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22 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
#include "SpineSprite.h"
#include "SpineEvent.h"
#include "SpineTrackEntry.h"
#include "SpineSkeleton.h"
#include "SpineRendererObject.h"
#include "SpineSlotNode.h"
Ref<CanvasItemMaterial> SpineSprite::default_materials[4] = {};
static int sprite_count = 0;
void SpineSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
ClassDB::bind_method(D_METHOD("get_skeleton_data_res"), &SpineSprite::get_skeleton_data_res);
ClassDB::bind_method(D_METHOD("get_skeleton"), &SpineSprite::get_skeleton);
ClassDB::bind_method(D_METHOD("get_animation_state"), &SpineSprite::get_animation_state);
ClassDB::bind_method(D_METHOD("on_skeleton_data_changed"), &SpineSprite::on_skeleton_data_changed);
ClassDB::bind_method(D_METHOD("get_global_bone_transform", "bone_name"), &SpineSprite::get_global_bone_transform);
ClassDB::bind_method(D_METHOD("set_global_bone_transform", "bone_name", "global_transform"), &SpineSprite::set_global_bone_transform);
ClassDB::bind_method(D_METHOD("set_update_mode", "v"), &SpineSprite::set_update_mode);
ClassDB::bind_method(D_METHOD("get_update_mode"), &SpineSprite::get_update_mode);
ClassDB::bind_method(D_METHOD("update_skeleton", "delta"), &SpineSprite::update_skeleton);
ClassDB::bind_method(D_METHOD("new_skin", "name"), &SpineSprite::new_skin);
ADD_SIGNAL(MethodInfo("animation_started", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
ADD_SIGNAL(MethodInfo("animation_interrupted", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
ADD_SIGNAL(MethodInfo("animation_ended", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
ADD_SIGNAL(MethodInfo("animation_completed", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
ADD_SIGNAL(MethodInfo("animation_disposed", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
ADD_SIGNAL(MethodInfo("animation_event", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_TYPE_STRING, "SpineEvent")));
ADD_SIGNAL(MethodInfo("before_animation_state_update", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite")));
ADD_SIGNAL(MethodInfo("before_animation_state_apply", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite")));
ADD_SIGNAL(MethodInfo("before_world_transforms_change", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite")));
ADD_SIGNAL(MethodInfo("world_transforms_changed", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite")));
ADD_SIGNAL(MethodInfo("_internal_spine_objects_invalidated"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton_data_res", PropertyHint::PROPERTY_HINT_RESOURCE_TYPE, "SpineSkeletonDataResource"), "set_skeleton_data_res", "get_skeleton_data_res");
ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "Process,Physics,Manual"), "set_update_mode", "get_update_mode");
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Process)
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Physics)
BIND_ENUM_CONSTANT(UpdateMode::UpdateMode_Manual)
}
SpineSprite::SpineSprite() : update_mode(UpdateMode_Process), skeleton_clipper(nullptr) {
skeleton_clipper = new spine::SkeletonClipping();
// One material per blend mode, shared across all sprites.
