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https://github.com/EsotericSoftware/spine-runtimes.git
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587 lines
18 KiB
Haxe
587 lines
18 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine;
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import spine.Skeleton;
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import spine.attachments.Attachment;
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import spine.attachments.PathAttachment;
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/** Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
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* constrained bones so they follow a PathAttachment.
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*
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* @see https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide */
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class PathConstraint extends Constraint<PathConstraint, PathConstraintData, PathConstraintPose> {
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private static inline var NONE = -1;
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private static inline var BEFORE = -2;
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private static inline var AFTER = -3;
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private static inline var epsilon = 0.00001;
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/** The bones that will be modified by this path constraint. */
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public final bones:Array<BonePose>;
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/** The slot whose path attachment will be used to constrained the bones. */
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public var slot:Slot;
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private final spaces = new Array<Float>();
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private final positions = new Array<Float>();
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private final world = new Array<Float>();
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private final curves = new Array<Float>();
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private final lengths = new Array<Float>();
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private final segments = new Array<Float>();
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public function new(data:PathConstraintData, skeleton:Skeleton) {
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super(data, new PathConstraintPose(), new PathConstraintPose());
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if (skeleton == null)
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throw new SpineException("skeleton cannot be null.");
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bones = new Array<BonePose>();
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for (boneData in data.bones)
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bones.push(skeleton.bones[boneData.index].constrained);
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slot = skeleton.slots[data.slot.index];
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}
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public function copy(skeleton:Skeleton) {
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var copy = new PathConstraint(data, skeleton);
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copy.pose.set(pose);
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return copy;
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}
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/** Applies the constraint to the constrained bones. */
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public function update(skeleton:Skeleton, physics:Physics):Void {
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var attachment = slot.applied.attachment;
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if (!Std.isOfType(attachment, PathAttachment))
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return;
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var pathAttachment = cast(attachment, PathAttachment);
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var p = applied;
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var mixRotate = p.mixRotate, mixX = p.mixX, mixY = p.mixY;
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if (mixRotate == 0 && mixX == 0 && mixY == 0)
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return;
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var data = data;
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var fTangents = data.rotateMode == RotateMode.tangent,
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fScale = data.rotateMode == RotateMode.chainScale;
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var boneCount = bones.length,
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spacesCount = fTangents ? boneCount : boneCount + 1;
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ArrayUtils.resize(spaces, spacesCount, 0);
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if (fScale)
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ArrayUtils.resize(lengths, boneCount, 0);
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var spacing = p.spacing;
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var bones = bones;
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switch (data.spacingMode) {
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case SpacingMode.percent:
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if (fScale) {
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var n = spacesCount - 1;
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for (i in 0...n) {
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var bone = bones[i];
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var setupLength:Float = bone.bone.data.length;
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var x = setupLength * bone.a, y = setupLength * bone.c;
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lengths[i] = Math.sqrt(x * x + y * y);
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}
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}
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for (i in 1...spacesCount)
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spaces[i] = spacing;
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case SpacingMode.proportional:
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var sum = 0.;
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var i = 0, n = spacesCount - 1;
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while (i < n) {
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var bone = bones[i];
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var setupLength:Float = bone.bone.data.length;
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if (setupLength < PathConstraint.epsilon) {
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if (fScale)
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lengths[i] = 0;
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spaces[++i] = spacing;
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} else {
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var x = setupLength * bone.a, y = setupLength * bone.c;
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var length = Math.sqrt(x * x + y * y);
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if (fScale)
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lengths[i] = length;
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spaces[++i] = length;
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sum += length;
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}
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}
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if (sum > 0) {
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sum = spacesCount / sum * spacing;
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for (i in 1...spacesCount)
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spaces[i] *= sum;
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}
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default:
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var lengthSpacing = data.spacingMode == SpacingMode.length;
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var i = 0, n = spacesCount - 1;
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while (i < n) {
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var bone = bones[i];
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var setupLength = bone.bone.data.length;
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if (setupLength < PathConstraint.epsilon) {
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if (fScale)
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lengths[i] = 0;
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spaces[++i] = spacing;
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} else {
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var x = setupLength * bone.a, y = setupLength * bone.c;
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var length = Math.sqrt(x * x + y * y);
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if (fScale)
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lengths[i] = length;
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spaces[++i] = (lengthSpacing ? Math.max(0, setupLength + spacing) : spacing) * length / setupLength;
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}
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}
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}
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var positions = computeWorldPositions(skeleton, pathAttachment, spacesCount, fTangents);
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var boneX = positions[0],
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boneY = positions[1],
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offsetRotation = data.offsetRotation;
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var tip = false;
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if (offsetRotation == 0)
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tip = data.rotateMode == RotateMode.chain;
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else {
