mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
203 lines
7.8 KiB
TypeScript
203 lines
7.8 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine {
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/** Stores an entry in the skin consisting of the slot index, name, and attachment **/
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export class SkinEntry {
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constructor(public slotIndex: number, public name: string, public attachment: Attachment) { }
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}
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/** Stores attachments by slot index and attachment name.
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*
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* See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and
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* [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */
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export class Skin {
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/** The skin's name, which is unique across all skins in the skeleton. */
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name: string;
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attachments = new Array<Map<Attachment>>();
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bones = Array<BoneData>();
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constraints = new Array<ConstraintData>();
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constructor (name: string) {
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if (name == null) throw new Error("name cannot be null.");
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this.name = name;
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}
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/** Adds an attachment to the skin for the specified slot index and name. */
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setAttachment (slotIndex: number, name: string, attachment: Attachment) {
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if (attachment == null) throw new Error("attachment cannot be null.");
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let attachments = this.attachments;
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if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
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if (!attachments[slotIndex]) attachments[slotIndex] = { };
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attachments[slotIndex][name] = attachment;
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}
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/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
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addSkin (skin: Skin) {
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for(let i = 0; i < skin.bones.length; i++) {
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let bone = skin.bones[i];
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let contained = false;
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for (let j = 0; j < this.bones.length; j++) {
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if (this.bones[j] == bone) {
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contained = true;
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break;
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}
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}
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if (!contained) this.bones.push(bone);
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}
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for(let i = 0; i < skin.constraints.length; i++) {
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let constraint = skin.constraints[i];
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let contained = false;
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for (let j = 0; j < this.constraints.length; j++) {
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if (this.constraints[j] == constraint) {
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contained = true;
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break;
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}
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}
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if (!contained) this.constraints.push(constraint);
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}
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let attachments = skin.getAttachments();
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for (let i = 0; i < attachments.length; i++) {
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var attachment = attachments[i];
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this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
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}
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}
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/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
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* copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
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copySkin (skin: Skin) {
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for(let i = 0; i < skin.bones.length; i++) {
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let bone = skin.bones[i];
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let contained = false;
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for (let j = 0; j < this.bones.length; j++) {
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if (this.bones[j] == bone) {
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contained = true;
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break;
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}
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}
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if (!contained) this.bones.push(bone);
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}
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for(let i = 0; i < skin.constraints.length; i++) {
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let constraint = skin.constraints[i];
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let contained = false;
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for (let j = 0; j < this.constraints.length; j++) {
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if (this.constraints[j] == constraint) {
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contained = true;
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break;
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}
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}
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if (!contained) this.constraints.push(constraint);
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}
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let attachments = skin.getAttachments();
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for (let i = 0; i < attachments.length; i++) {
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var attachment = attachments[i];
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if (attachment.attachment == null) continue;
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if (attachment.attachment instanceof MeshAttachment) {
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attachment.attachment = attachment.attachment.newLinkedMesh();
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this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
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} else {
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attachment.attachment = attachment.attachment.copy();
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this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
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}
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}
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}
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/** Returns the attachment for the specified slot index and name, or null. */
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getAttachment (slotIndex: number, name: string): Attachment {
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let dictionary = this.attachments[slotIndex];
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return dictionary ? dictionary[name] : null;
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}
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/** Removes the attachment in the skin for the specified slot index and name, if any. */
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removeAttachment (slotIndex: number, name: string) {
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let dictionary = this.attachments[slotIndex];
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if (dictionary) dictionary[name] = null;
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}
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/** Returns all attachments in this skin. */
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getAttachments (): Array<SkinEntry> {
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let entries = new Array<SkinEntry>();
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for (var i = 0; i < this.attachments.length; i++) {
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let slotAttachments = this.attachments[i];
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if (slotAttachments) {
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for (let name in slotAttachments) {
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let attachment = slotAttachments[name];
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if (attachment) entries.push(new SkinEntry(i, name, attachment));
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}
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}
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}
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return entries;
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}
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/** Returns all attachments in this skin for the specified slot index. */
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getAttachmentsForSlot (slotIndex: number, attachments: Array<SkinEntry>) {
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let slotAttachments = this.attachments[slotIndex];
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if (slotAttachments) {
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for (let name in slotAttachments) {
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let attachment = slotAttachments[name];
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if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment));
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}
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}
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}
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/** Clears all attachments, bones, and constraints. */
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clear () {
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this.attachments.length = 0;
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this.bones.length = 0;
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this.constraints.length = 0;
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}
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/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
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attachAll (skeleton: Skeleton, oldSkin: Skin) {
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let slotIndex = 0;
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for (let i = 0; i < skeleton.slots.length; i++) {
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let slot = skeleton.slots[i];
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let slotAttachment = slot.getAttachment();
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if (slotAttachment && slotIndex < oldSkin.attachments.length) {
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let dictionary = oldSkin.attachments[slotIndex];
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for (let key in dictionary) {
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let skinAttachment:Attachment = dictionary[key];
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if (slotAttachment == skinAttachment) {
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let attachment = this.getAttachment(slotIndex, key);
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if (attachment != null) slot.setAttachment(attachment);
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break;
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}
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}
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}
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slotIndex++;
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}
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}
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}
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}
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