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- -------------------------------------------------------------------------------
- -- Spine Runtimes Software License
- -- Version 2.1
- --
- -- Copyright (c) 2013, Esoteric Software
- -- All rights reserved.
- --
- -- You are granted a perpetual, non-exclusive, non-sublicensable and
- -- non-transferable license to install, execute and perform the Spine Runtimes
- -- Software (the "Software") solely for internal use. Without the written
- -- permission of Esoteric Software (typically granted by licensing Spine), you
- -- may not (a) modify, translate, adapt or otherwise create derivative works,
- -- improvements of the Software or develop new applications using the Software
- -- 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- -- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- -- OR BUSINESS INTERRUPTION) 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.
- -------------------------------------------------------------------------------
- local utils = require "lib/spine-lua/utils"
- local Bone = require "lib/spine-lua/Bone"
- local Slot = require "lib/spine-lua/Slot"
- local IkConstraint = require "lib/spine-lua/IkConstraint"
- local AttachmentLoader = require "lib/spine-lua/AttachmentLoader"
- local Skeleton = {}
- function Skeleton.new (skeletonData)
- if not skeletonData then error("skeletonData cannot be nil", 2) end
- local self = {
- data = skeletonData,
- bones = {},
- slots = {},
- slotsByName = {},
- drawOrder = {},
- ikConstraints = {},
- r = 1, g = 1, b = 1, a = 1,
- skin = nil,
- flipX = false, flipY = false,
- time = 0,
- x = 0, y = 0
- }
- -- Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed.
- function self:updateCache ()
- self.boneCache = {}
- local boneCache = self.boneCache
- local ikConstraints = self.ikConstraints
- local ikConstraintsCount = #ikConstraints
- local arrayCount = ikConstraintsCount + 1
- while #boneCache < arrayCount do
- table.insert(boneCache, {})
- end
- local nonIkBones = boneCache[1]
- for i,bone in ipairs(self.bones) do
- local current = bone
- local continueOuter
- repeat
- for ii,ikConstraint in ipairs(ikConstraints) do
- local parent = ikConstraint.bones[0]
- local child = ikConstraint.bones[#ikConstraint.bones - 1]
- while true do
- if current == child then
- table.insert(boneCache[ii], bone)
- table.insert(boneCache[ii + 1], bone)
- ii = ikConstraintsCount
- continueOuter = true
- break
- end
- if child == parent then break end
- child = child.parent
- end
- end
- if continueOuter then break end
- current = current.parent
- until not current
- table.insert(nonIkBones, bone)
- end
- end
- -- Updates the world transform for each bone and applies IK constraints.
- function self:updateWorldTransform ()
- local bones = self.bones
- for i,bone in ipairs(self.bones) do
- bone.rotationIK = bone.rotation
- end
- local boneCache = self.boneCache
- local ikConstraints = self.ikConstraints
- local i = 1
- local last = #boneCache
- while true do
- for ii,bone in ipairs(boneCache[i]) do
- bone:updateWorldTransform()
- end
- if i == last then break end
- ikConstraints[i]:apply()
- i = i + 1
- end
- end
- function self:setToSetupPose ()
- self:setBonesToSetupPose()
- self:setSlotsToSetupPose()
- end
- function self:setBonesToSetupPose ()
- for i,bone in ipairs(self.bones) do
- bone:setToSetupPose()
- end
- for i,ikConstraint in ipairs(self.ikConstraints) do
- ikConstraint.bendDirection = ikConstraint.data.bendDirection
- ikConstraint.mix = ikConstraint.data.mix
- end
- end
- function self:setSlotsToSetupPose ()
- for i,slot in ipairs(self.slots) do
- self.drawOrder[i] = slot
- slot:setToSetupPose()
- end
- end
- function self:getRootBone ()
- return self.bones[1]
- end
- function self:findBone (boneName)
- if not boneName then error("boneName cannot be nil.", 2) end
- for i,bone in ipairs(self.bones) do
- if bone.data.name == boneName then return bone end
- end
- return nil
- end
- function self:findSlot (slotName)
- if not slotName then error("slotName cannot be nil.", 2) end
- return self.slotsByName[slotName]
- end
- -- Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
- -- 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.
- function self:setSkin (skinName)
- local newSkin
- if skinName then
- newSkin = self.data:findSkin(skinName)
- if not newSkin then error("Skin not found = " .. skinName, 2) end
- if self.skin then
- -- Attach all attachments from the new skin if the corresponding attachment from the old skin is currently attached.
- for k,v in pairs(self.skin.attachments) do
- local attachment = v[3]
- local slotIndex = v[1]
- local slot = self.slots[slotIndex]
- if slot.attachment == attachment then
- local name = v[2]
- local newAttachment = newSkin:getAttachment(slotIndex, name)
- if newAttachment then slot:setAttachment(newAttachment) end
- end
- end
- else
- -- No previous skin, attach setup pose attachments.
- for i,slot in ipairs(self.slots) do
- local name = slot.data.attachmentName
- if name then
- local attachment = newSkin:getAttachment(i, name)
- if attachment then slot:setAttachment(attachment) end
- end
- end
- end
- end
- self.skin = newSkin
- end
- function self:getAttachment (slotName, attachmentName)
- if not slotName then error("slotName cannot be nil.", 2) end
- if not attachmentName then error("attachmentName cannot be nil.", 2) end
- local slotIndex = skeletonData.slotNameIndices[slotName]
- if slotIndex == -1 then error("Slot not found = " .. slotName, 2) end
- if self.skin then
- local attachment = self.skin:getAttachment(slotIndex, attachmentName)
- if attachment then return attachment end
- end
- if self.data.defaultSkin then
- return self.data.defaultSkin:getAttachment(slotIndex, attachmentName)
- end
- return nil
- end
- function self:setAttachment (slotName, attachmentName)
- if not slotName then error("slotName cannot be nil.", 2) end
- for i,slot in ipairs(self.slots) do
- if slot.data.name == slotName then
- if not attachmentName then
- slot:setAttachment(nil)
- else
- slot:setAttachment(self:getAttachment(slotName, attachmentName))
- end
- return
- end
- end
- error("Slot not found = " .. slotName, 2)
- end
- function self:update (delta)
- self.time = self.time + delta
- end
- function self:setColor (r, g, b, a)
- self.r = r
- self.g = g
- self.b = b
- self.a = a
- end
- for i,boneData in ipairs(skeletonData.bones) do
- local parent
- if boneData.parent then parent = self.bones[utils.indexOf(skeletonData.bones, boneData.parent)] end
- table.insert(self.bones, Bone.new(boneData, self, parent))
- end
- for i,slotData in ipairs(skeletonData.slots) do
- local bone = self.bones[utils.indexOf(skeletonData.bones, slotData.boneData)]
- local slot = Slot.new(slotData, bone)
- table.insert(self.slots, slot)
- self.slotsByName[slot.data.name] = slot
- table.insert(self.drawOrder, slot)
- end
- for i,ikConstraintData in ipairs(skeletonData.ikConstraints) do
- table.insert(self.ikConstraints, IkConstraint.new(ikConstraintData, self))
- end
-
- self:updateCache()
- return self
- end
- return Skeleton
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