/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine { /** Stores the current pose for a skeleton. * * See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */ export class Skeleton { /** The skeleton's setup pose data. */ data: SkeletonData; /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ bones: Array; /** The skeleton's slots. */ slots: Array; /** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */ drawOrder: Array; /** The skeleton's IK constraints. */ ikConstraints: Array; /** The skeleton's transform constraints. */ transformConstraints: Array; /** The skeleton's path constraints. */ pathConstraints: Array; /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */ _updateCache = new Array(); updateCacheReset = new Array(); /** The skeleton's current skin. May be null. */ skin: Skin; /** The color to tint all the skeleton's attachments. */ color: Color; /** Returns the skeleton's time. This can be used for tracking, such as with Slot {@link Slot#attachmentTime}. *

* See {@link #update()}. */ time = 0; /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ scaleX = 1; /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ scaleY = 1; /** Sets the skeleton X position, which is added to the root bone worldX position. */ x = 0; /** Sets the skeleton Y position, which is added to the root bone worldY position. */ y = 0; constructor (data: SkeletonData) { if (data == null) throw new Error("data cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let boneData = data.bones[i]; let bone: Bone; if (boneData.parent == null) bone = new Bone(boneData, this, null); else { let parent = this.bones[boneData.parent.index]; bone = new Bone(boneData, this, parent); parent.children.push(bone); } this.bones.push(bone); } this.slots = new Array(); this.drawOrder = new Array(); for (let i = 0; i < data.slots.length; i++) { let slotData = data.slots[i]; let bone = this.bones[slotData.boneData.index]; let slot = new Slot(slotData, bone); this.slots.push(slot); this.drawOrder.push(slot); } this.ikConstraints = new Array(); for (let i = 0; i < data.ikConstraints.length; i++) { let ikConstraintData = data.ikConstraints[i]; this.ikConstraints.push(new IkConstraint(ikConstraintData, this)); } this.transformConstraints = new Array(); for (let i = 0; i < data.transformConstraints.length; i++) { let transformConstraintData = data.transformConstraints[i]; this.transformConstraints.push(new TransformConstraint(transformConstraintData, this)); } this.pathConstraints = new Array(); for (let i = 0; i < data.pathConstraints.length; i++) { let pathConstraintData = data.pathConstraints[i]; this.pathConstraints.push(new PathConstraint(pathConstraintData, this)); } this.color = new Color(1, 1, 1, 1); this.updateCache(); } /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones, * constraints, or weighted path attachments are added or removed. */ updateCache () { let updateCache = this._updateCache; updateCache.length = 0; this.updateCacheReset.length = 0; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; bone.sorted = bone.data.skinRequired; bone.active = !bone.sorted; } if (this.skin != null) { let skinBones = this.skin.bones; for (let i = 0, n = this.skin.bones.length; i < n; i++) { let bone = this.bones[skinBones[i].index]; do { bone.sorted = false; bone.active = true; bone = bone.parent; } while (bone != null); } } // IK first, lowest hierarchy depth first. let ikConstraints = this.ikConstraints; let transformConstraints = this.transformConstraints; let pathConstraints = this.pathConstraints; let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; let constraintCount = ikCount + transformCount + pathCount; outer: for (let i = 0; i < constraintCount; i++) { for (let ii = 0; ii < ikCount; ii++) { let constraint = ikConstraints[ii]; if (constraint.data.order == i) { this.sortIkConstraint(constraint); continue outer; } } for (let ii = 0; ii < transformCount; ii++) { let constraint = transformConstraints[ii]; if (constraint.data.order == i) { this.sortTransformConstraint(constraint); continue outer; } } for (let ii = 0; ii < pathCount; ii++) { let constraint = pathConstraints[ii]; if (constraint.data.order == i) { this.sortPathConstraint(constraint); continue outer; } } } for (let i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]); } sortIkConstraint (constraint: IkConstraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true))); if (!constraint.active) return; let target = constraint.target; this.sortBone(target); let constrained = constraint.bones; let parent = constrained[0]; this.sortBone(parent); if (constrained.length > 1) { let child = constrained[constrained.length - 1]; if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child); } this._updateCache.push(constraint); this.sortReset(parent.children); constrained[constrained.length - 1].sorted = true; } sortPathConstraint (constraint: PathConstraint) { constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true))); if (!constraint.active) return; let slot = constraint.target; let slotIndex = slot.data.index; let slotBone = slot.bone; if (this.skin != null) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin) this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); for (let i = 0, n = this.data.skins.length; i < n; i++) this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); let attachment = slot.getAttachment(); if (attachment instanceof PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone); let constrained = constraint.bones; let boneCount = constrained.length; for (let i = 0; i < boneCount; i++) this.sortBone(constrained[i]); this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortTransformConstraint (constraint: TransformConstraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true))); if (!constraint.active) return; this.sortBone(constraint.target); let constrained = constraint.bones; let boneCount = constrained.length; if (constraint.data.local) { for (let i = 0; i < boneCount; i++) { let child = constrained[i]; this.sortBone(child.parent); if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child); } } else { for (let i = 0; i < boneCount; i++) { this.sortBone(constrained[i]); } } this._updateCache.push(constraint); for (let ii = 0; ii < boneCount; ii++) this.sortReset(constrained[ii].children); for (let ii = 0; ii < boneCount; ii++) constrained[ii].sorted = true; } sortPathConstraintAttachment (skin: Skin, slotIndex: number, slotBone: Bone) { let attachments = skin.attachments[slotIndex]; if (!attachments) return; for (let key in attachments) { this.sortPathConstraintAttachmentWith(attachments[key], slotBone); } } sortPathConstraintAttachmentWith (attachment: Attachment, slotBone: Bone) { if (!(attachment instanceof PathAttachment)) return; let pathBones = (attachment).bones; if (pathBones == null) this.sortBone(slotBone); else { let bones = this.bones; let i = 0; while (i < pathBones.length) { let boneCount = pathBones[i++]; for (let n = i + boneCount; i < n; i++) { let boneIndex = pathBones[i]; this.sortBone(bones[boneIndex]); } } } } sortBone (bone: Bone) { if (bone.sorted) return; let parent = bone.parent; if (parent != null) this.sortBone(parent); bone.sorted = true; this._updateCache.push(bone); } sortReset (bones: Array) { for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (!bone.active) continue; if (bone.sorted) this.sortReset(bone.children); bone.sorted = false; } } /** Updates the world transform for each bone and applies all constraints. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. */ updateWorldTransform () { let updateCacheReset = this.updateCacheReset; for (let i = 0, n = updateCacheReset.length; i < n; i++) { let bone = updateCacheReset[i] as Bone; bone.ax = bone.x; bone.ay = bone.y; bone.arotation = bone.rotation; bone.ascaleX = bone.scaleX; bone.ascaleY = bone.scaleY; bone.ashearX = bone.shearX; bone.ashearY = bone.shearY; bone.appliedValid = true; } let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) updateCache[i].update(); } /** Sets the bones, constraints, and slots to their setup pose values. */ setToSetupPose () { this.setBonesToSetupPose(); this.setSlotsToSetupPose(); } /** Sets the bones and constraints to their setup pose values. */ setBonesToSetupPose () { let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) bones[i].setToSetupPose(); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let constraint = ikConstraints[i]; constraint.mix = constraint.data.mix; constraint.softness = constraint.data.softness; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; let data = constraint.data; constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; constraint.scaleMix = data.scaleMix; constraint.shearMix = data.shearMix; } let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; let data = constraint.data; constraint.position = data.position; constraint.spacing = data.spacing; constraint.rotateMix = data.rotateMix; constraint.translateMix = data.translateMix; } } /** Sets the slots and draw order to their setup pose values. */ setSlotsToSetupPose () { let slots = this.slots; Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); for (let i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose(); } /** @returns May return null. */ getRootBone () { if (this.bones.length == 0) return null; return this.bones[0]; } /** @returns May be null. */ findBone (boneName: string) { if (boneName == null) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.data.name == boneName) return bone; } return null; } /** @returns -1 if the bone was not found. */ findBoneIndex (boneName: string) { if (boneName == null) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) if (bones[i].data.name == boneName) return i; return -1; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * repeatedly. * @returns May be null. */ findSlot (slotName: string) { if (slotName == null) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) return slot; } return null; } /** @returns -1 if the bone was not found. */ findSlotIndex (slotName: string) { if (slotName == null) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) if (slots[i].data.name == slotName) return i; return -1; } /** Sets a skin by name. * * See {@link #setSkin()}. */ setSkinByName (skinName: string) { let skin = this.data.findSkin(skinName); if (skin == null) throw new Error("Skin not found: " + skinName); this.setSkin(skin); } /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the * skin is changed, {@link #updateCache()} is called. * * Attachments from 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. * * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. * @param newSkin May be null. */ setSkin (newSkin: Skin) { if (newSkin == this.skin) return; if (newSkin != null) { if (this.skin != null) newSkin.attachAll(this, this.skin); else { let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; let name = slot.data.attachmentName; if (name != null) { let attachment: Attachment = newSkin.getAttachment(i, name); if (attachment != null) slot.setAttachment(attachment); } } } } this.skin = newSkin; this.updateCache(); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment * name. * * See {@link #getAttachment()}. * @returns May be null. */ getAttachmentByName (slotName: string, attachmentName: string): Attachment { return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. * * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. * @returns May be null. */ getAttachment (slotIndex: number, attachmentName: string): Attachment { if (attachmentName == null) throw new Error("attachmentName cannot be null."); if (this.skin != null) { let attachment: Attachment = this.skin.getAttachment(slotIndex, attachmentName); if (attachment != null) return attachment; } if (this.data.defaultSkin != null) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); return null; } /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}. * @param attachmentName May be null to clear the slot's attachment. */ setAttachment (slotName: string, attachmentName: string) { if (slotName == null) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) { let attachment: Attachment = null; if (attachmentName != null) { attachment = this.getAttachment(i, attachmentName); if (attachment == null) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); } slot.setAttachment(attachment); return; } } throw new Error("Slot not found: " + slotName); } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findIkConstraint (constraintName: string) { if (constraintName == null) throw new Error("constraintName cannot be null."); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let ikConstraint = ikConstraints[i]; if (ikConstraint.data.name == constraintName) return ikConstraint; } return null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it repeatedly. * @return May be null. */ findTransformConstraint (constraintName: string) { if (constraintName == null) throw new Error("constraintName cannot be null."); let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findPathConstraint (constraintName: string) { if (constraintName == null) throw new Error("constraintName cannot be null."); let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. * @param size An output value, the width and height of the AABB. * @param temp Working memory to temporarily store attachments' computed world vertices. */ getBounds (offset: Vector2, size: Vector2, temp: Array = new Array(2)) { if (offset == null) throw new Error("offset cannot be null."); if (size == null) throw new Error("size cannot be null."); let drawOrder = this.drawOrder; let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; if (!slot.bone.active) continue; let verticesLength = 0; let vertices: ArrayLike = null; let attachment = slot.getAttachment(); if (attachment instanceof RegionAttachment) { verticesLength = 8; vertices = Utils.setArraySize(temp, verticesLength, 0); (attachment).computeWorldVertices(slot.bone, vertices, 0, 2); } else if (attachment instanceof MeshAttachment) { let mesh = (attachment); verticesLength = mesh.worldVerticesLength; vertices = Utils.setArraySize(temp, verticesLength, 0); mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); } if (vertices != null) { for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) { let x = vertices[ii], y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } } offset.set(minX, minY); size.set(maxX - minX, maxY - minY); } /** Increments the skeleton's {@link #time}. */ update (delta: number) { this.time += delta; } } }