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[ue4] Fix formatting.

badlogic há 3 anos atrás
pai
commit
de5f8cd469

+ 394 - 402
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp

@@ -1,403 +1,395 @@
-/******************************************************************************
- * 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();
-}
-
+/******************************************************************************
+ * 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