2023-02-17 07:13:51 +01:00

114 lines
4.6 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, 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;
/* Updates this skeleton renderer using the provided skeleton animation component. */
void UpdateRenderer(USpineSkeletonComponent *Skeleton);
// Material Instance parents
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
UMaterialInterface *NormalBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
UMaterialInterface *AdditiveBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
UMaterialInterface *MultiplyBlendMaterial;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasAdditiveBlendMaterials;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasMultiplyBlendMaterials;
UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
TArray<UMaterialInstanceDynamic *> atlasScreenBlendMaterials;
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 UpdateMaterial(UTexture2D *Texture, UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial);
void UpdateMesh(USpineSkeletonComponent *component, spine::Skeleton *Skeleton);
void Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, UMaterialInstanceDynamic *Material);
spine::Vector<float> worldVertices;
spine::SkeletonClipping clipper;
UPROPERTY();
TArray<FVector> vertices;
UPROPERTY();
TArray<int32> indices;
UPROPERTY();
TArray<FVector> normals;
UPROPERTY();
TArray<FVector2D> uvs;
UPROPERTY();
TArray<FColor> colors;
};