mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-05 18:26:52 +08:00
414 lines
14 KiB
C++
414 lines
14 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "SpineSkeleton.h"
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void SpineSkeleton::_bind_methods() {
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//void update_world_transform();
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//
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// void set_to_setup_pose();
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//
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// void set_bones_to_setup_pose();
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//
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// void set_slots_to_setup_pose();
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ClassDB::bind_method(D_METHOD("update_world_transform"), &SpineSkeleton::update_world_transform);
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ClassDB::bind_method(D_METHOD("set_to_setup_pose"), &SpineSkeleton::set_to_setup_pose);
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ClassDB::bind_method(D_METHOD("set_bones_to_setup_pose"), &SpineSkeleton::set_bones_to_setup_pose);
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ClassDB::bind_method(D_METHOD("set_slots_to_setup_pose"), &SpineSkeleton::set_slots_to_setup_pose);
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//
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// Ref<SpineBone> find_bone(const String &name);
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// int find_bone_index(const String &name);
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//
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// Ref<SpineSlot> find_slot(const String &name);
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// int find_slot_index(const String &name);
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//
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// void set_skin_by_name(const String &skin_name);
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// void set_skin(Ref<SpineSkin> new_skin);
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//
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// Ref<SpineAttachment> get_attachment_by_slot_name(const String &slot_name, const String &attachment_name);
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// Ref<SpineAttachment> get_attachment_by_slot_index(int slot_index, const String &attachment_name);
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ClassDB::bind_method(D_METHOD("find_bone", "bone_name"), &SpineSkeleton::find_bone);
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ClassDB::bind_method(D_METHOD("find_slot", "slot_name"), &SpineSkeleton::find_slot);
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ClassDB::bind_method(D_METHOD("set_skin_by_name", "skin_name"), &SpineSkeleton::set_skin_by_name);
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ClassDB::bind_method(D_METHOD("set_skin", "new_skin"), &SpineSkeleton::set_skin);
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ClassDB::bind_method(D_METHOD("get_attachment_by_slot_name", "slot_name", "attachment_name"), &SpineSkeleton::get_attachment_by_slot_name);
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ClassDB::bind_method(D_METHOD("get_attachment_by_slot_index", "slot_index", "attachment_name"), &SpineSkeleton::get_attachment_by_slot_index);
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//
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// void set_attachment(const String &slot_name, const String &attachment_name);
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//
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// Ref<SpineIkConstraint> find_ik_constraint(const String &constraint_name);
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// Ref<SpineTransformConstraint> find_transform_constraint(const String &constraint_name);
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// Ref<SpinePathConstraint> find_path_constraint(const String &constraint_name);
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//
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// void update(float delta);
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//
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// Dictionary get_bounds();
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//
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// Ref<SpineBone> get_root_bone();
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//
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// Ref<SpineSkeletonDataResource> get_data();
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ClassDB::bind_method(D_METHOD("set_attachment", "slot_name", "attachment_name"), &SpineSkeleton::set_attachment);
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ClassDB::bind_method(D_METHOD("find_ik_constraint", "constraint_name"), &SpineSkeleton::find_ik_constraint);
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ClassDB::bind_method(D_METHOD("find_transform_constraint", "constraint_name"), &SpineSkeleton::find_transform_constraint);
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ClassDB::bind_method(D_METHOD("find_path_constraint", "constraint_name"), &SpineSkeleton::find_path_constraint);
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ClassDB::bind_method(D_METHOD("get_bounds"), &SpineSkeleton::get_bounds);
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ClassDB::bind_method(D_METHOD("get_root_bone"), &SpineSkeleton::get_root_bone);
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ClassDB::bind_method(D_METHOD("get_data"), &SpineSkeleton::get_data);
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//
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// Array get_bones();
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// Array get_slots();
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// Array get_draw_orders();
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// Array get_ik_constraints();
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// Array get_path_constraints();
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// Array get_transform_constraints();
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//
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// Ref<SpineSkin> get_skin();
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ClassDB::bind_method(D_METHOD("get_bones"), &SpineSkeleton::get_bones);
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ClassDB::bind_method(D_METHOD("get_slots"), &SpineSkeleton::get_slots);
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ClassDB::bind_method(D_METHOD("get_draw_orders"), &SpineSkeleton::get_draw_orders);
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ClassDB::bind_method(D_METHOD("get_ik_constraints"), &SpineSkeleton::get_ik_constraints);
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ClassDB::bind_method(D_METHOD("get_path_constraints"), &SpineSkeleton::get_path_constraints);
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ClassDB::bind_method(D_METHOD("get_transform_constraints"), &SpineSkeleton::get_transform_constraints);
