add spine34 & spine35
This commit is contained in:
457
SpineRuntimes/SpineRuntime34/Skeleton.cs
Normal file
457
SpineRuntimes/SpineRuntime34/Skeleton.cs
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@@ -0,0 +1,457 @@
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/******************************************************************************
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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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using System;
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using System.Collections.Generic;
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namespace SpineRuntime34 {
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public class Skeleton {
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internal SkeletonData data;
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internal ExposedList<Bone> bones;
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internal ExposedList<Slot> slots;
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internal ExposedList<Slot> drawOrder;
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internal ExposedList<IkConstraint> ikConstraints, ikConstraintsSorted;
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internal ExposedList<TransformConstraint> transformConstraints;
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internal ExposedList<PathConstraint> pathConstraints;
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internal ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal bool flipX, flipY;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public ExposedList<IUpdatable> UpdateCacheList { get { return updateCache; } }
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public ExposedList<Slot> Slots { get { return slots; } }
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public ExposedList<Slot> DrawOrder { get { return drawOrder; } }
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public ExposedList<IkConstraint> IkConstraints { get { return ikConstraints; } }
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public ExposedList<PathConstraint> PathConstraints { get { return pathConstraints; } }
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public ExposedList<TransformConstraint> TransformConstraints { get { return transformConstraints; } }
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public Skin Skin { get { return skin; } set { skin = value; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public float Time { get { return time; } set { time = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = value; } }
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public Bone RootBone {
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get { return bones.Count == 0 ? null : bones.Items[0]; }
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}
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public Skeleton (SkeletonData data) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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this.data = data;
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bones = new ExposedList<Bone>(data.bones.Count);
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foreach (BoneData boneData in data.bones) {
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Bone bone;
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if (boneData.parent == null) {
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bone = new Bone(boneData, this, null);
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} else {
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Bone parent = bones.Items[boneData.parent.index];
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bone = new Bone(boneData, this, parent);
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parent.children.Add(bone);
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}
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bones.Add(bone);
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}
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slots = new ExposedList<Slot>(data.slots.Count);
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drawOrder = new ExposedList<Slot>(data.slots.Count);
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foreach (SlotData slotData in data.slots) {
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Bone bone = bones.Items[slotData.boneData.index];
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Slot slot = new Slot(slotData, bone);
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slots.Add(slot);
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drawOrder.Add(slot);
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}
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ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
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ikConstraintsSorted = new ExposedList<IkConstraint>(data.ikConstraints.Count);
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foreach (IkConstraintData ikConstraintData in data.ikConstraints)
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ikConstraints.Add(new IkConstraint(ikConstraintData, this));
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transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
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foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
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transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
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pathConstraints = new ExposedList<PathConstraint> (data.pathConstraints.Count);
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foreach (PathConstraintData pathConstraintData in data.pathConstraints)
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pathConstraints.Add(new PathConstraint(pathConstraintData, this));
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UpdateCache();
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UpdateWorldTransform();
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}
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/// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
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/// or removed.</summary>
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public void UpdateCache () {
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ExposedList<IUpdatable> updateCache = this.updateCache;
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updateCache.Clear();
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ExposedList<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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bones.Items[i].sorted = false;
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ExposedList<IkConstraint> ikConstraints = this.ikConstraintsSorted;
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ikConstraints.Clear();
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ikConstraints.AddRange(this.ikConstraints);
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int ikCount = ikConstraints.Count;
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for (int i = 0, level, n = ikCount; i < n; i++) {
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IkConstraint ik = ikConstraints.Items[i];
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Bone bone = ik.bones.Items[0].parent;
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for (level = 0; bone != null; level++)
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bone = bone.parent;
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ik.level = level;
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}
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for (int i = 1, ii; i < ikCount; i++) {
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IkConstraint ik = ikConstraints.Items[i];
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int level = ik.level;
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for (ii = i - 1; ii >= 0; ii--) {
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IkConstraint other = ikConstraints.Items[ii];
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if (other.level < level) break;
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ikConstraints.Items[ii + 1] = other;
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}
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ikConstraints.Items[ii + 1] = ik;
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}
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint constraint = ikConstraints.Items[i];
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Bone target = constraint.target;
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SortBone(target);
