------------------------------------------------------------------------------- -- 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. ------------------------------------------------------------------------------- local SkeletonData = {} function SkeletonData.new () local self = { version = 0, hash = 0, width = 0, height = 0, bones = {}, slots = {}, slotNameIndices = {}, skins = {}, events = {}, animations = {}, ikConstraints = {}, defaultSkin = nil } function self:findBone (boneName) if not boneName then error("boneName cannot be nil.", 2) end for i,bone in ipairs(self.bones) do if bone.name == boneName then return bone end end return nil end function self:findBoneIndex (boneName) if not boneName then error("boneName cannot be nil.", 2) end for i,bone in ipairs(self.bones) do if bone.name == boneName then return i end end return -1 end function self:findSlot (slotName) if not slotName then error("slotName cannot be nil.", 2) end for i,slot in ipairs(self.slots) do if slot.name == slotName then return slot end end return nil end function self:findSlotIndex (slotName) if not slotName then error("slotName cannot be nil.", 2) end return self.slotNameIndices[slotName] or -1 end function self:findSkin (skinName) if not skinName then error("skinName cannot be nil.", 2) end for i,skin in ipairs(self.skins) do if skin.name == skinName then return skin end end return nil end function self:findEvent (eventName) if not eventName then error("eventName cannot be nil.", 2) end for i,event in ipairs(self.events) do if event.name == eventName then return event end end return nil end function self:findAnimation (animationName) if not animationName then error("animationName cannot be nil.", 2) end for i,animation in ipairs(self.animations) do if animation.name == animationName then return animation end end return nil end function self:findIkConstraint (ikConstraintName) if not ikConstraintName then error("ikConstraintName cannot be nil.", 2) end for i,ikConstraint in ipairs(self.ikConstraints) do if ikConstraint.name == ikConstraintName then return ikConstraint end end return nil end return self end return SkeletonData