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@@ -1,403 +1,395 @@
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-/******************************************************************************
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- * Spine Runtimes License Agreement
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- * Last updated January 1, 2020. Replaces all prior versions.
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- *
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- * Copyright (c) 2013-2020, 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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-
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-#include "Engine.h"
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-#include "SpinePluginPrivatePCH.h"
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-#include "spine/spine.h"
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-#include <stdlib.h>
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-
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-#define LOCTEXT_NAMESPACE "Spine"
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-
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-using namespace spine;
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-
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-USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer& ObjectInitializer)
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- : UProceduralMeshComponent(ObjectInitializer) {
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- PrimaryComponentTick.bCanEverTick = true;
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- bTickInEditor = true;
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- bAutoActivate = true;
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-
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- static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
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- NormalBlendMaterial = NormalMaterialRef.Object;
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-
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- static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
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- AdditiveBlendMaterial = AdditiveMaterialRef.Object;
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-
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- static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
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- MultiplyBlendMaterial = MultiplyMaterialRef.Object;
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-
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- static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
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- ScreenBlendMaterial = ScreenMaterialRef.Object;
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-
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- TextureParameterName = FName(TEXT("SpriteTexture"));
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-
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- worldVertices.ensureCapacity(1024 * 2);
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-}
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-
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-void USpineSkeletonRendererComponent::FinishDestroy() {
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- Super::FinishDestroy();
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-}
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-
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-void USpineSkeletonRendererComponent::BeginPlay() {
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- Super::BeginPlay();
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-}
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-
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-void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
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- Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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-
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- AActor* owner = GetOwner();
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- if (owner) {
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- UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
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- USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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-
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- UpdateRenderer(skeleton);
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- }
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-}
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-
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-void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* skeleton) {
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- if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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- skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
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-
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- if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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- atlasNormalBlendMaterials.SetNum(0);
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- pageToNormalBlendMaterial.Empty();
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- atlasAdditiveBlendMaterials.SetNum(0);
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- pageToAdditiveBlendMaterial.Empty();
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- atlasMultiplyBlendMaterials.SetNum(0);
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- pageToMultiplyBlendMaterial.Empty();
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- atlasScreenBlendMaterials.SetNum(0);
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- pageToScreenBlendMaterial.Empty();
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-
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- for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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- AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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-
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- UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
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- material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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- atlasNormalBlendMaterials.Add(material);
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- pageToNormalBlendMaterial.Add(currPage, material);
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-
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- material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
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- material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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- atlasAdditiveBlendMaterials.Add(material);
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- pageToAdditiveBlendMaterial.Add(currPage, material);
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-
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- material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
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- material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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- atlasMultiplyBlendMaterials.Add(material);
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- pageToMultiplyBlendMaterial.Add(currPage, material);
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-
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- material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
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- material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
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- atlasScreenBlendMaterials.Add(material);
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- pageToScreenBlendMaterial.Add(currPage, material);
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- }
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- }
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- else {
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- pageToNormalBlendMaterial.Empty();
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- pageToAdditiveBlendMaterial.Empty();
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- pageToMultiplyBlendMaterial.Empty();
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- pageToScreenBlendMaterial.Empty();
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-
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- for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
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- AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
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- UTexture2D* texture = skeleton->Atlas->atlasPages[i];
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-
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- UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
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- UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
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- UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
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- UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
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- }
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- }
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- UpdateMesh(skeleton->GetSkeleton());
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- }
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- else {
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- ClearAllMeshSections();
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- }
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-}
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-
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-void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage* CurrentPage, UTexture2D* Texture,
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- UMaterialInstanceDynamic*& CurrentInstance, UMaterialInterface* ParentMaterial,
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- TMap<spine::AtlasPage*, UMaterialInstanceDynamic*>& PageToBlendMaterial) {
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-
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- UTexture* oldTexture = nullptr;
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- if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
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- oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
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-
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- UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
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- material->SetTextureParameterValue(TextureParameterName, Texture);
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- CurrentInstance = material;
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- }
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- PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
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-}
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-
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-void USpineSkeletonRendererComponent::Flush(int& Idx, TArray<FVector>& Vertices, TArray<int32>& Indices, TArray<FVector>& Normals, TArray<FVector2D>& Uvs, TArray<FColor>& Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
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- if (Vertices.Num() == 0) return;
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- SetMaterial(Idx, Material);
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-
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- bool bShouldCreateCollision = false;
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- if (bCreateCollision) {
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- UWorld* world = GetWorld();
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- if (world && world->IsGameWorld()) {
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- bShouldCreateCollision = true;
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- }
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- }
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-
