mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
124 lines
3.9 KiB
C++
124 lines
3.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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 "Engine.h"
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#include "spine/spine.h"
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#include "SpineSkeletonDataAsset.generated.h"
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// clang-format on
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USTRUCT(BlueprintType, Category = "Spine")
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struct SPINEPLUGIN_API FSpineAnimationStateMixData {
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GENERATED_BODY();
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString From;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString To;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Mix = 0;
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};
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UCLASS(BlueprintType, ClassGroup = (Spine))
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class SPINEPLUGIN_API USpineSkeletonDataAsset : public UObject {
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GENERATED_BODY()
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public:
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spine::SkeletonData *GetSkeletonData(spine::Atlas *Atlas);
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spine::AnimationStateData *GetAnimationStateData(spine::Atlas *atlas);
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void SetMix(const FString &from, const FString &to, float mix);
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float GetMix(const FString &from, const FString &to);
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FName GetSkeletonDataFileName() const;
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void SetRawData(TArray<uint8> &Data);
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virtual void BeginDestroy() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float DefaultMix = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FSpineAnimationStateMixData> MixData;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Bones;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Slots;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Skins;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Animations;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Events;
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protected:
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UPROPERTY()
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TArray<uint8> rawData;
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UPROPERTY()
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FName skeletonDataFileName;
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// These are created at runtime
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struct NativeSkeletonData {
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spine::SkeletonData *skeletonData;
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spine::AnimationStateData *animationStateData;
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};
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TMap<spine::Atlas *, NativeSkeletonData> atlasToNativeData;
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void ClearNativeData();
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void SetMixes(spine::AnimationStateData *animationStateData);
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#if WITH_EDITORONLY_DATA
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public:
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void SetSkeletonDataFileName(const FName &skeletonDataFileName);
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protected:
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UPROPERTY(VisibleAnywhere, Instanced, Category = ImportSettings)
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class UAssetImportData *importData;
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virtual void PostInitProperties() override;
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virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag> &OutTags) const override;
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virtual void Serialize(FArchive &Ar) override;
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#endif
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void LoadInfo();
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};
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