119 lines
4.8 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.
*****************************************************************************/
#pragma once
#include "Components/ActorComponent.h"
#include "SpineSkeletonDataAsset.h"
#include "spine/spine.h"
#include "SpineSkeletonComponent.generated.h"
class USpineSkeletonComponent;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineBeforeUpdateWorldTransformDelegate, USpineSkeletonComponent*, skeleton);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FSpineAfterUpdateWorldTransformDelegate, USpineSkeletonComponent*, skeleton);
class USpineAtlasAsset;
UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonComponent: public UActorComponent {
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
USpineAtlasAsset* Atlas;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Spine)
USpineSkeletonDataAsset* SkeletonData;
spine::Skeleton* GetSkeleton () { return skeleton; };
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetSkin (const FString& SkinName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetAttachment (const FString& slotName, const FString& attachmentName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
FTransform GetBoneWorldTransform (const FString& BoneName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetBoneWorldPosition (const FString& BoneName, const FVector& position);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void UpdateWorldTransform();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetToSetupPose ();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetBonesToSetupPose ();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetSlotsToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetScaleX(float scaleX);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
float GetScaleX();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetScaleY(float scaleY);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
float GetScaleY();
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetBones(TArray<FString> &Bones);
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineAfterUpdateWorldTransformDelegate AfterUpdateWorldTransform;
USpineSkeletonComponent ();
virtual void BeginPlay () override;
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
virtual void FinishDestroy () override;
protected:
virtual void CheckState ();
virtual void InternalTick(float DeltaTime, bool CallDelegates = true);
virtual void DisposeState ();
spine::Skeleton* skeleton;
USpineAtlasAsset* lastAtlas = nullptr;
USpineSkeletonDataAsset* lastData = nullptr;
};