mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-02 05:39:07 +08:00
119 lines
4.8 KiB
C++
119 lines
4.8 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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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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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 () { return skeleton; };
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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 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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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);
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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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USpineSkeletonDataAsset* lastData = nullptr;
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};
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