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ClassDB::bind_method(D_METHOD("get_skin"), &SpineSkeleton::get_skin);
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//
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// Color get_color();
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// void set_color(Color v);
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//
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// float get_time();
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// void set_time(float v);
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//
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// void set_position(Vector2 pos);
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ClassDB::bind_method(D_METHOD("get_color"), &SpineSkeleton::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "v"), &SpineSkeleton::set_color);
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ClassDB::bind_method(D_METHOD("set_position", "pos"), &SpineSkeleton::set_position);
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//
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// float get_x();
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// void set_x(float v);
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//
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// float get_y();
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// void set_y(float v);
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//
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// float get_scale_x();
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// void set_scale_x(float v);
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//
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// float get_scale_y();
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// void set_scale_y(float v);
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ClassDB::bind_method(D_METHOD("get_x"), &SpineSkeleton::get_x);
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ClassDB::bind_method(D_METHOD("set_x", "v"), &SpineSkeleton::set_x);
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ClassDB::bind_method(D_METHOD("get_y"), &SpineSkeleton::get_y);
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ClassDB::bind_method(D_METHOD("set_y", "v"), &SpineSkeleton::set_y);
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ClassDB::bind_method(D_METHOD("get_scale_x"), &SpineSkeleton::get_scale_x);
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ClassDB::bind_method(D_METHOD("set_scale_x", "v"), &SpineSkeleton::set_scale_x);
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ClassDB::bind_method(D_METHOD("get_scale_y"), &SpineSkeleton::get_scale_y);
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ClassDB::bind_method(D_METHOD("set_scale_y", "v"), &SpineSkeleton::set_scale_y);
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}
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SpineSkeleton::SpineSkeleton() : skeleton(NULL), spine_object(false), the_sprite(nullptr) {
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}
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SpineSkeleton::~SpineSkeleton() {
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if (skeleton && !spine_object) {
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delete skeleton;
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skeleton = NULL;
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}
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}
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void SpineSkeleton::load_skeleton(Ref<SpineSkeletonDataResource> sd) {
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if (skeleton && !spine_object) {
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delete skeleton;
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skeleton = NULL;
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}
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skeleton = new spine::Skeleton(sd->get_skeleton_data());
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spine_object = false;
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}
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#define S_T(x) (spine::String(x.utf8()))
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void SpineSkeleton::update_world_transform() {
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skeleton->updateWorldTransform();
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}
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void SpineSkeleton::set_to_setup_pose() {
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skeleton->setToSetupPose();
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}
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void SpineSkeleton::set_bones_to_setup_pose() {
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skeleton->setBonesToSetupPose();
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}
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void SpineSkeleton::set_slots_to_setup_pose() {
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skeleton->setSlotsToSetupPose();
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}
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Ref<SpineBone> SpineSkeleton::find_bone(const String &name) {
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if (name.empty()) return NULL;
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auto b = skeleton->findBone(S_T(name));
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if (b == NULL) return NULL;
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Ref<SpineBone> gd_b(memnew(SpineBone));
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gd_b->set_spine_object(b);
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gd_b->set_spine_sprite(the_sprite);
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return gd_b;
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}
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Ref<SpineSlot> SpineSkeleton::find_slot(const String &name) {
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if (name.empty()) return NULL;
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auto s = skeleton->findSlot(S_T(name));
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if (s == NULL) return NULL;
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Ref<SpineSlot> gd_s(memnew(SpineSlot));
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gd_s->set_spine_object(s);
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return gd_s;
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}
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void SpineSkeleton::set_skin_by_name(const String &skin_name) {
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skeleton->setSkin(S_T(skin_name));
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}
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void SpineSkeleton::set_skin(Ref<SpineSkin> new_skin) {
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if (new_skin.is_valid()) {
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skeleton->setSkin(new_skin->get_spine_object());
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} else {
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skeleton->setSkin(NULL);
