mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
747 lines
22 KiB
C++
747 lines
22 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Skeleton.h>
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#include <spine/Attachment.h>
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#include <spine/Bone.h>
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#include <spine/IkConstraint.h>
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#include <spine/PathConstraint.h>
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#include <spine/PhysicsConstraint.h>
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#include <spine/SkeletonData.h>
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#include <spine/Skin.h>
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#include <spine/Slot.h>
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#include <spine/TransformConstraint.h>
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#include <spine/BoneData.h>
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#include <spine/IkConstraintData.h>
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#include <spine/MeshAttachment.h>
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#include <spine/PathAttachment.h>
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#include <spine/PathConstraintData.h>
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#include <spine/PhysicsConstraintData.h>
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#include <spine/RegionAttachment.h>
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#include <spine/SlotData.h>
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#include <spine/TransformConstraintData.h>
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#include <spine/ContainerUtil.h>
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#include <float.h>
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using namespace spine;
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Skeleton::Skeleton(SkeletonData *skeletonData)
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: _data(skeletonData), _skin(NULL), _color(1, 1, 1, 1), _scaleX(1),
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_scaleY(1), _x(0), _y(0), _time(0) {
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_bones.ensureCapacity(_data->getBones().size());
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for (size_t i = 0; i < _data->getBones().size(); ++i) {
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BoneData *data = _data->getBones()[i];
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Bone *bone;
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if (data->getParent() == NULL) {
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bone = new (__FILE__, __LINE__) Bone(*data, *this, NULL);
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} else {
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Bone *parent = _bones[data->getParent()->getIndex()];
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bone = new (__FILE__, __LINE__) Bone(*data, *this, parent);
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parent->getChildren().add(bone);
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}
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_bones.add(bone);
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}
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_slots.ensureCapacity(_data->getSlots().size());
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_drawOrder.ensureCapacity(_data->getSlots().size());
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for (size_t i = 0; i < _data->getSlots().size(); ++i) {
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SlotData *data = _data->getSlots()[i];
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Bone *bone = _bones[data->getBoneData().getIndex()];
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Slot *slot = new (__FILE__, __LINE__) Slot(*data, *bone);
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_slots.add(slot);
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_drawOrder.add(slot);
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}
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_ikConstraints.ensureCapacity(_data->getIkConstraints().size());
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for (size_t i = 0; i < _data->getIkConstraints().size(); ++i) {
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IkConstraintData *data = _data->getIkConstraints()[i];
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IkConstraint *constraint =
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new (__FILE__, __LINE__) IkConstraint(*data, *this);
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_ikConstraints.add(constraint);
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}
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_transformConstraints.ensureCapacity(_data->getTransformConstraints().size());
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for (size_t i = 0; i < _data->getTransformConstraints().size(); ++i) {
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TransformConstraintData *data = _data->getTransformConstraints()[i];
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TransformConstraint *constraint =
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new (__FILE__, __LINE__) TransformConstraint(*data, *this);
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_transformConstraints.add(constraint);
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}
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_pathConstraints.ensureCapacity(_data->getPathConstraints().size());
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for (size_t i = 0; i < _data->getPathConstraints().size(); ++i) {
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PathConstraintData *data = _data->getPathConstraints()[i];
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PathConstraint *constraint =
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new (__FILE__, __LINE__) PathConstraint(*data, *this);
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_pathConstraints.add(constraint);
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}
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_physicsConstraints.ensureCapacity(_data->getPhysicsConstraints().size());
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for (size_t i = 0; i < _data->getPhysicsConstraints().size(); ++i) {
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PhysicsConstraintData *data = _data->getPhysicsConstraints()[i];
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PhysicsConstraint *constraint =
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new (__FILE__, __LINE__) PhysicsConstraint(*data, *this);
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_physicsConstraints.add(constraint);
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}
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updateCache();
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}
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Skeleton::~Skeleton() {
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ContainerUtil::cleanUpVectorOfPointers(_bones);
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ContainerUtil::cleanUpVectorOfPointers(_slots);
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ContainerUtil::cleanUpVectorOfPointers(_ikConstraints);
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ContainerUtil::cleanUpVectorOfPointers(_transformConstraints);
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ContainerUtil::cleanUpVectorOfPointers(_pathConstraints);
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ContainerUtil::cleanUpVectorOfPointers(_physicsConstraints);
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}
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void Skeleton::updateCache() {
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_updateCache.clear();
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for (size_t i = 0, n = _bones.size(); i < n; ++i) {
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Bone *bone = _bones[i];
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bone->_sorted = bone->_data.isSkinRequired();
