/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #pragma once #include "SpineSkeleton.h" #include "SpineAnimationState.h" #include "scene/2d/node_2d.h" class SpineSlotNode; struct SpineRendererObject; class SpineSprite; class Attachment; class SpineMesh2D : public Node2D { GDCLASS(SpineMesh2D, Node2D); friend class SpineSprite; protected: void _notification(int what); static void _bind_methods(); Vector vertices; Vector uvs; Vector colors; Vector indices; SpineRendererObject *renderer_object; bool indices_changed; #if VERSION_MAJOR > 3 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 normal_tangent_stride; uint32_t attribute_stride; #else RID mesh; uint32_t surface_offsets[VS::ARRAY_MAX]; int num_vertices; int num_indices; uint32_t mesh_surface_offsets[VS::ARRAY_MAX]; PoolByteArray mesh_buffer; uint32_t mesh_stride[VS::ARRAY_MAX]; uint32_t mesh_surface_format; #endif public: #if VERSION_MAJOR > 3 SpineMesh2D() : renderer_object(nullptr), indices_changed(true), num_vertices(0), num_indices(0), vertex_stride(0), normal_tangent_stride(0), attribute_stride(0){}; ~SpineMesh2D() { if (mesh.is_valid()) { RS::get_singleton()->free(mesh); } } #else SpineMesh2D() : renderer_object(nullptr), indices_changed(true), num_vertices(0), num_indices(0){}; ~SpineMesh2D() { if (mesh.is_valid()) { VS::get_singleton()->free(mesh); } } #endif void update_mesh(const Vector &vertices, const Vector &uvs, const Vector &colors, const Vector &indices, SpineRendererObject *renderer_object); }; class SpineSprite : public Node2D, public spine::AnimationStateListenerObject { GDCLASS(SpineSprite, Node2D) friend class SpineBone; protected: Ref skeleton_data_res; Ref skeleton; Ref animation_state; SpineConstant::UpdateMode update_mode; String preview_skin; String preview_animation; bool preview_frame; float preview_time; bool debug_root; Color debug_root_color; bool debug_bones; Color debug_bones_color; float debug_bones_thickness; bool debug_regions; Color debug_regions_color; bool debug_meshes; Color debug_meshes_color; bool debug_bounding_boxes; Color debug_bounding_boxes_color; bool debug_paths; Color debug_paths_color; bool debug_clipping; Color debug_clipping_color; spine::Vector> slot_nodes; Vector mesh_instances; static Ref default_materials[4]; Ref normal_material; Ref additive_material; Ref multiply_material; Ref screen_material; spine::SkeletonClipping *skeleton_clipper; bool modified_bones; static void _bind_methods(); void _notification(int what); void _get_property_list(List *list) const; bool _get(const StringName &property, Variant &value) const; bool _set(const StringName &property, const Variant &value); void generate_meshes_for_slots(Ref skeleton_ref); void remove_meshes(); void sort_slot_nodes(); void update_meshes(Ref skeleton_ref); void set_modified_bones() { modified_bones = true; } void draw(); void draw_bone(spine::Bone *bone, const Color &color); void callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event); public: SpineSprite(); ~SpineSprite(); void set_skeleton_data_res(const Ref &_spine_skeleton_data_resource); Ref get_skeleton_data_res(); Ref get_skeleton(); Ref get_animation_state(); void on_skeleton_data_changed(); void update_skeleton(float delta); Transform2D get_global_bone_transform(const String &bone_name); void set_global_bone_transform(const String &bone_name, Transform2D transform); SpineConstant::UpdateMode get_update_mode(); void set_update_mode(SpineConstant::UpdateMode v); Ref new_skin(const String &name); Ref get_normal_material(); void set_normal_material(Ref material); Ref get_additive_material(); void set_additive_material(Ref material); Ref get_multiply_material(); void set_multiply_material(Ref material); Ref get_screen_material(); void set_screen_material(Ref material); bool get_debug_root() { return debug_root; } void set_debug_root(bool root) { debug_root = root; } Color get_debug_root_color() { return debug_root_color; } void set_debug_root_color(const Color &color) { debug_root_color = color; } bool get_debug_bones() { return debug_bones; } void set_debug_bones(bool bones) { debug_bones = bones; } Color get_debug_bones_color() { return debug_bones_color; } void set_debug_bones_color(const Color &color) { debug_bones_color = color; } float get_debug_bones_thickness() { return debug_bones_thickness; } void set_debug_bones_thickness(float thickness) { debug_bones_thickness = thickness; } bool get_debug_regions() { return debug_regions; } void set_debug_regions(bool regions) { debug_regions = regions; } Color get_debug_regions_color() { return debug_regions_color; } void set_debug_regions_color(const Color &color) { debug_regions_color = color; } bool get_debug_meshes() { return debug_meshes; } void set_debug_meshes(bool meshes) { debug_meshes = meshes; } Color get_debug_meshes_color() { return debug_meshes_color; } void set_debug_meshes_color(const Color &color) { debug_meshes_color = color; } bool get_debug_paths() { return debug_paths; } void set_debug_paths(bool paths) { debug_paths = paths; } Color get_debug_paths_color() { return debug_paths_color; } void set_debug_paths_color(const Color &color) { debug_paths_color = color; } bool get_debug_bounding_boxes() { return debug_bounding_boxes; } void set_debug_bounding_boxes(bool paths) { debug_bounding_boxes = paths; } Color get_debug_bounding_boxes_color() { return debug_bounding_boxes_color; } void set_debug_bounding_boxes_color(const Color &color) { debug_bounding_boxes_color = color; } bool get_debug_clipping() { return debug_clipping; } void set_debug_clipping(bool clipping) { debug_clipping = clipping; } Color get_debug_clipping_color() { return debug_clipping_color; } void set_debug_clipping_color(const Color &color) { debug_clipping_color = color; } #ifdef TOOLS_ENABLED virtual Rect2 _edit_get_rect() const; virtual bool _edit_use_rect() const; #endif };