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Skeleton.h
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Skeleton.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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>
#include <spine/Physics.h>
namespace spine {
class SkeletonData;
class Bone;
class Updatable;
class Slot;
class IkConstraint;
class PathConstraint;
class PhysicsConstraint;
class TransformConstraint;
class Skin;
class Attachment;
class SkeletonClipping;
class SP_API Skeleton : public SpineObject {
friend class AnimationState;
friend class SkeletonBounds;
friend class SkeletonClipping;
friend class AttachmentTimeline;
friend class RGBATimeline;
friend class RGBTimeline;
friend class AlphaTimeline;
friend class RGBA2Timeline;
friend class RGB2Timeline;
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 ScaleXTimeline;
friend class ScaleYTimeline;
friend class ShearTimeline;
friend class ShearXTimeline;
friend class ShearYTimeline;
friend class TransformConstraintTimeline;
friend class RotateTimeline;
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
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 all constraints.
///
/// See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
/// Runtimes Guide.
void updateWorldTransform(Physics physics);
void updateWorldTransform(Physics physics, Bone *parent);
/// 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 May be NULL.
Slot *findSlot(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);
/// @return May be NULL.
PhysicsConstraint *findPhysicsConstraint(const String &constraintName);
/// 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.
// @param clipping Pointer to a SkeletonClipping instance or NULL. If a clipper is given, clipping attachments will be taken into account.
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer);
void getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer, SkeletonClipping *clipper);
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();
Vector<PhysicsConstraint *> &getPhysicsConstraints();
Skin *getSkin();
Color &getColor();
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);
float getTime();
void setTime(float time);
void update(float delta);
/// Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the
/// specified point in world space.
void physicsTranslate(float x, float y);
/// Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
void physicsRotate(float x, float y, float degrees);
private:
SkeletonData *_data;
Vector<Bone *> _bones;
Vector<Slot *> _slots;
Vector<Slot *> _drawOrder;
Vector<IkConstraint *> _ikConstraints;
Vector<TransformConstraint *> _transformConstraints;
Vector<PathConstraint *> _pathConstraints;
Vector<PhysicsConstraint *> _physicsConstraints;
Vector<Updatable *> _updateCache;
Skin *_skin;
Color _color;
float _scaleX, _scaleY;
float _x, _y;
float _time;
void sortIkConstraint(IkConstraint *constraint);
void sortPathConstraint(PathConstraint *constraint);
void sortPhysicsConstraint(PhysicsConstraint *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 */