mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
363 lines
14 KiB
C++
363 lines
14 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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#include "SpineSkeletonRendererComponent.h"
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#include "SpineAtlasAsset.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "spine/spine.h"
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#include "UObject/ConstructorHelpers.h"
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#if ENGINE_MAJOR_VERSION >= 5
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#include "PhysicsEngine/BodySetup.h"
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#endif
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#define LOCTEXT_NAMESPACE "Spine"
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using namespace spine;
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USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer)
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: UProceduralMeshComponent(ObjectInitializer) {
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PrimaryComponentTick.bCanEverTick = true;
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bTickInEditor = true;
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bAutoActivate = true;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
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NormalBlendMaterial = NormalMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
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AdditiveBlendMaterial = AdditiveMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
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MultiplyBlendMaterial = MultiplyMaterialRef.Object;
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static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
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ScreenBlendMaterial = ScreenMaterialRef.Object;
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TextureParameterName = FName(TEXT("SpriteTexture"));
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worldVertices.ensureCapacity(1024 * 2);
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SetTickGroup(TG_EndPhysics);
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}
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void USpineSkeletonRendererComponent::FinishDestroy() {
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Super::FinishDestroy();
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}
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void USpineSkeletonRendererComponent::BeginPlay() {
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Super::BeginPlay();
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}
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void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) {
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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AActor *owner = GetOwner();
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if (owner) {
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UClass *skeletonClass = USpineSkeletonComponent::StaticClass();
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USpineSkeletonComponent *skeletonComponent = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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UpdateRenderer(skeletonComponent);
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}
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}
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void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *component) {
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if (component && !component->IsBeingDestroyed() && component->GetSkeleton() && component->Atlas) {
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component->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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if (atlasNormalBlendMaterials.Num() != component->Atlas->atlasPages.Num()) {
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atlasNormalBlendMaterials.SetNum(0);
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atlasAdditiveBlendMaterials.SetNum(0);
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atlasMultiplyBlendMaterials.SetNum(0);
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atlasScreenBlendMaterials.SetNum(0);
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for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
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AtlasPage *currPage = component->Atlas->GetAtlas()->getPages()[i];
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UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasNormalBlendMaterials.Add(material);
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material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasAdditiveBlendMaterials.Add(material);
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material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasMultiplyBlendMaterials.Add(material);
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material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, component->Atlas->atlasPages[i]);
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atlasScreenBlendMaterials.Add(material);
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}
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} else {
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for (int i = 0; i < component->Atlas->atlasPages.Num(); i++) {
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UTexture2D *texture = component->Atlas->atlasPages[i];
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UpdateMaterial(texture, atlasNormalBlendMaterials[i], NormalBlendMaterial);
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UpdateMaterial(texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial);
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UpdateMaterial(texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial);
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UpdateMaterial(texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial);
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}
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}
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UpdateMesh(component, component->GetSkeleton());
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} else {
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ClearAllMeshSections();
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}
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}
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void USpineSkeletonRendererComponent::UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance,
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UMaterialInterface *ParentMaterial) {
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UTexture *oldTexture = nullptr;
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if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != Texture ||
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CurrentInstance->Parent != ParentMaterial) {
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UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
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material->SetTextureParameterValue(TextureParameterName, Texture);
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CurrentInstance = material;
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}
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}
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void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals,
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TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material) {
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if (Vertices.Num() == 0) return;
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SetMaterial(Idx, Material);
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bool bShouldCreateCollision = false;
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if (bCreateCollision) {
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UWorld *world = GetWorld();
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if (world && world->IsGameWorld()) {
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bShouldCreateCollision = true;
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}
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}
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GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0;
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CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
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Vertices.SetNum(0);
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Indices.SetNum(0);
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Normals.SetNum(0);
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Uvs.SetNum(0);
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Colors.SetNum(0);
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Idx++;
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}
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void USpineSkeletonRendererComponent::UpdateMesh(USpineSkeletonComponent *component, Skeleton *Skeleton) {
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vertices.Empty();
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indices.Empty();
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normals.Empty();
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uvs.Empty();
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colors.Empty();
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int idx = 0;
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int meshSection = 0;
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UMaterialInstanceDynamic *lastMaterial = nullptr;
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ClearAllMeshSections();
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// Early out if skeleton is invisible
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if (Skeleton->getColor().a == 0) return;
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float depthOffset = 0;
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unsigned short quadIndices[] = {0, 1, 2, 0, 2, 3};
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for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
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Array<float> *attachmentVertices = &worldVertices;
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unsigned short *attachmentIndices = nullptr;
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int numVertices;
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int numIndices;
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AtlasRegion *attachmentAtlasRegion = nullptr;
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spine::Color attachmentColor;
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attachmentColor.set(1, 1, 1, 1);
