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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.
- *****************************************************************************/
- #ifndef Spine_Skeleton_h
- #define Spine_Skeleton_h
- #include <spine/Vector.h>
- #include <spine/MathUtil.h>
- #include <spine/SpineObject.h>
- #include <spine/SpineString.h>
- #include <spine/Color.h>
- namespace spine {
- class SkeletonData;
- class Bone;
- class Updatable;
- class Slot;
- class IkConstraint;
- class PathConstraint;
- class TransformConstraint;
- class Skin;
- class Attachment;
- class SP_API Skeleton : public SpineObject {
- friend class AnimationState;
- friend class SkeletonBounds;
- friend class SkeletonClipping;
- friend class AttachmentTimeline;
- friend class ColorTimeline;
- friend class DeformTimeline;
- friend class DrawOrderTimeline;
- friend class EventTimeline;
- friend class IkConstraintTimeline;
- friend class PathConstraintMixTimeline;
- friend class PathConstraintPositionTimeline;
- friend class PathConstraintSpacingTimeline;
- friend class ScaleTimeline;
- friend class ShearTimeline;
- friend class TransformConstraintTimeline;
- friend class TranslateTimeline;
- friend class TwoColorTimeline;
- public:
- explicit Skeleton(SkeletonData *skeletonData);
- ~Skeleton();
- /// Caches information about bones and constraints. Must be called if bones, constraints or weighted path attachments are added
- /// or removed.
- void updateCache();
- void printUpdateCache();
- /// Updates the world transform for each bone and applies constraints.
- void updateWorldTransform();
- /// Sets the bones, constraints, and slots to their setup pose values.
- void setToSetupPose();
- /// Sets the bones and constraints to their setup pose values.
- void setBonesToSetupPose();
- void setSlotsToSetupPose();
- /// @return May be NULL.
- Bone *findBone(const String &boneName);
- /// @return -1 if the bone was not found.
- int findBoneIndex(const String &boneName);
- /// @return May be NULL.
- Slot *findSlot(const String &slotName);
- /// @return -1 if the bone was not found.
- int findSlotIndex(const String &slotName);
- /// Sets a skin by name (see setSkin).
- void setSkin(const String &skinName);
- /// 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.
- /// After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
- /// See Skeleton::setSlotsToSetupPose()
- /// Also, often 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.
- /// @param newSkin May be NULL.
- void setSkin(Skin *newSkin);
- /// @return May be NULL.
- Attachment *getAttachment(const String &slotName, const String &attachmentName);
- /// @return May be NULL.
- Attachment *getAttachment(int slotIndex, const String &attachmentName);
- /// @param attachmentName May be empty.
- void setAttachment(const String &slotName, const String &attachmentName);
- /// @return May be NULL.
- IkConstraint *findIkConstraint(const String &constraintName);
- /// @return May be NULL.
- TransformConstraint *findTransformConstraint(const String &constraintName);
- /// @return May be NULL.
- PathConstraint *findPathConstraint(const String &constraintName);
- void update(float delta);
- /// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
- /// @param outX The horizontal distance between the skeleton origin and the left side of the AABB.
- /// @param outY The vertical distance between the skeleton origin and the bottom side of the AABB.
- /// @param outWidth The width of the AABB
- /// @param outHeight The height of the AABB.
- /// @param outVertexBuffer Reference to hold a Vector of floats. This method will assign it with new floats as needed.
- void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer);
- Bone *getRootBone();
- SkeletonData *getData();
- Vector<Bone *> &getBones();
- Vector<Updatable *> &getUpdateCacheList();
- Vector<Slot *> &getSlots();
- Vector<Slot *> &getDrawOrder();
- Vector<IkConstraint *> &getIkConstraints();
- Vector<PathConstraint *> &getPathConstraints();
- Vector<TransformConstraint *> &getTransformConstraints();
- Skin *getSkin();
- Color &getColor();
- float getTime();
- void setTime(float inValue);
- void setPosition(float x, float y);
- float getX();
- void setX(float inValue);
- float getY();
- void setY(float inValue);
- float getScaleX();
- void setScaleX(float inValue);
- float getScaleY();
- void setScaleY(float inValue);
- private:
- SkeletonData *_data;
- Vector<Bone *> _bones;
- Vector<Slot *> _slots;
- Vector<Slot *> _drawOrder;
- Vector<IkConstraint *> _ikConstraints;
- Vector<TransformConstraint *> _transformConstraints;
- Vector<PathConstraint *> _pathConstraints;
- Vector<Updatable *> _updateCache;
- Vector<Bone *> _updateCacheReset;
- Skin *_skin;
- Color _color;
- float _time;
- float _scaleX, _scaleY;
- float _x, _y;
- void sortIkConstraint(IkConstraint *constraint);
- void sortPathConstraint(PathConstraint *constraint);
- void sortTransformConstraint(TransformConstraint *constraint);
- void sortPathConstraintAttachment(Skin *skin, size_t slotIndex, Bone &slotBone);
- void sortPathConstraintAttachment(Attachment *attachment, Bone &slotBone);
- void sortBone(Bone *bone);
- static void sortReset(Vector<Bone *> &bones);
- };
- }
- #endif /* Spine_Skeleton_h */
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