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ExposedList<Bone> constrained = constraint.bones;
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Bone parent = constrained.Items[0];
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SortBone(parent);
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updateCache.Add(constraint);
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SortReset(parent.children);
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constrained.Items[constrained.Count - 1].sorted = true;
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}
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ExposedList<PathConstraint> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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PathConstraint constraint = pathConstraints.Items[i];
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Slot slot = constraint.target;
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int slotIndex = slot.data.index;
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Bone slotBone = slot.bone;
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if (skin != null) SortPathConstraintAttachment(skin, slotIndex, slotBone);
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if (data.defaultSkin != null && data.defaultSkin != skin)
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SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
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for (int ii = 0, nn = data.skins.Count; ii < nn; ii++)
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SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone);
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PathAttachment attachment = slot.Attachment as PathAttachment;
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if (attachment != null) SortPathConstraintAttachment(attachment, slotBone);
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ExposedList<Bone> constrained = constraint.bones;
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int boneCount = constrained.Count;
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for (int ii = 0; ii < boneCount; ii++)
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SortBone(constrained.Items[ii]);
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updateCache.Add(constraint);
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for (int ii = 0; ii < boneCount; ii++)
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SortReset(constrained.Items[ii].children);
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for (int ii = 0; ii < boneCount; ii++)
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constrained.Items[ii].sorted = true;
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}
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ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraint constraint = transformConstraints.Items[i];
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SortBone(constraint.target);
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ExposedList<Bone> constrained = constraint.bones;
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int boneCount = constrained.Count;
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for (int ii = 0; ii < boneCount; ii++)
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SortBone(constrained.Items[ii]);
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updateCache.Add(constraint);
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for (int ii = 0; ii < boneCount; ii++)
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SortReset(constrained.Items[ii].children);
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for (int ii = 0; ii < boneCount; ii++)
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constrained.Items[ii].sorted = true;
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}
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for (int i = 0, n = bones.Count; i < n; i++)
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SortBone(bones.Items[i]);
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}
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private void SortPathConstraintAttachment (Skin skin, int slotIndex, Bone slotBone) {
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foreach (var entry in skin.Attachments)
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if (entry.Key.slotIndex == slotIndex) SortPathConstraintAttachment(entry.Value, slotBone);
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}
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private void SortPathConstraintAttachment (Attachment attachment, Bone slotBone) {
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var pathAttachment = attachment as PathAttachment;
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if (pathAttachment == null) return;
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int[] pathBones = pathAttachment.bones;
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if (pathBones == null)
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SortBone(slotBone);
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else {
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var bonesItems = this.bones.Items;
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for (int i = 0, n = pathBones.Length; i < n;) {
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int nn = pathBones[i++];
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nn += i;
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while (i < nn)
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SortBone(bonesItems[pathBones[i++]]);
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}
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}
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}
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private void SortBone (Bone bone) {
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if (bone.sorted) return;
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Bone parent = bone.parent;
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if (parent != null) SortBone(parent);
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bone.sorted = true;
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updateCache.Add(bone);
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}
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private void SortReset (ExposedList<Bone> bones) {
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bonesItems[i];
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if (bone.sorted) SortReset(bone.children);
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bone.sorted = false;
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}
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}
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/// <summary>Updates the world transform for each bone and applies constraints.</summary>
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public void UpdateWorldTransform () {
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var updateItems = this.updateCache.Items;
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for (int i = 0, n = updateCache.Count; i < n; i++)
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updateItems[i].Update();
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}
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/// <summary>Sets the bones, constraints, and slots to their setup pose values.</summary>
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public void SetToSetupPose () {
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SetBonesToSetupPose();
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SetSlotsToSetupPose();
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}
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/// <summary>Sets the bones and constraints to their setup pose values.</summary>
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public void SetBonesToSetupPose () {
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var bonesItems = this.bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++)
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bonesItems[i].SetToSetupPose();
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var ikConstraintsItems = this.ikConstraints.Items;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint constraint = ikConstraintsItems[i];
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.mix = constraint.data.mix;
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}
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var transformConstraintsItems = this.transformConstraints.Items;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraint constraint = transformConstraintsItems[i];
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TransformConstraintData 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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}