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float *attachmentUvs = nullptr;
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Slot *slot = Skeleton->getDrawOrder()[i];
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Attachment *attachment = slot->getPose().getAttachment();
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if (slot->getPose().getColor().a == 0 || !slot->getBone().isActive()) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (!attachment) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) &&
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!attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
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clipper.clipEnd(*slot);
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continue;
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}
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if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
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// Early out if region is invisible
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if (regionAttachment->getColor().a == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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attachmentColor.set(regionAttachment->getColor());
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attachmentVertices->setSize(8, 0);
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regionAttachment->computeWorldVertices(*slot, *attachmentVertices, 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRegion();
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attachmentIndices = quadIndices;
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attachmentUvs = regionAttachment->getUVs().buffer();
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numVertices = 4;
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numIndices = 6;
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} else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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MeshAttachment *mesh = (MeshAttachment *) attachment;
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// Early out if region is invisible
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if (mesh->getColor().a == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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attachmentColor.set(mesh->getColor());
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attachmentVertices->setSize(mesh->getWorldVerticesLength(), 0);
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mesh->computeWorldVertices(*Skeleton, *slot, 0, mesh->getWorldVerticesLength(), attachmentVertices->buffer(), 0, 2);
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attachmentAtlasRegion = (AtlasRegion *) mesh->getRegion();
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attachmentIndices = mesh->getTriangles().buffer();
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attachmentUvs = mesh->getUVs().buffer();
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numVertices = mesh->getWorldVerticesLength() >> 1;
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numIndices = mesh->getTriangles().size();
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} else /* clipping */ {
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ClippingAttachment *clip = (ClippingAttachment *) attachment;
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clipper.clipStart(*Skeleton, *slot, clip);
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continue;
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}
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if (clipper.isClipping()) {
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clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
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attachmentVertices = &clipper.getClippedVertices();
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numVertices = clipper.getClippedVertices().size() >> 1;
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attachmentIndices = clipper.getClippedTriangles().buffer();
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numIndices = clipper.getClippedTriangles().size();
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attachmentUvs = clipper.getClippedUVs().buffer();
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if (clipper.getClippedTriangles().size() == 0) {
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clipper.clipEnd(*slot);
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continue;
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}
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}
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// if the user switches the atlas data while not having switched
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// to the correct skeleton data yet, we won't find any regions.
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// ignore regions for which we can't find a material
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UMaterialInstanceDynamic *material = nullptr;
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int foundPageIndex = (int) (intptr_t) attachmentAtlasRegion->getPageIndex();
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if (foundPageIndex == -1) {
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clipper.clipEnd(*slot);
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continue;
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}
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switch (slot->getData().getBlendMode()) {
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case BlendMode_Additive:
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if (foundPageIndex >= atlasAdditiveBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasAdditiveBlendMaterials[foundPageIndex];
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break;
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case BlendMode_Multiply:
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if (foundPageIndex >= atlasMultiplyBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasMultiplyBlendMaterials[foundPageIndex];
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break;
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case BlendMode_Screen:
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if (foundPageIndex >= atlasScreenBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasScreenBlendMaterials[foundPageIndex];
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break;
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case BlendMode_Normal:
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default:
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if (foundPageIndex >= atlasNormalBlendMaterials.Num()) {
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clipper.clipEnd(*slot);
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continue;
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}
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material = atlasNormalBlendMaterials[foundPageIndex];
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break;
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}
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if (lastMaterial != material) {
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Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
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lastMaterial = material;
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idx = 0;
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}
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SetMaterial(meshSection, material);
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uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getPose().getColor().r * attachmentColor.r * 255);
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uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getPose().getColor().g * attachmentColor.g * 255);
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uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getPose().getColor().b * attachmentColor.b * 255);
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uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getPose().getColor().a * attachmentColor.a * 255);
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float *verticesPtr = attachmentVertices->buffer();
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for (int j = 0; j < numVertices << 1; j += 2) {
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colors.Add(FColor(r, g, b, a));
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vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
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uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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}
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for (int j = 0; j < numIndices; j++) {
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indices.Add(idx + attachmentIndices[j]);
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}
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int numTriangles = indices.Num() / 3;
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for (int j = 0; j < numTriangles; j++) {
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const int triangleIndex = j * 3;
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if (FVector::CrossProduct(vertices[indices[triangleIndex + 2]] - vertices[indices[triangleIndex]],
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vertices[indices[triangleIndex + 1]] - vertices[indices[triangleIndex]])
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.Y < 0.f) {
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const int32 targetVertex = indices[triangleIndex];
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indices[triangleIndex] = indices[triangleIndex + 2];
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indices[triangleIndex + 2] = targetVertex;
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}
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}
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FVector normal = FVector(0, 1, 0);
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for (int j = 0; j < numVertices; j++) {
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normals.Add(normal);
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}
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idx += numVertices;
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depthOffset += this->DepthOffset;
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clipper.clipEnd(*slot);
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}
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Flush(meshSection, vertices, indices, normals, uvs, colors, lastMaterial);
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clipper.clipEnd();
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}
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#undef LOCTEXT_NAMESPACE
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