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bone->_active = !bone->_sorted;
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}
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if (_skin) {
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Vector<BoneData *> &skinBones = _skin->getBones();
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for (size_t i = 0, n = skinBones.size(); i < n; i++) {
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Bone *bone = _bones[skinBones[i]->getIndex()];
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do {
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bone->_sorted = false;
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bone->_active = true;
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bone = bone->_parent;
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} while (bone);
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}
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}
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size_t ikCount = _ikConstraints.size();
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size_t transformCount = _transformConstraints.size();
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size_t pathCount = _pathConstraints.size();
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size_t physicsCount = _physicsConstraints.size();
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size_t constraintCount = ikCount + transformCount + pathCount + physicsCount;
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size_t i = 0;
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continue_outer:
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for (; i < constraintCount; ++i) {
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for (size_t ii = 0; ii < ikCount; ++ii) {
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IkConstraint *constraint = _ikConstraints[ii];
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if (constraint->getData().getOrder() == i) {
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sortIkConstraint(constraint);
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i++;
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goto continue_outer;
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}
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}
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for (size_t ii = 0; ii < transformCount; ++ii) {
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TransformConstraint *constraint = _transformConstraints[ii];
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if (constraint->getData().getOrder() == i) {
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sortTransformConstraint(constraint);
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i++;
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goto continue_outer;
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}
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}
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for (size_t ii = 0; ii < pathCount; ++ii) {
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PathConstraint *constraint = _pathConstraints[ii];
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if (constraint->getData().getOrder() == i) {
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sortPathConstraint(constraint);
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i++;
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goto continue_outer;
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}
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}
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for (size_t ii = 0; ii < physicsCount; ++ii) {
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PhysicsConstraint *constraint = _physicsConstraints[ii];
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if (constraint->getData().getOrder() == i) {
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sortPhysicsConstraint(constraint);
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i++;
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goto continue_outer;
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}
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}
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}
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size_t n = _bones.size();
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for (i = 0; i < n; ++i) {
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sortBone(_bones[i]);
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}
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}
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void Skeleton::printUpdateCache() {
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for (size_t i = 0; i < _updateCache.size(); i++) {
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Updatable *updatable = _updateCache[i];
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if (updatable->getRTTI().isExactly(Bone::rtti)) {
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printf("bone %s\n", ((Bone *) updatable)->getData().getName().buffer());
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} else if (updatable->getRTTI().isExactly(TransformConstraint::rtti)) {
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printf("transform constraint %s\n",
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((TransformConstraint *) updatable)->getData().getName().buffer());
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} else if (updatable->getRTTI().isExactly(IkConstraint::rtti)) {
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printf("ik constraint %s\n",
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((IkConstraint *) updatable)->getData().getName().buffer());
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} else if (updatable->getRTTI().isExactly(PathConstraint::rtti)) {
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printf("path constraint %s\n",
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((PathConstraint *) updatable)->getData().getName().buffer());
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} else if (updatable->getRTTI().isExactly(PhysicsConstraint::rtti)) {
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printf("physics constraint %s\n",
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((PhysicsConstraint *) updatable)->getData().getName().buffer());
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}
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}
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}
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void Skeleton::updateWorldTransform(Physics physics) {
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for (size_t i = 0, n = _bones.size(); i < n; i++) {
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Bone *bone = _bones[i];
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bone->_ax = bone->_x;
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bone->_ay = bone->_y;
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bone->_arotation = bone->_rotation;
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bone->_ascaleX = bone->_scaleX;
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bone->_ascaleY = bone->_scaleY;
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bone->_ashearX = bone->_shearX;
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bone->_ashearY = bone->_shearY;
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}
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for (size_t i = 0, n = _updateCache.size(); i < n; ++i) {
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Updatable *updatable = _updateCache[i];
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updatable->update(physics);
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}
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}
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void Skeleton::updateWorldTransform(Physics physics, Bone *parent) {
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// Apply the parent bone transform to the root bone. The root bone always
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// inherits scale, rotation and reflection.
