spine-runtimes/spine-lua/Skeleton.lua

572 lines
17 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated May 1, 2019. Replaces all prior versions.
--
-- Copyright (c) 2013-2019, 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.
--
-- THIS SOFTWARE IS 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 THIS SOFTWARE,
-- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local utils = require "spine-lua.utils"
local Bone = require "spine-lua.Bone"
local Slot = require "spine-lua.Slot"
local IkConstraint = require "spine-lua.IkConstraint"
local PathConstraint = require "spine-lua.PathConstraint"
local TransformConstraint = require "spine-lua.TransformConstraint"
local AttachmentLoader = require "spine-lua.AttachmentLoader"
local AttachmentType = require "spine-lua.attachments.AttachmentType"
local Color = require "spine-lua.Color"
local setmetatable = setmetatable
local ipairs = ipairs
local table_insert = table.insert
local math_min = math.min
local math_max = math.max
local Skeleton = {}
Skeleton.__index = Skeleton
function Skeleton.new (data)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
bones = {},
slots = {},
slotsByName = {},
drawOrder = {},
ikConstraints = {},
transformConstraints = {},
pathConstraints = {},
_updateCache = {},
updateCacheReset = {},
skin = nil,
color = Color.newWith(1, 1, 1, 1),
time = 0,
scaleX = 1, scaleY = 1,
x = 0, y = 0
}
setmetatable(self, Skeleton)
for _,boneData in ipairs(data.bones) do
local bone = nil
if boneData.parent == nil then
bone = Bone.new(boneData, self, nil)
else
local parent = self.bones[boneData.parent.index]
bone = Bone.new(boneData, self, parent)
table_insert(parent.children, bone)
end
table_insert(self.bones, bone)
end
for _,slotData in ipairs(data.slots) do
local bone = self.bones[slotData.boneData.index]
local slot = Slot.new(slotData, bone)
table_insert(self.slots, slot)
self.slotsByName[slot.data.name] = slot
table_insert(self.drawOrder, slot)
end
for _, ikConstraintData in ipairs(data.ikConstraints) do
table_insert(self.ikConstraints, IkConstraint.new(ikConstraintData, self))
end
for _, transformConstraintData in ipairs(data.transformConstraints) do
table_insert(self.transformConstraints, TransformConstraint.new(transformConstraintData, self))
end
for _, pathConstraintData in ipairs(data.pathConstraints) do
table_insert(self.pathConstraints, PathConstraint.new(pathConstraintData, self))
end
self:updateCache()
return self
end
-- Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed.
function Skeleton:updateCache ()
local updateCache = {}
self._updateCache = updateCache
self.updateCacheReset = {}
local bones = self.bones
for _, bone in ipairs(bones) do
bone.sorted = bone.data.skinRequired
bone.active = not bone.sorted
end
if self.skin then
local skinBones = self.skin.bones
for i, boneData in ipairs(skinBones) do
local bone = bones[boneData.index]
while bone do
bone.sorted = false
bone.active = true
bone = bone.parent
end
end
end
local ikConstraints = self.ikConstraints
local transformConstraints = self.transformConstraints
local pathConstraints = self.pathConstraints
local ikCount = #ikConstraints
local transformCount = #transformConstraints
local pathCount = #pathConstraints
local constraintCount = ikCount + transformCount + pathCount
local i = 0
while i < constraintCount do
local found = false
local ii = 1
while ii <= ikCount do
local constraint = ikConstraints[ii]
if constraint.data.order == i then
self:sortIkConstraint(constraint)
found = true
break
end
ii = ii + 1
end
if not found then
ii = 1
while ii <= transformCount do
local constraint = transformConstraints[ii]
if constraint.data.order == i then
self:sortTransformConstraint(constraint)
found = true
break
end
ii = ii + 1
end
end
if not found then
ii = 1
while ii <= pathCount do
local constraint = pathConstraints[ii]
if constraint.data.order == i then
self:sortPathConstraint(constraint)
break
end
ii = ii + 1
end
end
i = i + 1
end
for _, bone in ipairs(self.bones) do
self:sortBone(bone)
end
end
function Skeleton:sortIkConstraint (constraint)
constraint.active = constraint.target.active and ((not constraint.data.skinRequired) or (self.skin and utils.arrayContains(self.skin.constraints, constraint)))
if not constraint.active then return end
local target = constraint.target
self:sortBone(target)
local constrained = constraint.bones
local parent = constrained[1]
self:sortBone(parent)
if #constrained > 1 then
local child = constrained[#constrained]
local contains = false
for _, updatable in ipairs(self._updateCache) do
if updatable == child then
contains = true
break
end
end
if not contains then table_insert(self.updateCacheReset, child) end
end
table_insert(self._updateCache, constraint)
self:sortReset(parent.children)
constrained[#constrained].sorted = true
end
function Skeleton:sortPathConstraint(constraint)
constraint.active = constraint.target.bone.active and ((not constraint.data.skinRequired) or (self.skin and utils.arrayContains(self.skin.constraints, constraint)))
if not constraint.active then return end
local slot = constraint.target
local slotIndex = slot.data.index
local slotBone = slot.bone
if self.skin then self:sortPathConstraintAttachment(self.skin, slotIndex, slotBone) end
if self.data.defaultSkin and not (self.data.defaultSkin == self.skin) then
