Stephen Gowen d7a569d47d wip
2017-10-22 21:08:29 -04:00

192 lines
7.5 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* 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.
*****************************************************************************/
#ifndef Spine_Skeleton_h
#define Spine_Skeleton_h
#include <spine/Vector.h>
#include <spine/MathUtil.h>
#include <string>
#include <limits> // std::numeric_limits
namespace Spine
{
class SkeletonData;
class Bone;
class Updatable;
class Slot;
class IkConstraint;
class PathConstraint;
class TransformConstraint;
class Skin;
class Attachment;
class Skeleton
{
public:
Skeleton(SkeletonData& data);
~Skeleton();
/// Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
/// or removed.
void updateCache();
/// Updates the world transform for each bone and applies constraints.
void updateWorldTransform();
/// Sets the bones, constraints, and slots to their setup pose values.
void setToSetupPose();
/// Sets the bones and constraints to their setup pose values.
void setBonesToSetupPose();
void setSlotsToSetupPose();
/// @return May be NULL.
Bone* findBone(std::string boneName);
/// @return -1 if the bone was not found.
int findBoneIndex(std::string boneName);
/// @return May be NULL.
Slot* findSlot(std::string slotName);
/// @return -1 if the bone was not found.
int findSlotIndex(std::string slotName);
/// Sets a skin by name (see setSkin).
void setSkin(std::string skinName);
/// 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.
/// After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
/// See Skeleton::setSlotsToSetupPose()
/// Also, often AnimationState::Apply(Skeleton&) is called before the next time the
/// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
///
/// @param newSkin May be NULL.
void setSkin(Skin newSkin);
/// @return May be NULL.
Attachment* getAttachment(std::string slotName, std::string attachmentName);
/// @return May be NULL.
Attachment* getAttachment(int slotIndex, std::string attachmentName);
/// @param attachmentName May be empty.
void setAttachment(std::string slotName, std::string attachmentName);
/// @return May be NULL.
IkConstraint* findIkConstraint(std::string constraintName);
/// @return May be NULL.
TransformConstraint* findTransformConstraint(std::string constraintName);
/// @return May be NULL.
PathConstraint* findPathConstraint(std::string constraintName);
void update(float delta);
/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
/// @param outWidth The width of the AABB
/// @param outHeight The height of the AABB.
/// @param outVertexBuffer Reference to hold a Vector of floats. This method will assign it with new floats as needed.
void getBounds(float& outX, float& outY, float& outWidth, float& outHeight, Vector<float>& outVertexBuffer);
Bone* getRootBone();
const SkeletonData& getData();
Vector<Bone*>& getBones();
Vector<Updatable*>& getUpdateCacheList();
Vector<Slot*>& getSlots();
Vector<Slot*>& getDrawOrder();
Vector<IkConstraint*>& getIkConstraints();
Vector<PathConstraint*>& getPathConstraints();
Vector<TransformConstraint*>& getTransformConstraints();
Skin* getSkin();
void setSkin(Skin* inValue);
float getR();
void setR(float inValue);
float getG();
void setG(float inValue);
float getB();
void setB(float inValue);
float getA();
void setA(float inValue);
float getTime();
void setTime(float inValue);
float getX();
void setX(float inValue);
float getY();
void setY(float inValue);
bool getFlipX();
void setFlipX(float inValue);
bool getFlipY();
void setFlipY(float inValue);
private:
SkeletonData& _data;
Vector<Bone*> _bones;
Vector<Slot*> _slots;
Vector<Slot*> _drawOrder;
Vector<IkConstraint*> _ikConstraints;
Vector<TransformConstraint*> _transformConstraints;
Vector<PathConstraint*> _pathConstraints;
Vector<Updatable*> _updateCache;
Vector<Bone*> _updateCacheReset;
Skin* _skin;
float _r = 1, _g = 1, _b = 1, _a = 1;
float _time;
bool _flipX, _flipY;
float _x, _y;
void sortIkConstraint(IkConstraint* constraint);
void sortPathConstraint(PathConstraint* constraint);
void sortTransformConstraint(TransformConstraint* constraint);
void sortPathConstraintAttachment(Skin* skin, int slotIndex, Bone* slotBone);
void sortPathConstraintAttachment(Attachment* attachment, Bone* slotBone);
void sortBone(Bone bone);
static void sortReset(Vector<Bone*>& bones);
};
}
#endif /* Spine_Skeleton_h */