axmol/cocos/editor-support/spine/Skeleton.c

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/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* 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.
*
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* 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
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
#include <spine/Skeleton.h>
#include <stdlib.h>
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#include <string.h>
#include <spine/extension.h>
typedef enum {
SP_UPDATE_BONE, SP_UPDATE_IK_CONSTRAINT, SP_UPDATE_PATH_CONSTRAINT, SP_UPDATE_TRANSFORM_CONSTRAINT
} _spUpdateType;
typedef struct {
_spUpdateType type;
void* object;
} _spUpdate;
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typedef struct {
spSkeleton super;
int updateCacheCount;
int updateCacheCapacity;
_spUpdate* updateCache;
int updateCacheResetCount;
int updateCacheResetCapacity;
spBone** updateCacheReset;
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} _spSkeleton;
spSkeleton* spSkeleton_create (spSkeletonData* data) {
int i;
int* childrenCounts;
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_spSkeleton* internal = NEW(_spSkeleton);
spSkeleton* self = SUPER(internal);
CONST_CAST(spSkeletonData*, self->data) = data;
self->bonesCount = self->data->bonesCount;
self->bones = MALLOC(spBone*, self->bonesCount);
childrenCounts = CALLOC(int, self->bonesCount);
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for (i = 0; i < self->bonesCount; ++i) {
spBoneData* boneData = self->data->bones[i];
spBone* newBone;
if (!boneData->parent)
newBone = spBone_create(boneData, self, 0);
else {
spBone* parent = self->bones[boneData->parent->index];
newBone = spBone_create(boneData, self, parent);
++childrenCounts[boneData->parent->index];
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}
self->bones[i] = newBone;
}
for (i = 0; i < self->bonesCount; ++i) {
spBoneData* boneData = self->data->bones[i];
spBone* bone = self->bones[i];
CONST_CAST(spBone**, bone->children) = MALLOC(spBone*, childrenCounts[boneData->index]);
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}
for (i = 0; i < self->bonesCount; ++i) {
spBone* bone = self->bones[i];
spBone* parent = bone->parent;
if (parent)
parent->children[parent->childrenCount++] = bone;
}
CONST_CAST(spBone*, self->root) = (self->bonesCount > 0 ? self->bones[0] : NULL);
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self->slotsCount = data->slotsCount;
self->slots = MALLOC(spSlot*, self->slotsCount);
for (i = 0; i < self->slotsCount; ++i) {
spSlotData *slotData = data->slots[i];
spBone* bone = self->bones[slotData->boneData->index];
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self->slots[i] = spSlot_create(slotData, bone);
}
self->drawOrder = MALLOC(spSlot*, self->slotsCount);
memcpy(self->drawOrder, self->slots, sizeof(spSlot*) * self->slotsCount);
self->ikConstraintsCount = data->ikConstraintsCount;
self->ikConstraints = MALLOC(spIkConstraint*, self->ikConstraintsCount);
for (i = 0; i < self->data->ikConstraintsCount; ++i)
self->ikConstraints[i] = spIkConstraint_create(self->data->ikConstraints[i], self);
self->transformConstraintsCount = data->transformConstraintsCount;
self->transformConstraints = MALLOC(spTransformConstraint*, self->transformConstraintsCount);
for (i = 0; i < self->data->transformConstraintsCount; ++i)
self->transformConstraints[i] = spTransformConstraint_create(self->data->transformConstraints[i], self);
self->pathConstraintsCount = data->pathConstraintsCount;
self->pathConstraints = MALLOC(spPathConstraint*, self->pathConstraintsCount);
for (i = 0; i < self->data->pathConstraintsCount; i++)
self->pathConstraints[i] = spPathConstraint_create(self->data->pathConstraints[i], self);
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spColor_setFromFloats(&self->color, 1, 1, 1, 1);
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spSkeleton_updateCache(self);
FREE(childrenCounts);
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return self;
}
void spSkeleton_dispose (spSkeleton* self) {
int i;
_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
FREE(internal->updateCache);
FREE(internal->updateCacheReset);
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for (i = 0; i < self->bonesCount; ++i)
spBone_dispose(self->bones[i]);
FREE(self->bones);
for (i = 0; i < self->slotsCount; ++i)
spSlot_dispose(self->slots[i]);