self:sortPathConstraintAttachment(self.data.defaultSkin, slotIndex, slotBone)
end
for _,skin in ipairs(self.data.skins) do
self:sortPathConstraintAttachment(skin, slotIndex, slotBone)
end
local attachment = slot.attachment
if attachment and attachment.type == AttachmentType.path then self:sortPathConstraintAttachmentWith(attachment, slotBone) end
local constrained = constraint.bones
for _,bone in ipairs(constrained) do
self:sortBone(bone)
end
table_insert(self._updateCache, constraint)
for _,bone in ipairs(constrained) do
self:sortReset(bone.children)
end
for _,bone in ipairs(constrained) do
bone.sorted = true
end
end
function Skeleton:sortTransformConstraint(constraint)
constraint.active = constraint.target.active and ((not constraint.data.skinRequired) or (self.skin and utils.arrayContains(self.skin.constraints, constraint)))
if not constraint.active then return end
self:sortBone(constraint.target)
local constrained = constraint.bones
if constraint.data.local_ then
for _,bone in ipairs(constrained) do
local child = constrained[#constrained]
local contains = false
self:sortBone(child.parent)
for _,updatable in ipairs(self._updateCache) do
if updatable == child then
contains = true
break
end
end
if not contains then table_insert(self.updateCacheReset, child) end
end
else
for _,bone in ipairs(constrained) do
self:sortBone(bone)
end
end
table_insert(self._updateCache, constraint)
for _,bone in ipairs(constrained) do
self:sortReset(bone.children)
end
for _,bone in ipairs(constrained) do
bone.sorted = true
end
end
function Skeleton:sortPathConstraintAttachment(skin, slotIndex, slotBone)
local attachments = skin.attachments[slotIndex]
if not attachments then return end
for _,attachment in pairs(attachments) do
self:sortPathConstraintAttachmentWith(attachment, slotBone)
end
end
function Skeleton:sortPathConstraintAttachmentWith(attachment, slotBone)
if attachment.type ~= AttachmentType.path then return end
local pathBones = attachment.bones
if not pathBones then
self:sortBone(slotBone)
else
local bones = self.bones
local i = 0
local n = #pathBones
while i < n do
local boneCount = pathBones[i + 1]
i = i + 1
local nn = i + boneCount
while i < nn do
self:sortBone(bones[pathBones[i + 1]])
i = i + 1
end
end
end
end
function Skeleton:sortBone(bone)
if bone.sorted then return end
local parent = bone.parent
if parent then self:sortBone(parent) end
bone.sorted = true
table_insert(self._updateCache, bone)
end
function Skeleton:sortReset(bones)
for _, bone in ipairs(bones) do
if bone.active then
if bone.sorted then self:sortReset(bone.children) end
bone.sorted = false
end
end
end
-- Updates the world transform for each bone and applies IK constraints.
function Skeleton:updateWorldTransform ()
local updateCacheReset = self.updateCacheReset
for _,bone in ipairs(updateCacheReset) do
bone.ax = bone.x
bone.ay = bone.y
bone.arotation = bone.rotation
bone.ascaleX = bone.scaleX
bone.ascaleY = bone.scaleY
bone.ashearX = bone.shearX
bone.ashearY = bone.shearY
bone.appliedValid = true
end
local updateCache = self._updateCache
for _, updatable in ipairs(updateCache) do
updatable:update()
end
end
function Skeleton:setToSetupPose ()
self:setBonesToSetupPose()
self:setSlotsToSetupPose()
end
function Skeleton:setBonesToSetupPose ()
for _,bone in ipairs(self.bones) do
bone:setToSetupPose()
end
for _,ikConstraint in ipairs(self.ikConstraints) do
ikConstraint.mix = ikConstraint.data.mix
ikConstraint.softness = ikConstraint.data.softness
ikConstraint.bendDirection = ikConstraint.data.bendDirection
ikConstraint.compress = ikConstraint.data.compress
ikConstraint.stretch = ikConstraint.data.stretch
end
local transformConstraints = self.transformConstraints
for _, constraint in ipairs(transformConstraints) do
local data = constraint.data
constraint.rotateMix = data.rotateMix
constraint.translateMix = data.translateMix
constraint.scaleMix = data.scaleMix
constraint.shearMix = data.shearMix
end
local pathConstraints = self.pathConstraints
for _, constraint in ipairs(pathConstraints) do
local data = constraint.data
constraint.position = data.position
constraint.spacing = data.spacing
constraint.rotateMix = data.rotateMix
constraint.translateMix = data.translateMix
end
end
function Skeleton:setSlotsToSetupPose ()
for i,slot in ipairs(self.slots) do
self.drawOrder[i] = slot
slot:setToSetupPose()
end
end
function Skeleton:getRootBone ()
return self.bones[1]
end
function Skeleton:findBone (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for _,bone in ipairs(self.bones) do
if bone.data.name == boneName then return bone end
end
return nil
end
function Skeleton:findBoneIndex(boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.data.name == boneName then return i end
end
return -1
end
function Skeleton:findSlot (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return self.slotsByName[slotName]
end
function Skeleton:findSlotIndex(slotName)
if not slotName then error("slotName cannot be nil.", 2) end
for i, slot in ipairs(self.slots) do
if slot.data.name == slotName then return i end
end
return -1
end
-- Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
-- Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
-- no old skin, each slot's setup mode attachment is attached from the new skin.
