/****************************************************************************** * 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 { Animation } from "./Animation" import type { BoneData } from "./BoneData.js"; import type { ConstraintData } from "./ConstraintData"; import type { EventData } from "./EventData.js"; import type { Skin } from "./Skin.js"; import type { SlotData } from "./SlotData.js"; /** Stores the setup pose and all of the stateless data for a skeleton. * * See [Data objects](http://esotericsoftware.com/spine-runtime-architecture#Data-objects) in the Spine Runtimes * Guide. */ export class SkeletonData { /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */ name: string | null = null; /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ bones = [] as BoneData[]; // Ordered parents first. /** The skeleton's slots in the setup pose draw order. */ slots = [] as SlotData[]; // Setup pose draw order. skins = [] as Skin[]; /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. * * See {@link Skeleton#getAttachmentByName()}. * May be null. */ defaultSkin: Skin | null = null; /** The skeleton's events. */ events = [] as EventData[]; /** The skeleton's animations. */ animations = [] as Animation[]; /** The skeleton's IK constraints. */ // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types constraints = [] as ConstraintData[]; /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */ x: number = 0; /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */ y: number = 0; /** The width of the skeleton's axis aligned bounding box in the setup pose. */ width: number = 0; /** The height of the skeleton's axis aligned bounding box in the setup pose. */ height: number = 0; /** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default * is 100. */ referenceScale = 100; /** The Spine version used to export the skeleton data, or null. */ version: string | null = null; /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */ hash: string | null = null; // Nonessential /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */ fps = 30; /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */ imagesPath: string | null = null; /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */ audioPath: string | null = null; /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findBone (boneName: string) { if (!boneName) throw new Error("boneName cannot be null."); const bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) if (bones[i].name === boneName) return bones[i]; return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSlot (slotName: string) { if (!slotName) throw new Error("slotName cannot be null."); const slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) if (slots[i].name === slotName) return slots[i]; return null; } /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSkin (skinName: string) { if (!skinName) throw new Error("skinName cannot be null."); const skins = this.skins; for (let i = 0, n = skins.length; i < n; i++) if (skins[i].name === skinName) return skins[i]; return null; } /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findEvent (eventDataName: string) { if (!eventDataName) throw new Error("eventDataName cannot be null."); const events = this.events; for (let i = 0, n = events.length; i < n; i++) if (events[i].name === eventDataName) return events[i]; return null; } /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to * call it multiple times. * @returns May be null. */ findAnimation (animationName: string) { if (!animationName) throw new Error("animationName cannot be null."); const animations = this.animations; for (let i = 0, n = animations.length; i < n; i++) if (animations[i].name === animationName) return animations[i]; return null; } // --- Constraints. // biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types findConstraint> (constraintName: string, type: new (name: string) => T): T | null { if (!constraintName) throw new Error("constraintName cannot be null."); if (type == null) throw new Error("type cannot be null."); const constraints = this.constraints; for (let i = 0, n = this.constraints.length; i < n; i++) { const constraint = constraints[i]; if (constraint instanceof type && constraint.name === constraintName) return constraint as T; } return null; } }