|
|
- /******************************************************************************
- * 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;
-
- namespace Spine {
-
- /// <summary>Stores the setup pose and all of the stateless data for a skeleton.</summary>
- public class SkeletonData {
- internal string name;
- internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); // Ordered parents first
- internal ExposedList<SlotData> slots = new ExposedList<SlotData>(); // Setup pose draw order.
- internal ExposedList<Skin> skins = new ExposedList<Skin>();
- internal Skin defaultSkin;
- internal ExposedList<EventData> events = new ExposedList<EventData>();
- internal ExposedList<Animation> animations = new ExposedList<Animation>();
- internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
- internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
- internal ExposedList<PathConstraintData> pathConstraints = new ExposedList<PathConstraintData>();
- internal float width, height;
- internal string version, hash;
-
- // Nonessential.
- internal float fps;
- internal string imagesPath;
-
- public string Name { get { return name; } set { name = value; } }
-
- /// <summary>The skeleton's bones, sorted parent first. The root bone is always the first bone.</summary>
- public ExposedList<BoneData> Bones { get { return bones; } }
-
- public ExposedList<SlotData> Slots { get { return slots; } }
-
- /// <summary>All skins, including the default skin.</summary>
- public ExposedList<Skin> Skins { get { return skins; } set { skins = value; } }
-
- /// <summary>
- /// The skeleton's default skin.
- /// By default this skin contains all attachments that were not in a skin in Spine.
- /// </summary>
- /// <return>May be null.</return>
- public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
-
- public ExposedList<EventData> Events { get { return events; } set { events = value; } }
- public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
- public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
- public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
- public ExposedList<PathConstraintData> PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
-
- public float Width { get { return width; } set { width = value; } }
- public float Height { get { return height; } set { height = value; } }
- /// <summary>The Spine version used to export this data, or null.</summary>
- public string Version { get { return version; } set { version = value; } }
- public string Hash { get { return hash; } set { hash = value; } }
- public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
-
- /// <summary>
- /// The dopesheet FPS in Spine. Available only when nonessential data was exported.</summary>
- public float Fps { get { return fps; } set { fps = value; } }
-
- // --- Bones.
-
- /// <summary>
- /// Finds a bone by comparing each bone's name.
- /// It is more efficient to cache the results of this method than to call it multiple times.</summary>
- /// <returns>May be null.</returns>
- public BoneData 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++) {
- BoneData bone = bonesItems[i];
- if (bone.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].name == boneName) return i;
- return -1;
- }
-
- // --- Slots.
-
- /// <returns>May be null.</returns>
- public SlotData FindSlot (string slotName) {
- if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
- ExposedList<SlotData> slots = this.slots;
- for (int i = 0, n = slots.Count; i < n; i++) {
- SlotData slot = slots.Items[i];
- if (slot.name == slotName) return slot;
- }
- return null;
- }
-
- /// <returns>-1 if the slot was not found.</returns>
- public int FindSlotIndex (string slotName) {
- if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
- ExposedList<SlotData> slots = this.slots;
- for (int i = 0, n = slots.Count; i < n; i++)
- if (slots.Items[i].name == slotName) return i;
- return -1;
- }
-
- // --- Skins.
-
- /// <returns>May be null.</returns>
- public Skin FindSkin (string skinName) {
- if (skinName == null) throw new ArgumentNullException("skinName", "skinName cannot be null.");
- foreach (Skin skin in skins)
- if (skin.name == skinName) return skin;
- return null;
- }
-
- // --- Events.
-
- /// <returns>May be null.</returns>
- public EventData FindEvent (string eventDataName) {
- if (eventDataName == null) throw new ArgumentNullException("eventDataName", "eventDataName cannot be null.");
- foreach (EventData eventData in events)
- if (eventData.name == eventDataName) return eventData;
- return null;
- }
-
- // --- Animations.
-
- /// <returns>May be null.</returns>
- public Animation FindAnimation (string animationName) {
- if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null.");
- ExposedList<Animation> animations = this.animations;
- for (int i = 0, n = animations.Count; i < n; i++) {
- Animation animation = animations.Items[i];
- if (animation.name == animationName) return animation;
- }
- return null;
- }
-
- // --- IK constraints.
-
- /// <returns>May be null.</returns>
- public IkConstraintData FindIkConstraint (string constraintName) {
- if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
- ExposedList<IkConstraintData> ikConstraints = this.ikConstraints;
- for (int i = 0, n = ikConstraints.Count; i < n; i++) {
- IkConstraintData ikConstraint = ikConstraints.Items[i];
- if (ikConstraint.name == constraintName) return ikConstraint;
- }
- return null;
- }
-
- // --- Transform constraints.
-
- /// <returns>May be null.</returns>
- public TransformConstraintData FindTransformConstraint (string constraintName) {
- if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
- ExposedList<TransformConstraintData> transformConstraints = this.transformConstraints;
- for (int i = 0, n = transformConstraints.Count; i < n; i++) {
- TransformConstraintData transformConstraint = transformConstraints.Items[i];
- if (transformConstraint.name == constraintName) return transformConstraint;
- }
- return null;
- }
-
- // --- Path constraints.
-
- /// <returns>May be null.</returns>
- public PathConstraintData FindPathConstraint (string constraintName) {
- if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
- ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
- for (int i = 0, n = pathConstraints.Count; i < n; i++) {
- PathConstraintData constraint = pathConstraints.Items[i];
- if (constraint.name.Equals(constraintName)) return constraint;
- }
- return null;
- }
-
- /// <returns>-1 if the path constraint was not found.</returns>
- public int FindPathConstraintIndex (string pathConstraintName) {
- if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
- ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
- for (int i = 0, n = pathConstraints.Count; i < n; i++)
- if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i;
- return -1;
- }
-
- // ---
-
- override public string ToString () {
- return name ?? base.ToString();
- }
- }
- }
|