function Skeleton:setSkin (skinName)
local skin = self.data:findSkin(skinName)
if not skin then error("Skin not found: " .. skinName, 2) end
self:setSkinByReference(skin)
end
function Skeleton:setSkinByReference(newSkin)
if (self.skin == newSkin) then return end
if newSkin then
if self.skin then
newSkin:attachAll(self, self.skin)
else
local slots = self.slots
for i, slot in ipairs(slots) do
local name = slot.data.attachmentName
if name then
local attachment = newSkin:getAttachment(i, name)
if attachment then
slot:setAttachment(attachment)
end
end
end
end
end
self.skin = newSkin
self:updateCache()
end
function Skeleton:getAttachment (slotName, attachmentName)
return self:getAttachmentByIndex(self.data.slotNameIndices[slotName], attachmentName)
end
function Skeleton:getAttachmentByIndex (slotIndex, attachmentName)
if self.skin then
local attachment = self.skin:getAttachment(slotIndex, attachmentName)
if attachment then return attachment end
end
if self.data.defaultSkin then
return self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
end
return nil
end
function Skeleton:setAttachment (slotName, attachmentName)
if not slotName then error("slotName cannot be nil.", 2) end
for i,slot in ipairs(self.slots) do
if slot.data.name == slotName then
local attachment = nil
if attachmentName then
attachment = self:getAttachmentByIndex(i, attachmentName)
if not attachment then error("Attachment not found: " .. attachmentName .. ", for slot: " .. slotName, 2) end
end
slot:setAttachment(attachment)
return
end
end
error("Slot not found: " .. slotName, 2)
end
function Skeleton:findIkConstraint(constraintName)
if not constraintName then error("constraintName cannot be null.", 2) end
local ikConstraints = self.ikConstraints
for _, ikConstraint in ipairs(ikConstraints) do
if ikConstraint.data.name == constraintName then return ikConstraint end
end
return nil
end
function Skeleton:findTransformConstraint(constraintName)
if not constraintName then error("constraintName cannot be null.", 2) end
local transformConstraints = self.transformConstraints
for _, transformConstraint in ipairs(transformConstraints) do
if transformConstraint.data.name == constraintName then return transformConstraint end
end
return nil
end
function Skeleton:findPathConstraint(constraintName)
if not constraintName then error("constraintName cannot be null.", 2) end
local pathConstraints = self.pathConstraints
for _, pathConstraint in ipairs(pathConstraints) do
if pathConstraint.data.name == constraintName then return pathConstraint end
end
return nil
end
function Skeleton:getBounds(offset, size)
if not offset then error("offset cannot be null.", 2) end
if not size then error("size cannot be null.", 2) end
local drawOrder = self.drawOrder;
local minX = 99999999
local minY = 99999999
local maxX = -99999999
local maxY = -99999999
for _, slot in ipairs(drawOrder) do
if slot.bone.active then
local vertices = {}
local attachment = slot.attachment
if attachment then
if attachment.type == AttachmentType.region then
attachment:computeWorldVertices(slot.bone, vertices, 0, 2)
elseif attachment.type == AttachmentType.mesh then
attachment:computeWorldVertices(slot, 0, attachment.worldVerticesLength, vertices, 0, 2)
end
end
if #vertices > 0 then
local nn = #vertices
local ii = 1
while ii <= nn do
local x = vertices[ii]
local y = vertices[ii + 1]
minX = math_min(minX, x)
minY = math_min(minY, y)
maxX = math_max(maxX, x)
maxY = math_max(maxY, y)
ii = ii + 2
end
end
end
end
offset[1] = minX
offset[2] = minY
size[1] = maxX - minX
size[2] = maxY - minY
end
function Skeleton:update (delta)
self.time = self.time + delta
end
function Skeleton:setColor (r, g, b, a)
self.color.r = r
self.color.g = g
self.color.b = b
self.color.a = a
end
return Skeleton