470 lines
16 KiB
TypeScript

/******************************************************************************
* Spine Runtimes Software License
* Version 2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
module spine {
export class Skeleton {
data: SkeletonData;
bones: Array<Bone>;
slots: Array<Slot>;
drawOrder: Array<Slot>;
ikConstraints: Array<IkConstraint>; ikConstraintsSorted: Array<IkConstraint>;
transformConstraints: Array<TransformConstraint>;
pathConstraints: Array<PathConstraint>;
_updateCache = new Array<Updatable>();
skin: Skin;
color: Color;
time = 0;
flipX = false; flipY = false;
x = 0; y = 0;
constructor (data: SkeletonData) {
if (data == null) throw new Error("data cannot be null.");
this.data = data;
this.bones = new Array<Bone>();
for (let i = 0; i < data.bones.length; i++) {
let boneData = data.bones[i];
let bone: Bone;
if (boneData.parent == null)
bone = new Bone(boneData, this, null);
else {
let parent = this.bones[boneData.parent.index];
bone = new Bone(boneData, this, parent);
parent.children.push(bone);
}
this.bones.push(bone);
}
this.slots = new Array<Slot>();
this.drawOrder = new Array<Slot>();
for (let i = 0; i < data.slots.length; i++) {
let slotData = data.slots[i];
let bone = this.bones[slotData.boneData.index];
let slot = new Slot(slotData, bone);
this.slots.push(slot);
this.drawOrder.push(slot);
}
this.ikConstraints = new Array<IkConstraint>();
this.ikConstraintsSorted = new Array<IkConstraint>();
for (let i = 0; i < data.ikConstraints.length; i++) {
let ikConstraintData = data.ikConstraints[i];
this.ikConstraints.push(new IkConstraint(ikConstraintData, this));
}
this.transformConstraints = new Array<TransformConstraint>();
for (let i = 0; i < data.transformConstraints.length; i++) {
let transformConstraintData = data.transformConstraints[i];
this.transformConstraints.push(new TransformConstraint(transformConstraintData, this));
}
this.pathConstraints = new Array<PathConstraint>();
for (let i = 0; i < data.pathConstraints.length; i++) {
let pathConstraintData = data.pathConstraints[i];
this.pathConstraints.push(new PathConstraint(pathConstraintData, this));
}
this.color = new Color(1, 1, 1, 1);
this.updateCache();
}
updateCache () {
let updateCache = this._updateCache;
updateCache.length = 0;
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
bones[i].sorted = false;
// IK first, lowest hierarchy depth first.
let ikConstraints = this.ikConstraintsSorted;
ikConstraints.length = 0;
for (let i = 0; i < this.ikConstraints.length; i++)
ikConstraints.push(this.ikConstraints[i]);
let ikCount = ikConstraints.length;
for (let i = 0, level = 0, n = ikCount; i < n; i++) {
let ik = ikConstraints[i];
let bone = ik.bones[0].parent;
for (level = 0; bone != null; level++)
bone = bone.parent;
ik.level = level;
}
for (let i = 1, ii = 0; i < ikCount; i++) {
let ik = ikConstraints[i];
let level = ik.level;
for (ii = i - 1; ii >= 0; ii--) {
let other = ikConstraints[ii];
if (other.level < level) break;
ikConstraints[ii + 1] = other;
}
ikConstraints[ii + 1] = ik;
}
for (let i = 0, n = ikConstraints.length; i < n; i++) {
let constraint = ikConstraints[i];
let target = constraint.target;
this.sortBone(target);
let constrained = constraint.bones;
let parent = constrained[0];
this.sortBone(parent);
updateCache.push(constraint);
this.sortReset(parent.children);
constrained[constrained.length - 1].sorted = true;
}
let pathConstraints = this.pathConstraints;
for (let i = 0, n = pathConstraints.length; i < n; i++) {
let constraint = pathConstraints[i];
let slot = constraint.target;
let slotIndex = slot.data.index;
let slotBone = slot.bone;
if (this.skin != null) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
for (let ii = 0, nn = this.data.skins.length; ii < nn; ii++)
this.sortPathConstraintAttachment(this.data.skins[ii], slotIndex, slotBone);
let attachment = slot.getAttachment();
if (attachment instanceof PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone);
let constrained = constraint.bones;
let boneCount = constrained.length;
for (let ii = 0; ii < boneCount; ii++)
this.sortBone(constrained[ii]);
updateCache.push(constraint);
for (let ii = 0; ii < boneCount; ii++)