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Bone *rootBone = getRootBone();
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float pa = parent->_a, pb = parent->_b, pc = parent->_c, pd = parent->_d;
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rootBone->_worldX = pa * _x + pb * _y + parent->_worldX;
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rootBone->_worldY = pc * _x + pd * _y + parent->_worldY;
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float rx = (rootBone->_rotation + rootBone->_shearX) * MathUtil::Deg_Rad;
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float ry = (rootBone->_rotation + 90 + rootBone->_shearY) * MathUtil::Deg_Rad;
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float la = MathUtil::cos(rx) * rootBone->_scaleX;
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float lb = MathUtil::cos(ry) * rootBone->_scaleY;
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float lc = MathUtil::sin(rx) * rootBone->_scaleX;
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float ld = MathUtil::sin(ry) * rootBone->_scaleY;
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rootBone->_a = (pa * la + pb * lc) * _scaleX;
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rootBone->_b = (pa * lb + pb * ld) * _scaleX;
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rootBone->_c = (pc * la + pd * lc) * _scaleY;
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rootBone->_d = (pc * lb + pd * ld) * _scaleY;
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// Update everything except root bone.
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Bone *rb = getRootBone();
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for (size_t i = 0, n = _updateCache.size(); i < n; i++) {
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Updatable *updatable = _updateCache[i];
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if (updatable != rb)
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updatable->update(physics);
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}
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}
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void Skeleton::setToSetupPose() {
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setBonesToSetupPose();
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setSlotsToSetupPose();
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}
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void Skeleton::setBonesToSetupPose() {
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for (size_t i = 0, n = _bones.size(); i < n; ++i) {
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_bones[i]->setToSetupPose();
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}
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for (size_t i = 0, n = _ikConstraints.size(); i < n; ++i) {
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_ikConstraints[i]->setToSetupPose();
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}
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for (size_t i = 0, n = _transformConstraints.size(); i < n; ++i) {
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_transformConstraints[i]->setToSetupPose();
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}
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for (size_t i = 0, n = _pathConstraints.size(); i < n; ++i) {
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_pathConstraints[i]->setToSetupPose();
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}
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for (size_t i = 0, n = _physicsConstraints.size(); i < n; ++i) {
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_physicsConstraints[i]->setToSetupPose();
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}
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}
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void Skeleton::setSlotsToSetupPose() {
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_drawOrder.clear();
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for (size_t i = 0, n = _slots.size(); i < n; ++i) {
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_drawOrder.add(_slots[i]);
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}
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for (size_t i = 0, n = _slots.size(); i < n; ++i) {
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_slots[i]->setToSetupPose();
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}
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}
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Bone *Skeleton::findBone(const String &boneName) {
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return ContainerUtil::findWithDataName(_bones, boneName);
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}
