2018-03-05 16:58:12 +01:00

248 lines
7.1 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_Skeleton_h
#define Spine_Skeleton_h
#include <spine/Vector.h>
#include <spine/MathUtil.h>
#include <spine/SpineObject.h>
#include <spine/String.h>
#include <spine/Color.h>
#include <limits> // std::numeric_limits
namespace Spine {
class SkeletonData;
class Bone;
class Updatable;
class Slot;
class IkConstraint;
class PathConstraint;
class TransformConstraint;
class Skin;
class Attachment;
class Skeleton : public SpineObject {
friend class AnimationState;
friend class SkeletonBounds;
friend class SkeletonClipping;
friend class AttachmentTimeline;
friend class ColorTimeline;
friend class DeformTimeline;
friend class DrawOrderTimeline;
friend class EventTimeline;
friend class IkConstraintTimeline;
friend class PathConstraintMixTimeline;
friend class PathConstraintPositionTimeline;
friend class PathConstraintSpacingTimeline;
friend class ScaleTimeline;
friend class ShearTimeline;
friend class TransformConstraintTimeline;
friend class TranslateTimeline;
friend class TwoColorTimeline;
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();
/// Updates the world transform for each bone and applies constraints.
void updateWorldTransform();
/// Sets the bones, constraints, and slots to their setup pose values.
void setToSetupPose();
/// Sets the bones and constraints to their setup pose values.
void setBonesToSetupPose();
void setSlotsToSetupPose();
/// @return May be NULL.
Bone *findBone(const String &boneName);
/// @return -1 if the bone was not found.
int findBoneIndex(const String &boneName);
/// @return May be NULL.
Slot *findSlot(const String &slotName);
/// @return -1 if the bone was not found.
int findSlotIndex(const String &slotName);
/// 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);
/// @return May be NULL.
IkConstraint *findIkConstraint(const String &constraintName);
/// @return May be NULL.
TransformConstraint *findTransformConstraint(const String &constraintName);
/// @return May be NULL.
PathConstraint *findPathConstraint(const String &constraintName);
void update(float delta);
/// 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 a Vector of floats. This method will assign it with new floats as needed.
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer);
Bone *getRootBone();
const SkeletonData *getData();
Vector<Bone *> &getBones();
Vector<Updatable *> &getUpdateCacheList();
Vector<Slot *> &getSlots();
Vector<Slot *> &getDrawOrder();
Vector<IkConstraint *> &getIkConstraints();
Vector<PathConstraint *> &getPathConstraints();
Vector<TransformConstraint *> &getTransformConstraints();
Skin *getSkin();
Color &getColor();
float getTime();
void setTime(float inValue);
void setPosition(float x, float y);
float getX();
void setX(float inValue);
float getY();
void setY(float inValue);
bool getFlipX();
void setFlipX(bool inValue);
bool getFlipY();
void setFlipY(bool inValue);
private:
SkeletonData *_data;
Vector<Bone *> _bones;
Vector<Slot *> _slots;
Vector<Slot *> _drawOrder;
Vector<IkConstraint *> _ikConstraints;
Vector<TransformConstraint *> _transformConstraints;
Vector<PathConstraint *> _pathConstraints;
Vector<Updatable *> _updateCache;
Vector<Bone *> _updateCacheReset;
Skin *_skin;
Color _color;
float _time;
bool _flipX, _flipY;
float _x, _y;
void sortIkConstraint(IkConstraint *constraint);
void sortPathConstraint(PathConstraint *constraint);
void sortTransformConstraint(TransformConstraint *constraint);
void sortPathConstraintAttachment(Skin *skin, int slotIndex, Bone &slotBone);
void sortPathConstraintAttachment(Attachment *attachment, Bone &slotBone);
void sortBone(Bone *bone);
static void sortReset(Vector<Bone *> &bones);
};
}
#endif /* Spine_Skeleton_h */