Merge branch '4.1' into 4.2-beta

This commit is contained in:
badlogic 2023-02-14 13:44:36 +01:00
commit fe8f51810a
5 changed files with 223 additions and 172 deletions

View File

@ -33,6 +33,10 @@
#include "SpineSkeleton.h"
#include "SpineRendererObject.h"
#include "SpineSlotNode.h"
#include "core/math/transform_2d.h"
#include "core/variant/array.h"
#include "scene/resources/mesh.h"
#include "servers/rendering_server.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
@ -54,6 +58,14 @@ static spine::Vector<unsigned short> quad_indices;
static spine::Vector<float> scratch_vertices;
static Vector<Vector2> scratch_points;
static void clear_triangles(SpineMesh2D *mesh_instance) {
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
#else
VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
#endif
}
static void add_triangles(SpineMesh2D *mesh_instance,
const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
@ -61,15 +73,7 @@ static void add_triangles(SpineMesh2D *mesh_instance,
const Vector<int> &indices,
SpineRendererObject *renderer_object) {
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
indices,
vertices,
colors,
uvs,
Vector<int>(),
Vector<float>(),
renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
-1);
mesh_instance->update_mesh(vertices, uvs, colors, indices, renderer_object);
#else
auto texture = renderer_object->texture;
auto normal_map = renderer_object->normal_map;
@ -99,8 +103,8 @@ void SpineMesh2D::_notification(int what) {
update();
#endif
break;
case NOTIFICATION_DRAW:
//clear_triangles(this);
case NOTIFICATION_DRAW:
clear_triangles(this);
if (renderer_object)
add_triangles(this, vertices, uvs, colors, indices, renderer_object);
break;
@ -112,6 +116,66 @@ void SpineMesh2D::_notification(int what) {
void SpineMesh2D::_bind_methods() {
}
void SpineMesh2D::update_mesh(const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
const Vector<Color> &colors,
const Vector<int> &indices,
SpineRendererObject *renderer_object) {
#if VERSION_MAJOR > 3
if (!mesh.is_valid() || vertices.size() != num_vertices || indices.size() != num_indices || last_indices_id != indices_id) {
if (mesh.is_valid()) {
RS::get_singleton()->free(mesh);
}
mesh = RS::get_singleton()->mesh_create();
Array arrays;
arrays.resize(Mesh::ARRAY_MAX);
arrays[Mesh::ARRAY_VERTEX] = vertices;
arrays[Mesh::ARRAY_TEX_UV] = uvs;
arrays[Mesh::ARRAY_COLOR] = colors;
arrays[Mesh::ARRAY_INDEX] = indices;
RS::SurfaceData surface;
uint32_t skin_stride;
RS::get_singleton()->mesh_create_surface_data_from_arrays(&surface, (RS::PrimitiveType) Mesh::PRIMITIVE_TRIANGLES, arrays, TypedArray<Array>(), Dictionary(), Mesh::ArrayFormat::ARRAY_FLAG_USE_DYNAMIC_UPDATE);
RS::get_singleton()->mesh_add_surface(mesh, surface);
RS::get_singleton()->mesh_surface_make_offsets_from_format(surface.format, surface.vertex_count, surface.index_count, surface_offsets, vertex_stride, attribute_stride, skin_stride);
num_vertices = vertices.size();
num_indices = indices.size();
vertex_buffer = surface.vertex_data;
attribute_buffer = surface.attribute_data;
last_indices_id = indices_id;
} else {
AABB aabb_new;
uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
uint8_t color[4] = {
uint8_t(CLAMP(colors[0].r * 255.0, 0.0, 255.0)),
uint8_t(CLAMP(colors[0].g * 255.0, 0.0, 255.0)),
uint8_t(CLAMP(colors[0].b * 255.0, 0.0, 255.0)),
uint8_t(CLAMP(colors[0].a * 255.0, 0.0, 255.0))};
for (int i = 0; i < vertices.size(); i++) {
Vector2 vertex(vertices[i]);
if (i == 0) {
aabb_new.position = Vector3(vertex.x, vertex.y, 0);
aabb_new.size = Vector3();
} else {
aabb_new.expand_to(Vector3(vertex.x, vertex.y, 0));
}
float uv[2] = {(float) uvs[i].x, (float) uvs[i].y};
memcpy(&vertex_write_buffer[i * vertex_stride + surface_offsets[RS::ARRAY_VERTEX]], &vertex, sizeof(float) * 2);
memcpy(&attribute_write_buffer[i * attribute_stride + surface_offsets[RS::ARRAY_COLOR]], color, 4);
memcpy(&attribute_write_buffer[i * attribute_stride + surface_offsets[RS::ARRAY_TEX_UV]], uv, 8);
}
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb_new);
}
RenderingServer::get_singleton()->canvas_item_add_mesh(this->get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1, 1), renderer_object->canvas_texture->get_rid());
#endif
}
void SpineSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
ClassDB::bind_method(D_METHOD("get_skeleton_data_res"), &SpineSprite::get_skeleton_data_res);
@ -560,7 +624,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
spine::Attachment *attachment = slot->getAttachment();
SpineMesh2D *mesh_instance = mesh_instances[i];
mesh_instance->renderer_object = nullptr;
if (!attachment) {
skeleton_clipper->clipEnd(*slot);
continue;
@ -644,6 +708,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
}
mesh_instance->renderer_object = renderer_object;
mesh_instance->indices_id = (uint64_t)indices;
spine::BlendMode blend_mode = slot->getData().getBlendMode();
Ref<Material> custom_material;
@ -690,17 +755,18 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
// Set the custom material, or the default material
if (custom_material.is_valid()) mesh_instance->set_material(custom_material);
else
mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
}
mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
}
skeleton_clipper->clipEnd(*slot);
}
skeleton_clipper->clipEnd();
}
void SpineSprite::draw() {
if (!animation_state.is_valid() && !skeleton.is_valid()) return;
if (!animation_state.is_valid() && !skeleton.is_valid()) return;
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
RS::get_singleton()->canvas_item_clear(this->get_canvas_item());
auto mouse_position = get_local_mouse_position();
spine::Slot *hovered_slot = nullptr;
@ -827,9 +893,9 @@ void SpineSprite::draw() {
auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
if (GEOMETRY2D::is_point_in_polygon(mouse_local_position, scratch_points)) {
hovered_bone = bone;
}
}
}
if (debug_bones) {
auto &bones = skeleton->get_spine_object()->getBones();
for (int i = 0; i < (int) bones.size(); i++) {
@ -907,6 +973,7 @@ void SpineSprite::draw() {
#endif
}
#endif
}
void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {

