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196 lines
7.8 KiB
196 lines
7.8 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System; |
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namespace Spine { |
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/// <summary> |
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/// Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store |
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/// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared |
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/// across multiple skeletons. |
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/// </summary> |
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public class Slot { |
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internal SlotData data; |
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internal Bone bone; |
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internal float r, g, b, a; |
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internal float r2, g2, b2; |
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internal bool hasSecondColor; |
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internal Attachment attachment; |
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internal float attachmentTime; |
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internal ExposedList<float> deform = new ExposedList<float>(); |
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internal int attachmentState; |
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public Slot (SlotData data, Bone bone) { |
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if (data == null) throw new ArgumentNullException("data", "data cannot be null."); |
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if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null."); |
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this.data = data; |
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this.bone = bone; |
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// darkColor = data.darkColor == null ? null : new Color(); |
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if (data.hasSecondColor) { |
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r2 = g2 = b2 = 0; |
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} |
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SetToSetupPose(); |
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} |
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/// <summary>Copy constructor.</summary> |
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public Slot(Slot slot, Bone bone) { |
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if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null."); |
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if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null."); |
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data = slot.data; |
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this.bone = bone; |
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r = slot.r; |
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g = slot.g; |
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b = slot.b; |
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a = slot.a; |
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// darkColor = slot.darkColor == null ? null : new Color(slot.darkColor); |
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if (slot.hasSecondColor) { |
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r2 = slot.r2; |
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g2 = slot.g2; |
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b2 = slot.b2; |
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} else { |
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r2 = g2 = b2 = 0; |
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} |
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hasSecondColor = slot.hasSecondColor; |
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attachment = slot.attachment; |
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attachmentTime = slot.attachmentTime; |
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deform.AddRange(slot.deform); |
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} |
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/// <summary>The slot's setup pose data.</summary> |
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public SlotData Data { get { return data; } } |
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/// <summary>The bone this slot belongs to.</summary> |
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public Bone Bone { get { return bone; } } |
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/// <summary>The skeleton this slot belongs to.</summary> |
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public Skeleton Skeleton { get { return bone.skeleton; } } |
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two |
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/// color tinting.</summary> |
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public float R { get { return r; } set { r = value; } } |
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two |
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/// color tinting.</summary> |
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public float G { get { return g; } set { g = value; } } |
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two |
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/// color tinting.</summary> |
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public float B { get { return b; } set { b = value; } } |
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two |
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/// color tinting.</summary> |
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public float A { get { return a; } set { a = value; } } |
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public void ClampColor() { |
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r = MathUtils.Clamp(r, 0, 1); |
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g = MathUtils.Clamp(g, 0, 1); |
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b = MathUtils.Clamp(b, 0, 1); |
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a = MathUtils.Clamp(a, 0, 1); |
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} |
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/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary> |
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/// <seealso cref="HasSecondColor"/> |
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public float R2 { get { return r2; } set { r2 = value; } } |
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/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary> |
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/// <seealso cref="HasSecondColor"/> |
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public float G2 { get { return g2; } set { g2 = value; } } |
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/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary> |
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/// <seealso cref="HasSecondColor"/> |
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public float B2 { get { return b2; } set { b2 = value; } } |
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/// <summary>Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used.</summary> |
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public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } } |
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public void ClampSecondColor () { |
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r2 = MathUtils.Clamp(r2, 0, 1); |
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g2 = MathUtils.Clamp(g2, 0, 1); |
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b2 = MathUtils.Clamp(b2, 0, 1); |
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} |
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public Attachment Attachment { |
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/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary> |
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get { return attachment; } |
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/// <summary> |
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/// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears |
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/// <see cref="Deform">.</summary> |
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/// <param name="value">May be null.</param> |
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set { |
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if (attachment == value) return; |
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attachment = value; |
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attachmentTime = bone.skeleton.time; |
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deform.Clear(false); |
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} |
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} |
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/// <summary> The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton |
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/// <see cref="Skeleton.Time"/></summary> |
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public float AttachmentTime { |
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get { return bone.skeleton.time - attachmentTime; } |
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set { attachmentTime = bone.skeleton.time - value; } |
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} |
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/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a |
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. |
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/// <para /> |
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/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary> |
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public ExposedList<float> Deform { |
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get { |
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return deform; |
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} |
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set { |
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if (deform == null) throw new ArgumentNullException("deform", "deform cannot be null."); |
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deform = value; |
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} |
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} |
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/// <summary>Sets this slot to the setup pose.</summary> |
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public void SetToSetupPose () { |
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r = data.r; |
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g = data.g; |
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b = data.b; |
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a = data.a; |
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// if (darkColor != null) darkColor.set(data.darkColor); |
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if (HasSecondColor) { |
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r2 = data.r2; |
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g2 = data.g2; |
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b2 = data.b2; |
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} |
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if (data.attachmentName == null) |
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Attachment = null; |
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else { |
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attachment = null; |
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Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName); |
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} |
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} |
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override public string ToString () { |
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return data.name; |
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} |
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} |
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}
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