mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
197 lines
6.7 KiB
Lua
197 lines
6.7 KiB
Lua
-------------------------------------------------------------------------------
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- Redistribution and use in source and binary forms, with or without
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-- modification, are permitted provided that the following conditions are met:
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--
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-- 1. Redistributions of source code must retain the above copyright notice, this
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-- list of conditions and the following disclaimer.
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-- 2. Redistributions in binary form must reproduce the above copyright notice,
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-- this list of conditions and the following disclaimer in the documentation
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-- and/or other materials provided with the distribution.
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--
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-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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-- ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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-- ANY 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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-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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------------------------------------------------------------------------------
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local utils = require "spine.utils"
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local Bone = require "spine.Bone"
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local Slot = require "spine.Slot"
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local AttachmentResolver = require "spine.AttachmentResolver"
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local Skeleton = {}
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function Skeleton.new (skeletonData, group)
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if not skeletonData then error("skeletonData cannot be nil", 2) end
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local self = group or display.newGroup()
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self.data = skeletonData
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self.bones = {}
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self.slots = {}
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self.drawOrder = {}
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self.images = {}
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function self:updateWorldTransform ()
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for i,bone in ipairs(self.bones) do
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bone:updateWorldTransform(self.flipX, self.flipY)
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end
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for i,slot in ipairs(self.drawOrder) do
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if slot.attachment then
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local image = self.images[slot.attachment]
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if not image then image = self.data.attachmentResolver:resolve(self, slot.attachment) end
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if image ~= AttachmentResolver.failed then
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image.x = slot.bone.worldX + slot.attachment.x * slot.bone.m00 + slot.attachment.y * slot.bone.m01
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image.y = -(slot.bone.worldY + slot.attachment.x * slot.bone.m10 + slot.attachment.y * slot.bone.m11)
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image.rotation = -(slot.bone.worldRotation + slot.attachment.rotation)
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image.xScale = slot.bone.worldScaleX + slot.attachment.scaleX - 1
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image.yScale = slot.bone.worldScaleY + slot.attachment.scaleY - 1
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if self.flipX then
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image.xScale = -image.xScale
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image.rotation = -image.rotation
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end
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if self.flipY then
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image.yScale = -image.yScale
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image.rotation = -image.rotation
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end
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image:setFillColor(slot.r, slot.g, slot.b, slot.a)
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self:insert(image)
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end
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end
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end
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if self.debug then
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for i,bone in ipairs(self.bones) do
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if not bone.line then bone.line = display.newLine(0, 0, bone.data.length, 0) end
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bone.line.x = bone.worldX
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bone.line.y = -bone.worldY
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bone.line.rotation = -bone.worldRotation
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if self.flipX then
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bone.line.xScale = -1
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bone.line.rotation = -bone.line.rotation
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else
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bone.line.xScale = 1
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end
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if self.flipY then
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bone.line.yScale = -1
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bone.line.rotation = -bone.line.rotation
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else
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bone.line.yScale = 1
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end
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bone.line:setColor(255, 0, 0)
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self:insert(bone.line)
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if not bone.circle then bone.circle = display.newCircle(0, 0, 3) end
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bone.circle.x = bone.worldX
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bone.circle.y = -bone.worldY
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bone.circle:setFillColor(0, 255, 0)
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self:insert(bone.circle)
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end
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end
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end
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function self:setToBindPose ()
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self:setBonesToBindPose()
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self:setSlotsToBindPose()
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end
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function self:setBonesToBindPose ()
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for i,bone in ipairs(self.bones) do
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bone:setToBindPose()
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end
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end
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function self:setSlotsToBindPose ()
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for i,slot in ipairs(self.slots) do
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slot:setToBindPose()
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end
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end
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function self:getRootBone ()
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return self.bones[1]
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end
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function self:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.data.name == slotName then return slot end
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end
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return nil
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end
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function self:setSkin (skinName)
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local newSkin
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if skinName then
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newSkin = self.data:findSkin(skinName)
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if not newSkin then error("Skin not found: " .. skinName, 2) end
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if self.skin then
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-- Attach all attachments from the new skin if the corresponding attachment from the old skin is currently attached.
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for k,v in self.skin.attachments do
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local attachment = v[3]
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local slotIndex = v[1]
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local slot = self.slots[slotIndex]
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if slot.attachment == attachment then
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local name = v[2]
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local newAttachment = newSkin:getAttachment(slotIndex, name)
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if newAttachment then slot:setAttachment(newAttachment) end
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end
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end
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end
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end
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self.skin = newSkin
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end
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function self:getAttachment (slotName, attachmentName)
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if not slotName then error("slotName cannot be nil.", 2) end
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if not attachmentName then error("attachmentName cannot be nil.", 2) end
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local slotIndex = self.data:findSlotIndex(slotName)
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if slotIndex == -1 then error("Slot not found: " .. slotName, 2) end
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if self.skin then return self.skin:getAttachment(slotIndex, attachmentName) end
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if self.data.defaultSkin then
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local attachment = self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
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if attachment then return attachment end
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end
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return nil
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end
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function self:setAttachment (slotName, attachmentName)
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if not slotName then error("slotName cannot be nil.", 2) end
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if not attachmentName then error("attachmentName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.data.name == slotName then
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slot:setAttachment(self:getAttachment(slotName, attachmentName))
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return
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end
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end
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error("Slot not found: " + slotName, 2)
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end
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function self:update (delta)
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self.time = self.time + delta
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end
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for i,boneData in ipairs(skeletonData.bones) do
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local parent
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if boneData.parent then parent = self.bones[utils.indexOf(skeletonData.bones, boneData.parent)] end
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table.insert(self.bones, Bone.new(boneData, parent))
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end
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for i,slotData in ipairs(skeletonData.slots) do
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local bone = self.bones[utils.indexOf(skeletonData.bones, slotData.boneData)]
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local slot = Slot.new(slotData, self, bone)
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table.insert(self.slots, slot)
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table.insert(self.drawOrder, slot)
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end
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return self
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end
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return Skeleton
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