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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#pragma once
#include "Components/ActorComponent.h"
#include "ProceduralMeshComponent.h"
#include "SpineSkeletonAnimationComponent.h"
#include "SpineSkeletonRendererComponent.generated.h"
UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonRendererComponent: public UProceduralMeshComponent {
GENERATED_BODY()
public:
USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay () override;
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/* Updates this skeleton renderer using the provided skeleton animation component. */
void UpdateRenderer(USpineSkeletonComponent* Skeleton);
// Material Instance parents
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* NormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* AdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* MultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* ScreenBlendMaterial;
// 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;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FName TextureParameterName;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FLinearColor Color = FLinearColor(1, 1, 1, 1);
/** Whether to generate collision geometry for the skeleton, or not. */
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
bool bCreateCollision;
virtual void FinishDestroy() override;
protected:
void UpdateMesh (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);
spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper;
};