if (!default_materials[0].is_valid()) {
Ref<CanvasItemMaterial> material_normal(memnew(CanvasItemMaterial));
material_normal->set_blend_mode(CanvasItemMaterial::BLEND_MODE_MIX);
default_materials[spine::BlendMode_Normal] = material_normal;
Ref<CanvasItemMaterial> material_additive(memnew(CanvasItemMaterial));
material_additive->set_blend_mode(CanvasItemMaterial::BLEND_MODE_ADD);
default_materials[spine::BlendMode_Additive] = material_additive;
Ref<CanvasItemMaterial> material_multiply(memnew(CanvasItemMaterial));
material_multiply->set_blend_mode(CanvasItemMaterial::BLEND_MODE_MUL);
default_materials[spine::BlendMode_Multiply] = material_multiply;
Ref<CanvasItemMaterial> material_screen(memnew(CanvasItemMaterial));
material_screen->set_blend_mode(CanvasItemMaterial::BLEND_MODE_MIX);
default_materials[spine::BlendMode_Screen] = material_screen;
}
sprite_count++;
}
SpineSprite::~SpineSprite() {
delete skeleton_clipper;
sprite_count--;
if (!sprite_count) {
for (int i = 0; i < 4; i++)
default_materials[i].unref();
}
}
void SpineSprite::set_skeleton_data_res(const Ref<SpineSkeletonDataResource> &s) {
skeleton_data_res = s;
on_skeleton_data_changed();
}
Ref<SpineSkeletonDataResource> SpineSprite::get_skeleton_data_res() {
return skeleton_data_res;
}
void SpineSprite::on_skeleton_data_changed() {
remove_meshes();
skeleton.unref();
animation_state.unref();
emit_signal("_internal_spine_objects_invalidated");
if (skeleton_data_res.is_valid()) {
#if VERSION_MAJOR > 3
if (!skeleton_data_res->is_connected("skeleton_data_changed", callable_mp(this, &SpineSprite::on_skeleton_data_changed)))
skeleton_data_res->connect("skeleton_data_changed", callable_mp(this, &SpineSprite::on_skeleton_data_changed));
#else
if (!skeleton_data_res->is_connected("skeleton_data_changed", this, "on_skeleton_data_changed"))
skeleton_data_res->connect("skeleton_data_changed", this, "on_skeleton_data_changed");
#endif
}
if (skeleton_data_res.is_valid() && skeleton_data_res->is_skeleton_data_loaded()) {
skeleton = Ref<SpineSkeleton>(memnew(SpineSkeleton));
skeleton->set_spine_sprite(this);
animation_state = Ref<SpineAnimationState>(memnew(SpineAnimationState));
animation_state->set_spine_sprite(this);
if (animation_state->get_spine_object()) animation_state->get_spine_object()->setListener(this);
animation_state->update(0);
animation_state->apply(skeleton);
skeleton->update_world_transform();
generate_meshes_for_slots(skeleton);
if (update_mode == UpdateMode_Process) {
_notification(NOTIFICATION_INTERNAL_PROCESS);
} else if (update_mode == UpdateMode_Physics) {
_notification(NOTIFICATION_INTERNAL_PHYSICS_PROCESS);
}
}
NOTIFY_PROPERTY_LIST_CHANGED();
}
void SpineSprite::generate_meshes_for_slots(Ref<SpineSkeleton> skeleton_ref) {
auto skeleton = skeleton_ref->get_spine_object();
for (int i = 0, n = skeleton->getSlots().size(); i < n; i++) {
auto mesh_instance = memnew(MeshInstance2D);
mesh_instance->set_position(Vector2(0, 0));
mesh_instance->set_material(default_materials[spine::BlendMode_Normal]);
add_child(mesh_instance);
mesh_instances.push_back(mesh_instance);
slot_nodes.add(spine::Vector<SpineSlotNode*>());
}
}
void SpineSprite::remove_meshes() {
for (size_t i = 0; i < mesh_instances.size(); ++i) {
remove_child(mesh_instances[i]);
memdelete(mesh_instances[i]);
}
mesh_instances.clear();
slot_nodes.clear();
}
void SpineSprite::sort_slot_nodes() {
for (int i = 0; i < slot_nodes.size(); i++) {
slot_nodes[i].setSize(0, nullptr);
}