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var pathConstraintItems = this.pathConstraints.Items;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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PathConstraint constraint = pathConstraintItems[i];
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PathConstraintData 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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}
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}
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public void SetSlotsToSetupPose () {
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var slots = this.slots;
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var slotsItems = slots.Items;
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drawOrder.Clear();
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for (int i = 0, n = slots.Count; i < n; i++)
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drawOrder.Add(slotsItems[i]);
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for (int i = 0, n = slots.Count; i < n; i++)
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slotsItems[i].SetToSetupPose();
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}
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/// <returns>May be null.</returns>
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public Bone FindBone (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bonesItems[i];
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if (bone.data.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bonesItems[i].data.name == boneName) return i;
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return -1;
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}
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/// <returns>May be null.</returns>
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public Slot FindSlot (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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var slots = this.slots;
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var slotsItems = slots.Items;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slotsItems[i];
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if (slot.data.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindSlotIndex (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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var slots = this.slots;
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var slotsItems = slots.Items;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slotsItems[i].data.name.Equals(slotName)) return i;
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return -1;
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}
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/// <summary>Sets a skin by name (see SetSkin).</summary>
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public void SetSkin (String skinName) {
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Skin skin = data.FindSkin(skinName);
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if (skin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");
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SetSkin(skin);
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}
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/// <summary>Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default
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||||
/// skin}. Attachmentsfrom the new skin are attached if the corresponding attachment from the old skin was attached. If
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/// there was no old skin, each slot's setup mode attachment is attached from the new skin.</summary>
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/// <param name="newSkin">May be null.</param>
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public void SetSkin (Skin newSkin) {
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if (newSkin != null) {
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if (skin != null)
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newSkin.AttachAll(this, skin);
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||||
else {
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||||
ExposedList<Slot> slots = this.slots;
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||||
for (int i = 0, n = slots.Count; i < n; i++) {
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||||
Slot slot = slots.Items[i];
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String name = slot.data.attachmentName;
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||||
if (name != null) {
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Attachment attachment = newSkin.GetAttachment(i, name);
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if (attachment != null) slot.Attachment = attachment;
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}
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}
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||||
}
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||||
}
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skin = newSkin;
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}
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||||
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (String slotName, String attachmentName) {
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return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
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}
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||||
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/// <returns>May be null.</returns>
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||||
public Attachment GetAttachment (int slotIndex, String attachmentName) {
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if (attachmentName == null) throw new ArgumentNullException("attachmentName", "attachmentName cannot be null.");
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if (skin != null) {
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Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
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if (attachment != null) return attachment;
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}
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if (data.defaultSkin != null) return data.defaultSkin.GetAttachment(slotIndex, attachmentName);
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||||
return null;
|
||||
}
|
||||
|
||||
/// <param name="attachmentName">May be null.</param>
|
||||
public void SetAttachment (String slotName, String attachmentName) {
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||||
if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
|
||||
ExposedList<Slot> slots = this.slots;
|
||||
for (int i = 0, n = slots.Count; i < n; i++) {
|
||||
Slot slot = slots.Items[i];
|
||||
if (slot.data.name == slotName) {
|
||||
Attachment attachment = null;
|
||||
if (attachmentName != null) {
|
||||
attachment = GetAttachment(i, attachmentName);
|
||||
if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName);
|
||||
}
|
||||
slot.Attachment = attachment;
|
||||
return;
|
||||
}
|
||||
}
|
||||
throw new Exception("Slot not found: " + slotName);
|
||||
}
|
||||
|
||||
/// <returns>May be null.</returns>
|
||||
public IkConstraint FindIkConstraint (String constraintName) {
|
||||
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
||||
ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
|
||||
IkConstraint ikConstraint = ikConstraints.Items[i];
|
||||
if (ikConstraint.data.name == constraintName) return ikConstraint;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <returns>May be null.</returns>
|
||||
public TransformConstraint FindTransformConstraint (String constraintName) {
|
||||
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
||||
ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
TransformConstraint transformConstraint = transformConstraints.Items[i];
|
||||
if (transformConstraint.data.name == constraintName) return transformConstraint;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <returns>May be null.</returns>
|
||||
public PathConstraint FindPathConstraint (String constraintName) {
|
||||
if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
|
||||
ExposedList<PathConstraint> pathConstraints = this.pathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
PathConstraint constraint = pathConstraints.Items[i];
|
||||
if (constraint.data.name.Equals(constraintName)) return constraint;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void Update (float delta) {
|
||||
time += delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user