mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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114 lines
4.6 KiB
C++
114 lines
4.6 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2021, 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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#pragma once
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#include "Components/ActorComponent.h"
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#include "ProceduralMeshComponent.h"
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#include "SpineSkeletonAnimationComponent.h"
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#include "SpineSkeletonRendererComponent.generated.h"
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UCLASS(ClassGroup = (Spine), meta = (BlueprintSpawnableComponent))
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class SPINEPLUGIN_API USpineSkeletonRendererComponent : public UProceduralMeshComponent {
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GENERATED_BODY()
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public:
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USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer);
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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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/* Updates this skeleton renderer using the provided skeleton animation component. */
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void UpdateRenderer(USpineSkeletonComponent *Skeleton);
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// Material Instance parents
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface *NormalBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface *AdditiveBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface *MultiplyBlendMaterial;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UMaterialInterface *ScreenBlendMaterial;
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// Need to hold on to the dynamic instances, or the GC will kill us while updating them
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic *> atlasNormalBlendMaterials;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic *> atlasAdditiveBlendMaterials;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic *> atlasMultiplyBlendMaterials;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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TArray<UMaterialInstanceDynamic *> atlasScreenBlendMaterials;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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float DepthOffset = 0.1f;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FName TextureParameterName;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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/** Whether to generate collision geometry for the skeleton, or not. */
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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bool bCreateCollision;
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virtual void FinishDestroy() override;
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protected:
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void UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial);
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void UpdateMesh(USpineSkeletonComponent *component, spine::Skeleton *Skeleton);
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void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material);
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spine::Vector<float> worldVertices;
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spine::SkeletonClipping clipper;
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UPROPERTY();
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TArray<FVector> vertices;
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UPROPERTY();
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TArray<int32> indices;
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UPROPERTY();
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TArray<FVector> normals;
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UPROPERTY();
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TArray<FVector2D> uvs;
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UPROPERTY();
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TArray<FColor> colors;
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};
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