/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Collections.Generic; namespace Spine { public class Skeleton { internal SkeletonData data; internal List bones; internal List slots; internal List drawOrder; internal Skin skin; internal float r = 1, g = 1, b = 1, a = 1; internal float time; internal bool flipX, flipY; internal float x, y; public SkeletonData Data { get { return data; } } public List Bones { get { return bones; } } public List Slots { get { return slots; } } public List DrawOrder { get { return drawOrder; } } public Skin Skin { get { return skin; } set { skin = value; } } public float R { get { return r; } set { r = value; } } public float G { get { return g; } set { g = value; } } public float B { get { return b; } set { b = value; } } public float A { get { return a; } set { a = value; } } public float Time { get { return time; } set { time = value; } } public bool FlipX { get { return flipX; } set { flipX = value; } } public bool FlipY { get { return flipY; } set { flipY = value; } } public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } public Bone RootBone { get { return bones.Count == 0 ? null : bones[0]; } } public Skeleton (SkeletonData data) { if (data == null) throw new ArgumentNullException("data cannot be null."); this.data = data; bones = new List(data.bones.Count); foreach (BoneData boneData in data.bones) { Bone parent = boneData.parent == null ? null : bones[data.bones.IndexOf(boneData.parent)]; bones.Add(new Bone(boneData, parent)); } slots = new List(data.slots.Count); drawOrder = new List(data.slots.Count); foreach (SlotData slotData in data.slots) { Bone bone = bones[data.bones.IndexOf(slotData.boneData)]; Slot slot = new Slot(slotData, this, bone); slots.Add(slot); drawOrder.Add(slot); } } /// Updates the world transform for each bone. public void UpdateWorldTransform () { bool flipX = this.flipX; bool flipY = this.flipY; List bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) bones[i].UpdateWorldTransform(flipX, flipY); } /// Sets the bones and slots to their setup pose values. public void SetToSetupPose () { SetBonesToSetupPose(); SetSlotsToSetupPose(); } public void SetBonesToSetupPose () { List bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) bones[i].SetToSetupPose(); } public void SetSlotsToSetupPose () { List slots = this.slots; drawOrder.Clear(); drawOrder.AddRange(slots); for (int i = 0, n = slots.Count; i < n; i++) slots[i].SetToSetupPose(i); } /// May be null. public Bone FindBone (String boneName) { if (boneName == null) throw new ArgumentNullException("boneName cannot be null."); List bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) { Bone bone = bones[i]; if (bone.data.name == boneName) return bone; } return null; } /// -1 if the bone was not found. public int FindBoneIndex (String boneName) { if (boneName == null) throw new ArgumentNullException("boneName cannot be null."); List bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) if (bones[i].data.name == boneName) return i; return -1; } /// May be null. public Slot FindSlot (String slotName) { if (slotName == null) throw new ArgumentNullException("slotName cannot be null."); List slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) { Slot slot = slots[i]; if (slot.data.name == slotName) return slot; } return null; } /// -1 if the bone was not found. public int FindSlotIndex (String slotName) { if (slotName == null) throw new ArgumentNullException("slotName cannot be null."); List slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) if (slots[i].data.name.Equals(slotName)) return i; return -1; } /// Sets a skin by name (see SetSkin). public void SetSkin (String skinName) { Skin skin = data.FindSkin(skinName); if (skin == null) throw new ArgumentException("Skin not found: " + skinName); SetSkin(skin); } /// Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments /// from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no old skin, each slot's /// setup mode attachment is attached from the new skin. /// May be null. public void SetSkin (Skin newSkin) { if (newSkin != null) { if (skin != null) newSkin.AttachAll(this, skin); else { List slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) { Slot slot = slots[i]; String name = slot.data.attachmentName; if (name != null) { Attachment attachment = newSkin.GetAttachment(i, name); if (attachment != null) slot.Attachment = attachment; } } } } skin = newSkin; } /// May be null. public Attachment GetAttachment (String slotName, String attachmentName) { return GetAttachment(data.FindSlotIndex(slotName), attachmentName); } /// May be null. public Attachment GetAttachment (int slotIndex, String attachmentName) { if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null."); if (skin != null) { Attachment attachment = skin.GetAttachment(slotIndex, attachmentName); if (attachment != null) return attachment; } if (data.defaultSkin != null) return data.defaultSkin.GetAttachment(slotIndex, attachmentName); return null; } /// May be null. public void SetAttachment (String slotName, String attachmentName) { if (slotName == null) throw new ArgumentNullException("slotName cannot be null."); List slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) { Slot slot = slots[i]; if (slot.data.name == slotName) { Attachment attachment = null; if (attachmentName != null) { attachment = GetAttachment(i, attachmentName); if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName); } slot.Attachment = attachment; return; } } throw new Exception("Slot not found: " + slotName); } public void Update (float delta) { time += delta; } } }