mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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192 lines
7.5 KiB
C++
192 lines
7.5 KiB
C++
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Skeleton_h
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#define Spine_Skeleton_h
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#include <spine/Vector.h>
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#include <spine/MathUtil.h>
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#include <string>
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#include <limits> // std::numeric_limits
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namespace Spine
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{
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class SkeletonData;
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class Bone;
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class Updatable;
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class Slot;
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class IkConstraint;
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class PathConstraint;
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class TransformConstraint;
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class Skin;
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class Attachment;
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class Skeleton
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{
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public:
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Skeleton(SkeletonData& data);
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~Skeleton();
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/// Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
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/// or removed.
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void updateCache();
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/// Updates the world transform for each bone and applies constraints.
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void updateWorldTransform();
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/// Sets the bones, constraints, and slots to their setup pose values.
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void setToSetupPose();
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/// Sets the bones and constraints to their setup pose values.
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void setBonesToSetupPose();
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void setSlotsToSetupPose();
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/// @return May be NULL.
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Bone* findBone(std::string boneName);
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/// @return -1 if the bone was not found.
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int findBoneIndex(std::string boneName);
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/// @return May be NULL.
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Slot* findSlot(std::string slotName);
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/// @return -1 if the bone was not found.
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int findSlotIndex(std::string slotName);
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/// Sets a skin by name (see setSkin).
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void setSkin(std::string skinName);
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/// Attachments from the new skin are attached if the corresponding attachment from the old skin was attached.
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/// If there was no old skin, each slot's setup mode attachment is attached from the new skin.
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/// After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
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/// See Skeleton::setSlotsToSetupPose()
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/// Also, often AnimationState::Apply(Skeleton&) is called before the next time the
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/// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
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///
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/// @param newSkin May be NULL.
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void setSkin(Skin newSkin);
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/// @return May be NULL.
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Attachment* getAttachment(std::string slotName, std::string attachmentName);
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/// @return May be NULL.
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Attachment* getAttachment(int slotIndex, std::string attachmentName);
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/// @param attachmentName May be empty.
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void setAttachment(std::string slotName, std::string attachmentName);
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/// @return May be NULL.
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IkConstraint* findIkConstraint(std::string constraintName);
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/// @return May be NULL.
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TransformConstraint* findTransformConstraint(std::string constraintName);
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/// @return May be NULL.
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PathConstraint* findPathConstraint(std::string constraintName);
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void update(float delta);
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/// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
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/// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
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/// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
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/// @param outWidth The width of the AABB
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/// @param outHeight The height of the AABB.
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/// @param outVertexBuffer Reference to hold a Vector of floats. This method will assign it with new floats as needed.
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void getBounds(float& outX, float& outY, float& outWidth, float& outHeight, Vector<float>& outVertexBuffer);
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Bone* getRootBone();
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const SkeletonData& getData();
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Vector<Bone*>& getBones();
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Vector<Updatable*>& getUpdateCacheList();
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Vector<Slot*>& getSlots();
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Vector<Slot*>& getDrawOrder();
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Vector<IkConstraint*>& getIkConstraints();
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Vector<PathConstraint*>& getPathConstraints();
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Vector<TransformConstraint*>& getTransformConstraints();
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Skin* getSkin();
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void setSkin(Skin* inValue);
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float getR();
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void setR(float inValue);
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float getG();
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void setG(float inValue);
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float getB();
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void setB(float inValue);
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float getA();
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void setA(float inValue);
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float getTime();
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void setTime(float inValue);
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float getX();
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void setX(float inValue);
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float getY();
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void setY(float inValue);
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bool getFlipX();
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void setFlipX(float inValue);
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bool getFlipY();
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void setFlipY(float inValue);
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private:
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SkeletonData& _data;
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Vector<Bone*> _bones;
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Vector<Slot*> _slots;
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Vector<Slot*> _drawOrder;
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Vector<IkConstraint*> _ikConstraints;
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Vector<TransformConstraint*> _transformConstraints;
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Vector<PathConstraint*> _pathConstraints;
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Vector<Updatable*> _updateCache;
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Vector<Bone*> _updateCacheReset;
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Skin* _skin;
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float _r = 1, _g = 1, _b = 1, _a = 1;
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float _time;
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bool _flipX, _flipY;
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float _x, _y;
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void sortIkConstraint(IkConstraint* constraint);
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void sortPathConstraint(PathConstraint* constraint);
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void sortTransformConstraint(TransformConstraint* constraint);
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void sortPathConstraintAttachment(Skin* skin, int slotIndex, Bone* slotBone);
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void sortPathConstraintAttachment(Attachment* attachment, Bone* slotBone);
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void sortBone(Bone bone);
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static void sortReset(Vector<Bone*>& bones);
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};
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}
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#endif /* Spine_Skeleton_h */
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