spine-runtimes/spine-lua/Skeleton.lua
NathanSweet 7a18f0818c Every space in its place! (tm)
(whitespace clean up)
2016-10-15 23:15:41 +02:00

477 lines
14 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) 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 PathConstraint = require "spine-lua.PathConstraint"
local TransformConstraint = require "spine-lua.TransformConstraint"
local AttachmentLoader = require "spine-lua.AttachmentLoader"
local AttachmentType = require "spine-lua.attachments.AttachmentType"
local Color = require "spine-lua.Color"
local setmetatable = setmetatable
local ipairs = ipairs
local table_insert = table.insert
local Skeleton = {}
Skeleton.__index = Skeleton
function Skeleton.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
bones = {},
slots = {},
slotsByName = {},
drawOrder = {},
ikConstraints = {}, ikConstaintsSorted = {},
transformConstraints = {},
pathConstraints = {},
_updateCache = {},
skin = nil,
color = Color.newWith(1, 1, 1, 1),
time = 0,
flipX = false, flipY = false,
x = 0, y = 0
}
setmetatable(self, Skeleton)
for i,boneData in ipairs(data.bones) do
local bone = nil
if boneData.parent == nil then
bone = Bone.new(boneData, self, nil)
else
local parent = self.bones[boneData.parent.index]
bone = Bone.new(boneData, self, parent)
table_insert(parent.children, bone)
end
table_insert(self.bones, bone)
end
for i,slotData in ipairs(data.slots) do
local bone = self.bones[slotData.boneData.index]
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(data.ikConstraints) do
table_insert(self.ikConstraints, IkConstraint.new(ikConstraintData, self))
end
for i, transformConstraintData in ipairs(data.transformConstraints) do
table_insert(self.transformConstraints, TransformConstraint.new(transformConstraintData, self))
end
for i, pathConstraintData in ipairs(data.pathConstraints) do
table_insert(self.pathConstraints, PathConstraint.new(pathConstraintData, self))
end
self:updateCache()
return self
end
-- Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed.
function Skeleton:updateCache ()
local updateCache = {}
self._updateCache = updateCache
local bones = self.bones
for i, bone in ipairs(bones) do
bone.sorted = false
end
local ikConstraints = {}
self.ikConstraintsSorted = ikConstraints
for i, constraint in ipairs(self.ikConstraints) do
table_insert(ikConstraints, constraint)
end
local level = 0
for i, ik in ipairs(ikConstraints) do
local bone = ik.bones[1].parent
level = 0
while bone do
bone = bone.parent
level = level + 1
end
ik.level = level
end
local i = 1
local ikCount = #ikConstraints
while i < ikCount do
local ik = ikConstraints[i + 1]
local level = ik.level
local ii = i - 1
while ii >= 0 do
local other = ikConstraints[ii + 1]
if other.level < level then break end
ikConstraints[ii + 1 + 1] = other
ii = ii - 1
end
ikConstraints[ii + 1 + 1] = ik
i = i + 1
end
for i, constraint in ipairs(ikConstraints) do
local target = constraint.target
self:sortBone(target)
local constrained = constraint.bones
local parent = constrained[1]
self:sortBone(parent)
table_insert(updateCache, constraint)
self:sortReset(parent.children)
constrained[#constrained].sorted = true
end
-- path constraints
local pathConstraints = self.pathConstraints
for i,constraint in ipairs(pathConstraints) do
local slot = constraint.target
local slotIndex = slot.data.index
local slotBone = slot.bone
if self.skin then self:sortPathConstraintAttachment(self.skin, slotIndex, slotBone) end
if self.data.defaultSkin and self.data.defaultSkin ~= self.skin then self:sortPathConstraintAttachment(self.data.defaultSkin, slotIndex, slotBone) end
for i,skin in ipairs(self.data.skins) do
self:sortPathConstraintAttachment(skin, slotIndex, slotBone)
end
local attachment = slot.attachment
if attachment.type == AttachmentType.path then self:sortPathConstraintAttachmentWith(attachment, slotBone) end
local constrained = constraint.bones
for i,c in ipairs(constrained) do
self:sortBone(c)
end
table_insert(updateCache, constraint)
for i,c in ipairs(constrained) do
self:sortReset(c.children)
end
for i,c in ipairs(constrained) do
c.sorted = true
end
end
-- transform constraints
local transformConstraints = self.transformConstraints
for i, constraint in ipairs(transformConstraints) do
self:sortBone(constraint.target)
local constrained = constraint.bones
for i,c in ipairs(constrained) do
self:sortBone(c)
end
table_insert(updateCache, constraint)
for i,c in ipairs(constrained) do
self:sortReset(c.children)
end
for i,c in ipairs(constrained) do
c.sorted = true
end
end
for i, bone in ipairs(self.bones) do
self:sortBone(bone)
end
end
function Skeleton:sortPathConstraintAttachment(skin, slotIndex, slotBone)
local attachments = skin.attachments[slotIndex]
if not attachments then return end
for key,attachment in pairs(attachments) do
self:sortPathConstraintAttachmentWith(attachment, slotBone)
end
end
function Skeleton:sortPathConstraintAttachmentWith(attachment, slotBone)
if attachment.type ~= AttachmentType.path then return end
local pathBones = attachment.bones
if not pathBones then
self:sortBone(slotBone)
else
local bones = self.bones
local i = 0
local n = #pathBones
while i < n do
local boneCount = pathBones[i + 1]
i = i + 1
local nn = i + boneCount
while i < nn do
self:sortBone(bones[pathBones[i + 1]])
i = i + 1
end
end
end
end
function Skeleton:sortBone(bone)
if bone.sorted then return end
local parent = bone.parent
if parent then self:sortBone(parent) end
bone.sorted = true
table_insert(self._updateCache, bone)
end
function Skeleton:sortReset(bones)
for i, bone in ipairs(bones) do
if bone.sorted then self:sortReset(bone.children) end
bone.sorted = false
end
end
-- Updates the world transform for each bone and applies IK constraints.
