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

72 lines
3.2 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 { Bone } from "./Bone.js";
import { Posed } from "./Posed.js";
import { Skeleton } from "./Skeleton.js";
import { SlotData } from "./SlotData.js";
import { SlotPose } from "./SlotPose.js";
import { Color } from "./Utils.js";
/** Stores a slot's current 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 Slot extends Posed<SlotData, SlotPose, SlotPose> {
readonly skeleton: Skeleton;
/** The bone this slot belongs to. */
readonly bone: Bone;
attachmentState: number = 0;
constructor (data: SlotData, skeleton: Skeleton) {
super(data, new SlotPose(), new SlotPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.skeleton = skeleton;
this.bone = skeleton.bones[data.boneData.index];
if (data.setup.darkColor != null) {
this.pose.darkColor = new Color();
this.constrained.darkColor = new Color();
}
this.setupPose();
}
setupPose () {
this.pose.color.setFromColor(this.data.setup.color);
if (this.pose.darkColor) this.pose.darkColor.setFromColor(this.data.setup.darkColor!);
this.pose.sequenceIndex = this.data.setup.sequenceIndex;
if (!this.data.attachmentName)
this.pose.setAttachment(null);
else {
this.pose.attachment = null;
this.pose.setAttachment(this.skeleton.getAttachment(this.data.index, this.data.attachmentName));
}
}
}