mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
This better matches "setup mode" in the editor and we can be consistent in code and docs from now on.
197 lines
6.9 KiB
C#
197 lines
6.9 KiB
C#
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class Skeleton {
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public SkeletonData Data { get; private set; }
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public List<Bone> Bones { get; private set; }
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public List<Slot> Slots { get; private set; }
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public List<Slot> DrawOrder { get; private set; }
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public Skin Skin { get; set; }
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public float R { get; set; }
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public float G { get; set; }
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public float B { get; set; }
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public float A { get; set; }
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public float Time { get; set; }
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public bool FlipX { get; set; }
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public bool FlipY { get; set; }
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public Bone RootBone {
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get {
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return Bones.Count == 0 ? null : Bones[0];
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}
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}
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public Skeleton (SkeletonData data) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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Data = data;
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Bones = new List<Bone>(Data.Bones.Count);
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foreach (BoneData boneData in Data.Bones) {
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Bone parent = boneData.Parent == null ? null : Bones[Data.Bones.IndexOf(boneData.Parent)];
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Bones.Add(new Bone(boneData, parent));
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}
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Slots = new List<Slot>(Data.Slots.Count);
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DrawOrder = new List<Slot>(Data.Slots.Count);
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foreach (SlotData slotData in Data.Slots) {
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Bone bone = Bones[Data.Bones.IndexOf(slotData.BoneData)];
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Slot slot = new Slot(slotData, this, bone);
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Slots.Add(slot);
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DrawOrder.Add(slot);
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}
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R = 1;
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G = 1;
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B = 1;
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A = 1;
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}
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/** Updates the world transform for each bone. */
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public void UpdateWorldTransform () {
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bool flipX = FlipX;
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bool flipY = FlipY;
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List<Bone> bones = Bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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bones[i].UpdateWorldTransform(flipX, flipY);
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}
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/** Sets the bones and slots to their setup pose values. */
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public void SetToSetupPose () {
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SetBonesToSetupPose();
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SetSlotsToSetupPose();
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}
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public void SetBonesToSetupPose () {
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List<Bone> bones = this.Bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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bones[i].SetToSetupPose();
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}
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public void SetSlotsToSetupPose () {
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List<Slot> slots = this.Slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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slots[i].SetToSetupPose(i);
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}
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/** @return May be null. */
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public Bone FindBone (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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List<Bone> bones = this.Bones;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bones[i];
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if (bone.Data.Name == boneName) return bone;
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}
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return null;
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}
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/** @return -1 if the bone was not found. */
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public int FindBoneIndex (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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List<Bone> bones = this.Bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bones[i].Data.Name == boneName) return i;
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return -1;
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}
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/** @return May be null. */
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public Slot FindSlot (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<Slot> slots = this.Slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots[i];
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if (slot.Data.Name == slotName) return slot;
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}
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return null;
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}
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/** @return -1 if the bone was not found. */
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public int FindSlotIndex (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<Slot> slots = this.Slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots[i].Data.Name.Equals(slotName)) return i;
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return -1;
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}
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/** Sets a skin by name.
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* @see #setSkin(Skin) */
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public void SetSkin (String skinName) {
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Skin skin = Data.FindSkin(skinName);
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if (skin == null) throw new ArgumentException("Skin not found: " + skinName);
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SetSkin(skin);
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}
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/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
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* from the new skin are attached if the corresponding attachment from the old skin was attached.
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* @param newSkin May be null. */
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public void SetSkin (Skin newSkin) {
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if (Skin != null && newSkin != null) newSkin.AttachAll(this, Skin);
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Skin = newSkin;
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}
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/** @return May be null. */
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public Attachment GetAttachment (String slotName, String attachmentName) {
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return GetAttachment(Data.FindSlotIndex(slotName), attachmentName);
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}
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/** @return May be null. */
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public Attachment GetAttachment (int slotIndex, String attachmentName) {
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if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null.");
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if (Skin != null) {
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Attachment attachment = Skin.GetAttachment(slotIndex, attachmentName);
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if (attachment != null) return attachment;
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}
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if (Data.DefaultSkin != null) return Data.DefaultSkin.GetAttachment(slotIndex, attachmentName);
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return null;
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}
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/** @param attachmentName May be null. */
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public void SetAttachment (String slotName, String attachmentName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<Slot> slots = Slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots[i];
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if (slot.Data.Name == slotName) {
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Attachment attachment = null;
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if (attachmentName != null) {
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attachment = GetAttachment(i, attachmentName);
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if (attachment == null) throw new ArgumentNullException("Attachment not found: " + attachmentName + ", for slot: " + slotName);
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}
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slot.Attachment = attachment;
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return;
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}
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}
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throw new Exception("Slot not found: " + slotName);
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}
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public void Update (float delta) {
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Time += delta;
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}
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}
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}
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