mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-07 03:06:55 +08:00
155 lines
6.0 KiB
C++
155 lines
6.0 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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// clang-format off
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#include "Components/ActorComponent.h"
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#include "SpineSkeletonDataAsset.h"
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#include "spine/spine.h"
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#include "SpineSkeletonComponent.generated.h"
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// clang-format on
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class USpineSkeletonComponent;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineBeforeUpdateWorldTransformDelegate, USpineSkeletonComponent *, skeleton);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineAfterUpdateWorldTransformDelegate, USpineSkeletonComponent *, skeleton);
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class USpineAtlasAsset;
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UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineSkeletonComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
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USpineAtlasAsset *Atlas;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
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USpineSkeletonDataAsset *SkeletonData;
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spine::Skeleton *GetSkeleton() {
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CheckState();
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return skeleton;
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};
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSkins(TArray<FString> &Skins);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkins(UPARAM(ref) TArray<FString> &SkinNames);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSkin(const FString SkinName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool SetAttachment(const FString slotName, const FString attachmentName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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FTransform GetBoneWorldTransform(const FString &BoneName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetBoneWorldPosition(const FString &BoneName, const FVector &position);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void UpdateWorldTransform();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetBonesToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotsToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetScaleX(float scaleX);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetScaleX();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetScaleY(float scaleY);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetScaleY();
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetBones(TArray<FString> &Bones);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasBone(const FString BoneName);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetSlots(TArray<FString> &Slots);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasSlot(const FString SlotName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetSlotColor(const FString SlotName, const FColor color);
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetAnimations(TArray<FString> &Animations);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool HasAnimation(FString AnimationName);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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float GetAnimationDuration(FString AnimationName);
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
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UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
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FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
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USpineSkeletonComponent();
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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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virtual void FinishDestroy() override;
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protected:
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virtual void CheckState();
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virtual void InternalTick(float DeltaTime, bool CallDelegates = true, bool Preview = false);
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virtual void DisposeState();
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spine::Skeleton *skeleton;
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USpineAtlasAsset *lastAtlas = nullptr;
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spine::Atlas *lastSpineAtlas = nullptr;
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USpineSkeletonDataAsset *lastData = nullptr;
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spine::Skin *customSkin = nullptr;
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};
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