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Slot *Skeleton::findSlot(const String &slotName) {
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return ContainerUtil::findWithDataName(_slots, slotName);
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}
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void Skeleton::setSkin(const String &skinName) {
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Skin *foundSkin = skinName.isEmpty() ? NULL : _data->findSkin(skinName);
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setSkin(foundSkin);
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}
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void Skeleton::setSkin(Skin *newSkin) {
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if (_skin == newSkin)
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return;
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if (newSkin != NULL) {
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if (_skin != NULL) {
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Skeleton &thisRef = *this;
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newSkin->attachAll(thisRef, *_skin);
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} else {
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for (size_t i = 0, n = _slots.size(); i < n; ++i) {
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Slot *slotP = _slots[i];
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Slot &slot = *slotP;
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const String &name = slot._data.getAttachmentName();
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if (name.length() > 0) {
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Attachment *attachment = newSkin->getAttachment(i, name);
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if (attachment != NULL) {
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slot.setAttachment(attachment);
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}
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}
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}
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}
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}
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_skin = newSkin;
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updateCache();
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}
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Attachment *Skeleton::getAttachment(const String &slotName,
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const String &attachmentName) {
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return getAttachment(_data->findSlot(slotName)->getIndex(), attachmentName);
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}
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Attachment *Skeleton::getAttachment(int slotIndex,
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const String &attachmentName) {
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if (attachmentName.isEmpty())
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return NULL;
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if (_skin != NULL) {
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Attachment *attachment = _skin->getAttachment(slotIndex, attachmentName);
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if (attachment != NULL) {
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return attachment;
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}
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}
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return _data->getDefaultSkin() != NULL
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? _data->getDefaultSkin()->getAttachment(slotIndex, attachmentName)
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: NULL;
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}
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void Skeleton::setAttachment(const String &slotName,
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const String &attachmentName) {
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assert(slotName.length() > 0);
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for (size_t i = 0, n = _slots.size(); i < n; ++i) {
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Slot *slot = _slots[i];
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if (slot->_data.getName() == slotName) {
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Attachment *attachment = NULL;
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if (attachmentName.length() > 0) {
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attachment = getAttachment((int) i, attachmentName);
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assert(attachment != NULL);