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}
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}
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Ref<SpineAttachment> SpineSkeleton::get_attachment_by_slot_name(const String &slot_name, const String &attachment_name) {
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auto a = skeleton->getAttachment(S_T(slot_name), S_T(attachment_name));
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if (a == NULL) return NULL;
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Ref<SpineAttachment> gd_a(memnew(SpineAttachment));
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gd_a->set_spine_object(a);
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return gd_a;
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}
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Ref<SpineAttachment> SpineSkeleton::get_attachment_by_slot_index(int slot_index, const String &attachment_name) {
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auto a = skeleton->getAttachment(slot_index, S_T(attachment_name));
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if (a == NULL) return NULL;
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Ref<SpineAttachment> gd_a(memnew(SpineAttachment));
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gd_a->set_spine_object(a);
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return gd_a;
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}
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void SpineSkeleton::set_attachment(const String &slot_name, const String &attachment_name) {
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ERR_FAIL_COND(slot_name.empty());
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ERR_FAIL_COND(get_attachment_by_slot_name(slot_name, attachment_name) == NULL);
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skeleton->setAttachment(S_T(slot_name), S_T(attachment_name));
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}
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Ref<SpineIkConstraint> SpineSkeleton::find_ik_constraint(const String &constraint_name) {
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if (constraint_name.empty()) return NULL;
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auto c = skeleton->findIkConstraint(S_T(constraint_name));
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if (c == NULL) return NULL;
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Ref<SpineIkConstraint> gd_c(memnew(SpineIkConstraint));
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gd_c->set_spine_object(c);
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return gd_c;
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}
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Ref<SpineTransformConstraint> SpineSkeleton::find_transform_constraint(const String &constraint_name) {
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if (constraint_name.empty()) return NULL;
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auto c = skeleton->findTransformConstraint(S_T(constraint_name));
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if (c == NULL) return NULL;
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Ref<SpineTransformConstraint> gd_c(memnew(SpineTransformConstraint));
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gd_c->set_spine_object(c);
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return gd_c;
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}
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Ref<SpinePathConstraint> SpineSkeleton::find_path_constraint(const String &constraint_name) {
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if (constraint_name.empty()) return NULL;
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auto c = skeleton->findPathConstraint(S_T(constraint_name));
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if (c == NULL) return NULL;
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Ref<SpinePathConstraint> gd_c(memnew(SpinePathConstraint));
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gd_c->set_spine_object(c);
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return gd_c;
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}
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Dictionary SpineSkeleton::get_bounds() {
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float x, y, w, h;
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spine::Vector<float> vertex_buffer;
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skeleton->getBounds(x, y, w, h, vertex_buffer);
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Dictionary res;
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res["x"] = x;
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res["y"] = y;
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res["w"] = w;
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res["h"] = h;
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Array gd_a;
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gd_a.resize(vertex_buffer.size());
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for (size_t i = 0; i < gd_a.size(); ++i) {
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gd_a[i] = vertex_buffer[i];
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}
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res["vertex_buffer"] = gd_a;
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return res;
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}
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Ref<SpineBone> SpineSkeleton::get_root_bone() {
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auto b = skeleton->getRootBone();
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if (b == NULL) return NULL;
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Ref<SpineBone> gd_b(memnew(SpineBone));
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gd_b->set_spine_object(b);
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gd_b->set_spine_sprite(the_sprite);
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return gd_b;
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}
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Ref<SpineSkeletonDataResource> SpineSkeleton::get_data() const {
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auto sd = skeleton->getData();
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if (sd == NULL) return NULL;
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Ref<SpineSkeletonDataResource> gd_sd(memnew(SpineSkeletonDataResource));
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gd_sd->set_spine_object(sd);
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return gd_sd;
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}
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Array SpineSkeleton::get_bones() {
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auto &as = skeleton->getBones();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == NULL) gd_as[i] = Ref<SpineBone>(NULL);
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Ref<SpineBone> gd_a(memnew(SpineBone));
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gd_a->set_spine_object(b);
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gd_a->set_spine_sprite(the_sprite);