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tip = false;
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var bone = slot.bone.applied;
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offsetRotation *= bone.a * bone.d - bone.b * bone.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
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}
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var i = 0, ip = 3, u = skeleton._update;
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while (i < boneCount) {
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var bone = bones[i];
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bone.worldX += (boneX - bone.worldX) * mixX;
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bone.worldY += (boneY - bone.worldY) * mixY;
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var x = positions[ip], y = positions[ip + 1], dx = x - boneX, dy = y - boneY;
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if (fScale) {
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var length = lengths[i];
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if (length >= epsilon) {
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var s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
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bone.a *= s;
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bone.c *= s;
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}
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}
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boneX = x;
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boneY = y;
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if (mixRotate > 0) {
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var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r:Float, cos:Float, sin:Float;
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if (fTangents)
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r = positions[ip - 1];
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else if (spaces[i + 1] < epsilon)
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r = positions[ip + 2];
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else
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r = Math.atan2(dy, dx);
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r -= Math.atan2(c, a);
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if (tip) {
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cos = Math.cos(r);
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sin = Math.sin(r);
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var length = bone.bone.data.length;
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boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
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boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
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} else
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r += offsetRotation;
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if (r > Math.PI)
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r -= (Math.PI * 2);
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else if (r < -Math.PI) //
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r += (Math.PI * 2);
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r *= mixRotate;
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cos = Math.cos(r);
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sin = Math.sin(r);
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bone.a = cos * a - sin * c;
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bone.b = cos * b - sin * d;
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bone.c = sin * a + cos * c;
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bone.d = sin * b + cos * d;
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}
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bone.modifyWorld(u);
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i++;
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ip += 3;
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}
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}
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private function computeWorldPositions(skeleton:Skeleton, path:PathAttachment, spacesCount:Int, tangents:Bool):Array<Float> {
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var position = applied.position;
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ArrayUtils.resize(positions, spacesCount * 3 + 2, 0);
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var out:Array<Float> = positions, world = new Array<Float>();
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var closed = path.closed;
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var verticesLength = path.worldVerticesLength,
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curveCount = Std.int(verticesLength / 6),
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prevCurve = NONE;
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if (!path.constantSpeed) {
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var lengths = path.lengths;
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curveCount -= closed ? 1 : 2;
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var pathLength = lengths[curveCount];
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if (data.positionMode == PositionMode.percent)
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position *= pathLength;
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var multiplier:Float;
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switch (data.spacingMode) {
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case SpacingMode.percent:
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multiplier = pathLength;
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case SpacingMode.proportional:
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multiplier = pathLength / spacesCount;
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default:
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multiplier = 1;
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}
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ArrayUtils.resize(world, 8, 0);
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var i = 0, o = 0, curve = 0;
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while (i < spacesCount) {
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var space = spaces[i] * multiplier;
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position += space;
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var p = position;
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if (closed) {
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p %= pathLength;
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if (p < 0)
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p += pathLength;
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curve = 0;
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} else if (p < 0) {
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if (prevCurve != BEFORE) {
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prevCurve = BEFORE;
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path.computeWorldVertices(skeleton, slot, 2, 4, world, 0, 2);
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}
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addBeforePosition(p, world, 0, out, o);
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continue;
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} else if (p > pathLength) {
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if (prevCurve != AFTER) {
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prevCurve = AFTER;
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path.computeWorldVertices(skeleton, slot, verticesLength - 6, 4, world, 0, 2);
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}
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addAfterPosition(p - pathLength, world, 0, out, o);
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continue;
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}
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// Determine curve containing position.
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while (true) {
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var length = lengths[curve];
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if (p > length) {
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curve++;
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continue;
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}
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if (curve == 0)
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p /= length;
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else {
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var prev = lengths[curve - 1];
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p = (p - prev) / (length - prev);
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}
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break;
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}
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if (curve != prevCurve) {
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prevCurve = curve;
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if (closed && curve == curveCount) {
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path.computeWorldVertices(skeleton, slot, verticesLength - 4, 4, world, 0, 2);
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path.computeWorldVertices(skeleton, slot, 0, 4, world, 4, 2);
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} else {
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path.computeWorldVertices(skeleton, slot, curve * 6 + 2, 8, world, 0, 2);
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}
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}
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addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
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i++;
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o += 3;
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}
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return out;
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}
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// World vertices.