auto draw_order = skeleton->get_spine_object()->getDrawOrder();
for (int i = 0; i < get_child_count(); i++) {
auto slot_node = Object::cast_to<SpineSlotNode>(get_child(i));
if (!slot_node) continue;
if (slot_node->get_slot_index() == -1 || slot_node->get_slot_index() >= draw_order.size()) {
continue;
}
slot_nodes[slot_node->get_slot_index()].add(slot_node);
}
for (int i = 0; i < draw_order.size(); i++) {
int slot_index = draw_order[i]->getData().getIndex();
int mesh_index = mesh_instances[i]->get_index();
spine::Vector<SpineSlotNode*> &nodes = slot_nodes[slot_index];
for (int j = 0; j < nodes.size(); j++) {
auto node = nodes[j];
move_child(node, mesh_index + 1);
}
}
}
Ref<SpineSkeleton> SpineSprite::get_skeleton() {
return skeleton;
}
Ref<SpineAnimationState> SpineSprite::get_animation_state() {
return animation_state;
}
void SpineSprite::_notification(int what) {
switch (what) {
case NOTIFICATION_READY: {
set_process_internal(update_mode == UpdateMode_Process);
set_physics_process_internal(update_mode == UpdateMode_Physics);
break;
}
case NOTIFICATION_INTERNAL_PROCESS: {
if (update_mode == UpdateMode_Process)
update_skeleton(get_process_delta_time());
break;
}
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (update_mode == UpdateMode_Physics)
update_skeleton(get_physics_process_delta_time());
break;
}
default:
break;
}
}
void SpineSprite::update_skeleton(float delta) {
if (!(skeleton.is_valid() && animation_state.is_valid()) || EMPTY(mesh_instances))
return;
emit_signal("before_animation_state_update", this);
animation_state->update(delta);
if (!is_visible_in_tree())
return;
emit_signal("before_animation_state_apply", this);
animation_state->apply(skeleton);
emit_signal("before_world_transforms_change", this);
skeleton->update_world_transform();
emit_signal("world_transforms_changed", this);
update_meshes(skeleton);
update();
sort_slot_nodes();
}
#define TEMP_COPY(t, get_res) \
do { \
auto &temp_uvs = get_res; \
(t).setSize(temp_uvs.size(), 0); \
for (size_t j = 0; j < (t).size(); ++j) { \
(t)[j] = temp_uvs[j]; \
} \
} while (false);
void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton) {
static const unsigned short VERTEX_STRIDE = 2;
static unsigned short quad_indices[] = {0, 1, 2, 2, 3, 0};
auto sk = skeleton->get_spine_object();
for (int i = 0, n = sk->getSlots().size(); i < n; ++i) {
spine::Vector<float> vertices;
spine::Vector<float> uvs;
spine::Vector<unsigned short> indices;
spine::Slot *slot = sk->getDrawOrder()[i];
spine::Attachment *attachment = slot->getAttachment();
if (!attachment) {
mesh_instances[i]->set_visible(false);
skeleton_clipper->clipEnd(*slot);
continue;
}
mesh_instances[i]->set_visible(true);
spine::Color skeleton_color = sk->getColor();
spine::Color slot_color = slot->getColor();
spine::Color tint(skeleton_color.r * slot_color.r, skeleton_color.g * slot_color.g, skeleton_color.b * slot_color.b, skeleton_color.a * slot_color.a);
Ref<Texture> tex;
Ref<Texture> normal_tex;
size_t v_num = 0;
if (attachment->getRTTI().isExactly(spine::RegionAttachment::rtti)) {
auto *region_attachment = (spine::RegionAttachment *) attachment;
auto p_spine_renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) region_attachment->getRendererObject())->page->getRendererObject();
tex = p_spine_renderer_object->texture;
normal_tex = p_spine_renderer_object->normal_map;
v_num = 4;
vertices.setSize(v_num * VERTEX_STRIDE, 0);
region_attachment->computeWorldVertices(*slot, vertices, 0);
