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105 lines
4.6 KiB
C++
105 lines
4.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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#include "Components/ActorComponent.h"
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#include "ProceduralMeshComponent.h"
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#include "SpineSkeletonAnimationComponent.h"
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#include "SpineSkeletonRendererComponent.generated.h"
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UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineSkeletonRendererComponent: public UProceduralMeshComponent {
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GENERATED_BODY()
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public:
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USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer);
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virtual void BeginPlay () override;
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virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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/* Updates this skeleton renderer using the provided skeleton animation component. */
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void UpdateRenderer(USpineSkeletonComponent* Skeleton);
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// Material Instance parents
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* NormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* AdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* MultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
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UMaterialInterface* ScreenBlendMaterial;
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
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TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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float DepthOffset = 0.1f;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FName TextureParameterName;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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/** Whether to generate collision geometry for the skeleton, or not. */
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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bool bCreateCollision;
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virtual void FinishDestroy() override;
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protected:
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void UpdateMesh (spine::Skeleton* Skeleton);
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void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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};
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