Files
SpineViewer/SpineRuntimes/SpineRuntime34/Skeleton.cs

509 lines
20 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* 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 SpineRuntime34 {
public class Skeleton {
internal SkeletonData data;
internal ExposedList<Bone> bones;
internal ExposedList<Slot> slots;
internal ExposedList<Slot> drawOrder;
internal ExposedList<IkConstraint> ikConstraints, ikConstraintsSorted;
internal ExposedList<TransformConstraint> transformConstraints;
internal ExposedList<PathConstraint> pathConstraints;
internal ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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 ExposedList<Bone> Bones { get { return bones; } }
public ExposedList<IUpdatable> UpdateCacheList { get { return updateCache; } }
public ExposedList<Slot> Slots { get { return slots; } }
public ExposedList<Slot> DrawOrder { get { return drawOrder; } }
public ExposedList<IkConstraint> IkConstraints { get { return ikConstraints; } }
public ExposedList<PathConstraint> PathConstraints { get { return pathConstraints; } }
public ExposedList<TransformConstraint> TransformConstraints { get { return transformConstraints; } }
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.Items[0]; }
}
public Skeleton (SkeletonData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
bones = new ExposedList<Bone>(data.bones.Count);
foreach (BoneData boneData in data.bones) {
Bone bone;
if (boneData.parent == null) {
bone = new Bone(boneData, this, null);
} else {
Bone parent = bones.Items[boneData.parent.index];
bone = new Bone(boneData, this, parent);
parent.children.Add(bone);
}
bones.Add(bone);
}
slots = new ExposedList<Slot>(data.slots.Count);
drawOrder = new ExposedList<Slot>(data.slots.Count);
foreach (SlotData slotData in data.slots) {
Bone bone = bones.Items[slotData.boneData.index];
Slot slot = new Slot(slotData, bone);
slots.Add(slot);
drawOrder.Add(slot);
}
ikConstraints = new ExposedList<IkConstraint>(data.ikConstraints.Count);
ikConstraintsSorted = new ExposedList<IkConstraint>(data.ikConstraints.Count);
foreach (IkConstraintData ikConstraintData in data.ikConstraints)
ikConstraints.Add(new IkConstraint(ikConstraintData, this));
transformConstraints = new ExposedList<TransformConstraint>(data.transformConstraints.Count);
foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
pathConstraints = new ExposedList<PathConstraint> (data.pathConstraints.Count);
foreach (PathConstraintData pathConstraintData in data.pathConstraints)
pathConstraints.Add(new PathConstraint(pathConstraintData, this));
UpdateCache();
UpdateWorldTransform();
}
/// <summary>Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
/// or removed.</summary>
public void UpdateCache () {
ExposedList<IUpdatable> updateCache = this.updateCache;
updateCache.Clear();
ExposedList<Bone> bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++)
bones.Items[i].sorted = false;
ExposedList<IkConstraint> ikConstraints = this.ikConstraintsSorted;
ikConstraints.Clear();
ikConstraints.AddRange(this.ikConstraints);
int ikCount = ikConstraints.Count;
for (int i = 0, level, n = ikCount; i < n; i++) {
IkConstraint ik = ikConstraints.Items[i];
Bone bone = ik.bones.Items[0].parent;
for (level = 0; bone != null; level++)
bone = bone.parent;
ik.level = level;
}
for (int i = 1, ii; i < ikCount; i++) {
IkConstraint ik = ikConstraints.Items[i];
int level = ik.level;
for (ii = i - 1; ii >= 0; ii--) {
IkConstraint other = ikConstraints.Items[ii];
if (other.level < level) break;
ikConstraints.Items[ii + 1] = other;
}
ikConstraints.Items[ii + 1] = ik;
}
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint constraint = ikConstraints.Items[i];
Bone target = constraint.target;
SortBone(target);
ExposedList<Bone> constrained = constraint.bones;
Bone parent = constrained.Items[0];
SortBone(parent);
updateCache.Add(constraint);
SortReset(parent.children);
constrained.Items[constrained.Count - 1].sorted = true;
}
ExposedList<PathConstraint> pathConstraints = this.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
PathConstraint constraint = pathConstraints.Items[i];
Slot slot = constraint.target;
int slotIndex = slot.data.index;
Bone slotBone = slot.bone;
if (skin != null) SortPathConstraintAttachment(skin, slotIndex, slotBone);
if (data.defaultSkin != null && data.defaultSkin != skin)
SortPathConstraintAttachment(data.defaultSkin, slotIndex, slotBone);
for (int ii = 0, nn = data.skins.Count; ii < nn; ii++)
SortPathConstraintAttachment(data.skins.Items[ii], slotIndex, slotBone);
PathAttachment attachment = slot.Attachment as PathAttachment;
if (attachment != null) SortPathConstraintAttachment(attachment, slotBone);
ExposedList<Bone> constrained = constraint.bones;
int boneCount = constrained.Count;
for (int ii = 0; ii < boneCount; ii++)
SortBone(constrained.Items[ii]);
updateCache.Add(constraint);
for (int ii = 0; ii < boneCount; ii++)
SortReset(constrained.Items[ii].children);
