mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
541 lines
16 KiB
Lua
541 lines
16 KiB
Lua
-------------------------------------------------------------------------------
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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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local Bone = require "spine-lua.Bone"
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local Slot = require "spine-lua.Slot"
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local IkConstraint = require "spine-lua.IkConstraint"
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local PathConstraint = require "spine-lua.PathConstraint"
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local TransformConstraint = require "spine-lua.TransformConstraint"
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local AttachmentLoader = require "spine-lua.AttachmentLoader"
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local AttachmentType = require "spine-lua.attachments.AttachmentType"
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local Color = require "spine-lua.Color"
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local setmetatable = setmetatable
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local ipairs = ipairs
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local table_insert = table.insert
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local math_min = math.min
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local math_max = math.max
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local Skeleton = {}
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Skeleton.__index = Skeleton
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function Skeleton.new (data)
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if not data then error("data cannot be nil", 2) end
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local self = {
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data = data,
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bones = {},
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slots = {},
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slotsByName = {},
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drawOrder = {},
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ikConstraints = {},
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transformConstraints = {},
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pathConstraints = {},
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_updateCache = {},
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updateCacheReset = {},
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skin = nil,
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color = Color.newWith(1, 1, 1, 1),
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time = 0,
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flipX = false, flipY = false,
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x = 0, y = 0
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}
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setmetatable(self, Skeleton)
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for i,boneData in ipairs(data.bones) do
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local bone = nil
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if boneData.parent == nil then
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bone = Bone.new(boneData, self, nil)
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else
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local parent = self.bones[boneData.parent.index]
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bone = Bone.new(boneData, self, parent)
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table_insert(parent.children, bone)
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end
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table_insert(self.bones, bone)
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end
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for i,slotData in ipairs(data.slots) do
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local bone = self.bones[slotData.boneData.index]
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local slot = Slot.new(slotData, bone)
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table_insert(self.slots, slot)
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self.slotsByName[slot.data.name] = slot
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table_insert(self.drawOrder, slot)
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end
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for i,ikConstraintData in ipairs(data.ikConstraints) do
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table_insert(self.ikConstraints, IkConstraint.new(ikConstraintData, self))
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end
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for i, transformConstraintData in ipairs(data.transformConstraints) do
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table_insert(self.transformConstraints, TransformConstraint.new(transformConstraintData, self))
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end
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for i, pathConstraintData in ipairs(data.pathConstraints) do
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table_insert(self.pathConstraints, PathConstraint.new(pathConstraintData, self))
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end
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self:updateCache()
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return self
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end
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-- Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed.
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function Skeleton:updateCache ()
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local updateCache = {}
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self._updateCache = updateCache
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self.updateCacheReset = {}
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local bones = self.bones
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for i, bone in ipairs(bones) do
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bone.sorted = false
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end
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local ikConstraints = self.ikConstraints
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local transformConstraints = self.transformConstraints
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local pathConstraints = self.pathConstraints
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local ikCount = #ikConstraints
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local transformCount = #transformConstraints
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local pathCount = #pathConstraints
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local constraintCount = ikCount + transformCount + pathCount
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local i = 0
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while i < constraintCount do
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local found = false
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local ii = 1
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while ii <= ikCount do
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local constraint = ikConstraints[ii]
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if constraint.data.order == i then
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self:sortIkConstraint(constraint)
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found = true
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break
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end
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ii = ii + 1
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end
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if not found then
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ii = 1
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while ii <= transformCount do
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local constraint = transformConstraints[ii]
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if constraint.data.order == i then
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self:sortTransformConstraint(constraint)
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found = true
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break
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end
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ii = ii + 1
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end
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end
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if not found then
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ii = 1
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while ii <= pathCount do
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local constraint = pathConstraints[ii]
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if constraint.data.order == i then
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self:sortPathConstraint(constraint)
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break
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end
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ii = ii + 1
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end
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end
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i = i + 1
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end
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for i, bone in ipairs(self.bones) do
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self:sortBone(bone)
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end
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end
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function Skeleton:sortIkConstraint (constraint)
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local target = constraint.target
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self:sortBone(target)
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local constrained = constraint.bones
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local parent = constrained[1]
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self:sortBone(parent)
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if #constrained > 1 then
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local child = constrained[#constrained]
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local contains = false
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for i,updatable in ipairs(self._updateCache) do
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if updatable == child then
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contains = true
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break
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end
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end
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if not contains then table_insert(self.updateCacheReset, child) end
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end
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table_insert(self._updateCache, constraint)
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self:sortReset(parent.children)
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constrained[#constrained].sorted = true
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end
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function Skeleton:sortPathConstraint(constraint)
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local slot = constraint.target
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local slotIndex = slot.data.index
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local slotBone = slot.bone
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if self.skin then self:sortPathConstraintAttachment(skin, slotIndex, slotBone) end
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if self.data.defaultSkin and not (self.data.defaultSkin == skin) then
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self:sortPathConstraintAttachment(self.data.defaultSkin, slotIndex, slotBone)
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end
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for i,skin in ipairs(self.data.skins) do
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self:sortPathConstraintAttachment(skin, slotIndex, slotBone)
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end
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local attachment = slot.attachment