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- GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0;
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- CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
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-
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- Vertices.SetNum(0);
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- Indices.SetNum(0);
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- Normals.SetNum(0);
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- Uvs.SetNum(0);
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- Colors.SetNum(0);
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- Colors2.SetNum(0);
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- Idx++;
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-}
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-
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-void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
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- TArray<FVector> vertices;
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- TArray<int32> indices;
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- TArray<FVector> normals;
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- TArray<FVector2D> uvs;
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- TArray<FColor> colors;
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- TArray<FVector> darkColors;
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-
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- int idx = 0;
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- int meshSection = 0;
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- UMaterialInstanceDynamic* lastMaterial = nullptr;
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-
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- ClearAllMeshSections();
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-
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- // Early out if skeleton is invisible
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- if (Skeleton->getColor().a == 0) return;
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-
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- float depthOffset = 0;
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- unsigned short quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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-
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- for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
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- Vector<float>* attachmentVertices = &worldVertices;
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- unsigned short* attachmentIndices = nullptr;
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- int numVertices;
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- int numIndices;
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- AtlasRegion* attachmentAtlasRegion = nullptr;
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- spine::Color attachmentColor;
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- attachmentColor.set(1, 1, 1, 1);
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- float* attachmentUvs = nullptr;
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-
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- Slot* slot = Skeleton->getDrawOrder()[i];
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- Attachment* attachment = slot->getAttachment();
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-
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- if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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-
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- if (!attachment) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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-
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- if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
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- RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
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-
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- // Early out if region is invisible
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- if (regionAttachment->getColor().a == 0) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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-
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- attachmentColor.set(regionAttachment->getColor());
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- attachmentAtlasRegion = (AtlasRegion*)regionAttachment->getRendererObject();
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- regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
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- attachmentIndices = quadIndices;
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- attachmentUvs = regionAttachment->getUVs().buffer();
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- numVertices = 4;
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- numIndices = 6;
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- }
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- else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
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- MeshAttachment* mesh = (MeshAttachment*)attachment;
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-
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- // Early out if region is invisible
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- if (mesh->getColor().a == 0) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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-
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- attachmentColor.set(mesh->getColor());
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- attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
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- mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
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- attachmentIndices = mesh->getTriangles().buffer();
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- attachmentUvs = mesh->getUVs().buffer();
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- numVertices = mesh->getWorldVerticesLength() >> 1;
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- numIndices = mesh->getTriangles().size();
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- }
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- else /* clipping */ {
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- ClippingAttachment* clip = (ClippingAttachment*)attachment;
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- clipper.clipStart(*slot, clip);
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- continue;
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- }
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-
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- // if the user switches the atlas data while not having switched
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- // to the correct skeleton data yet, we won't find any regions.
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- // ignore regions for which we can't find a material
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- UMaterialInstanceDynamic* material = nullptr;
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- switch (slot->getData().getBlendMode()) {
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- case BlendMode_Normal:
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- if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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- break;
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- case BlendMode_Additive:
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- if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
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- break;
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- case BlendMode_Multiply:
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- if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
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- break;
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- case BlendMode_Screen:
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- if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
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- break;
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- default:
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- if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
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- }
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-
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- if (clipper.isClipping()) {
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- clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
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- attachmentVertices = &clipper.getClippedVertices();
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- numVertices = clipper.getClippedVertices().size() >> 1;
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- attachmentIndices = clipper.getClippedTriangles().buffer();
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- numIndices = clipper.getClippedTriangles().size();
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- attachmentUvs = clipper.getClippedUVs().buffer();
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- if (clipper.getClippedTriangles().size() == 0) {
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- clipper.clipEnd(*slot);
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- continue;
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- }
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- }
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-
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- if (lastMaterial != material) {
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- Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
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- lastMaterial = material;
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- idx = 0;
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- }
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-
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- SetMaterial(meshSection, material);
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-
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- uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
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- uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
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- uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
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- uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
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-
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- float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
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- float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
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- float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
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-
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- float* verticesPtr = attachmentVertices->buffer();
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- for (int j = 0; j < numVertices << 1; j += 2) {
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- colors.Add(FColor(r, g, b, a));
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- darkColors.Add(FVector(dr, dg, db));
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- vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
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- uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
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- }
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-
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- int firstIndex = indices.Num();
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- for (int j = 0; j < numIndices; j++) {
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- indices.Add(idx + attachmentIndices[j]);
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- }
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-
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-
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-
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- //Calculate total triangle to add on this loof.
