spine-runtimes/spine-ue/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonAnimationComponent.cpp

300 lines
9.6 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.
*****************************************************************************/
#include "SpineSkeletonAnimationComponent.h"
#include "SpineAtlasAsset.h"
#define LOCTEXT_NAMESPACE "Spine"
using namespace spine;
void UTrackEntry::SetTrackEntry(TrackEntry *trackEntry) {
this->entry = trackEntry;
if (entry) entry->setRendererObject((void *) this);
}
void callback(AnimationState *state, spine::EventType type, TrackEntry *entry, Event *event) {
USpineSkeletonAnimationComponent *component = (USpineSkeletonAnimationComponent *) state->getRendererObject();
if (entry->getRendererObject()) {
UTrackEntry *uEntry = (UTrackEntry *) entry->getRendererObject();
if (type == EventType_Start) {
component->AnimationStart.Broadcast(uEntry);
uEntry->AnimationStart.Broadcast(uEntry);
} else if (type == EventType_Interrupt) {
component->AnimationInterrupt.Broadcast(uEntry);
uEntry->AnimationInterrupt.Broadcast(uEntry);
} else if (type == EventType_Event) {
FSpineEvent evt;
evt.SetEvent(event);
component->AnimationEvent.Broadcast(uEntry, evt);
uEntry->AnimationEvent.Broadcast(uEntry, evt);
} else if (type == EventType_Complete) {
component->AnimationComplete.Broadcast(uEntry);
uEntry->AnimationComplete.Broadcast(uEntry);
} else if (type == EventType_End) {
component->AnimationEnd.Broadcast(uEntry);
uEntry->AnimationEnd.Broadcast(uEntry);
} else if (type == EventType_Dispose) {
component->AnimationDispose.Broadcast(uEntry);
uEntry->AnimationDispose.Broadcast(uEntry);
uEntry->SetTrackEntry(nullptr);
component->GCTrackEntry(uEntry);
}
}
}
USpineSkeletonAnimationComponent::USpineSkeletonAnimationComponent() {
PrimaryComponentTick.bCanEverTick = true;
bTickInEditor = true;
bAutoActivate = true;
bAutoPlaying = true;
}
void USpineSkeletonAnimationComponent::BeginPlay() {
Super::BeginPlay();
trackEntries.Empty();
}
void UTrackEntry::BeginDestroy() {
Super::BeginDestroy();
}
void USpineSkeletonAnimationComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) {
Super::Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
InternalTick(DeltaTime, true, TickType == LEVELTICK_ViewportsOnly);
}
void USpineSkeletonAnimationComponent::InternalTick(float DeltaTime, bool CallDelegates, bool Preview) {
CheckState();
if (state && bAutoPlaying) {
if (Preview) {
if (lastPreviewAnimation != PreviewAnimation) {
if (PreviewAnimation != "") SetAnimation(0, PreviewAnimation, true);
else
SetEmptyAnimation(0, 0);
lastPreviewAnimation = PreviewAnimation;
}
if (lastPreviewSkin != PreviewSkin) {
if (PreviewSkin != "") SetSkin(PreviewSkin);
else
SetSkin("default");
lastPreviewSkin = PreviewSkin;
}
}
state->update(DeltaTime);
state->apply(*skeleton);
if (CallDelegates) BeforeUpdateWorldTransform.Broadcast(this);
skeleton->update(DeltaTime);
skeleton->updateWorldTransform(Physics_Update);
if (CallDelegates) AfterUpdateWorldTransform.Broadcast(this);
}
}
void USpineSkeletonAnimationComponent::CheckState() {
bool needsUpdate = lastAtlas != Atlas || lastData != SkeletonData;
if (!needsUpdate) {
// Are we doing a re-import? Then check if the underlying spine-cpp data
// has changed.
