category="Components|Spine")
void ClearTrack (int trackIndex);
UFUNCTION(BlueprintImplentableEvent, category = "Components|Spine")
void AnimationEvent(int trackIndex, );
protected:
void DisposeState();
void CheckState ();
void DisposeState ();
spAnimationStateData* stateData;
spAnimationState* state;