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-
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- int TriangleInitialCount = firstIndex / 3;
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-
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- int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
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-
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- int FirstVertexIndex = vertices.Num() - numVertices;
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-
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- //loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
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-
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- for (int j = 0; j < TriangleToAddNum; j++) {
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-
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- const int TargetTringleIndex = firstIndex + j * 3;
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-
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- if (FVector::CrossProduct(
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- vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
|
|
|
- vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]]).Y < 0.f)
|
|
|
- {
|
|
|
-
|
|
|
- const int32 targetVertex = indices[TargetTringleIndex];
|
|
|
- indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
|
|
|
- indices[TargetTringleIndex + 2] = targetVertex;
|
|
|
-
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-
|
|
|
-
|
|
|
- FVector normal = FVector(0, 1, 0);
|
|
|
-
|
|
|
- //Add normals for vertices.
|
|
|
-
|
|
|
- for (int j = 0; j < numVertices; j++) {
|
|
|
-
|
|
|
- normals.Add(normal);
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- idx += numVertices;
|
|
|
- depthOffset += this->DepthOffset;
|
|
|
-
|
|
|
- clipper.clipEnd(*slot);
|
|
|
- }
|
|
|
-
|
|
|
- Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
|
|
- clipper.clipEnd();
|
|
|
-}
|
|
|
-
|
|
|
+/******************************************************************************
|
|
|
+ * Spine Runtimes License Agreement
|
|
|
+ * Last updated January 1, 2020. Replaces all prior versions.
|
|
|
+ *
|
|
|
+ * Copyright (c) 2013-2020, 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 "Engine.h"
|
|
|
+#include "SpinePluginPrivatePCH.h"
|
|
|
+#include "spine/spine.h"
|
|
|
+#include <stdlib.h>
|
|
|
+
|
|
|
+#define LOCTEXT_NAMESPACE "Spine"
|
|
|
+
|
|
|
+using namespace spine;
|
|
|
+
|
|
|
+USpineSkeletonRendererComponent::USpineSkeletonRendererComponent(const FObjectInitializer &ObjectInitializer)
|
|
|
+ : UProceduralMeshComponent(ObjectInitializer) {
|
|
|
+ PrimaryComponentTick.bCanEverTick = true;
|
|
|
+ bTickInEditor = true;
|
|
|
+ bAutoActivate = true;
|
|
|
+
|
|
|
+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
|
|
|
+ NormalBlendMaterial = NormalMaterialRef.Object;
|
|
|
+
|
|
|
+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
|
|
|
+ AdditiveBlendMaterial = AdditiveMaterialRef.Object;
|
|
|
+
|
|
|
+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
|
|
|
+ MultiplyBlendMaterial = MultiplyMaterialRef.Object;
|
|
|
+
|
|
|
+ static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
|
|
|
+ ScreenBlendMaterial = ScreenMaterialRef.Object;
|
|
|
+
|
|
|
+ TextureParameterName = FName(TEXT("SpriteTexture"));
|
|
|
+
|
|
|
+ worldVertices.ensureCapacity(1024 * 2);
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::FinishDestroy() {
|
|
|
+ Super::FinishDestroy();
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::BeginPlay() {
|
|
|
+ Super::BeginPlay();
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) {
|
|
|
+ Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
|
|
+
|
|
|
