mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-12 18:18:43 +08:00
161 lines
6.6 KiB
TypeScript
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;
|
|
}
|
|
}
|