if (lastAtlas && lastAtlas == Atlas && lastData && lastData == SkeletonData) {
spine::Atlas *atlas = Atlas->GetAtlas();
if (lastSpineAtlas != atlas) {
needsUpdate = true;
}
if (skeleton && skeleton->getData() != SkeletonData->GetSkeletonData(atlas)) {
needsUpdate = true;
}
}
}
if (needsUpdate) {
DisposeState();
if (Atlas && SkeletonData) {
spine::SkeletonData *data = SkeletonData->GetSkeletonData(Atlas->GetAtlas());
if (data) {
skeleton = new (__FILE__, __LINE__) Skeleton(data);
AnimationStateData *stateData = SkeletonData->GetAnimationStateData(Atlas->GetAtlas());
state = new (__FILE__, __LINE__) AnimationState(stateData);
state->setRendererObject((void *) this);
state->setListener(callback);
trackEntries.Empty();
}
}
lastAtlas = Atlas;
lastSpineAtlas = Atlas ? Atlas->GetAtlas() : nullptr;
lastData = SkeletonData;
}
}
void USpineSkeletonAnimationComponent::DisposeState() {
if (state) {
delete state;
state = nullptr;
}
if (skeleton) {
delete skeleton;
skeleton = nullptr;
}
trackEntries.Empty();
}
void USpineSkeletonAnimationComponent::FinishDestroy() {
DisposeState();
Super::FinishDestroy();
}
void USpineSkeletonAnimationComponent::SetAutoPlay(bool bInAutoPlays) {
bAutoPlaying = bInAutoPlays;
}
void USpineSkeletonAnimationComponent::SetPlaybackTime(float InPlaybackTime, bool bCallDelegates) {
CheckState();
if (state && state->getCurrent(0)) {
spine::Animation *CurrentAnimation = state->getCurrent(0)->getAnimation();
const float CurrentTime = state->getCurrent(0)->getTrackTime();
InPlaybackTime = FMath::Clamp(InPlaybackTime, 0.0f, CurrentAnimation->getDuration());
const float DeltaTime = InPlaybackTime - CurrentTime;
state->update(DeltaTime);
state->apply(*skeleton);
//Call delegates and perform the world transform
if (bCallDelegates) {
BeforeUpdateWorldTransform.Broadcast(this);
}
skeleton->updateWorldTransform(Physics_Update);
if (bCallDelegates) {
AfterUpdateWorldTransform.Broadcast(this);
}
}
}
void USpineSkeletonAnimationComponent::SetTimeScale(float timeScale) {
CheckState();
if (state) state->setTimeScale(timeScale);
}
float USpineSkeletonAnimationComponent::GetTimeScale() {
CheckState();
if (state) return state->getTimeScale();
return 1;
}
UTrackEntry *USpineSkeletonAnimationComponent::SetAnimation(int trackIndex, FString animationName, bool loop) {
CheckState();
if (state && skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*animationName))) {
state->disableQueue();
TrackEntry *entry = state->setAnimation(trackIndex, TCHAR_TO_UTF8(*animationName), loop);
state->enableQueue();
UTrackEntry *uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else
return NewObject<UTrackEntry>();
}
UTrackEntry *USpineSkeletonAnimationComponent::AddAnimation(int trackIndex, FString animationName, bool loop, float delay) {
CheckState();
if (state && skeleton->getData()->findAnimation(TCHAR_TO_UTF8(*animationName))) {
state->disableQueue();
TrackEntry *entry = state->addAnimation(trackIndex, TCHAR_TO_UTF8(*animationName), loop, delay);
state->enableQueue();
UTrackEntry *uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else
return NewObject<UTrackEntry>();
}
UTrackEntry *USpineSkeletonAnimationComponent::SetEmptyAnimation(int trackIndex, float mixDuration) {
CheckState();
if (state) {
TrackEntry *entry = state->setEmptyAnimation(trackIndex, mixDuration);
UTrackEntry *uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else
return NewObject<UTrackEntry>();
}
UTrackEntry *USpineSkeletonAnimationComponent::AddEmptyAnimation(int trackIndex, float mixDuration, float delay) {
CheckState();
if (state) {
TrackEntry *entry = state->addEmptyAnimation(trackIndex, mixDuration, delay);
UTrackEntry *uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
} else
return NewObject<UTrackEntry>();
}
UTrackEntry *USpineSkeletonAnimationComponent::GetCurrent(int trackIndex) {
CheckState();
if (state && state->getCurrent(trackIndex)) {
TrackEntry *entry = state->getCurrent(trackIndex);
if (entry->getRendererObject()) {
return (UTrackEntry *) entry->getRendererObject();
} else {
UTrackEntry *uEntry = NewObject<UTrackEntry>();
uEntry->SetTrackEntry(entry);
trackEntries.Add(uEntry);
return uEntry;
}
} else
return NewObject<UTrackEntry>();
}
void USpineSkeletonAnimationComponent::ClearTracks() {
CheckState();
if (state) {
state->clearTracks();
}
}
void USpineSkeletonAnimationComponent::ClearTrack(int trackIndex) {
CheckState();
if (state) {
state->clearTrack(trackIndex);
}
}
#undef LOCTEXT_NAMESPACE