/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2021, 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 { Slot } from "../Slot"; import { NumberArrayLike, Utils } from "../Utils"; /** The base class for all attachments. */ export abstract class Attachment { name: string; constructor (name: string) { if (!name) throw new Error("name cannot be null."); this.name = name; } abstract copy (): Attachment; } /** Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's * {@link Slot#deform}. */ export abstract class VertexAttachment extends Attachment { private static nextID = 0; /** The unique ID for this attachment. */ id = VertexAttachment.nextID++; /** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting * the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#bones}. Will be null * if this attachment has no weights. */ bones: Array | null = null; /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y` * entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting * each vertex. */ vertices: NumberArrayLike = []; /** The maximum number of world vertex values that can be output by * {@link #computeWorldVertices()} using the `count` parameter. */ worldVerticesLength = 0; /** Timelines for the timeline attachment are also applied to this attachment. * May be null if no attachment-specific timelines should be applied. */ timelineAttachment: Attachment = this; constructor (name: string) { super(name); } /** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link Slot#deform} is * not empty, it is used to deform the vertices. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. * @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y. * @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`. * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` * * `stride` / 2. * @param offset The `worldVertices` index to begin writing values. * @param stride The number of `worldVertices` entries between the value pairs written. */ computeWorldVertices (slot: Slot, start: number, count: number, worldVertices: NumberArrayLike, offset: number, stride: number) { count = offset + (count >> 1) * stride; let skeleton = slot.bone.skeleton; let deformArray = slot.deform; let vertices = this.vertices; let bones = this.bones; if (!bones) { if (deformArray.length > 0) vertices = deformArray; let bone = slot.bone; let x = bone.worldX; let y = bone.worldY; let a = bone.a, b = bone.b, c = bone.c, d = bone.d; for (let v = start, w = offset; w < count; v += 2, w += stride) { let vx = vertices[v], vy = vertices[v + 1]; worldVertices[w] = vx * a + vy * b + x; worldVertices[w + 1] = vx * c + vy * d + y; } return; } let v = 0, skip = 0; for (let i = 0; i < start; i += 2) { let n = bones[v]; v += n + 1; skip += n; } let skeletonBones = skeleton.bones; if (deformArray.length == 0) { for (let w = offset, b = skip * 3; w < count; w += stride) { let wx = 0, wy = 0; let n = bones[v++]; n += v; for (; v < n; v++, b += 3) { let bone = skeletonBones[bones[v]]; let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } else { let deform = deformArray; for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { let wx = 0, wy = 0; let n = bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { let bone = skeletonBones[bones[v]]; let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; } worldVertices[w] = wx; worldVertices[w + 1] = wy; } } } /** Does not copy id (generated) or name (set on construction). **/ copyTo (attachment: VertexAttachment) { if (this.bones) { attachment.bones = new Array(this.bones.length); Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length); } else attachment.bones = null; if (this.vertices) { attachment.vertices = Utils.newFloatArray(this.vertices.length); Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length); } attachment.worldVerticesLength = this.worldVerticesLength; attachment.timelineAttachment = this.timelineAttachment; } }