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- /******************************************************************************
- * 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,
- * 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
- using System;
- using System.Collections.Generic;
-
- namespace Spine {
- public class Skeleton {
- internal SkeletonData data;
- internal ExposedList<Bone> bones;
- internal ExposedList<Slot> slots;
- internal ExposedList<Slot> drawOrder;
- internal ExposedList<IkConstraint> ikConstraints;
- internal ExposedList<TransformConstraint> transformConstraints;
- internal ExposedList<PathConstraint> pathConstraints;
- internal ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
- internal ExposedList<Bone> updateCacheReset = new ExposedList<Bone>();
- internal Skin skin;
- internal float r = 1, g = 1, b = 1, a = 1;
- internal float time;
- internal bool flipX, flipY;
- 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 bool FlipX { get { return flipX; } set { flipX = value; } }
- public bool FlipY { get { return flipY; } set { flipY = value; } }
-
- 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);
- 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();
- this.updateCacheReset.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.ikConstraints;
- var transformConstraints = this.transformConstraints;
- var pathConstraints = this.pathConstraints;
- int ikCount = IkConstraints.Count, transformCount = transformConstraints.Count, pathCount = pathConstraints.Count;
- int constraintCount = ikCount + transformCount + pathCount;
- //outer:
- for (int i = 0; i < constraintCount; i++) {
- for (int ii = 0; ii < ikCount; ii++) {
- IkConstraint constraint = ikConstraints.Items[ii];
- if (constraint.data.order == i) {
- SortIkConstraint(constraint);
- goto continue_outer; //continue outer;
- }
- }
- for (int ii = 0; ii < transformCount; ii++) {
- TransformConstraint constraint = transformConstraints.Items[ii];
- if (constraint.data.order == i) {
- SortTransformConstraint(constraint);
- goto continue_outer; //continue outer;
- }
- }
- for (int ii = 0; ii < pathCount; ii++) {
- PathConstraint constraint = pathConstraints.Items[ii];
- if (constraint.data.order == i) {
- SortPathConstraint(constraint);
- goto continue_outer; //continue outer;
- }
- }
- continue_outer: {}
- }
-
- for (int i = 0, n = bones.Count; i < n; i++)
- SortBone(bones.Items[i]);
- }
-
- private void SortIkConstraint (IkConstraint constraint) {
- Bone target = constraint.target;
- SortBone(target);
-
- var constrained = constraint.bones;
- Bone parent = constrained.Items[0];
- SortBone(parent);
-
- if (constrained.Count > 1) {
- Bone child = constrained.Items[constrained.Count - 1];
- if (!updateCache.Contains(child))
- updateCacheReset.Add(child);
- }
-
- updateCache.Add(constraint);
-
- SortReset(parent.children);
- constrained.Items[constrained.Count - 1].sorted = true;
- }
-
- private void SortPathConstraint (PathConstraint constraint) {
- 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);
-
- Attachment attachment = slot.attachment;
- if (attachment is PathAttachment) SortPathConstraintAttachment(attachment, slotBone);
-
- var constrained = constraint.bones;
- int boneCount = constrained.Count;
- for (int i = 0; i < boneCount; i++)
- SortBone(constrained.Items[i]);
-
- updateCache.Add(constraint);
-
- for (int i = 0; i < boneCount; i++)
- SortReset(constrained.Items[i].children);
- for (int i = 0; i < boneCount; i++)
- constrained.Items[i].sorted = true;
- }
-
- private void SortTransformConstraint (TransformConstraint constraint) {
- SortBone(constraint.target);
-
- var constrained = constraint.bones;
- int boneCount = constrained.Count;
- if (constraint.data.local) {
- for (int i = 0; i < boneCount; i++) {
- Bone child = constrained.Items[i];
- SortBone(child.parent);
- if (!updateCache.Contains(child)) updateCacheReset.Add(child);
- }
- } else {
- for (int i = 0; i < boneCount; i++)
- SortBone(constrained.Items[i]);
- }
-
- updateCache.Add(constraint);
-
- for (int i = 0; i < boneCount; i++)
- SortReset(constrained.Items[i].children);