+ AActor *owner = GetOwner();
|
|
|
+ if (owner) {
|
|
|
+ UClass *skeletonClass = USpineSkeletonComponent::StaticClass();
|
|
|
+ USpineSkeletonComponent *skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
|
|
|
+
|
|
|
+ UpdateRenderer(skeleton);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent *skeleton) {
|
|
|
+ if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
|
|
|
+ skeleton->GetSkeleton()->getColor().set(Color.R, Color.G, Color.B, Color.A);
|
|
|
+
|
|
|
+ if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
|
|
|
+ atlasNormalBlendMaterials.SetNum(0);
|
|
|
+ pageToNormalBlendMaterial.Empty();
|
|
|
+ atlasAdditiveBlendMaterials.SetNum(0);
|
|
|
+ pageToAdditiveBlendMaterial.Empty();
|
|
|
+ atlasMultiplyBlendMaterials.SetNum(0);
|
|
|
+ pageToMultiplyBlendMaterial.Empty();
|
|
|
+ atlasScreenBlendMaterials.SetNum(0);
|
|
|
+ pageToScreenBlendMaterial.Empty();
|
|
|
+
|
|
|
+ for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
|
|
+ AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
|
|
+
|
|
|
+ UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
|
|
|
+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
|
|
+ atlasNormalBlendMaterials.Add(material);
|
|
|
+ pageToNormalBlendMaterial.Add(currPage, material);
|
|
|
+
|
|
|
+ material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
|
|
|
+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
|
|
+ atlasAdditiveBlendMaterials.Add(material);
|
|
|
+ pageToAdditiveBlendMaterial.Add(currPage, material);
|
|
|
+
|
|
|
+ material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
|
|
|
+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
|
|
+ atlasMultiplyBlendMaterials.Add(material);
|
|
|
+ pageToMultiplyBlendMaterial.Add(currPage, material);
|
|
|
+
|
|
|
+ material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
|
|
|
+ material->SetTextureParameterValue(TextureParameterName, skeleton->Atlas->atlasPages[i]);
|
|
|
+ atlasScreenBlendMaterials.Add(material);
|
|
|
+ pageToScreenBlendMaterial.Add(currPage, material);
|
|
|
+ }
|
|
|
+ } else {
|
|
|
+ pageToNormalBlendMaterial.Empty();
|
|
|
+ pageToAdditiveBlendMaterial.Empty();
|
|
|
+ pageToMultiplyBlendMaterial.Empty();
|
|
|
+ pageToScreenBlendMaterial.Empty();
|
|
|
+
|
|
|
+ for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
|
|
|
+ AtlasPage *currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
|
|
|
+ UTexture2D *texture = skeleton->Atlas->atlasPages[i];
|
|
|
+
|
|
|
+ UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
|
|
|
+ UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
|
|
|
+ UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
|
|
|
+ UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ UpdateMesh(skeleton->GetSkeleton());
|
|
|
+ } else {
|
|
|
+ ClearAllMeshSections();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::UpdateRendererMaterial(spine::AtlasPage *CurrentPage, UTexture2D *Texture,
|
|
|
+ UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
|
|
|
+ TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
|
|
|
+
|
|
|
+ UTexture *oldTexture = nullptr;
|
|
|
+ if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
|
|
|
+ oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
|
|
|
+
|
|
|
+ UMaterialInstanceDynamic *material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
|
|
|
+ material->SetTextureParameterValue(TextureParameterName, Texture);
|
|
|
+ CurrentInstance = material;
|
|
|
+ }
|
|
|
+ PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::Flush(int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic *Material) {
|
|
|
+ if (Vertices.Num() == 0) return;
|
|
|
+ SetMaterial(Idx, Material);
|
|
|
+
|
|
|
+ bool bShouldCreateCollision = false;
|
|
|
+ if (bCreateCollision) {
|
|
|
+ UWorld *world = GetWorld();
