mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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316 lines
13 KiB
C#
316 lines
13 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class Skeleton {
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internal SkeletonData data;
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internal ExposedList<Bone> bones;
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internal ExposedList<Slot> slots;
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internal ExposedList<Slot> drawOrder;
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internal ExposedList<IkConstraint> ikConstraints;
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internal ExposedList<TransformConstraint> transformConstraints;
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private ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal bool flipX, flipY;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public ExposedList<Slot> Slots { get { return slots; } }
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public ExposedList<Slot> DrawOrder { get { return drawOrder; } }
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public ExposedList<IkConstraint> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
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public Skin Skin { get { return skin; } set { skin = value; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public float Time { get { return time; } set { time = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = value; } }
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public Bone RootBone {
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get {
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return bones.Count == 0 ? null : bones.Items[0];
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}
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}
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public Skeleton (SkeletonData data) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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this.data = data;
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bones = new ExposedList<Bone>(data.bones.Count);
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foreach (BoneData boneData in data.bones) {
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Bone parent = boneData.parent == null ? null : bones.Items[data.bones.IndexOf(boneData.parent)];
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Bone bone = new Bone(boneData, this, parent);
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if (parent != null) parent.children.Add(bone);
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bones.Add(bone);
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}
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slots = new ExposedList<Slot>(data.slots.Count);
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drawOrder = new ExposedList<Slot>(data.slots.Count);
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foreach (SlotData slotData in data.slots) {
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Bone bone = bones.Items[data.bones.IndexOf(slotData.boneData)];
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Slot slot = new Slot(slotData, bone);
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slots.Add(slot);
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drawOrder.Add(slot);
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}
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ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
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foreach (IkConstraintData ikConstraintData in data.ikConstraints)
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ikConstraints.Add(new IkConstraint(ikConstraintData, this));
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transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
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foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
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transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
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UpdateCache();
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UpdateWorldTransform();
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}
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/// <summary>Caches information about bones and constraints. Must be called if bones or constraints are added
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/// or removed.</summary>
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public void UpdateCache () {
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ExposedList<Bone> bones = this.bones;
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ExposedList<IUpdatable> updateCache = this.updateCache;
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
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int ikConstraintsCount = ikConstraints.Count;
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int transformConstraintsCount = transformConstraints.Count;
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updateCache.Clear();
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bones.Items[i];
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updateCache.Add(bone);
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for (int ii = 0; ii < ikConstraintsCount; ii++) {
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IkConstraint ikConstraint = ikConstraints.Items[ii];
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if (bone == ikConstraint.bones.Items[ikConstraint.bones.Count - 1]) {
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updateCache.Add(ikConstraint);
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break;
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}
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}
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}
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for (int i = 0; i < transformConstraintsCount; i++) {
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TransformConstraint transformConstraint = transformConstraints.Items[i];
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for (int ii = updateCache.Count - 1; i >= 0; ii--) {
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IUpdatable updateable = updateCache.Items[ii];
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if (updateable == transformConstraint.bone || updateable == transformConstraint.target) {
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updateCache.Insert(ii + 1, transformConstraint);
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break;
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}
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}
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}
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}
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/// <summary>Updates the world transform for each bone and applies constraints.</summary>
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public void UpdateWorldTransform () {
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ExposedList<IUpdatable> updateCache = this.updateCache;
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for (int i = 0, n = updateCache.Count; i < n; i++)
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updateCache.Items[i].Update();
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}
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/// <summary>Sets the bones, constraints, and slots to their setup pose values.</summary>
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public void SetToSetupPose () {
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SetBonesToSetupPose();
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SetSlotsToSetupPose();
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}
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/// <summary>Sets the bones and constraints to their setup pose values.</summary>
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public void SetBonesToSetupPose () {
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ExposedList<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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bones.Items[i].SetToSetupPose();
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint constraint = ikConstraints.Items[i];
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.mix = constraint.data.mix;
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}
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ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraint constraint = transformConstraints.Items[i];
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constraint.translateMix = constraint.data.translateMix;
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constraint.x = constraint.data.x;
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constraint.y = constraint.data.y;
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}
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}
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public void SetSlotsToSetupPose () {
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ExposedList<Slot> slots = this.slots;
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drawOrder.Clear();
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for (int i = 0, n = slots.Count; i < n; i++)
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drawOrder.Add(slots.Items[i]);
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for (int i = 0, n = slots.Count; i < n; i++)
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slots.Items[i].SetToSetupPose(i);
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}
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/// <returns>May be null.</returns>
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public Bone FindBone (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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ExposedList<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bones.Items[i];
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if (bone.data.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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ExposedList<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bones.Items[i].data.name == boneName) return i;
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return -1;
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}
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/// <returns>May be null.</returns>
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public Slot FindSlot (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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ExposedList<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots.Items[i];
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if (slot.data.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindSlotIndex (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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ExposedList<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots.Items[i].data.name.Equals(slotName)) return i;
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return -1;
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}
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/// <summary>Sets a skin by name (see SetSkin).</summary>
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public void SetSkin (String skinName) {
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Skin skin = data.FindSkin(skinName);
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if (skin == null) throw new ArgumentException("Skin not found: " + skinName);
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SetSkin(skin);
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}
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/// <summary>Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default
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/// skin}. Attachmentsfrom the new skin are attached if the corresponding attachment from the old skin was attached. If
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/// there was no old skin, each slot's setup mode attachment is attached from the new skin.</summary>
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/// <param name="newSkin">May be null.</param>
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public void SetSkin (Skin newSkin) {
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if (newSkin != null) {
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if (skin != null)
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newSkin.AttachAll(this, skin);
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else {
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ExposedList<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots.Items[i];
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String name = slot.data.attachmentName;
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if (name != null) {
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Attachment attachment = newSkin.GetAttachment(i, name);
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if (attachment != null) slot.Attachment = attachment;
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}
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}
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}
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}
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skin = newSkin;
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}
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (String slotName, String attachmentName) {
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return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
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}
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (int slotIndex, String attachmentName) {
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if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null.");
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if (skin != null) {
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Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
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if (attachment != null) return attachment;
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}
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if (data.defaultSkin != null) return data.defaultSkin.GetAttachment(slotIndex, attachmentName);
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return null;
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}
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/// <param name="attachmentName">May be null.</param>
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public void SetAttachment (String slotName, String attachmentName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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ExposedList<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots.Items[i];
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if (slot.data.name == slotName) {
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Attachment attachment = null;
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if (attachmentName != null) {
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attachment = GetAttachment(i, attachmentName);
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if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName);
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}
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slot.Attachment = attachment;
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return;
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}
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}
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throw new Exception("Slot not found: " + slotName);
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}
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/** @return May be null. */
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public IkConstraint FindIkConstraint (String constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName cannot be null.");
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint ikConstraint = ikConstraints.Items[i];
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if (ikConstraint.data.name == constraintName) return ikConstraint;
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}
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return null;
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}
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/** @return May be null. */
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public TransformConstraint FindTransformConstraint (String constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName cannot be null.");
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ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraint transformConstraint = transformConstraints.Items[i];
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if (transformConstraint.data.name == constraintName) return transformConstraint;
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}
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return null;
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}
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public void Update (float delta) {
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time += delta;
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}
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}
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}
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