Files
SpineViewer/SpineRuntimes/SpineRuntime21/Skeleton.cs
2025-04-22 23:54:20 +08:00

358 lines
13 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace SpineRuntime21 {
public class Skeleton {
internal SkeletonData data;
internal List<Bone> bones;
internal List<Slot> slots;
internal List<Slot> drawOrder;
internal List<IkConstraint> ikConstraints;
private List<List<Bone>> boneCache = new List<List<Bone>>();
internal Skin skin;
internal float r = 1, g = 1, b = 1, a = 1;
internal float time;
internal float scaleX = 1, scaleY = 1;
internal float x, y;
public SkeletonData Data { get { return data; } }
public List<Bone> Bones { get { return bones; } }
public List<Slot> Slots { get { return slots; } }
public List<Slot> DrawOrder { get { return drawOrder; } }
public List<IkConstraint> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
public Skin Skin { get { return skin; } set { skin = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public float Time { get { return time; } set { time = value; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
[Obsolete("Use ScaleY instead. FlipY is when ScaleY is negative.")]
public bool FlipY { get { return scaleY < 0; } set { scaleY = value ? -1f : 1f; } }
public Bone RootBone {
get {
return bones.Count == 0 ? null : bones[0];
}
}
public Skeleton (SkeletonData data) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
this.data = data;
bones = new List<Bone>(data.bones.Count);
foreach (BoneData boneData in data.bones) {
Bone parent = boneData.parent == null ? null : bones[data.bones.IndexOf(boneData.parent)];
Bone bone = new Bone(boneData, this, parent);
if (parent != null) parent.children.Add(bone);
bones.Add(bone);
}
slots = new List<Slot>(data.slots.Count);
drawOrder = new List<Slot>(data.slots.Count);
foreach (SlotData slotData in data.slots) {
Bone bone = bones[data.bones.IndexOf(slotData.boneData)];
Slot slot = new Slot(slotData, bone);
slots.Add(slot);
drawOrder.Add(slot);
}
ikConstraints = new List<IkConstraint>(data.ikConstraints.Count);
foreach (IkConstraintData ikConstraintData in data.ikConstraints)
ikConstraints.Add(new IkConstraint(ikConstraintData, this));
UpdateCache();
}
/// <summary>Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or
/// removed.</summary>
public void UpdateCache () {
List<List<Bone>> boneCache = this.boneCache;
List<IkConstraint> ikConstraints = this.ikConstraints;
int ikConstraintsCount = ikConstraints.Count;
int arrayCount = ikConstraintsCount + 1;
if (boneCache.Count > arrayCount) boneCache.RemoveRange(arrayCount, boneCache.Count - arrayCount);
for (int i = 0, n = boneCache.Count; i < n; i++)
boneCache[i].Clear();
while (boneCache.Count < arrayCount)
boneCache.Add(new List<Bone>());
List<Bone> nonIkBones = boneCache[0];
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones[i];
Bone current = bone;
do {
for (int ii = 0; ii < ikConstraintsCount; ii++) {
IkConstraint ikConstraint = ikConstraints[ii];
Bone parent = ikConstraint.bones[0];
Bone child = ikConstraint.bones[ikConstraint.bones.Count - 1];
while (true) {
if (current == child) {
boneCache[ii].Add(bone);
boneCache[ii + 1].Add(bone);
goto outer;
}
if (child == parent) break;
child = child.parent;
}
}
current = current.parent;
} while (current != null);
nonIkBones.Add(bone);
outer: {}
}
}
/// <summary>Updates the world transform for each bone and applies IK constraints.</summary>
public void UpdateWorldTransform () {
List<Bone> bones = this.bones;
for (int ii = 0, nn = bones.Count; ii < nn; ii++) {
Bone bone = bones[ii];
bone.rotationIK = bone.rotation;
}
List<List<Bone>> boneCache = this.boneCache;
List<IkConstraint> ikConstraints = this.ikConstraints;
int i = 0, last = boneCache.Count - 1;
while (true) {
List<Bone> updateBones = boneCache[i];
for (int ii = 0, nn = updateBones.Count; ii < nn; ii++)
updateBones[ii].UpdateWorldTransform();
if (i == last) break;
ikConstraints[i].apply();
i++;
}
}
/// <summary>Sets the bones and slots to their setup pose values.</summary>
public void SetToSetupPose () {
SetBonesToSetupPose();
SetSlotsToSetupPose();
}
public void SetBonesToSetupPose () {
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones[i].SetToSetupPose();
List<IkConstraint> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint ikConstraint = ikConstraints[i];
ikConstraint.bendDirection = ikConstraint.data.bendDirection;
ikConstraint.mix = ikConstraint.data.mix;
