/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ import type { Attachment } from "./attachments/Attachment.js"; import { VertexAttachment } from "./attachments/Attachment.js"; import type { Sequence } from "./attachments/Sequence.js"; import type { Pose } from "./Pose.js"; import { Color } from "./Utils.js"; /** Stores a slot's pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store state * for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared across * multiple skeletons. */ export class SlotPose implements Pose { /** The color used to tint the slot's attachment. If {@link darkColor} is set, this is used as the light color for two * color tinting. */ readonly color = new Color(1, 1, 1, 1); /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor: Color | null = null; /** The current attachment for the slot, or null if the slot has no attachment. */ attachment: Attachment | null = null; // Not used in setup pose. /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the * {@link Sequence.getSetupIndex()}. */ sequenceIndex = 0; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * * See {@link VertexAttachment.computeWorldVertices()} and * {@link DeformTimeline}. */ readonly deform = [] as number[]; SlotPose () { } public set (pose: SlotPose): void { if (pose == null) throw new Error("pose cannot be null."); this.color.setFromColor(pose.color); if (this.darkColor != null && pose.darkColor != null) this.darkColor.setFromColor(pose.darkColor); this.attachment = pose.attachment; this.sequenceIndex = pose.sequenceIndex; this.deform.length = 0; this.deform.push(...pose.deform); } /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment (): Attachment | null { return this.attachment; } /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. * The deform is not cleared if the old attachment has the same {@link VertexAttachment.getTimelineAttachment()} as the * specified attachment. */ setAttachment (attachment: Attachment | null): void { if (this.attachment === attachment) return; if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment !== this.attachment.timelineAttachment) { this.deform.length = 0; } this.attachment = attachment; this.sequenceIndex = -1; } }