- for (int i = 0; i < boneCount; i++)
- constrained.Items[i].sorted = true;
- }
-
- 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) {
- if (!(attachment is PathAttachment)) return;
- int[] pathBones = ((PathAttachment)attachment).bones;
- if (pathBones == null)
- SortBone(slotBone);
- else {
- var bones = this.bones;
- for (int i = 0, n = pathBones.Length; i < n;) {
- int nn = pathBones[i++];
- nn += i;
- while (i < nn)
- SortBone(bones.Items[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 static 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 updateCacheReset = this.updateCacheReset;
- var updateCacheResetItems = updateCacheReset.Items;
- for (int i = 0, n = updateCacheReset.Count; i < n; i++) {
- Bone bone = updateCacheResetItems[i];
- 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;
- }
- 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 constraintData = constraint.data;
- constraint.rotateMix = constraintData.rotateMix;
- constraint.translateMix = constraintData.translateMix;
- constraint.scaleMix = constraintData.scaleMix;
- constraint.shearMix = constraintData.shearMix;
- }
-
- var pathConstraintItems = this.pathConstraints.Items;
- for (int i = 0, n = pathConstraints.Count; i < n; i++) {
- PathConstraint constraint = pathConstraintItems[i];
- PathConstraintData constraintData = constraint.data;
- constraint.position = constraintData.position;
- constraint.spacing = constraintData.spacing;
- constraint.rotateMix = constraintData.rotateMix;
- constraint.translateMix = constraintData.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 foundSkin = data.FindSkin(skinName);
- if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");
- SetSkin(foundSkin);
- }
-
- /// <summary>
- /// <para>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.</para>
- /// <para>After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
- /// <see cref="Skeleton.SetSlotsToSetupPose()"/>.
- /// Also, often <see cref="AnimationState.Apply(Skeleton)"/> 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.</para>
- /// </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;
- }
- return data.defaultSkin != null ? data.defaultSkin.GetAttachment(slotIndex, attachmentName) : 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;
- }
-
- /// <summary>Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.</summary>
- /// <param name="x">The horizontal distance between the skeleton origin and the left side of the AABB.</param>
- /// <param name="y">The vertical distance between the skeleton origin and the bottom side of the AABB.</param>
- /// <param name="width">The width of the AABB</param>
- /// <param name="height">The height of the AABB.</param>
- /// <param name="vertexBuffer">Reference to hold a float[]. May be a null reference. This method will assign it a new float[] with the appropriate size as needed.</param>
- public void GetBounds (out float x, out float y, out float width, out float height, ref float[] vertexBuffer) {
- float[] temp = vertexBuffer;
- temp = temp ?? new float[8];
- var drawOrderItems = this.drawOrder.Items;
- float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
- for (int i = 0, n = this.drawOrder.Count; i < n; i++) {
- Slot slot = drawOrderItems[i];
- int verticesLength = 0;
- float[] vertices = null;
- Attachment attachment = slot.attachment;
- var regionAttachment = attachment as RegionAttachment;
- if (regionAttachment != null) {
- verticesLength = 8;
- vertices = temp;
- if (vertices.Length < 8) vertices = temp = new float[8];
- regionAttachment.ComputeWorldVertices(slot.bone, temp, 0);
- } else {
- var meshAttachment = attachment as MeshAttachment;
- if (meshAttachment != null) {
- MeshAttachment mesh = meshAttachment;
- verticesLength = mesh.WorldVerticesLength;
- vertices = temp;
- if (vertices.Length < verticesLength) vertices = temp = new float[verticesLength];
- mesh.ComputeWorldVertices(slot, 0, verticesLength, temp, 0);
- }
- }
-
- if (vertices != null) {
- for (int ii = 0; ii < 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;
- vertexBuffer = temp;
- }
- }
- }
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