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if attachment and attachment.type == AttachmentType.path then self:sortPathConstraintAttachmentWith(attachment, slotBone) end
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local constrained = constraint.bones
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for i,bone in ipairs(constrained) do
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self:sortBone(bone)
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end
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table_insert(self._updateCache, constraint)
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for i,bone in ipairs(constrained) do
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self:sortReset(bone.children)
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end
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for i,bone in ipairs(constrained) do
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bone.sorted = true
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end
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end
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function Skeleton:sortTransformConstraint(constraint)
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self:sortBone(constraint.target)
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local constrained = constraint.bones
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if constraint.data.local_ then
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for i,bone in ipairs(constrained) do
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local child = constrained[#constrained]
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local contains = false
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sortBone(child.parent)
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for i,updatable in ipairs(self._updateCache) do
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if updatable == child then
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contains = true
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break
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end
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end
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if not contains then table_insert(self.updateCacheReset, child) end
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end
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else
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for i,bone in ipairs(constrained) do
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self:sortBone(bone)
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end
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end
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table_insert(self._updateCache, constraint)
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for i,bone in ipairs(constrained) do
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self:sortReset(bone.children)
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end
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for i,bone in ipairs(constrained) do
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bone.sorted = true
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end
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end
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function Skeleton:sortPathConstraintAttachment(skin, slotIndex, slotBone)
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local attachments = skin.attachments[slotIndex]
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if not attachments then return end
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for key,attachment in pairs(attachments) do
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self:sortPathConstraintAttachmentWith(attachment, slotBone)
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end
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end
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function Skeleton:sortPathConstraintAttachmentWith(attachment, slotBone)
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if attachment.type ~= AttachmentType.path then return end
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local pathBones = attachment.bones
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if not pathBones then
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self:sortBone(slotBone)
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else
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local bones = self.bones
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local i = 0
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local n = #pathBones
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while i < n do
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local boneCount = pathBones[i + 1]
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i = i + 1
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local nn = i + boneCount
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while i < nn do
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self:sortBone(bones[pathBones[i + 1]])
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i = i + 1
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end
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end
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end
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end
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function Skeleton:sortBone(bone)
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if bone.sorted then return end
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local parent = bone.parent
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if parent then self:sortBone(parent) end
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bone.sorted = true
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table_insert(self._updateCache, bone)
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end
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function Skeleton:sortReset(bones)
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for i, bone in ipairs(bones) do
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if bone.sorted then self:sortReset(bone.children) end
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bone.sorted = false
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end
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end
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-- Updates the world transform for each bone and applies IK constraints.
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function Skeleton:updateWorldTransform ()
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local updateCacheReset = self.updateCacheReset
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for i,bone in ipairs(updateCacheReset) do
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bone.ax = bone.x
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bone.ay = bone.y
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bone.arotation = bone.rotation
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bone.ascaleX = bone.scaleX
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bone.ascaleY = bone.scaleY
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bone.ashearX = bone.shearX
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bone.ashearY = bone.shearY
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bone.appliedValid = true
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end
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local updateCache = self._updateCache
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for i, updatable in ipairs(updateCache) do
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updatable:update()
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end
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end
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function Skeleton:setToSetupPose ()
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self:setBonesToSetupPose()
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self:setSlotsToSetupPose()
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end
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function Skeleton:setBonesToSetupPose ()
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for i,bone in ipairs(self.bones) do
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bone:setToSetupPose()
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end
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for i,ikConstraint in ipairs(self.ikConstraints) do
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ikConstraint.bendDirection = ikConstraint.data.bendDirection
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ikConstraint.mix = ikConstraint.data.mix
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end
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local transformConstraints = self.transformConstraints
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for i, constraint in ipairs(transformConstraints) do
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local data = constraint.data
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constraint.rotateMix = data.rotateMix
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constraint.translateMix = data.translateMix
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constraint.scaleMix = data.scaleMix
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constraint.shearMix = data.shearMix
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end
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local pathConstraints = self.pathConstraints
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for i, constraint in ipairs(pathConstraints) do
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local data = constraint.data
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constraint.position = data.position
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constraint.spacing = data.spacing
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constraint.rotateMix = data.rotateMix
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constraint.translateMix = data.translateMix
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end
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end
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function Skeleton:setSlotsToSetupPose ()
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for i,slot in ipairs(self.slots) do
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self.drawOrder[i] = slot
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slot:setToSetupPose()
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end
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end
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function Skeleton:getRootBone ()
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return self.bones[1]
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end
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function Skeleton:findBone (boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.data.name == boneName then return bone end
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end
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return nil
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end
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function Skeleton:findBoneIndex(boneName)
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if not boneName then error("boneName cannot be nil.", 2) end
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for i,bone in ipairs(self.bones) do
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if bone.data.name == boneName then return i end
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end
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return -1
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end
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function Skeleton:findSlot (slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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return self.slotsByName[slotName]
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end
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function Skeleton:findSlotIndex(slotName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i, slot in ipairs(self.slots) do
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if slot.data.name == slotName then return i end
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end
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return -1
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end
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-- Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
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-- Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
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-- no old skin, each slot's setup mode attachment is attached from the new skin.
