307 lines
11 KiB
C#
307 lines
11 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE 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 SpineRuntime21 {
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public class Skeleton {
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internal SkeletonData data;
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internal List<Bone> bones;
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internal List<Slot> slots;
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internal List<Slot> drawOrder;
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internal List<IkConstraint> ikConstraints;
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private List<List<Bone>> boneCache = new List<List<Bone>>();
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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 List<Bone> Bones { get { return bones; } }
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public List<Slot> Slots { get { return slots; } }
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public List<Slot> DrawOrder { get { return drawOrder; } }
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public List<IkConstraint> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
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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 {
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return bones.Count == 0 ? null : bones[0];
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}
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}
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public Skeleton (SkeletonData data) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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this.data = data;
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bones = new List<Bone>(data.bones.Count);
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foreach (BoneData boneData in data.bones) {
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Bone parent = boneData.parent == null ? null : bones[data.bones.IndexOf(boneData.parent)];
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Bone bone = new Bone(boneData, this, parent);
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if (parent != null) parent.children.Add(bone);
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bones.Add(bone);
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}
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slots = new List<Slot>(data.slots.Count);
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drawOrder = new List<Slot>(data.slots.Count);
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foreach (SlotData slotData in data.slots) {
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Bone bone = bones[data.bones.IndexOf(slotData.boneData)];
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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 List<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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UpdateCache();
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}
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/// <summary>Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or
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/// removed.</summary>
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public void UpdateCache () {
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List<List<Bone>> boneCache = this.boneCache;
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List<IkConstraint> ikConstraints = this.ikConstraints;
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int ikConstraintsCount = ikConstraints.Count;
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int arrayCount = ikConstraintsCount + 1;
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if (boneCache.Count > arrayCount) boneCache.RemoveRange(arrayCount, boneCache.Count - arrayCount);
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for (int i = 0, n = boneCache.Count; i < n; i++)
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boneCache[i].Clear();
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while (boneCache.Count < arrayCount)
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boneCache.Add(new List<Bone>());
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List<Bone> nonIkBones = boneCache[0];
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bones[i];
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Bone current = bone;
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do {
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for (int ii = 0; ii < ikConstraintsCount; ii++) {
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IkConstraint ikConstraint = ikConstraints[ii];
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Bone parent = ikConstraint.bones[0];
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Bone child = ikConstraint.bones[ikConstraint.bones.Count - 1];
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while (true) {
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if (current == child) {
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boneCache[ii].Add(bone);
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boneCache[ii + 1].Add(bone);
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goto outer;
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}
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if (child == parent) break;
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child = child.parent;
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}
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}
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current = current.parent;
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} while (current != null);
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nonIkBones.Add(bone);
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outer: {}
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}
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}
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/// <summary>Updates the world transform for each bone and applies IK constraints.</summary>
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public void UpdateWorldTransform () {
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List<Bone> bones = this.bones;
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for (int ii = 0, nn = bones.Count; ii < nn; ii++) {
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Bone bone = bones[ii];
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bone.rotationIK = bone.rotation;
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}
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List<List<Bone>> boneCache = this.boneCache;
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List<IkConstraint> ikConstraints = this.ikConstraints;
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int i = 0, last = boneCache.Count - 1;
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while (true) {
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List<Bone> updateBones = boneCache[i];
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for (int ii = 0, nn = updateBones.Count; ii < nn; ii++)
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updateBones[ii].UpdateWorldTransform();
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if (i == last) break;
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ikConstraints[i].apply();
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i++;
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}
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}
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/// <summary>Sets the bones 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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public void SetBonesToSetupPose () {
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List<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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bones[i].SetToSetupPose();
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List<IkConstraint> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint ikConstraint = ikConstraints[i];
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ikConstraint.bendDirection = ikConstraint.data.bendDirection;
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ikConstraint.mix = ikConstraint.data.mix;
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}
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}
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public void SetSlotsToSetupPose () {
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List<Slot> slots = this.slots;
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drawOrder.Clear();
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drawOrder.AddRange(slots);
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for (int i = 0, n = slots.Count; i < n; i++)
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slots[i].SetToSetupPose(i);
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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 cannot be null.");
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List<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++) {
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Bone bone = bones[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 cannot be null.");
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List<Bone> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bones[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 cannot be null.");
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List<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[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 cannot be null.");
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List<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots[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);
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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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List<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[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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/// <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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/// <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 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;
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}
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/// <param name="attachmentName">May be null.</param>
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public void SetAttachment (String slotName, String attachmentName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<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[i];
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if (slot.data.name == slotName) {
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Attachment attachment = null;
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if (attachmentName != null) {
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attachment = GetAttachment(i, attachmentName);
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if (attachment == null) throw new Exception("Attachment not found: " + attachmentName + ", for slot: " + slotName);
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}
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slot.Attachment = attachment;
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return;
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}
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}
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throw new Exception("Slot not found: " + slotName);
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}
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/** @return May be null. */
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public IkConstraint FindIkConstraint (String ikConstraintName) {
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if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null.");
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List<IkConstraint> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint ikConstraint = ikConstraints[i];
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if (ikConstraint.data.name == ikConstraintName) return ikConstraint;
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}
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return null;
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}
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public void Update (float delta) {
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time += delta;
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}
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}
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}
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