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gd_as[i] = gd_a;
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}
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return gd_as;
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}
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Array SpineSkeleton::get_slots() {
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auto &as = skeleton->getSlots();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == NULL) gd_as[i] = Ref<SpineSlot>(NULL);
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Ref<SpineSlot> gd_a(memnew(SpineSlot));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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}
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return gd_as;
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}
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Array SpineSkeleton::get_draw_orders() {
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auto &as = skeleton->getDrawOrder();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == NULL) gd_as[i] = Ref<SpineSlot>(NULL);
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Ref<SpineSlot> gd_a(memnew(SpineSlot));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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}
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return gd_as;
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}
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Array SpineSkeleton::get_ik_constraints() {
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auto &as = skeleton->getIkConstraints();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == NULL) gd_as[i] = Ref<SpineIkConstraint>(NULL);
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Ref<SpineIkConstraint> gd_a(memnew(SpineIkConstraint));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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}
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return gd_as;
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}
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Array SpineSkeleton::get_path_constraints() {
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auto &as = skeleton->getPathConstraints();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == NULL) gd_as[i] = Ref<SpinePathConstraint>(NULL);
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Ref<SpinePathConstraint> gd_a(memnew(SpinePathConstraint));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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}
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return gd_as;
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}
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Array SpineSkeleton::get_transform_constraints() {
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auto &as = skeleton->getTransformConstraints();
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Array gd_as;
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gd_as.resize(as.size());
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for (size_t i = 0; i < gd_as.size(); ++i) {
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auto b = as[i];
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if (b == NULL) gd_as[i] = Ref<SpineTransformConstraint>(NULL);
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Ref<SpineTransformConstraint> gd_a(memnew(SpineTransformConstraint));
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gd_a->set_spine_object(b);
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gd_as[i] = gd_a;
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}
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return gd_as;
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}
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Ref<SpineSkin> SpineSkeleton::get_skin() {
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auto s = skeleton->getSkin();
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if (s == NULL) return NULL;
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Ref<SpineSkin> gd_s(memnew(SpineSkin));
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gd_s->set_spine_object(s);
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return gd_s;
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}
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Color SpineSkeleton::get_color() {
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auto &c = skeleton->getColor();
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return Color(c.r, c.g, c.b, c.a);
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}
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void SpineSkeleton::set_color(Color v) {
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auto &c = skeleton->getColor();
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c.set(v.r, v.g, v.b, v.a);
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}
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void SpineSkeleton::set_position(Vector2 pos) {
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skeleton->setPosition(pos.x, pos.y);
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}
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float SpineSkeleton::get_x() {
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return skeleton->getX();
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}
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void SpineSkeleton::set_x(float v) {
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skeleton->setX(v);
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}
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float SpineSkeleton::get_y() {
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return skeleton->getY();
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}
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void SpineSkeleton::set_y(float v) {
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skeleton->setY(v);
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}
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float SpineSkeleton::get_scale_x() {
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return skeleton->getScaleX();
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}
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void SpineSkeleton::set_scale_x(float v) {
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skeleton->setScaleX(v);
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}
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float SpineSkeleton::get_scale_y() {
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return skeleton->getScaleY();
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}
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void SpineSkeleton::set_scale_y(float v) {
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skeleton->setScaleY(v);
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}
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void SpineSkeleton::set_spine_sprite(SpineSprite *s) {
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the_sprite = s;
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}
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