function Skeleton:updateWorldTransform ()
local updateCache = self._updateCache
for i, updatable in ipairs(updateCache) do
updatable:update()
end
end
function Skeleton:setToSetupPose ()
self:setBonesToSetupPose()
self:setSlotsToSetupPose()
end
function Skeleton: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
local transformConstraints = self.transformConstraints
for i, constraint in ipairs(transformConstraints) do
local data = constraint.data
constraint.rotateMix = data.rotateMix
constraint.translateMix = data.translateMix
constraint.scaleMix = data.scaleMix
constraint.shearMix = data.shearMix
end
local pathConstraints = self.pathConstraints
for i, constraint in ipairs(pathConstraints) do
local data = constraint.data
constraint.position = data.position
constraint.spacing = data.spacing
constraint.rotateMix = data.rotateMix
constraint.translateMix = data.translateMix
end
end
function Skeleton:setSlotsToSetupPose ()
for i,slot in ipairs(self.slots) do
self.drawOrder[i] = slot
slot:setToSetupPose()
end
end
function Skeleton:getRootBone ()
return self.bones[1]
end
function Skeleton: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 Skeleton:findBoneIndex(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 i end
end
return -1
end
function Skeleton:findSlot (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return self.slotsByName[slotName]
end
function Skeleton:findSlotIndex(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 i end
end
return -1
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 Skeleton:setSkin (skinName)
local skin = self.data:findSkin(skinName)
if not skin then error("Skin not found: " .. skinName, 2) end
self:setSkinByReference(skin)
end
function Skeleton:setSkinByReference(newSkin)
if newSkin then
if self.skin then
newSkin:attachAll(self, self.skin)
else
local slots = self.slots
for i, slot in ipairs(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 Skeleton:getAttachment (slotName, attachmentName)
return self:getAttachmentByIndex(self.data.slotNameIndices[slotName], attachmentName)
end
function Skeleton:getAttachmentByIndex (slotIndex, attachmentName)
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 Skeleton: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
local attachment = nil
if attachmentName then
attachment = self:getAttachmentByIndex(i, attachmentName)
if not attachment then error("Attachment not found: " .. attachmentName .. ", for slot: " .. slotName, 2) end
end
slot:setAttachment(attachment)
return
end
end
error("Slot not found: " .. slotName, 2)
end
function Skeleton:findIkConstraint(constraintName)
if not constraintName then error("constraintName cannot be null.", 2) end
local ikConstaints = self.ikConstraints
for i, ikConstraint in ipairs(ikConstraints) do
if ikConstraint.data.name == constraintName then return ikConstraint end
end
return nil
end
function Skeleton:findTransformConstraint(constraintName)
if not constraintName then error("constraintName cannot be null.", 2) end
local transformConstraints = self.transformConstraints
for i, transformConstraint in ipairs(transformConstraints) do
if transformConstraint.data.name == constraintName then return transformConstraint end
end
return nil
end
function Skeleton:findPathConstraint(constraintName)
if not constraintName then error("constraintName cannot be null.", 2) end
local pathConstraints = self.pathConstraints
for i, pathConstraint in ipairs(pathConstraints) do
if pathConstraint.data.name == constraintName then return pathConstraint end
end
return nil
end
function Skeleton:getBounds(offset, size)
if not offset then error("offset cannot be null.", 2) end
if not size then error("size cannot be null.", 2) end
local drawOrder = self.drawOrder;
local minX = 99999999
local minY = 99999999
local maxX = -99999999
local maxY = -99999999
for i, slot in ipairs(drawOrder) do
local vertices = nil
local attachment = slot.attachment
if attachment.type == AttachmentType.region or attachment.type == AttachmentType.mesh then
vertices = attachment:updateWorldVertices(slot, false);
end
if vertices then
local nn = #vertices
local ii = 1
while ii <= nn do
local x = vertices[ii]
local y = vertices[ii + 1]
minX = math_min(minX, x)
minY = math_min(minY, y)
maxX = math_max(maxX, x)
maxY = math_max(maxY, y)
ii = ii + 8
end
end
end
offset[1] = minX
offset[2] = minY
size[1] = maxX - minX
size[2] = maxY - minY
end
function Skeleton:update (delta)
self.time = self.time + delta
end
function Skeleton:setColor (r, g, b, a)
self.r = r
self.g = g
self.b = b
self.a = a
end
return Skeleton