211 lines
7.9 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 { Attachment } from "./attachments/Attachment.js";
import { MeshAttachment } from "./attachments/MeshAttachment.js";
import { BoneData } from "./BoneData.js";
import { ConstraintData } from "./ConstraintData.js";
import { Skeleton } from "./Skeleton.js";
import { Color, StringMap } from "./Utils.js";
/** Stores an entry in the skin consisting of the slot index, name, and attachment **/
export class SkinEntry {
constructor (public slotIndex: number = 0, public name: string, public attachment: Attachment) { }
}
/** Stores attachments by slot index and attachment name.
*
* See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and
* [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */
export class Skin {
/** The skin's name, which is unique across all skins in the skeleton. */
name: string;
attachments = new Array<StringMap<Attachment>>();
bones = Array<BoneData>();
constraints = new Array<ConstraintData>();
/** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */
color = new Color(0.99607843, 0.61960787, 0.30980393, 1); // fe9e4fff
constructor (name: string) {
if (!name) throw new Error("name cannot be null.");
this.name = name;
}
/** Adds an attachment to the skin for the specified slot index and name. */
setAttachment (slotIndex: number, name: string, attachment: Attachment) {
if (!attachment) throw new Error("attachment cannot be null.");
let attachments = this.attachments;
if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
if (!attachments[slotIndex]) attachments[slotIndex] = {};
attachments[slotIndex][name] = attachment;
}
/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
addSkin (skin: Skin) {
for (let i = 0; i < skin.bones.length; i++) {
let bone = skin.bones[i];
let contained = false;
for (let ii = 0; ii < this.bones.length; ii++) {
if (this.bones[ii] == bone) {
contained = true;
break;
}
}
if (!contained) this.bones.push(bone);
}
for (let i = 0; i < skin.constraints.length; i++) {
let constraint = skin.constraints[i];
let contained = false;
for (let ii = 0; ii < this.constraints.length; ii++) {
if (this.constraints[ii] == constraint) {
contained = true;
break;
}
}
if (!contained) this.constraints.push(constraint);
}
let attachments = skin.getAttachments();
for (let i = 0; i < attachments.length; i++) {
var attachment = attachments[i];
this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
}
}
/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
* copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
copySkin (skin: Skin) {
for (let i = 0; i < skin.bones.length; i++) {
let bone = skin.bones[i];
let contained = false;
for (let ii = 0; ii < this.bones.length; ii++) {
if (this.bones[ii] == bone) {
contained = true;
break;
}
}
if (!contained) this.bones.push(bone);
}
for (let i = 0; i < skin.constraints.length; i++) {
let constraint = skin.constraints[i];
let contained = false;
for (let ii = 0; ii < this.constraints.length; ii++) {
if (this.constraints[ii] == constraint) {
contained = true;
break;
}
}
if (!contained) this.constraints.push(constraint);
}
let attachments = skin.getAttachments();
for (let i = 0; i < attachments.length; i++) {
var attachment = attachments[i];
if (!attachment.attachment) continue;
if (attachment.attachment instanceof MeshAttachment) {
attachment.attachment = attachment.attachment.newLinkedMesh();
this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
} else {
attachment.attachment = attachment.attachment.copy();
this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
}
}
}
/** Returns the attachment for the specified slot index and name, or null. */
getAttachment (slotIndex: number, name: string): Attachment | null {
let dictionary = this.attachments[slotIndex];
return dictionary ? dictionary[name] : null;
}
/** Removes the attachment in the skin for the specified slot index and name, if any. */
removeAttachment (slotIndex: number, name: string) {
let dictionary = this.attachments[slotIndex];
if (dictionary) delete dictionary[name];
}
/** Returns all attachments in this skin. */
getAttachments (): Array<SkinEntry> {
let entries = new Array<SkinEntry>();
for (var i = 0; i < this.attachments.length; i++) {
let slotAttachments = this.attachments[i];
if (slotAttachments) {
for (let name in slotAttachments) {
let attachment = slotAttachments[name];
if (attachment) entries.push(new SkinEntry(i, name, attachment));
}
}
}
return entries;
}
/** Returns all attachments in this skin for the specified slot index. */
getAttachmentsForSlot (slotIndex: number, attachments: Array<SkinEntry>) {
let slotAttachments = this.attachments[slotIndex];
if (slotAttachments) {
for (let name in slotAttachments) {
let attachment = slotAttachments[name];
if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment));
}
}
}
/** Clears all attachments, bones, and constraints. */
clear () {
this.attachments.length = 0;
this.bones.length = 0;
this.constraints.length = 0;
}
/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
attachAll (skeleton: Skeleton, oldSkin: Skin) {
let slotIndex = 0;
for (let i = 0; i < skeleton.slots.length; i++) {
let slot = skeleton.slots[i];
let slotAttachment = slot.getAttachment();
if (slotAttachment && slotIndex < oldSkin.attachments.length) {
let dictionary = oldSkin.attachments[slotIndex];
for (let key in dictionary) {
let skinAttachment: Attachment = dictionary[key];
if (slotAttachment == skinAttachment) {
let attachment = this.getAttachment(slotIndex, key);
if (attachment) slot.setAttachment(attachment);
break;
}
}
}
slotIndex++;
}
}
}