for (int ii = 0; ii < boneCount; ii++)
constrained.Items[ii].sorted = true;
}
ExposedList<TransformConstraint> transformConstraints = this.transformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
TransformConstraint constraint = transformConstraints.Items[i];
SortBone(constraint.target);
ExposedList<Bone> constrained = constraint.bones;
int boneCount = constrained.Count;
for (int ii = 0; ii < boneCount; ii++)
SortBone(constrained.Items[ii]);
updateCache.Add(constraint);
for (int ii = 0; ii < boneCount; ii++)
SortReset(constrained.Items[ii].children);
for (int ii = 0; ii < boneCount; ii++)
constrained.Items[ii].sorted = true;
}
for (int i = 0, n = bones.Count; i < n; i++)
SortBone(bones.Items[i]);
}
private void SortPathConstraintAttachment (Skin skin, int slotIndex, Bone slotBone) {
foreach (var entry in skin.Attachments)
if (entry.Key.slotIndex == slotIndex) SortPathConstraintAttachment(entry.Value, slotBone);
}
private void SortPathConstraintAttachment (Attachment attachment, Bone slotBone) {
var pathAttachment = attachment as PathAttachment;
if (pathAttachment == null) return;
int[] pathBones = pathAttachment.bones;
if (pathBones == null)
SortBone(slotBone);
else {
var bonesItems = this.bones.Items;
for (int i = 0, n = pathBones.Length; i < n;) {
int nn = pathBones[i++];
nn += i;
while (i < nn)
SortBone(bonesItems[pathBones[i++]]);
}
}
}
private void SortBone (Bone bone) {
if (bone.sorted) return;
Bone parent = bone.parent;
if (parent != null) SortBone(parent);
bone.sorted = true;
updateCache.Add(bone);
}
private void SortReset (ExposedList<Bone> bones) {
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (bone.sorted) SortReset(bone.children);
bone.sorted = false;
}
}
/// <summary>Updates the world transform for each bone and applies constraints.</summary>
public void UpdateWorldTransform () {
var updateItems = this.updateCache.Items;
for (int i = 0, n = updateCache.Count; i < n; i++)
updateItems[i].Update();
}
/// <summary>Sets the bones, constraints, and slots to their setup pose values.</summary>
public void SetToSetupPose () {
SetBonesToSetupPose();
SetSlotsToSetupPose();
}
/// <summary>Sets the bones and constraints to their setup pose values.</summary>
public void SetBonesToSetupPose () {
var bonesItems = this.bones.Items;
for (int i = 0, n = bones.Count; i < n; i++)
bonesItems[i].SetToSetupPose();
var ikConstraintsItems = this.ikConstraints.Items;
for (int i = 0, n = ikConstraints.Count; i < n; i++) {
IkConstraint constraint = ikConstraintsItems[i];
constraint.bendDirection = constraint.data.bendDirection;
constraint.mix = constraint.data.mix;
}
var transformConstraintsItems = this.transformConstraints.Items;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
TransformConstraint constraint = transformConstraintsItems[i];
TransformConstraintData data = constraint.data;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
constraint.scaleMix = data.scaleMix;
constraint.shearMix = data.shearMix;
}
var pathConstraintItems = this.pathConstraints.Items;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
PathConstraint constraint = pathConstraintItems[i];
PathConstraintData data = constraint.data;
constraint.position = data.position;
constraint.spacing = data.spacing;
constraint.rotateMix = data.rotateMix;
constraint.translateMix = data.translateMix;
}
}
public void SetSlotsToSetupPose () {
var slots = this.slots;
var slotsItems = slots.Items;
drawOrder.Clear();
for (int i = 0, n = slots.Count; i < n; i++)
drawOrder.Add(slotsItems[i]);
for (int i = 0, n = slots.Count; i < n; i++)
slotsItems[i].SetToSetupPose();
}
/// <returns>May be null.</returns>
public Bone FindBone (String boneName) {
if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bonesItems[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", "boneName cannot be null.");
var bones = this.bones;
var bonesItems = bones.Items;
for (int i = 0, n = bones.Count; i < n; i++)
if (bonesItems[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", "slotName cannot be null.");
var slots = this.slots;
var slotsItems = slots.Items;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slotsItems[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", "slotName cannot be null.");
var slots = this.slots;
var slotsItems = slots.Items;
for (int i = 0, n = slots.Count; i < n; i++)
if (slotsItems[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, "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 {
ExposedList<Slot> slots = this.slots;
for (int i = 0, n = slots.Count; i < n; i++) {
Slot slot = slots.Items[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", "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", "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;
}
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.Items[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 + 1 < 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;
}
}
}