mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
249 lines
7.7 KiB
Lua
249 lines
7.7 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2.1
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--
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- You are granted a perpetual, non-exclusive, non-sublicensable and
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-- non-transferable license to install, execute and perform the Spine Runtimes
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-- Software (the "Software") solely for internal use. Without the written
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-- permission of Esoteric Software (typically granted by licensing Spine), you
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-- may not (a) modify, translate, adapt or otherwise create derivative works,
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-- improvements of the Software or develop new applications using the Software
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-- or (b) remove, delete, alter or obscure any trademarks or any copyright,
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-- trademark, patent or other intellectual property or proprietary rights
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-- notices on or in the Software, including any copy thereof. Redistributions
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-- in binary or source form must include this license and terms.
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--
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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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-- EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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-- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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-- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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-- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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-- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local Bone = require "spine-lua.Bone"
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local Slot = require "spine-lua.Slot"
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local IkConstraint = require "spine-lua.IkConstraint"
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local AttachmentLoader = require "spine-lua.AttachmentLoader"
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local Skeleton = {}
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function Skeleton.new (skeletonData)
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if not skeletonData then error("skeletonData cannot be nil", 2) end
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local self = {
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data = skeletonData,
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bones = {},
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slots = {},
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slotsByName = {},
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drawOrder = {},
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ikConstraints = {},
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r = 1, g = 1, b = 1, a = 1,
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skin = nil,
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flipX = false, flipY = false,
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time = 0,
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x = 0, y = 0
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}
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-- Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed.
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function self:updateCache ()
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self.boneCache = {}
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local boneCache = self.boneCache
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local ikConstraints = self.ikConstraints
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local ikConstraintsCount = #ikConstraints
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local arrayCount = ikConstraintsCount + 1
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while #boneCache < arrayCount do
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table.insert(boneCache, {})
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end
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local nonIkBones = boneCache[1]
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for i,bone in ipairs(self.bones) do
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local current = bone
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local continueOuter
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repeat
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for ii,ikConstraint in ipairs(ikConstraints) do
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local parent = ikConstraint.bones[0]
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local child = ikConstraint.bones[#ikConstraint.bones - 1]
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while true do
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if current == child then
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table.insert(boneCache[ii], bone)
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table.insert(boneCache[ii + 1], bone)
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ii = ikConstraintsCount
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continueOuter = true
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break
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end
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if child == parent then break end
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child = child.parent
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end
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end
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if continueOuter then break end
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current = current.parent
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until not current
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table.insert(nonIkBones, bone)
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end
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end
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-- Updates the world transform for each bone and applies IK constraints.
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function self:updateWorldTransform ()
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local bones = self.bones
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for i,bone in ipairs(self.bones) do
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bone.rotationIK = bone.rotation
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end
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local boneCache = self.boneCache
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local ikConstraints = self.ikConstraints
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local i = 1
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local last = #boneCache
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while true do
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for ii,bone in ipairs(boneCache[i]) do
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bone:updateWorldTransform()
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end
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if i == last then break end
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ikConstraints[i]:apply()
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i = i + 1
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end
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end
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function self:setToSetupPose ()
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self:setBonesToSetupPose()
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self:setSlotsToSetupPose()
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end
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function self:setBonesToSetupPose ()
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for i,bone in ipairs(self.bones) do
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bone:setToSetupPose()
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end
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for i,ikConstraint in ipairs(self.ikConstraints) do
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ikConstraint.bendDirection = ikConstraint.data.bendDirection
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ikConstraint.mix = ikConstraint.data.mix
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end
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end
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function self:setSlotsToSetupPose ()
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for i,slot in ipairs(self.slots) do
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self.drawOrder[i] = slot
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slot:setToSetupPose()
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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:findBone (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.data.name == boneName then return bone end
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end
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return nil
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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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return self.slotsByName[slotName]
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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 pairs(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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else
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-- No previous skin, attach setup pose attachments.
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for i,slot in ipairs(self.slots) do
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local name = slot.data.attachmentName
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if name then
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local attachment = newSkin:getAttachment(i, name)
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if attachment then slot:setAttachment(attachment) 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 = skeletonData.slotNameIndices[slotName]
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if slotIndex == -1 then error("Slot not found = " .. slotName, 2) end
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if self.skin then
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local attachment = self.skin:getAttachment(slotIndex, attachmentName)
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if attachment then return attachment end
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end
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if self.data.defaultSkin then
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return self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
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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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for i,slot in ipairs(self.slots) do
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if slot.data.name == slotName then
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if not attachmentName then
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slot:setAttachment(nil)
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else
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slot:setAttachment(self:getAttachment(slotName, attachmentName))
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end
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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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function self:setColor (r, g, b, a)
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self.r = r
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self.g = g
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self.b = b
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self.a = a
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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[spine.utils.indexOf(skeletonData.bones, boneData.parent)] end
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table.insert(self.bones, Bone.new(boneData, self, 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[spine.utils.indexOf(skeletonData.bones, slotData.boneData)]
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local slot = Slot.new(slotData, bone)
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table.insert(self.slots, slot)
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self.slotsByName[slot.data.name] = slot
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table.insert(self.drawOrder, slot)
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end
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for i,ikConstraintData in ipairs(skeletonData.ikConstraints) do
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table.insert(self.ikConstraints, IkConstraint.new(ikConstraintData, self))
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end
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self:updateCache()
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return self
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end
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return Skeleton
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