mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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113 lines
4.8 KiB
TypeScript
113 lines
4.8 KiB
TypeScript
/******************************************************************************
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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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import { Attachment, VertexAttachment } from "./attachments/Attachment.js";
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import { Bone } from "./Bone.js";
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import { Skeleton } from "./Skeleton.js";
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import { SlotData } from "./SlotData.js";
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import { Color } from "./Utils.js";
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/** Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
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* state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared
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* across multiple skeletons. */
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export class Slot {
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/** The slot's setup pose data. */
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data: SlotData;
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/** The bone this slot belongs to. */
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bone: Bone;
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/** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
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* color tinting. */
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color: Color;
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/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
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* color's alpha is not used. */
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darkColor: Color | null = null;
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attachment: Attachment | null = null;
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attachmentState: number = 0;
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/** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the
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* {@link Sequence#getSetupIndex()}. */
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sequenceIndex: number = -1;
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/** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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* weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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*
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* See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */
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deform = new Array<number>();
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constructor (data: SlotData, bone: Bone) {
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if (!data) throw new Error("data cannot be null.");
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if (!bone) throw new Error("bone cannot be null.");
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this.data = data;
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this.bone = bone;
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this.color = new Color();
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this.darkColor = !data.darkColor ? null : new Color();
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this.setToSetupPose();
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}
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/** The skeleton this slot belongs to. */
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getSkeleton (): Skeleton {
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return this.bone.skeleton;
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}
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/** The current attachment for the slot, or null if the slot has no attachment. */
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getAttachment (): Attachment | null {
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return this.attachment;
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}
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/** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}.
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* The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the
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* specified attachment. */
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setAttachment (attachment: Attachment | null) {
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if (this.attachment == attachment) return;
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if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment)
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|| (<VertexAttachment>attachment).timelineAttachment != (<VertexAttachment>this.attachment).timelineAttachment) {
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this.deform.length = 0;
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}
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this.attachment = attachment;
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this.sequenceIndex = -1;
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}
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/** Sets this slot to the setup pose. */
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setToSetupPose () {
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this.color.setFromColor(this.data.color);
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if (this.darkColor) this.darkColor.setFromColor(this.data.darkColor!);
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if (!this.data.attachmentName)
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this.attachment = null;
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else {
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this.attachment = null;
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this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
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}
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}
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}
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