NathanSweet 7f69300bcc Refactoring: changed references to "bind pose" to "setup pose".
This better matches "setup mode" in the editor and we can be consistent in code and docs from now on.
2013-05-05 12:38:06 +02:00

197 lines
6.9 KiB
C#

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using System;
using System.Collections.Generic;
namespace Spine {
public class Skeleton {
public SkeletonData Data { get; private set; }
public List<Bone> Bones { get; private set; }
public List<Slot> Slots { get; private set; }
public List<Slot> DrawOrder { get; private set; }
public Skin Skin { get; set; }
public float R { get; set; }
public float G { get; set; }
public float B { get; set; }
public float A { get; set; }
public float Time { get; set; }
public bool FlipX { get; set; }
public bool FlipY { get; set; }
public Bone RootBone {
get {
return Bones.Count == 0 ? null : Bones[0];
}
}
public Skeleton (SkeletonData data) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
Data = data;
Bones = new List<Bone>(Data.Bones.Count);
foreach (BoneData boneData in Data.Bones) {
Bone parent = boneData.Parent == null ? null : Bones[Data.Bones.IndexOf(boneData.Parent)];
Bones.Add(new Bone(boneData, parent));
}
Slots = new List<Slot>(Data.Slots.Count);
DrawOrder = new List<Slot>(Data.Slots.Count);
foreach (SlotData slotData in Data.Slots) {
Bone bone = Bones[Data.Bones.IndexOf(slotData.BoneData)];
Slot slot = new Slot(slotData, this, bone);
Slots.Add(slot);
DrawOrder.Add(slot);
}
R = 1;
G = 1;
B = 1;
A = 1;
}
/** Updates the world transform for each bone. */
public void UpdateWorldTransform () {
bool flipX = FlipX;
bool flipY = FlipY;
List<Bone> bones = Bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].UpdateWorldTransform(flipX, flipY);
}
/** Sets the bones and slots to their setup pose values. */
public void SetToSetupPose () {
SetBonesToSetupPose();
SetSlotsToSetupPose();
}
public void SetBonesToSetupPose () {
List<Bone> bones = this.Bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].SetToSetupPose();
}
public void SetSlotsToSetupPose () {
List<Slot> slots = this.Slots;
for (int i = 0, n = slots.Count; i < n; i++)
slots[i].SetToSetupPose(i);
}
/** @return May be null. */
public Bone FindBone (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<Bone> bones = this.Bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones[i];
if (bone.Data.Name == boneName) return bone;
}
return null;
}
/** @return -1 if the bone was not found. */
public int FindBoneIndex (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<Bone> bones = this.Bones;
for (int i = 0, n = bones.Count; i < n; i++)
if (bones[i].Data.Name == boneName) return i;
return -1;
}
/** @return May be null. */
public Slot FindSlot (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.Slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
if (slot.Data.Name == slotName) return slot;
}
return null;
}
/** @return -1 if the bone was not found. */
public int FindSlotIndex (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.Slots;
for (int i = 0, n = slots.Count; i < n; i++)
if (slots[i].Data.Name.Equals(slotName)) return i;
return -1;
}
/** Sets a skin by name.
* @see #setSkin(Skin) */
public void SetSkin (String skinName) {
Skin skin = Data.FindSkin(skinName);
if (skin == null) throw new ArgumentException("Skin not found: " + skinName);
SetSkin(skin);
}
/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
* from the new skin are attached if the corresponding attachment from the old skin was attached.
* @param newSkin May be null. */
public void SetSkin (Skin newSkin) {
if (Skin != null && newSkin != null) newSkin.AttachAll(this, Skin);
Skin = newSkin;
}
/** @return May be null. */
public Attachment GetAttachment (String slotName, String attachmentName) {
return GetAttachment(Data.FindSlotIndex(slotName), attachmentName);
}
/** @return May be null. */
public Attachment GetAttachment (int slotIndex, String attachmentName) {
if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null.");
if (Skin != null) {
Attachment attachment = Skin.GetAttachment(slotIndex, attachmentName);
if (attachment != null) return attachment;
}
if (Data.DefaultSkin != null) return Data.DefaultSkin.GetAttachment(slotIndex, attachmentName);
return null;
}
/** @param attachmentName May be null. */
public void SetAttachment (String slotName, String attachmentName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = Slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
if (slot.Data.Name == slotName) {
Attachment attachment = null;
if (attachmentName != null) {
attachment = GetAttachment(i, attachmentName);
if (attachment == null) throw new ArgumentNullException("Attachment not found: " + attachmentName + ", for slot: " + slotName);
}
slot.Attachment = attachment;
return;
}
}
throw new Exception("Slot not found: " + slotName);
}
public void Update (float delta) {
Time += delta;
}
}
}