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}
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slot->setAttachment(attachment);
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return;
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}
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}
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printf("Slot not found: %s", slotName.buffer());
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assert(false);
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}
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IkConstraint *Skeleton::findIkConstraint(const String &constraintName) {
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assert(constraintName.length() > 0);
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for (size_t i = 0, n = _ikConstraints.size(); i < n; ++i) {
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IkConstraint *ikConstraint = _ikConstraints[i];
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if (ikConstraint->_data.getName() == constraintName) {
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return ikConstraint;
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}
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}
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return NULL;
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}
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TransformConstraint *
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Skeleton::findTransformConstraint(const String &constraintName) {
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assert(constraintName.length() > 0);
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for (size_t i = 0, n = _transformConstraints.size(); i < n; ++i) {
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TransformConstraint *transformConstraint = _transformConstraints[i];
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if (transformConstraint->_data.getName() == constraintName) {
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return transformConstraint;
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}
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}
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return NULL;
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}
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PathConstraint *Skeleton::findPathConstraint(const String &constraintName) {
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assert(constraintName.length() > 0);
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for (size_t i = 0, n = _pathConstraints.size(); i < n; ++i) {
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PathConstraint *constraint = _pathConstraints[i];
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if (constraint->_data.getName() == constraintName) {
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return constraint;
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}
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}
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return NULL;
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}
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PhysicsConstraint *
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Skeleton::findPhysicsConstraint(const String &constraintName) {
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assert(constraintName.length() > 0);
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for (size_t i = 0, n = _physicsConstraints.size(); i < n; ++i) {
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PhysicsConstraint *constraint = _physicsConstraints[i];
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if (constraint->_data.getName() == constraintName) {
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return constraint;
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}
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}
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return NULL;
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}
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void Skeleton::getBounds(float &outX, float &outY, float &outWidth,
|
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float &outHeight, Vector<float> &outVertexBuffer) {
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float minX = FLT_MAX;
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float minY = FLT_MAX;
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float maxX = -FLT_MAX;
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float maxY = -FLT_MAX;
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for (size_t i = 0; i < _drawOrder.size(); ++i) {
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Slot *slot = _drawOrder[i];