TEMP_COPY(uvs, region_attachment->getUVs());
indices.setSize(sizeof(quad_indices) / sizeof(unsigned short), 0);
for (size_t j = 0, qn = indices.size(); j < qn; ++j) {
indices[j] = quad_indices[j];
}
auto attachment_color = region_attachment->getColor();
tint.r *= attachment_color.r;
tint.g *= attachment_color.g;
tint.b *= attachment_color.b;
tint.a *= attachment_color.a;
} else if (attachment->getRTTI().isExactly(spine::MeshAttachment::rtti)) {
auto *mesh = (spine::MeshAttachment *) attachment;
auto p_spine_renderer_object = (SpineRendererObject *) ((spine::AtlasRegion *) mesh->getRendererObject())->page->getRendererObject();
tex = p_spine_renderer_object->texture;
normal_tex = p_spine_renderer_object->normal_map;
v_num = mesh->getWorldVerticesLength() / VERTEX_STRIDE;
vertices.setSize(mesh->getWorldVerticesLength(), 0);
mesh->computeWorldVertices(*slot, vertices);
TEMP_COPY(uvs, mesh->getUVs());
TEMP_COPY(indices, mesh->getTriangles());
auto attachment_color = mesh->getColor();
tint.r *= attachment_color.r;
tint.g *= attachment_color.g;
tint.b *= attachment_color.b;
tint.a *= attachment_color.a;
} else if (attachment->getRTTI().isExactly(spine::ClippingAttachment::rtti)) {
auto clip = (spine::ClippingAttachment *) attachment;
skeleton_clipper->clipStart(*slot, clip);
continue;
} else {
skeleton_clipper->clipEnd(*slot);
continue;
}
auto mesh_ins = mesh_instances[i];
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_clear(mesh_ins->get_canvas_item());
#else
VisualServer::get_singleton()->canvas_item_clear(mesh_ins->get_canvas_item());
#endif
if (skeleton_clipper->isClipping()) {
skeleton_clipper->clipTriangles(vertices, indices, uvs, VERTEX_STRIDE);
if (skeleton_clipper->getClippedTriangles().size() == 0) {
skeleton_clipper->clipEnd(*slot);
continue;
}
auto &clipped_vertices = skeleton_clipper->getClippedVertices();
v_num = clipped_vertices.size() / VERTEX_STRIDE;
auto &clipped_uvs = skeleton_clipper->getClippedUVs();
auto &clipped_indices = skeleton_clipper->getClippedTriangles();
if (indices.size() > 0) {
Vector<Vector2> p_points, p_uvs;
Vector<Color> p_colors;
Vector<int> p_indices;
p_points.resize(v_num);
p_uvs.resize(v_num);
p_colors.resize(v_num);
for (size_t j = 0; j < v_num; j++) {
p_points.set(j, Vector2(clipped_vertices[j * VERTEX_STRIDE], -clipped_vertices[j * VERTEX_STRIDE + 1]));
p_uvs.set(j, Vector2(clipped_uvs[j * VERTEX_STRIDE], clipped_uvs[j * VERTEX_STRIDE + 1]));
p_colors.set(j, Color(tint.r, tint.g, tint.b, tint.a));
}
p_indices.resize(clipped_indices.size());
for (size_t j = 0; j < clipped_indices.size(); ++j) {
p_indices.set(j, clipped_indices[j]);
}
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_ins->get_canvas_item(),
p_indices,
p_points,
p_colors,
p_uvs,
Vector<int>(),
Vector<float>(),
tex.is_null() ? RID() : tex->get_rid(),
-1
);
#else
VisualServer::get_singleton()->canvas_item_add_triangle_array(mesh_ins->get_canvas_item(),
p_indices,
p_points,
p_colors,
p_uvs,
Vector<int>(),
Vector<float>(),
tex.is_null() ? RID() : tex->get_rid(),
-1,
normal_tex.is_null() ? RID() : normal_tex->get_rid());
#endif
}
} else {
if (indices.size() > 0) {
Vector<Vector2> p_points, p_uvs;
Vector<Color> p_colors;
Vector<int> p_indices;
p_points.resize(v_num);
p_uvs.resize(v_num);
p_colors.resize(v_num);
for (size_t j = 0; j < v_num; j++) {
p_points.set(j, Vector2(vertices[j * VERTEX_STRIDE], -vertices[j * VERTEX_STRIDE + 1]));
p_uvs.set(j, Vector2(uvs[j * VERTEX_STRIDE], uvs[j * VERTEX_STRIDE + 1]));
