mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-02 05:39:07 +08:00
170 lines
6.8 KiB
TypeScript
170 lines
6.8 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 { Animation } from "./Animation"
|
|
import { BoneData } from "./BoneData.js";
|
|
import { ConstraintData } from "./ConstraintData";
|
|
import { EventData } from "./EventData.js";
|
|
import { Skin } from "./Skin.js";
|
|
import { SlotData } from "./SlotData.js";
|
|
|
|
/** Stores the setup pose and all of the stateless data for a skeleton.
|
|
*
|
|
* See [Data objects](http://esotericsoftware.com/spine-runtime-architecture#Data-objects) in the Spine Runtimes
|
|
* Guide. */
|
|
export class SkeletonData {
|
|
|
|
/** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
|
|
name: string | null = null;
|
|
|
|
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
|
|
bones = new Array<BoneData>(); // Ordered parents first.
|
|
|
|
/** The skeleton's slots in the setup pose draw order. */
|
|
slots = new Array<SlotData>(); // Setup pose draw order.
|
|
|
|
skins = new Array<Skin>();
|
|
|
|
/** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
|
|
*
|
|
* See {@link Skeleton#getAttachmentByName()}.
|
|
* May be null. */
|
|
defaultSkin: Skin | null = null;
|
|
|
|
/** The skeleton's events. */
|
|
events = new Array<EventData>();
|
|
|
|
/** The skeleton's animations. */
|
|
animations = new Array<Animation>();
|
|
|
|
/** The skeleton's IK constraints. */
|
|
constraints = new Array<ConstraintData<any, any>>();
|
|
|
|
/** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
|
|
x: number = 0;
|
|
|
|
/** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
|
|
y: number = 0;
|
|
|
|
/** The width of the skeleton's axis aligned bounding box in the setup pose. */
|
|
width: number = 0;
|
|
|
|
/** The height of the skeleton's axis aligned bounding box in the setup pose. */
|
|
height: number = 0;
|
|
|
|
/** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default
|
|
* is 100. */
|
|
referenceScale = 100;
|
|
|
|
/** The Spine version used to export the skeleton data, or null. */
|
|
version: string | null = null;
|
|
|
|
/** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
|
|
hash: string | null = null;
|
|
|
|
// Nonessential
|
|
/** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
|
|
fps = 0;
|
|
|
|
/** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */
|
|
imagesPath: string | null = null;
|
|
|
|
/** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */
|
|
audioPath: string | null = null;
|
|
|
|
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
|
|
* multiple times.
|
|
* @returns May be null. */
|
|
findBone (boneName: string) {
|
|
if (!boneName) throw new Error("boneName cannot be null.");
|
|
let bones = this.bones;
|
|
for (let i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return bones[i];
|
|
return null;
|
|
}
|
|
|
|
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
|
|
* multiple times.
|
|
* @returns May be null. */
|
|
findSlot (slotName: string) {
|
|
if (!slotName) throw new Error("slotName cannot be null.");
|
|
let slots = this.slots;
|
|
for (let i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].name == slotName) return slots[i];
|
|
return null;
|
|
}
|
|
|
|
/** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
|
|
* multiple times.
|
|
* @returns May be null. */
|
|
findSkin (skinName: string) {
|
|
if (!skinName) throw new Error("skinName cannot be null.");
|
|
let skins = this.skins;
|
|
for (let i = 0, n = skins.length; i < n; i++)
|
|
if (skins[i].name == skinName) return skins[i];
|
|
return null;
|
|
}
|
|
|
|
/** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
|
|
* multiple times.
|
|
* @returns May be null. */
|
|
findEvent (eventDataName: string) {
|
|
if (!eventDataName) throw new Error("eventDataName cannot be null.");
|
|
let events = this.events;
|
|
for (let i = 0, n = events.length; i < n; i++)
|
|
if (events[i].name == eventDataName) return events[i];
|
|
return null;
|
|
}
|
|
|
|
/** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
|
|
* call it multiple times.
|
|
* @returns May be null. */
|
|
findAnimation (animationName: string) {
|
|
if (!animationName) throw new Error("animationName cannot be null.");
|
|
let animations = this.animations;
|
|
for (let i = 0, n = animations.length; i < n; i++)
|
|
if (animations[i].name == animationName) return animations[i];
|
|
return null;
|
|
}
|
|
|
|
// --- Constraints.
|
|
|
|
findConstraint<T extends ConstraintData<any, any>> (constraintName: string, type: new (name: string) => T): T | null {
|
|
if (!constraintName) throw new Error("constraintName cannot be null.");
|
|
if (type == null) throw new Error("type cannot be null.");
|
|
const constraints = this.constraints;
|
|
for (let i = 0, n = this.constraints.length; i < n; i++) {
|
|
let constraint = constraints[i];
|
|
if (constraint instanceof type && constraint.name === constraintName) return constraint as T;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
}
|