|
|
|
+ if (world && world->IsGameWorld()) {
|
|
|
+ bShouldCreateCollision = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ GetBodySetup()->bGenerateMirroredCollision = GetComponentScale().X < 0 || GetComponentScale().Y < 0 || GetComponentScale().Z < 0;
|
|
|
+ CreateMeshSection(Idx, Vertices, Indices, Normals, Uvs, Colors, TArray<FProcMeshTangent>(), bShouldCreateCollision);
|
|
|
+
|
|
|
+ Vertices.SetNum(0);
|
|
|
+ Indices.SetNum(0);
|
|
|
+ Normals.SetNum(0);
|
|
|
+ Uvs.SetNum(0);
|
|
|
+ Colors.SetNum(0);
|
|
|
+ Colors2.SetNum(0);
|
|
|
+ Idx++;
|
|
|
+}
|
|
|
+
|
|
|
+void USpineSkeletonRendererComponent::UpdateMesh(Skeleton *Skeleton) {
|
|
|
+ TArray<FVector> vertices;
|
|
|
+ TArray<int32> indices;
|
|
|
+ TArray<FVector> normals;
|
|
|
+ TArray<FVector2D> uvs;
|
|
|
+ TArray<FColor> colors;
|
|
|
+ TArray<FVector> darkColors;
|
|
|
+
|
|
|
+ int idx = 0;
|
|
|
+ int meshSection = 0;
|
|
|
+ UMaterialInstanceDynamic *lastMaterial = nullptr;
|
|
|
+
|
|
|
+ ClearAllMeshSections();
|
|
|
+
|
|
|
+ // Early out if skeleton is invisible
|
|
|
+ if (Skeleton->getColor().a == 0) return;
|
|
|
+
|
|
|
+ float depthOffset = 0;
|
|
|
+ unsigned short quadIndices[] = {0, 1, 2, 0, 2, 3};
|
|
|
+
|
|
|
+ for (size_t i = 0; i < Skeleton->getSlots().size(); ++i) {
|
|
|
+ Vector<float> *attachmentVertices = &worldVertices;
|
|
|
+ unsigned short *attachmentIndices = nullptr;
|
|
|
+ int numVertices;
|
|
|
+ int numIndices;
|
|
|
+ AtlasRegion *attachmentAtlasRegion = nullptr;
|
|
|
+ spine::Color attachmentColor;
|
|
|
+ attachmentColor.set(1, 1, 1, 1);
|
|
|
+ float *attachmentUvs = nullptr;
|
|
|
+
|
|
|
+ Slot *slot = Skeleton->getDrawOrder()[i];
|
|
|
+ Attachment *attachment = slot->getAttachment();
|
|
|
+
|
|
|
+ if (slot->getColor().a == 0 || !slot->getBone().isActive()) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!attachment) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ if (!attachment->getRTTI().isExactly(RegionAttachment::rtti) && !attachment->getRTTI().isExactly(MeshAttachment::rtti) && !attachment->getRTTI().isExactly(ClippingAttachment::rtti)) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
|
|
|
+ RegionAttachment *regionAttachment = (RegionAttachment *) attachment;
|
|
|
+
|
|
|
+ // Early out if region is invisible
|
|
|
+ if (regionAttachment->getColor().a == 0) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ attachmentColor.set(regionAttachment->getColor());
|
|
|
+ attachmentAtlasRegion = (AtlasRegion *) regionAttachment->getRendererObject();
|
|
|
+ regionAttachment->computeWorldVertices(slot->getBone(), *attachmentVertices, 0, 2);
|
|
|
+ attachmentIndices = quadIndices;
|
|
|
+ attachmentUvs = regionAttachment->getUVs().buffer();
|
|
|
+ numVertices = 4;
|
|
|
+ numIndices = 6;
|
|
|
+ } else if (attachment->getRTTI().isExactly(MeshAttachment::rtti)) {
|
|
|
+ MeshAttachment *mesh = (MeshAttachment *) attachment;
|
|
|
+
|
|
|
+ // Early out if region is invisible
|
|
|
+ if (mesh->getColor().a == 0) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ attachmentColor.set(mesh->getColor());
|
|
|
+ attachmentAtlasRegion = (AtlasRegion *) mesh->getRendererObject();
|
|
|
+ mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
|
|
|
+ attachmentIndices = mesh->getTriangles().buffer();
|
|
|
+ attachmentUvs = mesh->getUVs().buffer();
|
|
|
+ numVertices = mesh->getWorldVerticesLength() >> 1;
|
|
|
+ numIndices = mesh->getTriangles().size();
|
|
|
+ } else /* clipping */ {
|
|
|
+ ClippingAttachment *clip = (ClippingAttachment *) attachment;
|
|
|
+ clipper.clipStart(*slot, clip);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ // if the user switches the atlas data while not having switched
|
|
|
+ // to the correct skeleton data yet, we won't find any regions.
