/****************************************************************************** * 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 { Bone } from "./Bone.js"; import { Posed } from "./Posed.js"; import { Skeleton } from "./Skeleton.js"; import { SlotData } from "./SlotData.js"; import { SlotPose } from "./SlotPose.js"; import { Color } from "./Utils.js"; /** Stores a slot's current 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 Slot extends Posed { readonly skeleton: Skeleton; /** The bone this slot belongs to. */ readonly bone: Bone; attachmentState: number = 0; constructor (data: SlotData, skeleton: Skeleton) { super(data, new SlotPose(), new SlotPose()); if (!skeleton) throw new Error("skeleton cannot be null."); this.skeleton = skeleton; this.bone = skeleton.bones[data.boneData.index]; if (data.setup.darkColor != null) { this.pose.darkColor = new Color(); this.constrained.darkColor = new Color(); } this.setupPose(); } setupPose () { this.pose.color.setFromColor(this.data.setup.color); if (this.pose.darkColor) this.pose.darkColor.setFromColor(this.data.setup.darkColor!); this.pose.sequenceIndex = this.data.setup.sequenceIndex; if (!this.data.attachmentName) this.pose.setAttachment(null); else { this.pose.attachment = null; this.pose.setAttachment(this.skeleton.getAttachment(this.data.index, this.data.attachmentName)); } } }