315 lines
10 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
*****************************************************************************/
#include "SpinePluginPrivatePCH.h"
#include "spine/spine.h"
#define LOCTEXT_NAMESPACE "Spine"
using namespace spine;
USpineSkeletonComponent::USpineSkeletonComponent () {
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true;
bAutoActivate = true;
}
bool USpineSkeletonComponent::SetSkin (const FString skinName) {
CheckState();
if (skeleton) {
Skin* skin = skeleton->getData()->findSkin(TCHAR_TO_UTF8(*skinName));
if (!skin) return false;
skeleton->setSkin(skin);
return true;
}
else return false;
}
void USpineSkeletonComponent::GetSkins (TArray<FString> &Skins) {
CheckState();
if (skeleton) {
for (size_t i = 0, n = skeleton->getData()->getSkins().size(); i < n; i++) {
Skins.Add(skeleton->getData()->getSkins()[i]->getName().buffer());
}
}
}
bool USpineSkeletonComponent::HasSkin (const FString skinName) {
CheckState();
if (skeleton) {
return skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*skinName)) != nullptr;
}
return false;
}
bool USpineSkeletonComponent::SetAttachment (const FString slotName, const FString attachmentName) {
CheckState();
if (skeleton) {
if (!skeleton->getAttachment(TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName))) return false;
skeleton->setAttachment(TCHAR_TO_UTF8(*slotName), TCHAR_TO_UTF8(*attachmentName));
return true;
}
return false;
}
FTransform USpineSkeletonComponent::GetBoneWorldTransform (const FString& BoneName) {
CheckState();
if (skeleton) {
Bone* bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName));
if (!bone) return FTransform();
if (!bone->isAppliedValid()) this->InternalTick(0, false);
// Need to fetch the renderer component to get world transform of actor plus
// offset by renderer component and its parent component(s). If no renderer
// component is found, this components owner's transform is used as a fallback
FTransform baseTransform;
AActor* owner = GetOwner();
if (owner) {
USpineSkeletonRendererComponent* rendererComponent = static_cast<USpineSkeletonRendererComponent*>(owner->GetComponentByClass(USpineSkeletonRendererComponent::StaticClass()));
if (rendererComponent) baseTransform = rendererComponent->GetComponentTransform();
else baseTransform = owner->GetActorTransform();
}
FVector position(bone->getWorldX(), 0, bone->getWorldY());
FMatrix localTransform;
localTransform.SetIdentity();
localTransform.SetAxis(2, FVector(bone->getA(), 0, bone->getC()));
localTransform.SetAxis(0, FVector(bone->getB(), 0, bone->getD()));
localTransform.SetOrigin(FVector(bone->getWorldX(), 0, bone->getWorldY()));
localTransform = localTransform * baseTransform.ToMatrixWithScale();
FTransform result;
result.SetFromMatrix(localTransform);
return result;
}
return FTransform();
}
void USpineSkeletonComponent::SetBoneWorldPosition (const FString& BoneName, const FVector& position) {
CheckState();
if (skeleton) {
Bone* bone = skeleton->findBone(TCHAR_TO_UTF8(*BoneName));
if (!bone) return;
if (!bone->isAppliedValid()) this->InternalTick(0, false);
// Need to fetch the renderer component to get world transform of actor plus
// offset by renderer component and its parent component(s). If no renderer
// component is found, this components owner's transform is used as a fallback
FTransform baseTransform;
AActor* owner = GetOwner();
if (owner) {
USpineSkeletonRendererComponent* rendererComponent = static_cast<USpineSkeletonRendererComponent*>(owner->GetComponentByClass(USpineSkeletonRendererComponent::StaticClass()));
if (rendererComponent) baseTransform = rendererComponent->GetComponentTransform();
else baseTransform = owner->GetActorTransform();
}
baseTransform = baseTransform.Inverse();
FVector localPosition = baseTransform.TransformPosition(position);
float localX = 0, localY = 0;
if (bone->getParent()) {
bone->getParent()->worldToLocal(localPosition.X, localPosition.Z, localX, localY);
} else {
bone->worldToLocal(localPosition.X, localPosition.Z, localX, localY);
}
bone->setX(localX);