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if (!slot->_bone._active)
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continue;
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size_t verticesLength = 0;
|
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Attachment *attachment = slot->getAttachment();
|
|
|
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if (attachment != NULL &&
|
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attachment->getRTTI().instanceOf(RegionAttachment::rtti)) {
|
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RegionAttachment *regionAttachment =
|
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static_cast<RegionAttachment *>(attachment);
|
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|
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verticesLength = 8;
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if (outVertexBuffer.size() < 8) {
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outVertexBuffer.setSize(8, 0);
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}
|
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regionAttachment->computeWorldVertices(*slot, outVertexBuffer, 0);
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} else if (attachment != NULL &&
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attachment->getRTTI().instanceOf(MeshAttachment::rtti)) {
|
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MeshAttachment *mesh = static_cast<MeshAttachment *>(attachment);
|
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|
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verticesLength = mesh->getWorldVerticesLength();
|
|
if (outVertexBuffer.size() < verticesLength) {
|
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outVertexBuffer.setSize(verticesLength, 0);
|
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}
|
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|
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mesh->computeWorldVertices(*slot, 0, verticesLength,
|
|
outVertexBuffer.buffer(), 0);
|
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}
|
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|
|
for (size_t ii = 0; ii < verticesLength; ii += 2) {
|
|
float vx = outVertexBuffer[ii];
|
|
float vy = outVertexBuffer[ii + 1];
|
|
|
|
minX = MathUtil::min(minX, vx);
|
|
minY = MathUtil::min(minY, vy);
|
|
maxX = MathUtil::max(maxX, vx);
|
|
maxY = MathUtil::max(maxY, vy);
|
|
}
|
|
}
|
|
|
|
outX = minX;
|
|
outY = minY;
|
|
outWidth = maxX - minX;
|
|
outHeight = maxY - minY;
|
|
}
|
|
|
|
Bone *Skeleton::getRootBone() { return _bones.size() == 0 ? NULL : _bones[0]; }
|
|
|
|
SkeletonData *Skeleton::getData() { return _data; }
|
|
|
|
Vector<Bone *> &Skeleton::getBones() { return _bones; }
|
|
|
|
Vector<Updatable *> &Skeleton::getUpdateCacheList() { return _updateCache; }
|
|
|
|
Vector<Slot *> &Skeleton::getSlots() { return _slots; }
|
|
|
|
Vector<Slot *> &Skeleton::getDrawOrder() { return _drawOrder; }
|
|
|
|
Vector<IkConstraint *> &Skeleton::getIkConstraints() { return _ikConstraints; }
|
|
|
|
Vector<PathConstraint *> &Skeleton::getPathConstraints() {
|
|
return _pathConstraints;
|
|
}
|
|
|
|
Vector<TransformConstraint *> &Skeleton::getTransformConstraints() {
|
|
return _transformConstraints;
|
|
}
|
|
|
|
Vector<PhysicsConstraint *> &Skeleton::getPhysicsConstraints() {
|
|
return _physicsConstraints;
|
|
}
|
|
|
|
Skin *Skeleton::getSkin() { return _skin; }
|
|
|
|
Color &Skeleton::getColor() { return _color; }
|
|
|
|
void Skeleton::setPosition(float x, float y) {
|
|
_x = x;
|
|
_y = y;
|
|
}
|
|
|
|
float Skeleton::getX() { return _x; }
|
|
|
|
void Skeleton::setX(float inValue) { _x = inValue; }
|
|
|
|
float Skeleton::getY() { return _y; }
|
|
|
|
void Skeleton::setY(float inValue) { _y = inValue; }
|
|
|
|
float Skeleton::getScaleX() { return _scaleX; }
|
|
|
|
void Skeleton::setScaleX(float inValue) { _scaleX = inValue; }
|
|
|
|
float Skeleton::getScaleY() { return _scaleY * (Bone::isYDown() ? -1 : 1); }
|
|
|
|
void Skeleton::setScaleY(float inValue) { _scaleY = inValue; }
|
|
|
|
void Skeleton::sortIkConstraint(IkConstraint *constraint) {
|
|
constraint->_active =
|
|
constraint->_target->_active &&
|
|
(!constraint->_data.isSkinRequired() ||
|
|
(_skin && _skin->_constraints.contains(&constraint->_data)));
|
|
if (!constraint->_active)
|
|
return;
|
|
|
|
Bone *target = constraint->getTarget();
|
|
sortBone(target);
|
|
|
|
Vector<Bone *> &constrained = constraint->getBones();
|
|
Bone *parent = constrained[0];
|
|
sortBone(parent);
|
|
|
|
if (constrained.size() == 1) {
|
|
_updateCache.add(constraint);
|
|
sortReset(parent->_children);
|
|
} else {
|
|
Bone *child = constrained[constrained.size() - 1];
|
|
sortBone(child);
|
|
|
|
_updateCache.add(constraint);
|
|
|
|
sortReset(parent->_children);
|
|
child->_sorted = true;