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function Skeleton:setSkin (skinName)
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local skin = self.data:findSkin(skinName)
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if not skin then error("Skin not found: " .. skinName, 2) end
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self:setSkinByReference(skin)
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end
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function Skeleton:setSkinByReference(newSkin)
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if newSkin then
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if self.skin then
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newSkin:attachAll(self, self.skin)
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else
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local slots = self.slots
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for i, slot in ipairs(slots) do
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local name = slot.data.attachmentName
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if name then
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local attachment = newSkin:getAttachment(i, name)
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if attachment then
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slot:setAttachment(attachment)
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end
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end
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end
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end
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end
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self.skin = newSkin
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end
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function Skeleton:getAttachment (slotName, attachmentName)
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return self:getAttachmentByIndex(self.data.slotNameIndices[slotName], attachmentName)
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end
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function Skeleton:getAttachmentByIndex (slotIndex, attachmentName)
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if self.skin then
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local attachment = self.skin:getAttachment(slotIndex, attachmentName)
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if attachment then return attachment end
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end
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if self.data.defaultSkin then
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return self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
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end
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return nil
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end
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function Skeleton:setAttachment (slotName, attachmentName)
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if not slotName then error("slotName cannot be nil.", 2) end
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for i,slot in ipairs(self.slots) do
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if slot.data.name == slotName then
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local attachment = nil
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if attachmentName then
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attachment = self:getAttachmentByIndex(i, attachmentName)
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if not attachment then error("Attachment not found: " .. attachmentName .. ", for slot: " .. slotName, 2) end
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end
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slot:setAttachment(attachment)
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return
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end
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end
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error("Slot not found: " .. slotName, 2)
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end
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function Skeleton:findIkConstraint(constraintName)
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if not constraintName then error("constraintName cannot be null.", 2) end
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local ikConstaints = self.ikConstraints
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for i, ikConstraint in ipairs(ikConstraints) do
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if ikConstraint.data.name == constraintName then return ikConstraint end
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end
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return nil
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end
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function Skeleton:findTransformConstraint(constraintName)
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if not constraintName then error("constraintName cannot be null.", 2) end
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local transformConstraints = self.transformConstraints
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for i, transformConstraint in ipairs(transformConstraints) do
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if transformConstraint.data.name == constraintName then return transformConstraint end
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end
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return nil
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end
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function Skeleton:findPathConstraint(constraintName)
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if not constraintName then error("constraintName cannot be null.", 2) end
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local pathConstraints = self.pathConstraints
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for i, pathConstraint in ipairs(pathConstraints) do
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if pathConstraint.data.name == constraintName then return pathConstraint end
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end
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return nil
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end
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function Skeleton:getBounds(offset, size)
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if not offset then error("offset cannot be null.", 2) end
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if not size then error("size cannot be null.", 2) end
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local drawOrder = self.drawOrder;
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local minX = 99999999
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local minY = 99999999
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local maxX = -99999999
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local maxY = -99999999
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for i, slot in ipairs(drawOrder) do
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local vertices = {}
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local attachment = slot.attachment
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if attachment then
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if attachment.type == AttachmentType.region then
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attachment:computeWorldVertices(slot.bone, vertices, 0, 2)
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elseif attachment.type == AttachmentType.mesh then
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attachment:computeWorldVertices(slot, 0, attachment.worldVerticesLength, vertices, 0, 2)
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end
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end
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if #vertices > 0 then
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local nn = #vertices
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local ii = 1
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while ii <= nn do
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local x = vertices[ii]
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local y = vertices[ii + 1]
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minX = math_min(minX, x)
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minY = math_min(minY, y)
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maxX = math_max(maxX, x)
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maxY = math_max(maxY, y)
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ii = ii + 2
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end
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end
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end
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offset[1] = minX
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offset[2] = minY
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size[1] = maxX - minX
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size[2] = maxY - minY
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end
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function Skeleton:update (delta)
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self.time = self.time + delta
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end
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function Skeleton:setColor (r, g, b, a)
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self.color.r = r
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self.color.g = g
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self.color.b = b
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self.color.a = a
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end
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return Skeleton
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