spine-runtimes/spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonAnimationComponent.cpp

240 lines
8.2 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include "SpinePluginPrivatePCH.h"
#define LOCTEXT_NAMESPACE "Spine"
void UTrackEntry::SetTrackEntry(spTrackEntry* entry) {
this->entry = entry;
if (entry) entry->rendererObject = (void*)this;
}
void callback(spAnimationState* state, spEventType type, spTrackEntry* entry, spEvent* event) {
USpineSkeletonAnimationComponent* component = (USpineSkeletonAnimationComponent*)state->rendererObject;
if (entry->rendererObject) {
UTrackEntry* uEntry = (UTrackEntry*)entry->rendererObject;
if (type == SP_ANIMATION_START) {
component->AnimationStart.Broadcast(uEntry);
uEntry->AnimationStart.Broadcast(uEntry);
}
else if (type == SP_ANIMATION_INTERRUPT) {
component->AnimationInterrupt.Broadcast(uEntry);
uEntry->AnimationInterrupt.Broadcast(uEntry);
} else if (type == SP_ANIMATION_EVENT) {
FSpineEvent evt;
evt.SetEvent(event);
component->AnimationEvent.Broadcast(uEntry, evt);
uEntry->AnimationEvent.Broadcast(uEntry, evt);
}
else if (type == SP_ANIMATION_COMPLETE) {
component->AnimationComplete.Broadcast(uEntry);
uEntry->AnimationComplete.Broadcast(uEntry);
}
else if (type == SP_ANIMATION_END) {
component->AnimationEnd.Broadcast(uEntry);
uEntry->AnimationEnd.Broadcast(uEntry);
}
else if (type == SP_ANIMATION_DISPOSE) {
component->AnimationDispose.Broadcast(uEntry);
uEntry->AnimationDispose.Broadcast(uEntry);
uEntry->SetTrackEntry(nullptr);
component->GCTrackEntry(uEntry);
}
}
}
USpineSkeletonAnimationComponent::USpineSkeletonAnimationComponent () {
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true;
bAutoActivate = true;
}
void USpineSkeletonAnimationComponent::BeginPlay() {
Super::BeginPlay();
trackEntries.Empty();
}
void USpineSkeletonAnimationComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
InternalTick(DeltaTime);
}
void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDelegates) {
CheckState();
if (state) {
spAnimationState_update(state, DeltaTime);
spAnimationState_apply(state, skeleton);
if (CallDelegates) BeforeUpdateWorldTransform.Broadcast(this);
spSkeleton_updateWorldTransform(skeleton);
if (CallDelegates) AfterUpdateWorldTransform.Broadcast(this);
}
}
void USpineSkeletonAnimationComponent::CheckState () {
if (lastAtlas != Atlas || lastData != SkeletonData) {
DisposeState();
if (Atlas && SkeletonData) {
spSkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas(false), false);
if (data) {
skeleton = spSkeleton_create(data);
spAnimationStateData* stateData = SkeletonData->GetAnimationStateData(Atlas->GetAtlas(false));
state = spAnimationState_create(stateData);
state->rendererObject = (void*)this;
state->listener = callback;
trackEntries.Empty();
}
}
lastAtlas = Atlas;
lastData = SkeletonData;
}
}
void USpineSkeletonAnimationComponent::DisposeState () {
if (state) {
spAnimationState_dispose(state);
state = nullptr;
}
if (skeleton) {
spSkeleton_dispose(skeleton);
skeleton = nullptr;
}
trackEntries.Empty();
}
void USpineSkeletonAnimationComponent::FinishDestroy () {
DisposeState();
Super::FinishDestroy();
}
void USpineSkeletonAnimationComponent::SetTimeScale(float timeScale) {
CheckState();
if (state) state->timeScale = timeScale;
}
float USpineSkeletonAnimationComponent::GetTimeScale() {
CheckState();
if (state) return state->timeScale;
return 1;
}
// we need to disable the queue when setting or adding animations, see #1037
extern "C" {
void _spAnimationState_disableQueue(spAnimationState* state);
void _spAnimationState_enableQueue(spAnimationState* state);
}
UTrackEntry* USpineSkeletonAnimationComponent::SetAnimation (int trackIndex, FString animationName, bool loop) {
CheckState();
if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
_spAnimationState_disableQueue(state);
spTrackEntry* entry = spAnimationState_setAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0);
_spAnimationState_enableQueue(state);
UTrackEntry* uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else return NewObject<UTrackEntry>();
}
UTrackEntry* USpineSkeletonAnimationComponent::AddAnimation (int trackIndex, FString animationName, bool loop, float delay) {
CheckState();
if (state && spSkeletonData_findAnimation(skeleton->data, TCHAR_TO_UTF8(*animationName))) {
_spAnimationState_disableQueue(state);
spTrackEntry* entry = spAnimationState_addAnimationByName(state, trackIndex, TCHAR_TO_UTF8(*animationName), loop ? 1 : 0, delay);
_spAnimationState_enableQueue(state);
UTrackEntry* uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else return NewObject<UTrackEntry>();
}
UTrackEntry* USpineSkeletonAnimationComponent::SetEmptyAnimation (int trackIndex, float mixDuration) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_setEmptyAnimation(state, trackIndex, mixDuration);
UTrackEntry* uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else return NewObject<UTrackEntry>();
}
UTrackEntry* USpineSkeletonAnimationComponent::AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_addEmptyAnimation(state, trackIndex, mixDuration, delay);
UTrackEntry* uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else return NewObject<UTrackEntry>();
}
UTrackEntry* USpineSkeletonAnimationComponent::GetCurrent (int trackIndex) {
CheckState();
if (state) {
spTrackEntry* entry = spAnimationState_getCurrent(state, trackIndex);
if (entry->rendererObject) {
return (UTrackEntry*)entry->rendererObject;
} else {
UTrackEntry* uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
}
} else return NewObject<UTrackEntry>();
}
void USpineSkeletonAnimationComponent::ClearTracks () {
CheckState();
if (state) {
spAnimationState_clearTracks(state);
}
}
void USpineSkeletonAnimationComponent::ClearTrack (int trackIndex) {
CheckState();
if (state) {
spAnimationState_clearTrack(state, trackIndex);
}
}
#undef LOCTEXT_NAMESPACE