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if (closed) {
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verticesLength += 2;
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ArrayUtils.resize(world, verticesLength, 0);
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path.computeWorldVertices(skeleton, slot, 2, verticesLength - 4, world, 0, 2);
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path.computeWorldVertices(skeleton, slot, 0, 2, world, verticesLength - 4, 2);
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world[verticesLength - 2] = world[0];
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world[verticesLength - 1] = world[1];
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} else {
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curveCount--;
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verticesLength -= 4;
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ArrayUtils.resize(world, verticesLength, 0);
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path.computeWorldVertices(skeleton, slot, 2, verticesLength, world, 0, 2);
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}
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// Curve lengths.
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ArrayUtils.resize(curves, curveCount, 0);
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var curves:Array<Float> = curves;
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var pathLength:Float = 0;
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var x1 = world[0], y1 = world[1], cx1 = 0., cy1 = 0., cx2 = 0., cy2 = 0., x2 = 0., y2 = 0.;
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var tmpx:Float, tmpy:Float, dddfx:Float, dddfy:Float, ddfx:Float, ddfy:Float, dfx:Float, dfy:Float;
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var i = 0, w = 2;
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while (i < curveCount) {
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cx1 = world[w];
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cy1 = world[w + 1];
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cx2 = world[w + 2];
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cy2 = world[w + 3];
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x2 = world[w + 4];
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y2 = world[w + 5];
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tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
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tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
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dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
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dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
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ddfx = tmpx * 2 + dddfx;
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ddfy = tmpy * 2 + dddfy;
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dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
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dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
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pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
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dfx += ddfx;
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dfy += ddfy;
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pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
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dfx += ddfx + dddfx;
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dfy += ddfy + dddfy;
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pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
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curves[i] = pathLength;
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x1 = x2;
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y1 = y2;
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i++;
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w += 6;
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}
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if (data.positionMode == PositionMode.percent)
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position *= pathLength;
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var multiplier:Float;
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switch (data.spacingMode) {
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case SpacingMode.percent:
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multiplier = pathLength;
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case SpacingMode.proportional:
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multiplier = pathLength / spacesCount;
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default:
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multiplier = 1;
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}
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var segments = segments;
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var curveLength = 0.;
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var i = 0, o = 0, curve = 0, segment = 0;
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while (i < spacesCount) {
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var space = spaces[i] * multiplier;
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position += space;
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var p = position;
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if (closed) {
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p %= pathLength;
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if (p < 0)
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p += pathLength;
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curve = 0;
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segment = 0;
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} else if (p < 0) {
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addBeforePosition(p, world, 0, out, o);
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i++;
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o += 3;
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continue;
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} else if (p > pathLength) {
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addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
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i++;
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o += 3;
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continue;
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}
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// Determine curve containing position.
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var curve = 0;
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while (true) {
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var length = curves[curve];
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if (p > length) {
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curve++;
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continue;
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}
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if (curve == 0) {
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p /= length;
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} else {
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var prev = curves[curve - 1];
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p = (p - prev) / (length - prev);
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}
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break;
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}
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// Curve segment lengths.
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if (curve != prevCurve) {
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prevCurve = curve;
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var ii:Int = curve * 6;
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x1 = world[ii];
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y1 = world[ii + 1];
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cx1 = world[ii + 2];
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cy1 = world[ii + 3];
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cx2 = world[ii + 4];
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cy2 = world[ii + 5];
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x2 = world[ii + 6];
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y2 = world[ii + 7];
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tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
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tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
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dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
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dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
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ddfx = tmpx * 2 + dddfx;
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ddfy = tmpy * 2 + dddfy;
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dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
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dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
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curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
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segments[0] = curveLength;
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for (ii in 1...8) {
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
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segments[ii] = curveLength;
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}
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dfx += ddfx;
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dfy += ddfy;
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curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
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segments[8] = curveLength;
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dfx += ddfx + dddfx;
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dfy += ddfy + dddfy;
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curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
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segments[9] = curveLength;
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segment = 0;
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}
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// Weight by segment length.
