mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent! Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license. With this fixed, I hope we never need to change the license again!
160 lines
5.3 KiB
Lua
160 lines
5.3 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2
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--
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-- Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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-- Software (the "Software") solely for internal use. Without the written
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-- permission of Esoteric Software, you may not (a) modify, translate, adapt or
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-- otherwise create derivative works, improvements of the Software or develop
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-- new applications using the Software or (b) remove, delete, alter or obscure
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-- any trademarks or any copyright, trademark, patent or other intellectual
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-- property or proprietary rights notices on or in the Software, including
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-- any copy thereof. Redistributions in binary or source code must include
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-- this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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-- TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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-- PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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-- 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
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-- THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local Bone = require "spine-lua.Bone"
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local Slot = require "spine-lua.Slot"
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local AttachmentLoader = require "spine-lua.AttachmentLoader"
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local Skeleton = {}
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function Skeleton.new (skeletonData)
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if not skeletonData then error("skeletonData cannot be nil", 2) end
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local self = {
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data = skeletonData,
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bones = {},
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slots = {},
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slotsByName = {},
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drawOrder = {},
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r = 1, g = 1, b = 1, a = 1,
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x = 0, y = 0
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}
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function self:updateWorldTransform ()
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for i,bone in ipairs(self.bones) do
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bone:updateWorldTransform(self.flipX, self.flipY)
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end
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end
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function self:setToSetupPose ()
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self:setBonesToSetupPose()
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self:setSlotsToSetupPose()
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end
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function self:setBonesToSetupPose ()
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for i,bone in ipairs(self.bones) do
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bone:setToSetupPose()
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end
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end
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function self:setSlotsToSetupPose ()
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for i,slot in ipairs(self.slots) do
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slot:setToSetupPose()
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end
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end
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function self:getRootBone ()
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return self.bones[1]
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end
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function self:findBone (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.data.name == boneName then return bone end
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end
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return nil
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end
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function self:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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return self.slotsByName[slotName]
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end
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function self:setSkin (skinName)
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local newSkin
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if skinName then
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newSkin = self.data:findSkin(skinName)
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if not newSkin then error("Skin not found: " .. skinName, 2) end
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if self.skin then
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-- Attach all attachments from the new skin if the corresponding attachment from the old skin is currently attached.
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for k,v in pairs(self.skin.attachments) do
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local attachment = v[3]
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local slotIndex = v[1]
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local slot = self.slots[slotIndex]
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if slot.attachment == attachment then
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local name = v[2]
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local newAttachment = newSkin:getAttachment(slotIndex, name)
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if newAttachment then slot:setAttachment(newAttachment) end
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end
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end
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end
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end
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self.skin = newSkin
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end
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function self:getAttachment (slotName, attachmentName)
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if not slotName then error("slotName cannot be nil.", 2) end
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if not attachmentName then error("attachmentName cannot be nil.", 2) end
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local slotIndex = skeletonData.slotNameIndices[slotName]
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if slotIndex == -1 then error("Slot not found: " .. slotName, 2) end
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if self.skin then
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local attachment = self.skin:getAttachment(slotIndex, attachmentName)
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if attachment then return attachment end
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end
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if self.data.defaultSkin then
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return self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
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end
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return nil
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end
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function self:setAttachment (slotName, attachmentName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.data.name == slotName then
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if not attachmentName then
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slot:setAttachment(nil)
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else
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slot:setAttachment(self:getAttachment(slotName, attachmentName))
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end
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return
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end
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end
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error("Slot not found: " + slotName, 2)
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end
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function self:update (delta)
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self.time = self.time + delta
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end
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for i,boneData in ipairs(skeletonData.bones) do
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local parent
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if boneData.parent then parent = self.bones[spine.utils.indexOf(skeletonData.bones, boneData.parent)] end
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table.insert(self.bones, Bone.new(boneData, parent))
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end
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for i,slotData in ipairs(skeletonData.slots) do
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local bone = self.bones[spine.utils.indexOf(skeletonData.bones, slotData.boneData)]
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local slot = Slot.new(slotData, self, bone)
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table.insert(self.slots, slot)
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self.slotsByName[slot.data.name] = slot
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table.insert(self.drawOrder, slot)
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end
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return self
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end
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return Skeleton
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