View File

@ -55,16 +55,30 @@ protected:
Vector<Color> colors;
Vector<int> indices;
SpineRendererObject *renderer_object;
int slotIndex;
Attachment *attachment;
ArrayMesh *mesh;
uint64_t last_indices_id;
uint64_t indices_id;
RID mesh;
uint32_t surface_offsets[RS::ARRAY_MAX];
int num_vertices;
int num_indices;
PackedByteArray vertex_buffer;
PackedByteArray attribute_buffer;
uint32_t vertex_stride;
uint32_t attribute_stride;
public:
SpineMesh2D() : renderer_object(nullptr), slotIndex(-1), attachment(nullptr), mesh(nullptr) {};
~SpineMesh2D(){
if (mesh) memdelete(mesh);
};
ArrayMesh *get_mesh() {return mesh;};
SpineMesh2D() : renderer_object(nullptr), last_indices_id(0), indices_id(0), num_vertices(0), num_indices(0), vertex_stride(0), attribute_stride(0) {};
~SpineMesh2D() {
if (mesh.is_valid()) {
RS::get_singleton()->free(mesh);
}
}
void update_mesh(const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
const Vector<Color> &colors,
const Vector<int> &indices,
SpineRendererObject *renderer_object);
};
class SpineSprite : public Node2D,

