/****************************************************************************** * 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 a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store * state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared * across multiple skeletons. */ export class Slot { /** The slot's setup pose data. */ data: SlotData; /** The bone this slot belongs to. */ bone: Bone; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color: Color; /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor: Color; attachment: Attachment; private attachmentTime: number; attachmentState: number; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ deform = new Array(); constructor (data: SlotData, bone: Bone) { if (data == null) throw new Error("data cannot be null."); if (bone == null) throw new Error("bone cannot be null."); this.data = data; this.bone = bone; this.color = new Color(); this.darkColor = data.darkColor == null ? null : new Color(); this.setToSetupPose(); } /** The skeleton this slot belongs to. */ getSkeleton (): Skeleton { return this.bone.skeleton; } /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment (): Attachment { return this.attachment; } /** Sets the slot's attachment and, if the attachment changed, resets {@link #attachmentTime} and clears {@link #deform}. * @param attachment May be null. */ setAttachment (attachment: Attachment) { if (this.attachment == attachment) return; this.attachment = attachment; this.attachmentTime = this.bone.skeleton.time; this.deform.length = 0; } setAttachmentTime (time: number) { this.attachmentTime = this.bone.skeleton.time - time; } /** The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton * {@link Skeleton#time}. */ getAttachmentTime (): number { return this.bone.skeleton.time - this.attachmentTime; } /** Sets this slot to the setup pose. */ setToSetupPose () { this.color.setFromColor(this.data.color); if (this.darkColor != null) this.darkColor.setFromColor(this.data.darkColor); if (this.data.attachmentName == null) this.attachment = null; else { this.attachment = null; this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); } } } }