|
|
|
+ // ignore regions for which we can't find a material
|
|
|
+ UMaterialInstanceDynamic *material = nullptr;
|
|
|
+ switch (slot->getData().getBlendMode()) {
|
|
|
+ case BlendMode_Normal:
|
|
|
+ if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
|
|
+ break;
|
|
|
+ case BlendMode_Additive:
|
|
|
+ if (!pageToAdditiveBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ material = pageToAdditiveBlendMaterial[attachmentAtlasRegion->page];
|
|
|
+ break;
|
|
|
+ case BlendMode_Multiply:
|
|
|
+ if (!pageToMultiplyBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ material = pageToMultiplyBlendMaterial[attachmentAtlasRegion->page];
|
|
|
+ break;
|
|
|
+ case BlendMode_Screen:
|
|
|
+ if (!pageToScreenBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ material = pageToScreenBlendMaterial[attachmentAtlasRegion->page];
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ if (!pageToNormalBlendMaterial.Contains(attachmentAtlasRegion->page)) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ material = pageToNormalBlendMaterial[attachmentAtlasRegion->page];
|
|
|
+ }
|
|
|
+
|
|
|
+ if (clipper.isClipping()) {
|
|
|
+ clipper.clipTriangles(attachmentVertices->buffer(), attachmentIndices, numIndices, attachmentUvs, 2);
|
|
|
+ attachmentVertices = &clipper.getClippedVertices();
|
|
|
+ numVertices = clipper.getClippedVertices().size() >> 1;
|
|
|
+ attachmentIndices = clipper.getClippedTriangles().buffer();
|
|
|
+ numIndices = clipper.getClippedTriangles().size();
|
|
|
+ attachmentUvs = clipper.getClippedUVs().buffer();
|
|
|
+ if (clipper.getClippedTriangles().size() == 0) {
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (lastMaterial != material) {
|
|
|
+ Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
|
|
+ lastMaterial = material;
|
|
|
+ idx = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ SetMaterial(meshSection, material);
|
|
|
+
|
|
|
+ uint8 r = static_cast<uint8>(Skeleton->getColor().r * slot->getColor().r * attachmentColor.r * 255);
|
|
|
+ uint8 g = static_cast<uint8>(Skeleton->getColor().g * slot->getColor().g * attachmentColor.g * 255);
|
|
|
+ uint8 b = static_cast<uint8>(Skeleton->getColor().b * slot->getColor().b * attachmentColor.b * 255);
|
|
|
+ uint8 a = static_cast<uint8>(Skeleton->getColor().a * slot->getColor().a * attachmentColor.a * 255);
|
|
|
+
|
|
|
+ float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
|
|
|
+ float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
|
|
|
+ float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
|
|
|
+
|
|
|
+ float *verticesPtr = attachmentVertices->buffer();
|
|
|
+ for (int j = 0; j < numVertices << 1; j += 2) {
|
|
|
+ colors.Add(FColor(r, g, b, a));
|
|
|
+ darkColors.Add(FVector(dr, dg, db));
|
|
|
+ vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
|
|
|
+ uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
|
|
|
+ }
|
|
|
+
|
|
|
+ int firstIndex = indices.Num();
|
|
|
+ for (int j = 0; j < numIndices; j++) {
|
|
|
+ indices.Add(idx + attachmentIndices[j]);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ //Calculate total triangle to add on this loof.
|
|
|
+
|
|
|
+ int TriangleInitialCount = firstIndex / 3;
|
|
|
+
|
|
|
+ int TriangleToAddNum = indices.Num() / 3 - TriangleInitialCount;
|
|
|
+
|
|
|
+ int FirstVertexIndex = vertices.Num() - numVertices;
|
|
|
+
|
|
|
+ //loof through all the triangles and resolve to be reversed if the triangle has winding order as CCW.
|
|
|
+
|
|
|
+ for (int j = 0; j < TriangleToAddNum; j++) {
|
|
|
+
|
|
|
+ const int TargetTringleIndex = firstIndex + j * 3;
|
|
|
+
|
|
|
+ if (FVector::CrossProduct(
|
|
|
+ vertices[indices[TargetTringleIndex + 2]] - vertices[indices[TargetTringleIndex]],
|
|
|
+ vertices[indices[TargetTringleIndex + 1]] - vertices[indices[TargetTringleIndex]])
|
|
|
+ .Y < 0.f) {
|
|
|
+
|
|
|
+ const int32 targetVertex = indices[TargetTringleIndex];
|
|
|
+ indices[TargetTringleIndex] = indices[TargetTringleIndex + 2];
|
|
|
+ indices[TargetTringleIndex + 2] = targetVertex;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ FVector normal = FVector(0, 1, 0);
|
|
|
+
|
|
|
+ //Add normals for vertices.
|
|
|
+
|
|
|
+ for (int j = 0; j < numVertices; j++) {
|
|
|
+
|
|
|
+ normals.Add(normal);
|
|
|
+ }
|
|
|
+
|
|
|
+ idx += numVertices;
|
|
|
+ depthOffset += this->DepthOffset;
|
|
|
+
|
|
|
+ clipper.clipEnd(*slot);
|
|
|
+ }
|
|
|
+
|
|
|
+ Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
|
|
|
+ clipper.clipEnd();
|
|
|
+}
|
|
|
+
|
|
|
#undef LOCTEXT_NAMESPACE
|