p_colors.set(j, Color(tint.r, tint.g, tint.b, tint.a));
}
p_indices.resize(indices.size());
for (size_t j = 0; j < indices.size(); ++j) {
p_indices.set(j, indices[j]);
}
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_ins->get_canvas_item(),
p_indices,
p_points,
p_colors,
p_uvs,
Vector<int>(),
Vector<float>(),
tex.is_null() ? RID() : tex->get_rid(),
-1);
#else
VisualServer::get_singleton()->canvas_item_add_triangle_array(mesh_ins->get_canvas_item(),
p_indices,
p_points,
p_colors,
p_uvs,
Vector<int>(),
Vector<float>(),
tex.is_null() ? RID() : tex->get_rid(),
-1,
normal_tex.is_null() ? RID() : normal_tex->get_rid());
#endif
}
}
skeleton_clipper->clipEnd(*slot);
if (mesh_ins->get_material()->is_class("CanvasItemMaterial")) {
mesh_ins->set_material(default_materials[slot->getData().getBlendMode()]);
}
}
skeleton_clipper->clipEnd();
}
void SpineSprite::callback(spine::AnimationState *state, spine::EventType type, spine::TrackEntry *entry, spine::Event *event) {
Ref<SpineTrackEntry> entry_ref = Ref<SpineTrackEntry>(memnew(SpineTrackEntry));
entry_ref->set_spine_object(this, entry);
Ref<SpineEvent> event_ref(nullptr);
if (event) {
event_ref = Ref<SpineEvent>(memnew(SpineEvent));
event_ref->set_spine_object(this, event);
}
switch (type) {
case spine::EventType_Start:
emit_signal("animation_started", this, animation_state, entry_ref);
break;
case spine::EventType_Interrupt:
emit_signal("animation_interrupted", this, animation_state, entry_ref);
break;
case spine::EventType_End:
emit_signal("animation_ended", this, animation_state, entry_ref);
break;
case spine::EventType_Complete:
emit_signal("animation_completed", this, animation_state, entry_ref);
break;
case spine::EventType_Dispose:
emit_signal("animation_disposed", this, animation_state, entry_ref);
break;
case spine::EventType_Event:
emit_signal("animation_event", this, animation_state, entry_ref, event_ref);
break;
}
}
Transform2D SpineSprite::get_global_bone_transform(const String &bone_name) {
if (!animation_state.is_valid() && !skeleton.is_valid()) return get_global_transform();
auto bone = skeleton->find_bone(bone_name);
if (!bone.is_valid()) {
print_error(vformat("Bone: '%s' not found.", bone_name));
return get_global_transform();
}
return bone->get_global_transform();
}
void SpineSprite::set_global_bone_transform(const String &bone_name, Transform2D transform) {
if (!animation_state.is_valid() && !skeleton.is_valid()) return;
auto bone = skeleton->find_bone(bone_name);
if (!bone.is_valid()) return;
bone->set_global_transform(transform);
}
SpineSprite::UpdateMode SpineSprite::get_update_mode() {
return update_mode;
}
void SpineSprite::set_update_mode(SpineSprite::UpdateMode v) {
update_mode = v;
set_process_internal(update_mode == UpdateMode_Process);
set_physics_process_internal(update_mode == UpdateMode_Physics);
}
Ref<SpineSkin> SpineSprite::new_skin(const String& name) {
Ref<SpineSkin> skin = memnew(SpineSkin);
skin->init(name, this);
return skin;
}
#ifdef TOOLS_ENABLED
Rect2 SpineSprite::_edit_get_rect() const {
if (skeleton_data_res.is_valid() && skeleton_data_res->is_skeleton_data_loaded()) {
auto data = skeleton_data_res->get_skeleton_data();
return Rect2(data->getX(), -data->getY() - data->getHeight(), data->getWidth(), data->getHeight());
}
return Node2D::_edit_get_rect();
}
bool SpineSprite::_edit_use_rect() const {
return skeleton_data_res.is_valid() && skeleton_data_res->is_skeleton_data_loaded();
}
#endif