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aklive2d/apps/module/spine-ts/core/src/Slot.ts
2025-04-30 22:08:27 +08:00

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TypeScript
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/******************************************************************************
* 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<number>();
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));
}
}
}
}