bone->setY(localY);
}
}
void USpineSkeletonComponent::UpdateWorldTransform () {
CheckState();
if (skeleton) {
skeleton->updateWorldTransform();
}
}
void USpineSkeletonComponent::SetToSetupPose () {
CheckState();
if (skeleton) skeleton->setToSetupPose();
}
void USpineSkeletonComponent::SetBonesToSetupPose () {
CheckState();
if (skeleton) skeleton->setBonesToSetupPose();
}
void USpineSkeletonComponent::SetSlotsToSetupPose () {
CheckState();
if (skeleton) skeleton->setSlotsToSetupPose();
}
void USpineSkeletonComponent::SetScaleX (float scaleX) {
CheckState();
if (skeleton) skeleton->setScaleX(scaleX);
}
float USpineSkeletonComponent::GetScaleX () {
CheckState();
if (skeleton) return skeleton->getScaleX();
return 1;
}
void USpineSkeletonComponent::SetScaleY (float scaleY) {
CheckState();
if (skeleton) skeleton->setScaleY(scaleY);
}
float USpineSkeletonComponent::GetScaleY () {
CheckState();
if (skeleton) return skeleton->getScaleY();
return 1;
}
void USpineSkeletonComponent::GetBones (TArray<FString> &Bones) {
CheckState();
if (skeleton) {
for (size_t i = 0, n = skeleton->getBones().size(); i < n; i++) {
Bones.Add(skeleton->getBones()[i]->getData().getName().buffer());
}
}
}
bool USpineSkeletonComponent::HasBone (const FString BoneName) {
CheckState();
if (skeleton) {
return skeleton->getData()->findBone(TCHAR_TO_UTF8(*BoneName)) != nullptr;
}
return false;
}
void USpineSkeletonComponent::GetSlots (TArray<FString> &Slots) {
CheckState();
if (skeleton) {
for (size_t i = 0, n = skeleton->getSlots().size(); i < n; i++) {
Slots.Add(skeleton->getSlots()[i]->getData().getName().buffer());
}
}
}
bool USpineSkeletonComponent::HasSlot (const FString SlotName) {
CheckState();
if (skeleton) {
return skeleton->getData()->findSlot(TCHAR_TO_UTF8(*SlotName)) != nullptr;
}
return false;
}
void USpineSkeletonComponent::GetAnimations(TArray<FString> &Animations) {
CheckState();
if (skeleton) {
for (size_t i = 0, n = skeleton->getData()->getAnimations().size(); i < n; i++) {
Animations.Add(skeleton->getData()->getAnimations()[i]->getName().buffer());
}
}
}
bool USpineSkeletonComponent::HasAnimation(FString AnimationName) {
CheckState();
if (skeleton) {
return skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*AnimationName)) != nullptr;
}
return false;
}
float USpineSkeletonComponent::GetAnimationDuration(FString AnimationName) {
CheckState();
if (skeleton) {
Animation *animation = skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*AnimationName));
if (animation == nullptr) return 0;
else return animation->getDuration();
}
return 0;
}
void USpineSkeletonComponent::BeginPlay() {
Super::BeginPlay();
}
void USpineSkeletonComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
InternalTick(DeltaTime);
}
void USpineSkeletonComponent::InternalTick(float DeltaTime, bool CallDelegates) {
CheckState();
if (skeleton) {
if (CallDelegates) BeforeUpdateWorldTransform.Broadcast(this);
skeleton->updateWorldTransform();
if (CallDelegates) AfterUpdateWorldTransform.Broadcast(this);
}
}
void USpineSkeletonComponent::CheckState () {
bool needsUpdate = lastAtlas != Atlas || lastData != SkeletonData;
if (!needsUpdate) {
// Are we doing a re-import? Then check if the underlying spine-cpp data
// has changed.
if (lastAtlas && lastAtlas == Atlas && lastData && lastData == SkeletonData) {
spine::Atlas* atlas = Atlas->GetAtlas();
if (lastSpineAtlas != atlas) {
needsUpdate = true;
}
if (skeleton && skeleton->getData() != SkeletonData->GetSkeletonData(atlas)) {
needsUpdate = true;
}
}
}
if (needsUpdate) {
DisposeState();
if (Atlas && SkeletonData) {
spine::SkeletonData* data = SkeletonData->GetSkeletonData(Atlas->GetAtlas());
skeleton = new (__FILE__, __LINE__) Skeleton(data);
}
lastAtlas = Atlas;
lastSpineAtlas = Atlas ? Atlas->GetAtlas() : nullptr;
lastData = SkeletonData;
}
}
void USpineSkeletonComponent::DisposeState () {
if (skeleton) {
delete skeleton;
skeleton = nullptr;
}
}
void USpineSkeletonComponent::FinishDestroy () {
DisposeState();
Super::FinishDestroy();
}
#undef LOCTEXT_NAMESPACE