this.sortReset(constrained[ii].children);
for (let ii = 0; ii < boneCount; ii++)
constrained[ii].sorted = true;
}
let transformConstraints = this.transformConstraints;
for (let i = 0, n = transformConstraints.length; i < n; i++) {
let constraint = transformConstraints[i];
this.sortBone(constraint.target);
let constrained = constraint.bones;
let boneCount = constrained.length;
for (let ii = 0; ii < boneCount; ii++)
this.sortBone(constrained[ii]);
updateCache.push(constraint);
for (let ii = 0; ii < boneCount; ii++)
this.sortReset(constrained[ii].children);
for (let ii = 0; ii < boneCount; ii++)
constrained[ii].sorted = true;
}
for (let i = 0, n = bones.length; i < n; i++)
this.sortBone(bones[i]);
}
sortPathConstraintAttachment (skin: Skin, slotIndex: number, slotBone: Bone) {
let attachments = skin.attachments[slotIndex];
if (!attachments) return;
for (let key in attachments) {
this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
}
}
sortPathConstraintAttachmentWith (attachment: Attachment, slotBone: Bone) {
if (!(attachment instanceof PathAttachment)) return;
let pathBones = (<PathAttachment>attachment).bones;
if (pathBones == null)
this.sortBone(slotBone);
else {
let bones = this.bones;
for (let i = 0; i < pathBones.length; i++) {
let boneIndex = pathBones[i];
this.sortBone(bones[boneIndex]);
}
}
}
sortBone (bone: Bone) {
if (bone.sorted) return;
let parent = bone.parent;
if (parent != null) this.sortBone(parent);
bone.sorted = true;
this._updateCache.push(bone);
}
sortReset (bones: Array<Bone>) {
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (bone.sorted) this.sortReset(bone.children);
bone.sorted = false;
}
}
/** Updates the world transform for each bone and applies constraints. */
updateWorldTransform () {
let updateCache = this._updateCache;
for (let i = 0, n = updateCache.length; i < n; i++)
updateCache[i].update();
}
/** Sets the bones, constraints, and slots to their setup pose values. */
setToSetupPose () {
this.setBonesToSetupPose();
this.setSlotsToSetupPose();
}
/** Sets the bones and constraints to their setup pose values. */
setBonesToSetupPose () {
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
bones[i].setToSetupPose();
let ikConstraints = this.ikConstraints;
for (let i = 0, n = ikConstraints.length; i < n; i++) {
let constraint = ikConstraints[i];
constraint.bendDirection = constraint.data.bendDirection;
constraint.mix = constraint.data.mix;
}
let transformConstraints = this.transformConstraints;
for (let i = 0, n = transformConstraints.length; i < n; i++) {
let constraint = transformConstraints[i];
let data = constraint.data;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
}
let pathConstraints = this.pathConstraints;
for (let i = 0, n = pathConstraints.length; i < n; i++) {
let constraint = pathConstraints[i];
let data = constraint.data;
constraint.position = data.position;
constraint.spacing = data.spacing;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
}
}
setSlotsToSetupPose () {
let slots = this.slots;
Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
for (let i = 0, n = slots.length; i < n; i++)
slots[i].setToSetupPose();
}
/** @return May return null. */
getRootBone () {
if (this.bones.length == 0) return null;
return this.bones[0];
}
/** @return May be null. */
findBone (boneName: string) {
if (boneName == null) throw new Error("boneName cannot be null.");
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (bone.data.name == boneName) return bone;
}
return null;
}
/** @return -1 if the bone was not found. */
findBoneIndex (boneName: string) {
if (boneName == null) throw new Error("boneName cannot be null.");
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
if (bones[i].data.name == boneName) return i;
return -1;
}
/** @return May be null. */
findSlot (slotName: string) {
if (slotName == null) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (slot.data.name == slotName) return slot;
}
return null;
}
/** @return -1 if the bone was not found. */
findSlotIndex (slotName: string) {
if (slotName == null) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
if (slots[i].data.name == slotName) return i;
return -1;
}
/** Sets a skin by name.