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p *= curveLength;
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while (true) {
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var length = segments[segment];
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if (p > length) {
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segment++;
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continue;
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}
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if (segment == 0)
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p /= length;
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else {
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var prev = segments[segment - 1];
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p = segment + (p - prev) / (length - prev);
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}
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break;
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}
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addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
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i++;
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o += 3;
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}
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return out;
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}
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private function addBeforePosition(p:Float, temp:Array<Float>, i:Int, out:Array<Float>, o:Int):Void {
|
|
var x1:Float = temp[i];
|
|
var y1:Float = temp[i + 1];
|
|
var dx:Float = temp[i + 2] - x1;
|
|
var dy:Float = temp[i + 3] - y1;
|
|
var r:Float = Math.atan2(dy, dx);
|
|
out[o] = x1 + p * Math.cos(r);
|
|
out[o + 1] = y1 + p * Math.sin(r);
|
|
out[o + 2] = r;
|
|
}
|
|
|
|
private function addAfterPosition(p:Float, temp:Array<Float>, i:Int, out:Array<Float>, o:Int):Void {
|
|
var x1:Float = temp[i + 2];
|
|
var y1:Float = temp[i + 3];
|
|
var dx:Float = x1 - temp[i];
|
|
var dy:Float = y1 - temp[i + 1];
|
|
var r:Float = Math.atan2(dy, dx);
|
|
out[o] = x1 + p * Math.cos(r);
|
|
out[o + 1] = y1 + p * Math.sin(r);
|
|
out[o + 2] = r;
|
|
}
|
|
|
|
private function addCurvePosition(p:Float, x1:Float, y1:Float, cx1:Float, cy1:Float, cx2:Float, cy2:Float, x2:Float, y2:Float, out:Array<Float>, o:Int,
|
|
tangents:Bool):Void {
|
|
if (p == 0 || Math.isNaN(p)) {
|
|
out[o] = x1;
|
|
out[o + 1] = y1;
|
|
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
|
|
return;
|
|
}
|
|
var tt:Float = p * p;
|
|
var ttt:Float = tt * p;
|
|
var u:Float = 1 - p;
|
|
var uu:Float = u * u;
|
|
var uuu:Float = uu * u;
|
|
var ut:Float = u * p;
|
|
var ut3:Float = ut * 3;
|
|
var uut3:Float = u * ut3;
|
|
var utt3:Float = ut3 * p;
|
|
var x:Float = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt,
|
|
y:Float = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
|
|
out[o] = x;
|
|
out[o + 1] = y;
|
|
if (tangents) {
|
|
if (p < 0.001) {
|
|
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
|
|
} else {
|
|
out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
|
|
}
|
|
}
|
|
}
|
|
|
|
public function sort(skeleton:Skeleton) {
|
|
var slotIndex = slot.data.index;
|
|
var slotBone = slot.bone;
|
|
if (skeleton.skin != null)
|
|
sortPathSlot(skeleton, skeleton.skin, slotIndex, slotBone);
|
|
if (skeleton.data.defaultSkin != null && skeleton.data.defaultSkin != skeleton.skin)
|
|
sortPathSlot(skeleton, skeleton.data.defaultSkin, slotIndex, slotBone);
|
|
sortPath(skeleton, slot.pose.attachment, slotBone);
|
|
var boneCount = bones.length;
|
|
for (i in 0...boneCount) {
|
|
var bone = bones[i].bone;
|
|
skeleton.sortBone(bone);
|
|
skeleton.constrained(bone);
|
|
}
|
|
skeleton._updateCache.push(this);
|
|
for (i in 0...boneCount)
|
|
skeleton.sortReset(bones[i].bone.children);
|
|
for (i in 0...boneCount)
|
|
bones[i].bone.sorted = true;
|
|
}
|
|
|
|
public function sortPathSlot(skeleton:Skeleton, skin:Skin, slotIndex:Int, slotBone:Bone) {
|
|
var entries = skin.getAttachments();
|
|
for (entry in entries) {
|
|
if (entry.slotIndex == slotIndex)
|
|
sortPath(skeleton, entry.attachment, slotBone);
|
|
}
|
|
}
|
|
|
|
private function sortPath(skeleton:Skeleton, attachment:Attachment, slotBone:Bone) {
|
|
if (!(Std.isOfType(attachment, PathAttachment)))
|
|
return;
|
|
var pathBones = cast(attachment, PathAttachment).bones;
|
|
if (pathBones == null)
|
|
skeleton.sortBone(slotBone);
|
|
else {
|
|
var bones = skeleton.bones;
|
|
var i = 0, n = pathBones.length;
|
|
while (i < n) {
|
|
var nn = pathBones[i++];
|
|
nn += i;
|
|
while (i < nn)
|
|
skeleton.sortBone(bones[pathBones[i++]]);
|
|
}
|
|
}
|
|
}
|
|
|
|
override public function isSourceActive():Bool {
|
|
return slot.bone.active;
|
|
}
|
|
}
|