2025-09-29 19:08:13 +02:00

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/******************************************************************************
* 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.
*****************************************************************************/
#ifndef Spine_Skeleton_h
#define Spine_Skeleton_h
#include <spine/Array.h>
#include <spine/MathUtil.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
#include <spine/Color.h>
#include <spine/Physics.h>
#include <spine/Update.h>
#include <spine/Posed.h>
#include <spine/Constraint.h>
namespace spine {
class SkeletonData;
class Bone;
class BonePose;
class Updatable;
class Slot;
class IkConstraint;
class PathConstraint;
class PhysicsConstraint;
class TransformConstraint;
class Skin;
class Attachment;
class SkeletonClipping;
class SP_API Skeleton : public SpineObject {
friend class AnimationState;
friend class SkeletonBounds;
friend class SkeletonClipping;
friend class SlotCurveTimeline;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
friend class DeformTimeline;
friend class DrawOrderTimeline;
friend class EventTimeline;
friend class IkConstraintTimeline;
friend class InheritTimeline;
friend class PathConstraint;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
friend class SliderTimeline;
friend class SliderMixTimeline;
friend class ScaleTimeline;
friend class ScaleXTimeline;
friend class ScaleYTimeline;
friend class ShearTimeline;
friend class ShearXTimeline;
friend class ShearYTimeline;
friend class TransformConstraintTimeline;
friend class BoneTimeline1;
friend class BoneTimeline2;
friend class RotateTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class TwoColorTimeline;
friend class PhysicsConstraint;
friend class BonePose;
friend class IkConstraint;
friend class PathConstraint;
friend class PhysicsConstraint;
friend class TransformConstraint;
friend class Slider;
public:
explicit Skeleton(SkeletonData &skeletonData);
~Skeleton();
/// Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
/// or removed.
void updateCache();
void printUpdateCache();
void constrained(Posed &object);
void sortBone(Bone *bone);
static void sortReset(Array<Bone *> &bones);
/// Updates the world transform for each bone and applies all constraints.
///
/// See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
/// Runtimes Guide.
void updateWorldTransform(Physics physics);
/// Sets the bones, constraints, and slots to their setup pose values.
void setupPose();
/// Sets the bones and constraints to their setup pose values.
void setupPoseBones();
void setupPoseSlots();
SkeletonData &getData();
Array<Bone *> &getBones();
Array<Update *> &getUpdateCache();
Bone *getRootBone();
/// @return May be NULL.
Bone *findBone(const String &boneName);
Array<Slot *> &getSlots();
/// @return May be NULL.
Slot *findSlot(const String &slotName);
Array<Slot *> &getDrawOrder();
Skin *getSkin();
/// Sets a skin by name (see setSkin).
void setSkin(const String &skinName);
/// Attachments from the new skin are attached if the corresponding attachment from the old skin was attached.
/// If there was no old skin, each slot's setup mode attachment is attached from the new skin.
/// After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
/// See Skeleton::setSlotsToSetupPose()
/// Also, often AnimationState::apply(Skeleton&) is called before the next time the
/// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
/// @param newSkin May be NULL.
void setSkin(Skin *newSkin);
/// @return May be NULL.
Attachment *getAttachment(const String &slotName, const String &attachmentName);
/// @return May be NULL.
Attachment *getAttachment(int slotIndex, const String &attachmentName);
/// @param attachmentName May be empty.
void setAttachment(const String &slotName, const String &attachmentName);
Array<Constraint *> &getConstraints();
Array<PhysicsConstraint *> &getPhysicsConstraints();
template<class T>
T *findConstraint(const String &constraintName) {
if (constraintName.isEmpty()) return NULL;
for (size_t i = 0; i < _constraints.size(); i++) {
Constraint *constraint = _constraints[i];
if (constraint->getRTTI().isExactly(T::rtti)) {
if (constraint->getData().getName() == constraintName) {
return (T *) constraint;
}
}
}
return NULL;
}
/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
/// @param outWidth The width of the AABB
/// @param outHeight The height of the AABB.
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight);
/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
/// @param outWidth The width of the AABB
/// @param outHeight The height of the AABB.
/// @param outVertexBuffer Reference to hold an array of floats. This method will assign it with new floats as needed.
/// @param clipping Pointer to a SkeletonClipping instance or NULL. If a clipper is given, clipping attachments will be taken into account.
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Array<float> &outVertexBuffer, SkeletonClipping *clipping);
Color &getColor();
void setColor(Color &color);
void setColor(float r, float g, float b, float a);
float getScaleX();
void setScaleX(float inValue);
float getScaleY();
void setScaleY(float inValue);
void setScale(float scaleX, float scaleY);
float getX();
void setX(float inValue);
float getY();
void setY(float inValue);
void setPosition(float x, float y);
void getPosition(float &x, float &y);
float getWindX();
void setWindX(float windX);
float getWindY();
void setWindY(float windY);
float getGravityX();
void setGravityX(float gravityX);
float getGravityY();
void setGravityY(float gravityY);
/// Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the
/// specified point in world space.
void physicsTranslate(float x, float y);
/// Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
void physicsRotate(float x, float y, float degrees);
float getTime();
void setTime(float time);
void update(float delta);
protected:
SkeletonData &_data;
Array<Bone *> _bones;
Array<Slot *> _slots;
Array<Slot *> _drawOrder;
Array<Constraint *> _constraints;
Array<PhysicsConstraint *> _physics;
Array<Update *> _updateCache;
Array<Posed *> _resetCache;
Skin *_skin;
Color _color;
float _x, _y;
float _scaleX, _scaleY;
float _windX, _windY, _gravityX, _gravityY;
float _time;
int _update;
};
}// namespace spine
#endif /* Spine_Skeleton_h */