* @see #setSkin(Skin) */
setSkinByName (skinName: string) {
let skin = this.data.findSkin(skinName);
if (skin == null) throw new Error("Skin not found: " + skinName);
this.setSkin(skin);
}
/** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
* old skin, each slot's setup mode attachment is attached from the new skin.
* @param newSkin May be null. */
setSkin (newSkin: Skin) {
if (newSkin != null) {
if (this.skin != null)
newSkin.attachAll(this, this.skin);
else {
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
let name = slot.data.attachmentName;
if (name != null) {
let attachment: Attachment = newSkin.getAttachment(i, name);
if (attachment != null) slot.setAttachment(attachment);
}
}
}
}
this.skin = newSkin;
}
/** @return May be null. */
getAttachmentByName (slotName: string, attachmentName: string): Attachment {
return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
}
/** @return May be null. */
getAttachment (slotIndex: number, attachmentName: string): Attachment {
if (attachmentName == null) throw new Error("attachmentName cannot be null.");
if (this.skin != null) {
let attachment: Attachment = this.skin.getAttachment(slotIndex, attachmentName);
if (attachment != null) return attachment;
}
if (this.data.defaultSkin != null) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
return null;
}
/** @param attachmentName May be null. */
setAttachment (slotName: string, attachmentName: string) {
if (slotName == null) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (slot.data.name == slotName) {
let attachment: Attachment = null;
if (attachmentName != null) {
attachment = this.getAttachment(i, attachmentName);
if (attachment == null)
throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
}
slot.setAttachment(attachment);
return;
}
}
throw new Error("Slot not found: " + slotName);
}
/** @return May be null. */
findIkConstraint (constraintName: string) {
if (constraintName == null) throw new Error("constraintName cannot be null.");
let ikConstraints = this.ikConstraints;
for (let i = 0, n = ikConstraints.length; i < n; i++) {
let ikConstraint = ikConstraints[i];
if (ikConstraint.data.name == constraintName) return ikConstraint;
}
return null;
}
/** @return May be null. */
findTransformConstraint (constraintName: string) {
if (constraintName == null) throw new Error("constraintName cannot be null.");
let transformConstraints = this.transformConstraints;
for (let i = 0, n = transformConstraints.length; i < n; i++) {
let constraint = transformConstraints[i];
if (constraint.data.name == constraintName) return constraint;
}
return null;
}
/** @return May be null. */
findPathConstraint (constraintName: string) {
if (constraintName == null) throw new Error("constraintName cannot be null.");
let pathConstraints = this.pathConstraints;
for (let i = 0, n = pathConstraints.length; i < n; i++) {
let constraint = pathConstraints[i];
if (constraint.data.name == constraintName) return constraint;
}
return null;
}
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
* @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
* @param size The width and height of the AABB. */
getBounds (offset: Vector2, size: Vector2) {
if (offset == null) throw new Error("offset cannot be null.");
if (size == null) throw new Error("size cannot be null.");
let drawOrder = this.drawOrder;
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
for (let i = 0, n = drawOrder.length; i < n; i++) {
let slot = drawOrder[i];
let vertices: ArrayLike<number> = null;
let attachment = slot.getAttachment();
if (attachment instanceof RegionAttachment)
vertices = (<RegionAttachment>attachment).updateWorldVertices(slot, false);
else if (attachment instanceof MeshAttachment) //
vertices = (<MeshAttachment>attachment).updateWorldVertices(slot, true);
if (vertices != null) {
for (let ii = 0, nn = vertices.length; ii < nn; ii += 8) {
let x = vertices[ii], y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
}
offset.set(minX, minY);
size.set(maxX - minX, maxY - minY);
}
update (delta: number) {
this.time += delta;
}
}
}