forked from EsotericSoftware/spine-runtimes
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathSkeletonData.cs
230 lines (195 loc) · 10.1 KB
/
SkeletonData.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
/******************************************************************************
* 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.
*****************************************************************************/
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 x , y, width, height;
internal string version, hash;
// Nonessential.
internal float fps;
internal string imagesPath, audioPath;
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 X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = 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; } }
/// <summary>The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null</summary>
public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
/// <summary>The path to the audio directory defined in Spine. Available only when nonessential data was exported. May be null.</summary>
public string AudioPath { get { return audioPath; } set { audioPath = 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();
}
}
}