/
SpineSkeletonComponent.h
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/
SpineSkeletonComponent.h
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/******************************************************************************
* 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.
*****************************************************************************/
#pragma once
// clang-format off
#include "Components/ActorComponent.h"
#include "SpineSkeletonDataAsset.h"
#include "spine/spine.h"
#include "SpineSkeletonComponent.generated.h"
// clang-format on
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() {
CheckState();
return skeleton;
};
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetSkins(TArray<FString> &Skins);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetSkins(UPARAM(ref) TArray<FString> &SkinNames);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool SetSkin(const FString SkinName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasSkin(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);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasBone(const FString BoneName);
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetSlots(TArray<FString> &Slots);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasSlot(const FString SlotName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetSlotColor(const FString SlotName, const FColor color);
UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
void GetAnimations(TArray<FString> &Animations);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool HasAnimation(FString AnimationName);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
float GetAnimationDuration(FString AnimationName);
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, bool Preview = false);
virtual void DisposeState();
spine::Skeleton *skeleton;
USpineAtlasAsset *lastAtlas = nullptr;
spine::Atlas *lastSpineAtlas = nullptr;
USpineSkeletonDataAsset *lastData = nullptr;
spine::Skin *customSkin = nullptr;
};