|
|
}
|
|
}
|
|
|
|
void Skeleton::sortPathConstraint(PathConstraint *constraint) {
|
|
constraint->_active =
|
|
constraint->_target->_bone._active &&
|
|
(!constraint->_data.isSkinRequired() ||
|
|
(_skin && _skin->_constraints.contains(&constraint->_data)));
|
|
if (!constraint->_active)
|
|
return;
|
|
|
|
Slot *slot = constraint->getTarget();
|
|
int slotIndex = slot->getData().getIndex();
|
|
Bone &slotBone = slot->getBone();
|
|
if (_skin != NULL)
|
|
sortPathConstraintAttachment(_skin, slotIndex, slotBone);
|
|
if (_data->_defaultSkin != NULL && _data->_defaultSkin != _skin)
|
|
sortPathConstraintAttachment(_data->_defaultSkin, slotIndex, slotBone);
|
|
for (size_t ii = 0, nn = _data->_skins.size(); ii < nn; ii++)
|
|
sortPathConstraintAttachment(_data->_skins[ii], slotIndex, slotBone);
|
|
|
|
Attachment *attachment = slot->getAttachment();
|
|
if (attachment != NULL &&
|
|
attachment->getRTTI().instanceOf(PathAttachment::rtti))
|
|
sortPathConstraintAttachment(attachment, slotBone);
|
|
|
|
Vector<Bone *> &constrained = constraint->getBones();
|
|
size_t boneCount = constrained.size();
|
|
for (size_t i = 0; i < boneCount; ++i) {
|
|
sortBone(constrained[i]);
|
|
}
|
|
|
|
_updateCache.add(constraint);
|
|
|
|
for (size_t i = 0; i < boneCount; i++)
|
|
sortReset(constrained[i]->getChildren());
|
|
for (size_t i = 0; i < boneCount; i++)
|
|
constrained[i]->_sorted = true;
|
|
}
|
|
|
|
void Skeleton::sortTransformConstraint(TransformConstraint *constraint) {
|
|
constraint->_active =
|
|
constraint->_target->_active &&
|
|
(!constraint->_data.isSkinRequired() ||
|
|
(_skin && _skin->_constraints.contains(&constraint->_data)));
|
|
if (!constraint->_active)
|
|
return;
|
|
|
|
sortBone(constraint->getTarget());
|
|
|
|
Vector<Bone *> &constrained = constraint->getBones();
|
|
size_t boneCount = constrained.size();
|
|
if (constraint->_data.isLocal()) {
|
|
for (size_t i = 0; i < boneCount; i++) {
|
|
Bone *child = constrained[i];
|
|
sortBone(child->getParent());
|
|
sortBone(child);
|
|
}
|
|
} else {
|
|
for (size_t i = 0; i < boneCount; ++i) {
|
|
sortBone(constrained[i]);
|
|
}
|
|
}
|
|
|
|
_updateCache.add(constraint);
|
|
|
|
for (size_t i = 0; i < boneCount; ++i)
|
|
sortReset(constrained[i]->getChildren());
|
|
for (size_t i = 0; i < boneCount; ++i)
|
|
constrained[i]->_sorted = true;
|
|
}
|
|
|
|
void Skeleton::sortPhysicsConstraint(PhysicsConstraint *constraint) {
|
|
Bone *bone = constraint->getBone();
|
|
constraint->_active =
|
|
bone->_active &&
|
|
(!constraint->_data.isSkinRequired() ||
|
|
(_skin && _skin->_constraints.contains(&constraint->_data)));
|
|
if (!constraint->_active)
|
|
return;
|
|
|
|
sortBone(bone);
|
|
_updateCache.add(constraint);
|
|
sortReset(bone->getChildren());
|
|
bone->_sorted = true;
|
|
}
|
|
|
|
void Skeleton::sortPathConstraintAttachment(Skin *skin, size_t slotIndex,
|
|
Bone &slotBone) {
|
|
Skin::AttachmentMap::Entries attachments = skin->getAttachments();
|
|
|
|
while (attachments.hasNext()) {
|
|
Skin::AttachmentMap::Entry entry = attachments.next();
|
|
if (entry._slotIndex == slotIndex) {
|
|
Attachment *value = entry._attachment;
|
|
sortPathConstraintAttachment(value, slotBone);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton::sortPathConstraintAttachment(Attachment *attachment,
|
|
Bone &slotBone) {
|
|
if (attachment == NULL ||
|
|
!attachment->getRTTI().instanceOf(PathAttachment::rtti))
|
|
return;
|
|
Vector<int> &pathBones =
|
|
static_cast<PathAttachment *>(attachment)->getBones();
|
|
if (pathBones.size() == 0)
|
|
sortBone(&slotBone);
|
|
else {
|
|
for (size_t i = 0, n = pathBones.size(); i < n;) {
|
|
size_t nn = pathBones[i++];
|
|
nn += i;
|
|
while (i < nn) {
|
|
sortBone(_bones[pathBones[i++]]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Skeleton::sortBone(Bone *bone) {
|
|
if (bone->_sorted)
|
|
return;
|
|
Bone *parent = bone->_parent;
|
|
if (parent != NULL)
|
|
sortBone(parent);
|
|
bone->_sorted = true;
|
|
_updateCache.add(bone);
|
|
}
|
|
|
|
void Skeleton::sortReset(Vector<Bone *> &bones) {
|
|
for (size_t i = 0, n = bones.size(); i < n; ++i) {
|
|
Bone *bone = bones[i];
|
|
if (!bone->_active)
|
|
continue;
|
|
if (bone->_sorted)
|
|
sortReset(bone->getChildren());
|
|
bone->_sorted = false;
|
|
}
|
|
}
|
|
|
|
float Skeleton::getTime() { return _time; }
|
|
|
|
void Skeleton::setTime(float time) { _time = time; }
|
|
|
|
void Skeleton::update(float delta) { _time += delta; }
|
|
|
|
void Skeleton::physicsTranslate(float x, float y) {
|
|
for (int i = 0; i < (int) _physicsConstraints.size(); i++) {
|
|
_physicsConstraints[i]->translate(x, y);
|
|
}
|
|
}
|
|
|
|
void Skeleton::physicsRotate(float x, float y, float degrees) {
|
|
for (int i = 0; i < (int) _physicsConstraints.size(); i++) {
|
|
_physicsConstraints[i]->rotate(x, y, degrees);
|
|
}
|
|
}
|