2019-01-23 16:42:38 +01:00

102 lines
4.5 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 "ProceduralMeshComponent.h"
#include "SpineSkeletonAnimationComponent.h"
#include "SpineSkeletonRendererComponent.generated.h"
UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
class SPINEPLUGIN_API USpineSkeletonRendererComponent: public UProceduralMeshComponent {
GENERATED_BODY()
public:
USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay () override;
virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
// Material Instance parents
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* NormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* AdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* MultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadOnly)
UMaterialInterface* ScreenBlendMaterial;
// Need to hold on to the dynamic instances, or the GC will kill us while updating them
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
float DepthOffset = 0.1f;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FName TextureParameterName;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
FLinearColor Color = FLinearColor(1, 1, 1, 1);
/** Whether to generate collision geometry for the skeleton, or not. */
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
bool bCreateCollision;
virtual void FinishDestroy() override;
protected:
void UpdateMesh (spine::Skeleton* Skeleton);
void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper;
};