}
}
public void SetSlotsToSetupPose () {
List<Slot> slots = this.slots;
drawOrder.Clear();
drawOrder.AddRange(slots);
for (int i = 0, n = slots.Count; i < n; i++)
slots[i].SetToSetupPose(i);
}
/// <returns>May be null.</returns>
public Bone FindBone (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones[i];
if (bone.data.name == boneName) return bone;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindBoneIndex (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
List<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
if (bones[i].data.name == boneName) return i;
return -1;
}
/// <returns>May be null.</returns>
public Slot FindSlot (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
if (slot.data.name == slotName) return slot;
}
return null;
}
/// <returns>-1 if the bone was not found.</returns>
public int FindSlotIndex (String slotName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++)
if (slots[i].data.name.Equals(slotName)) return i;
return -1;
}
/// <summary>Sets a skin by name (see SetSkin).</summary>
public void SetSkin (String skinName) {
Skin skin = data.FindSkin(skinName);
if (skin == null) throw new ArgumentException("Skin not found: " + skinName);
SetSkin(skin);
}
/// <summary>Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default
/// skin}. Attachmentsfrom the new skin are attached if the corresponding attachment from the old skin was attached. If
/// there was no old skin, each slot's setup mode attachment is attached from the new skin.</summary>
/// <param name="newSkin">May be null.</param>
public void SetSkin (Skin newSkin) {
if (newSkin != null) {
if (skin != null)
newSkin.AttachAll(this, skin);
else {
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[i];
String name = slot.data.attachmentName;
if (name != null) {
Attachment attachment = newSkin.GetAttachment(i, name);
if (attachment != null) slot.Attachment = attachment;
}
}
}
}
skin = newSkin;
}
/// <returns>May be null.</returns>
public Attachment GetAttachment (String slotName, String attachmentName) {
return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
}
/// <returns>May be null.</returns>
public Attachment GetAttachment (int slotIndex, String attachmentName) {
if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null.");
if (skin != null) {
Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
if (attachment != null) return attachment;
}
if (data.defaultSkin != null) return data.defaultSkin.GetAttachment(slotIndex, attachmentName);
return null;
}
/// <param name="attachmentName">May be null.</param>
public void SetAttachment (String slotName, String attachmentName) {
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
List<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots[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);
}
/** @return May be null. */
public IkConstraint FindIkConstraint (String ikConstraintName) {
if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null.");
List<IkConstraint> ikConstraints = this.ikConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint ikConstraint = ikConstraints[i];
if (ikConstraint.data.name == ikConstraintName) return ikConstraint;
}
return null;
}
public void Update (float delta) {
time += delta;
}
public void GetBounds(out float x, out float y, out float width, out float height)
{
float[] temp = new float[8];
float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
for (int i = 0, n = drawOrder.Count; i < n; i++)
{
Slot slot = drawOrder[i];
int verticesLength = 0;
float[] vertices = null;
Attachment attachment = slot.Attachment;
if (attachment is RegionAttachment regionAttachment)
{
verticesLength = 8;
vertices = temp;
if (vertices.Length < 8) vertices = temp = new float[8];
regionAttachment.ComputeWorldVertices(slot.Bone, temp);
}
else if (attachment is MeshAttachment meshAttachment)
{
MeshAttachment mesh = meshAttachment;
verticesLength = mesh.Vertices.Length;
vertices = temp;
if (vertices.Length < verticesLength) vertices = temp = new float[verticesLength];
mesh.ComputeWorldVertices(slot, temp);
}
if (vertices != null)
{
for (int ii = 0; ii < verticesLength; ii += 2)
{
float vx = vertices[ii], vy = vertices[ii + 1];
minX = Math.Min(minX, vx);
minY = Math.Min(minY, vy);
maxX = Math.Max(maxX, vx);
maxY = Math.Max(maxY, vy);
}
}
}
x = minX;
y = minY;
width = maxX - minX;
height = maxY - minY;
}
}
}