2013-03-20 15:22:07 +01:00

197 lines
6.7 KiB
Lua

-------------------------------------------------------------------------------
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without
-- modification, are permitted provided that the following conditions are met:
--
-- 1. Redistributions of source code must retain the above copyright notice, this
-- list of conditions and the following disclaimer.
-- 2. Redistributions in binary form must reproduce the above copyright notice,
-- this list of conditions and the following disclaimer in the documentation
-- and/or other materials provided with the distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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 utils = require "spine.utils"
local Bone = require "spine.Bone"
local Slot = require "spine.Slot"
local AttachmentResolver = require "spine.AttachmentResolver"
local Skeleton = {}
function Skeleton.new (skeletonData, group)
if not skeletonData then error("skeletonData cannot be nil", 2) end
local self = group or display.newGroup()
self.data = skeletonData
self.bones = {}
self.slots = {}
self.drawOrder = {}
self.images = {}
function self:updateWorldTransform ()
for i,bone in ipairs(self.bones) do
bone:updateWorldTransform(self.flipX, self.flipY)
end
for i,slot in ipairs(self.drawOrder) do
if slot.attachment then
local image = self.images[slot.attachment]
if not image then image = self.data.attachmentResolver:resolve(self, slot.attachment) end
if image ~= AttachmentResolver.failed then
image.x = slot.bone.worldX + slot.attachment.x * slot.bone.m00 + slot.attachment.y * slot.bone.m01
image.y = -(slot.bone.worldY + slot.attachment.x * slot.bone.m10 + slot.attachment.y * slot.bone.m11)
image.rotation = -(slot.bone.worldRotation + slot.attachment.rotation)
image.xScale = slot.bone.worldScaleX + slot.attachment.scaleX - 1
image.yScale = slot.bone.worldScaleY + slot.attachment.scaleY - 1
if self.flipX then
image.xScale = -image.xScale
image.rotation = -image.rotation
end
if self.flipY then
image.yScale = -image.yScale
image.rotation = -image.rotation
end
image:setFillColor(slot.r, slot.g, slot.b, slot.a)
self:insert(image)
end
end
end
if self.debug then
for i,bone in ipairs(self.bones) do
if not bone.line then bone.line = display.newLine(0, 0, bone.data.length, 0) end
bone.line.x = bone.worldX
bone.line.y = -bone.worldY
bone.line.rotation = -bone.worldRotation
if self.flipX then
bone.line.xScale = -1
bone.line.rotation = -bone.line.rotation
else
bone.line.xScale = 1
end
if self.flipY then
bone.line.yScale = -1
bone.line.rotation = -bone.line.rotation
else
bone.line.yScale = 1
end
bone.line:setColor(255, 0, 0)
self:insert(bone.line)
if not bone.circle then bone.circle = display.newCircle(0, 0, 3) end
bone.circle.x = bone.worldX
bone.circle.y = -bone.worldY
bone.circle:setFillColor(0, 255, 0)
self:insert(bone.circle)
end
end
end
function self:setToBindPose ()
self:setBonesToBindPose()
self:setSlotsToBindPose()
end
function self:setBonesToBindPose ()
for i,bone in ipairs(self.bones) do
bone:setToBindPose()
end
end
function self:setSlotsToBindPose ()
for i,slot in ipairs(self.slots) do
slot:setToBindPose()
end
end
function self:getRootBone ()
return self.bones[1]
end
function self:findSlot (slotName)
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 return slot end
end
return nil
end
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 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
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 = self.data:findSlotIndex(slotName)
if slotIndex == -1 then error("Slot not found: " .. slotName, 2) end
if self.skin then return self.skin:getAttachment(slotIndex, attachmentName) end
if self.data.defaultSkin then
local attachment = self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
if attachment then return attachment end
end
return nil
end
function self:setAttachment (slotName, attachmentName)
if not slotName then error("slotName cannot be nil.", 2) end
if not attachmentName then error("attachmentName cannot be nil.", 2) end
for i,slot in ipairs(self.slots) do
if slot.data.name == slotName then
slot:setAttachment(self:getAttachment(slotName, attachmentName))
return
end
end
error("Slot not found: " + slotName, 2)
end
function self:update (delta)
self.time = self.time + delta
end
for i,boneData in ipairs(skeletonData.bones) do
local parent
if boneData.parent then parent = self.bones[utils.indexOf(skeletonData.bones, boneData.parent)] end
table.insert(self.bones, Bone.new(boneData, parent))
end
for i,slotData in ipairs(skeletonData.slots) do
local bone = self.bones[utils.indexOf(skeletonData.bones, slotData.boneData)]
local slot = Slot.new(slotData, self, bone)
table.insert(self.slots, slot)
table.insert(self.drawOrder, slot)
end
return self
end
return Skeleton