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https://github.com/EsotericSoftware/spine-runtimes.git
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81 lines
2.8 KiB
C++
81 lines
2.8 KiB
C++
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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#ifndef SPINE_BASESKELETON_H_
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#define SPINE_BASESKELETON_H_
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#include <string>
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#include <vector>
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namespace spine {
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class Skin;
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class SkeletonData;
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class Slot;
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class Bone;
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class Attachment;
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class BaseSkeleton {
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public:
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SkeletonData *data;
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std::vector<Bone*> bones;
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std::vector<Slot*> slots;
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std::vector<Slot*> drawOrder;
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Skin *skin;
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float r, g, b, a;
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float time;
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bool flipX, flipY;
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/** The BaseSkeleton owns the SkeletonData. */
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BaseSkeleton (SkeletonData *data);
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virtual ~BaseSkeleton ();
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void updateWorldTransform ();
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void setToBindPose ();
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void setBonesToBindPose ();
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void setSlotsToBindPose ();
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Bone *getRootBone () const;
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Bone* findBone (const std::string &boneName) const;
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int findBoneIndex (const std::string &boneName) const;
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Slot* findSlot (const std::string &slotName) const;
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int findSlotIndex (const std::string &slotName) const;
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void setSkin (const std::string &skinName);
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/** @param skin May be null. */
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void setSkin (Skin *skin);
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Attachment* getAttachment (const std::string &slotName, const std::string &attachmentName) const;
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Attachment* getAttachment (int slotIndex, const std::string &attachmentName) const;
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void setAttachment (const std::string &slotName, const std::string &attachmentName);
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void update (float deltaTime);
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};
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} /* namespace spine */
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#endif /* SPINE_BASESKELETON_H_ */
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