2026-03-26 11:51:10 +01:00

178 lines
6.5 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { SlotPose } from "src/SlotPose.js";
import type { TextureRegion } from "../Texture.js";
import { type NumberArrayLike, Utils } from "../Utils.js";
import type { HasSequence } from "./HasSequence.js";
import { MeshAttachment } from "./MeshAttachment.js";
import { RegionAttachment } from "./RegionAttachment.js";
/** Holds texture regions, UVs, and vertex offsets for rendering a region or mesh attachment. {@link #regions Regions} must be
* populated and {@link #update(HasSequence)} called before use. */
export class Sequence {
private static _nextID = 0;
id = Sequence.nextID();
/** The list of texture regions this sequence will display. */
regions: Array<TextureRegion | null>;
readonly pathSuffix: boolean;
uvs?: NumberArrayLike[];
/** Returns vertex offsets from the center of a {@link RegionAttachment}. Invalid to call for a {@link MeshAttachment}. */
offsets?: number[][];
/** The starting number for the numeric {@link #getPath(String, int) path} suffix. */
start = 0;
/** The minimum number of digits in the numeric {@link #getPath(String, int) path} suffix, for zero padding. 0 for no zero
* padding. */
digits = 0;
/** The index of the region to show for the setup pose. */
setupIndex = 0;
/** @param count The number of texture regions this sequence will display.
* @param pathSuffix If true, the {@link #getPath(String, int) path} has a numeric suffix. If false, all regions will use the
* same path, so <code>count</code> should be 1. */
constructor (count: number, pathSuffix: boolean) {
this.regions = new Array<TextureRegion>(count);
this.pathSuffix = pathSuffix;
}
copy (): Sequence {
const regionCount = this.regions.length;
const copy = new Sequence(regionCount, this.pathSuffix);
Utils.arrayCopy(this.regions, 0, copy.regions, 0, regionCount);
copy.start = this.start;
copy.digits = this.digits;
copy.setupIndex = this.setupIndex;
if (this.uvs != null) {
const length = this.uvs[0].length;
copy.uvs = [];
for (let i = 0; i < regionCount; i++) {
copy.uvs[i] = Utils.newFloatArray(length);
Utils.arrayCopy(this.uvs[i], 0, copy.uvs[i], 0, length);
}
}
if (this.offsets != null) {
copy.offsets = [];
for (let i = 0; i < regionCount; i++) {
copy.offsets[i] = [];
Utils.arrayCopy(this.offsets[i], 0, copy.offsets[i], 0, 8);
}
}
return copy;
}
/** Computes UVs and offsets for the specified attachment. Must be called if the regions or attachment properties are
* changed. */
public update (attachment: HasSequence) {
const regionCount = this.regions.length;
if (attachment instanceof RegionAttachment) {
this.uvs = [];
this.offsets = [];
for (let i = 0; i < regionCount; i++) {
this.uvs[i] = Utils.newFloatArray(8);
this.offsets[i] = [];
RegionAttachment.computeUVs(this.regions[i], attachment.x, attachment.y, attachment.scaleX, attachment.scaleY, attachment.rotation,
attachment.width, attachment.height, this.offsets[i], this.uvs[i]);
}
} else if (attachment instanceof MeshAttachment) {
const regionUVs = attachment.regionUVs;
this.uvs = [];
this.offsets = undefined;
for (let i = 0; i < regionCount; i++) {
this.uvs[i] = Utils.newFloatArray(regionUVs.length);
MeshAttachment.computeUVs(this.regions[i], regionUVs, this.uvs[i]);
}
}
}
/** Returns the {@link #regions} index for the {@link SlotPose#getSequenceIndex()}. */
resolveIndex (pose: SlotPose): number {
let index = pose.sequenceIndex;
if (index === -1) index = this.setupIndex;
if (index >= this.regions.length) index = this.regions.length - 1;
return index;
}
/** Returns the UVs for the specified index. {@link #regions Regions} must be populated and {@link #update(HasSequence)} called
* before calling this method. */
getUVs (index: number): Float32Array {
// biome-ignore lint/style/noNonNullAssertion: uvs are always defined after updateSequence
return this.uvs![index] as Float32Array;
}
/** Returns true if the {@link #getPath(String, int) path} has a numeric suffix. */
hasPathSuffix (): boolean {
return this.pathSuffix;
}
/** Returns the specified base path with an optional numeric suffix for the specified index. */
getPath (basePath: string, index: number): string {
if (!this.pathSuffix) return basePath;
let result = basePath;
const frame = (this.start + index).toString();
for (let i = this.digits - frame.length; i > 0; i--)
result += "0";
result += frame;
return result;
}
private static nextID (): number {
return Sequence._nextID++;
}
}
/** Controls how {@link Sequence#regions} are displayed over time. */
export enum SequenceMode {
hold = 0,
once = 1,
loop = 2,
pingpong = 3,
onceReverse = 4,
loopReverse = 5,
pingpongReverse = 6
}
export const SequenceModeValues = [
SequenceMode.hold,
SequenceMode.once,
SequenceMode.loop,
SequenceMode.pingpong,
SequenceMode.onceReverse,
SequenceMode.loopReverse,
SequenceMode.pingpongReverse
];