2025-05-29 17:35:17 +02:00

94 lines
4.5 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Pose } from "./Pose";
import { Color } from "./Utils";
import { VertexAttachment } from "./attachments/Attachment";
import { Attachment } from "./attachments/Attachment";
import type { Sequence } from "./attachments/Sequence";
/** Stores a slot's pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store state
* for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared across
* multiple skeletons. */
export class SlotPose implements Pose<SlotPose> {
/** The color used to tint the slot's attachment. If {@link darkColor} is set, this is used as the light color for two
* color tinting. */
readonly color = new Color(1, 1, 1, 1);
/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
* color's alpha is not used. */
darkColor: Color | null = null;
/** The current attachment for the slot, or null if the slot has no attachment. */
attachment: Attachment | null = null; // Not used in setup pose.
/** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the
* {@link Sequence.getSetupIndex()}. */
sequenceIndex = 0;
/** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
* weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
*
* See {@link VertexAttachment.computeWorldVertices()} and
* {@link DeformTimeline}. */
readonly deform = new Array<number>();
SlotPose () {
}
public set (pose: SlotPose): void {
if (pose == null) throw new Error("pose cannot be null.");
this.color.setFromColor(pose.color);
if (this.darkColor != null && pose.darkColor != null) this.darkColor.setFromColor(pose.darkColor);
this.attachment = pose.attachment;
this.sequenceIndex = pose.sequenceIndex;
this.deform.length = 0;
this.deform.push(...pose.deform);
}
/** The current attachment for the slot, or null if the slot has no attachment. */
getAttachment (): Attachment | null {
return this.attachment;
}
/** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}.
* The deform is not cleared if the old attachment has the same {@link VertexAttachment.getTimelineAttachment()} as the
* specified attachment. */
setAttachment (attachment: Attachment | null): void {
if (this.attachment == attachment) return;
if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment)
|| attachment.timelineAttachment != this.attachment.timelineAttachment) {
this.deform.length = 0;
}
this.attachment = attachment;
this.sequenceIndex = -1;
}
}