161 lines
6.6 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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 { Slot } from "../Slot";
import { NumberArrayLike, Utils } from "../Utils";
/** The base class for all attachments. */
export abstract class Attachment {
name: string;
constructor (name: string) {
if (!name) throw new Error("name cannot be null.");
this.name = name;
}
abstract copy (): Attachment;
}
/** Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by a slot's
* {@link Slot#deform}. */
export abstract class VertexAttachment extends Attachment {
private static nextID = 0;
/** The unique ID for this attachment. */
id = VertexAttachment.nextID++;
/** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting
* the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#bones}. Will be null
* if this attachment has no weights. */
bones: Array<number> | null = null;
/** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
* entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting
* each vertex. */
vertices: NumberArrayLike = [];
/** The maximum number of world vertex values that can be output by
* {@link #computeWorldVertices()} using the `count` parameter. */
worldVerticesLength = 0;
/** Timelines for the timeline attachment are also applied to this attachment.
* May be null if no attachment-specific timelines should be applied. */
timelineAttachment: Attachment = this;
constructor (name: string) {
super(name);
}
/** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link Slot#deform} is
* not empty, it is used to deform the vertices.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide.
* @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y.
* @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`.
* @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
* `stride` / 2.
* @param offset The `worldVertices` index to begin writing values.
* @param stride The number of `worldVertices` entries between the value pairs written. */
computeWorldVertices (slot: Slot, start: number, count: number, worldVertices: NumberArrayLike, offset: number, stride: number) {
count = offset + (count >> 1) * stride;
let skeleton = slot.bone.skeleton;
let deformArray = slot.deform;
let vertices = this.vertices;
let bones = this.bones;
if (!bones) {
if (deformArray.length > 0) vertices = deformArray;
let bone = slot.bone;
let x = bone.worldX;
let y = bone.worldY;
let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (let v = start, w = offset; w < count; v += 2, w += stride) {
let vx = vertices[v], vy = vertices[v + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
let v = 0, skip = 0;
for (let i = 0; i < start; i += 2) {
let n = bones[v];
v += n + 1;
skip += n;
}
let skeletonBones = skeleton.bones;
if (deformArray.length == 0) {
for (let w = offset, b = skip * 3; w < count; w += stride) {
let wx = 0, wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
let bone = skeletonBones[bones[v]];
let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
let deform = deformArray;
for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
let wx = 0, wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
let bone = skeletonBones[bones[v]];
let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
/** Does not copy id (generated) or name (set on construction). **/
copyTo (attachment: VertexAttachment) {
if (this.bones) {
attachment.bones = new Array<number>(this.bones.length);
Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
} else
attachment.bones = null;
if (this.vertices) {
attachment.vertices = Utils.newFloatArray(this.vertices.length);
Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
}
attachment.worldVerticesLength = this.worldVerticesLength;
attachment.timelineAttachment = this.timelineAttachment;
}
}