spine-runtimes/spine-lua/Skeleton.lua
2013-05-09 18:23:23 +02:00

156 lines
5.1 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 Bone = require "spine-lua.Bone"
local Slot = require "spine-lua.Slot"
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 = {},
drawOrder = {}
}
function self:updateWorldTransform ()
for i,bone in ipairs(self.bones) do
bone:updateWorldTransform(self.flipX, self.flipY)
end
end
function self:setToSetupPose ()
self:setBonesToSetupPose()
self:setSlotsToSetupPose()
end
function self:setBonesToSetupPose ()
for i,bone in ipairs(self.bones) do
bone:setToSetupPose()
end
end
function self:setSlotsToSetupPose ()
for i,slot in ipairs(self.slots) do
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
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
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
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, 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, self, bone)
table.insert(self.slots, slot)
table.insert(self.drawOrder, slot)
end
return self
end
return Skeleton