|
@@ -332,14 +332,25 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
|
|
colors.Add(FColor(r, g, b, a));
|
|
colors.Add(FColor(r, g, b, a));
|
|
darkColors.Add(FVector(dr, dg, db));
|
|
darkColors.Add(FVector(dr, dg, db));
|
|
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
|
|
vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
|
|
- normals.Add(FVector(0, -1, 0));
|
|
|
|
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
|
|
uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ int firstIndex = indices.Num();
|
|
for (int j = 0; j < numIndices; j++) {
|
|
for (int j = 0; j < numIndices; j++) {
|
|
indices.Add(idx + attachmentIndices[j]);
|
|
indices.Add(idx + attachmentIndices[j]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
+ FVector normal = FVector(0, -1, 0);
|
|
|
|
+ if (numVertices > 2 &&
|
|
|
|
+ FVector::CrossProduct(
|
|
|
|
+ vertices[indices[firstIndex + 2]] - vertices[indices[firstIndex]],
|
|
|
|
+ vertices[indices[firstIndex + 1]] - vertices[indices[firstIndex]]).Y > 0.f) {
|
|
|
|
+ normal.Y = 1;
|
|
|
|
+ }
|
|
|
|
+ for (int j = 0; j < numVertices; j++) {
|
|
|
|
+ normals.Add(normal);
|
|
|
|
+ }
|
|
|
|
+
|
|
idx += numVertices;
|
|
idx += numVertices;
|
|
depthOffset += this->DepthOffset;
|
|
depthOffset += this->DepthOffset;
|
|
|
|
|