View File

@ -75,74 +75,57 @@ void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick
AActor *owner = GetOwner();
if (owner) {
UClass *skeletonClass = USpineSkeletonComponent::StaticClass();
USpineSkeletonComponent *skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
USpineSkeletonComponent *skeletonComponent = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
UpdateRenderer(skeleton);
UpdateRenderer(skeletonComponent);
}
}
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);
void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *component) {
if (component && !component->IsBeingDestroyed() && component->GetSkeleton() && component->Atlas) {
component->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
if (atlasNormalBlendMaterials.Num() != component->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];
for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
AtlasPage *currPage = component->Atlas->GetAtlas()->getPages()[i];
UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
atlasNormalBlendMaterials.Add(material);
pageToNormalBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
atlasAdditiveBlendMaterials.Add(material);
pageToAdditiveBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
atlasMultiplyBlendMaterials.Add(material);
pageToMultiplyBlendMaterial.Add(currPage, material);
material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
material->SetTextureParameterValue(TextureParameterName, component->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);
for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
UTexture2D *texture = component->Atlas->atlasPages[i];
UpdateMaterial(texture, atlasNormalBlendMaterials[i], NormalBlendMaterial);
UpdateMaterial(texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial);
UpdateMaterial(texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial);
UpdateMaterial(texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial);
}
}
UpdateMesh(skeleton->GetSkeleton());
UpdateMesh(component, component->GetSkeleton());
} else {
ClearAllMeshSections();
}
}
void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial) {
UTexture *oldTexture = nullptr;
if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
@ -152,10 +135,10 @@ void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *C
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) {
void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
if (Vertices.Num() == 0) return;
SetMaterial(Idx, Material);
@ -175,24 +158,22 @@ void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices,
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;
void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *component, Skeleton *Skeleton) {
vertices.Empty();
indices.Empty();
normals.Empty();
uvs.Empty();
colors.Empty();
int idx = 0;
int meshSection = 0;
UMaterialInstanceDynamic *lastMaterial = nullptr;
ClearAllMeshSections();
// Early out if skeleton is invisible
if (Skeleton->getColor().a == 0) return;
@ -236,6 +217,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
}
attachmentColor.set(regionAttachment->getColor());
attachmentVertices->setSize(8, 0);
regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRegion();
attachmentIndices = quadIndices;
@ -244,14 +226,15 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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());
attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
attachmentAtlasRegion = (AtlasRegion *) mesh->getRegion();
attachmentIndices = mesh->getTriangles().buffer();
@ -264,47 +247,6 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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();
@ -317,70 +259,94 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
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;
int foundPageIndex = -1;
for (int pageIndex = 0; i < component->Atlas->atlasPages.Num(); pageIndex++) {
AtlasPage* page = component->Atlas->GetAtlas()->getPages()[pageIndex];
if (attachmentAtlasRegion->page == page) {
foundPageIndex = pageIndex;
break;
}
}
if (foundPageIndex == -1) {
clipper.clipEnd(*slot);
continue;
}
switch (slot->getData().getBlendMode()) {
case BlendMode_Additive:
if (i >= atlasAdditiveBlendMaterials.Num()) {
clipper.clipEnd(*slot);
continue;
}
material = atlasAdditiveBlendMaterials[i];
break;
case BlendMode_Multiply:
if (i >= atlasMultiplyBlendMaterials.Num()) {
clipper.clipEnd(*slot);
continue;
}
material = atlasMultiplyBlendMaterials[i];
break;
case BlendMode_Screen:
if (i >= atlasScreenBlendMaterials.Num()) {
clipper.clipEnd(*slot);
continue;
}
material = atlasScreenBlendMaterials[i];
break;
case BlendMode_Normal:
default:
if (i >= atlasNormalBlendMaterials.Num()) {
clipper.clipEnd(*slot);
continue;
}
material = atlasNormalBlendMaterials[i];
break;
}
if (lastMaterial != material) {
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
Flush(meshSection, vertices, indices, normals, uvs, colors, 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();
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;
int numTriangles = indices.Num() / 3;
for (int j = 0; j < numTriangles; j++) {
const int triangleIndex = 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;
vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
.Y < 0.f) {
const int32 targetVertex = indices[triangleIndex];
indices[triangleIndex] = indices[triangleIndex + 2];
indices[triangleIndex + 2] = targetVertex;
}
}
FVector normal = FVector(0, 1, 0);
//Add normals for vertices.
for (int j = 0; j < numVertices; j++) {
normals.Add(normal);
}
@ -390,7 +356,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
clipper.clipEnd(*slot);
}
Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
clipper.clipEnd();
}

View File

@ -65,19 +65,15 @@ public:
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasNormalBlendMaterials;
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToNormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasAdditiveBlendMaterials;
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToAdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasMultiplyBlendMaterials;
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToMultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasScreenBlendMaterials;
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> pageToScreenBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
float DepthOffset = 0.1f;
@ -95,14 +91,23 @@ public:
virtual void FinishDestroy() override;
protected:
void UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial);
void UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial);
void UpdateMesh(spine::Skeleton *Skeleton);
void UpdateMesh(USpineSkeletonComponent *component, spine::Skeleton *Skeleton);
void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic *Material);
void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material);
spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper;
UPROPERTY();
TArray<FVector> vertices;
UPROPERTY();
TArray<int32> indices;
UPROPERTY();
TArray<FVector> normals;
UPROPERTY();
TArray<FVector2D> uvs;
UPROPERTY();
TArray<FColor> colors;
};

View File

@ -320,12 +320,11 @@ namespace Spine.Unity.Editor {
List<SpriteMetaData> sprites = new List<SpriteMetaData>(spriteSheet);
List<AtlasRegion> regions = SpineAtlasAssetInspector.GetRegions(atlas);
char[] FilenameDelimiter = { '.' };
int updatedCount = 0;
int addedCount = 0;
foreach (AtlasRegion r in regions) {
string pageName = r.page.name.Split(FilenameDelimiter, StringSplitOptions.RemoveEmptyEntries)[0];
string pageName = System.IO.Path.GetFileNameWithoutExtension(r.page.name);
string textureName = texture.name;
bool pageMatch = string.Equals(pageName, textureName, StringComparison.Ordinal);