spine-runtimes/spine-lua/Skeleton.lua
NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

253 lines
8.1 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License
-- Version 2.3
--
-- Copyright (c) 2013-2015, 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 (the "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 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 SOFTWARE 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 Bone = require "spine-lua.Bone"
local Slot = require "spine-lua.Slot"
local IkConstraint = require "spine-lua.IkConstraint"
local AttachmentLoader = require "spine-lua.AttachmentLoader"
local Skeleton = {}
function Skeleton.new (skeletonData)
if not skeletonData then error("skeletonData cannot be nil", 2) end
local self = {
data = skeletonData,
bones = {},
slots = {},
slotsByName = {},
drawOrder = {},
ikConstraints = {},
r = 1, g = 1, b = 1, a = 1,
skin = nil,
flipX = false, flipY = false,
time = 0,
x = 0, y = 0
}
-- Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed.
function self:updateCache ()
self.boneCache = {}
local boneCache = self.boneCache
local ikConstraints = self.ikConstraints
local ikConstraintsCount = #ikConstraints
local arrayCount = ikConstraintsCount + 1
while #boneCache < arrayCount do
table.insert(boneCache, {})
end
local nonIkBones = boneCache[1]
for i,bone in ipairs(self.bones) do
local current = bone
local continueOuter
repeat
for ii,ikConstraint in ipairs(ikConstraints) do
local parent = ikConstraint.bones[0]
local child = ikConstraint.bones[#ikConstraint.bones - 1]
while true do
if current == child then
table.insert(boneCache[ii], bone)
table.insert(boneCache[ii + 1], bone)
ii = ikConstraintsCount
continueOuter = true
break
end
if child == parent then break end
child = child.parent
end
end
if continueOuter then break end
current = current.parent
until not current
table.insert(nonIkBones, bone)
end
end
-- Updates the world transform for each bone and applies IK constraints.
function self:updateWorldTransform ()
local bones = self.bones
for i,bone in ipairs(self.bones) do
bone.rotationIK = bone.rotation
end
local boneCache = self.boneCache
local ikConstraints = self.ikConstraints
local i = 1
local last = #boneCache
while true do
for ii,bone in ipairs(boneCache[i]) do
bone:updateWorldTransform()
end
if i == last then break end
ikConstraints[i]:apply()
i = i + 1
end
end
function self:setToSetupPose ()
self:setBonesToSetupPose()
self:setSlotsToSetupPose()
end
function self:setBonesToSetupPose ()
for i,bone in ipairs(self.bones) do
bone:setToSetupPose()
end
for i,ikConstraint in ipairs(self.ikConstraints) do
ikConstraint.bendDirection = ikConstraint.data.bendDirection
ikConstraint.mix = ikConstraint.data.mix
end
end
function self:setSlotsToSetupPose ()
for i,slot in ipairs(self.slots) do
self.drawOrder[i] = slot
slot:setToSetupPose()
end
end
function self:getRootBone ()
return self.bones[1]
end
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.data.name == boneName then return bone end
end
return nil
end
function self:findSlot (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return self.slotsByName[slotName]
end
-- Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
-- 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.
function self:setSkin (skinName)
local newSkin
if skinName then
newSkin = self.data:findSkin(skinName)
if not newSkin then error("Skin not found = " .. skinName, 2) end
if self.skin then
-- Attach all attachments from the new skin if the corresponding attachment from the old skin is currently attached.
for k,v in pairs(self.skin.attachments) do
local attachment = v[3]
local slotIndex = v[1]
local slot = self.slots[slotIndex]
if slot.attachment == attachment then
local name = v[2]
local newAttachment = newSkin:getAttachment(slotIndex, name)
if newAttachment then slot:setAttachment(newAttachment) end
end
end
else
-- No previous skin, attach setup pose attachments.
for i,slot in ipairs(self.slots) do
local name = slot.data.attachmentName
if name then
local attachment = newSkin:getAttachment(i, name)
if attachment then slot:setAttachment(attachment) end
end
end
end
end
self.skin = newSkin
end
function self:getAttachment (slotName, attachmentName)
if not slotName then error("slotName cannot be nil.", 2) end
if not attachmentName then error("attachmentName cannot be nil.", 2) end
local slotIndex = skeletonData.slotNameIndices[slotName]
if slotIndex == -1 then error("Slot not found = " .. slotName, 2) end
if self.skin then
local attachment = self.skin:getAttachment(slotIndex, attachmentName)
if attachment then return attachment end
end
if self.data.defaultSkin then
return self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
end
return nil
end
function self:setAttachment (slotName, attachmentName)
if not slotName then error("slotName cannot be nil.", 2) end
for i,slot in ipairs(self.slots) do
if slot.data.name == slotName then
if not attachmentName then
slot:setAttachment(nil)
else
slot:setAttachment(self:getAttachment(slotName, attachmentName))
end
return
end
end
error("Slot not found = " .. slotName, 2)
end
function self:update (delta)
self.time = self.time + delta
end
function self:setColor (r, g, b, a)
self.r = r
self.g = g
self.b = b
self.a = a
end
for i,boneData in ipairs(skeletonData.bones) do
local parent
if boneData.parent then parent = self.bones[spine.utils.indexOf(skeletonData.bones, boneData.parent)] end
table.insert(self.bones, Bone.new(boneData, self, parent))
end
for i,slotData in ipairs(skeletonData.slots) do
local bone = self.bones[spine.utils.indexOf(skeletonData.bones, slotData.boneData)]
local slot = Slot.new(slotData, bone)
table.insert(self.slots, slot)
self.slotsByName[slot.data.name] = slot
table.insert(self.drawOrder, slot)
end
for i,ikConstraintData in ipairs(skeletonData.ikConstraints) do
table.insert(self.ikConstraints, IkConstraint.new(ikConstraintData, self))
end
self:updateCache()
return self
end
return Skeleton