FREE(self->slots);
for (i = 0; i < self->ikConstraintsCount; ++i)
spIkConstraint_dispose(self->ikConstraints[i]);
FREE(self->ikConstraints);
for (i = 0; i < self->transformConstraintsCount; ++i)
spTransformConstraint_dispose(self->transformConstraints[i]);
FREE(self->transformConstraints);
for (i = 0; i < self->pathConstraintsCount; i++)
spPathConstraint_dispose(self->pathConstraints[i]);
FREE(self->pathConstraints);
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FREE(self->drawOrder);
FREE(self);
}
static void _addToUpdateCache(_spSkeleton* const internal, _spUpdateType type, void *object) {
_spUpdate* update;
if (internal->updateCacheCount == internal->updateCacheCapacity) {
internal->updateCacheCapacity *= 2;
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internal->updateCache = (_spUpdate*)realloc(internal->updateCache, sizeof(_spUpdate) * internal->updateCacheCapacity);
}
update = internal->updateCache + internal->updateCacheCount;
update->type = type;
update->object = object;
++internal->updateCacheCount;
}
static void _addToUpdateCacheReset(_spSkeleton* const internal, spBone* bone) {
if (internal->updateCacheResetCount == internal->updateCacheResetCapacity) {
internal->updateCacheResetCapacity *= 2;
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internal->updateCacheReset = (spBone**)realloc(internal->updateCacheReset, sizeof(spBone*) * internal->updateCacheResetCapacity);
}
internal->updateCacheReset[internal->updateCacheResetCount] = bone;
++internal->updateCacheResetCount;
}
static void _sortBone(_spSkeleton* const internal, spBone* bone) {
if (bone->sorted) return;
if (bone->parent) _sortBone(internal, bone->parent);
bone->sorted = 1;
_addToUpdateCache(internal, SP_UPDATE_BONE, bone);
}
static void _sortPathConstraintAttachmentBones(_spSkeleton* const internal, spAttachment* attachment, spBone* slotBone) {
spPathAttachment* pathAttachment = (spPathAttachment*)attachment;
int* pathBones;
int pathBonesCount;
if (pathAttachment->super.super.type != SP_ATTACHMENT_PATH) return;
pathBones = pathAttachment->super.bones;
pathBonesCount = pathAttachment->super.bonesCount;
if (pathBones == 0)
_sortBone(internal, slotBone);
else {
spBone** bones = internal->super.bones;
int i = 0, n;
while (i < pathBonesCount) {
int boneCount = pathBones[i++];
for (n = i + boneCount; i < n; i++)
_sortBone(internal, bones[pathBones[i]]);
}
}
}
static void _sortPathConstraintAttachment(_spSkeleton* const internal, spSkin* skin, int slotIndex, spBone* slotBone) {
_Entry* entry = SUB_CAST(_spSkin, skin)->entries;
while (entry) {
if (entry->slotIndex == slotIndex) _sortPathConstraintAttachmentBones(internal, entry->attachment, slotBone);
entry = entry->next;
}
}
static void _sortReset(spBone** bones, int bonesCount) {
int i;
for (i = 0; i < bonesCount; ++i) {
spBone* bone = bones[i];
if (bone->sorted) _sortReset(bone->children, bone->childrenCount);
bone->sorted = 0;
}
}
static void _sortIkConstraint (_spSkeleton* const internal, spIkConstraint* constraint) {
int /*bool*/ contains = 0;
int i;
spBone* target = constraint->target;
spBone** constrained;
spBone* parent;
_sortBone(internal, target);
constrained = constraint->bones;
parent = constrained[0];
_sortBone(internal, parent);
if (constraint->bonesCount > 1) {
spBone* child = constrained[constraint->bonesCount - 1];
contains = 0;
for (i = 0; i < internal->updateCacheCount; i++) {
_spUpdate update = internal->updateCache[i];
if (update.object == child) {
contains = -1;
break;
}
}
if (!contains)
_addToUpdateCacheReset(internal, child);
}
_addToUpdateCache(internal, SP_UPDATE_IK_CONSTRAINT, constraint);
_sortReset(parent->children, parent->childrenCount);
constrained[constraint->bonesCount-1]->sorted = 1;
}
static void _sortPathConstraint(_spSkeleton* const internal, spPathConstraint* constraint) {
spSlot* slot = constraint->target;
int slotIndex = slot->data->index;
spBone* slotBone = slot->bone;
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int i, n, boneCount;
spAttachment* attachment;
spBone** constrained;
spSkeleton* skeleton = SUPER_CAST(spSkeleton, internal);
if (skeleton->skin) _sortPathConstraintAttachment(internal, skeleton->skin, slotIndex, slotBone);
if (skeleton->data->defaultSkin && skeleton->data->defaultSkin != skeleton->skin)
_sortPathConstraintAttachment(internal, skeleton->data->defaultSkin, slotIndex, slotBone);
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for (i = 0, n = skeleton->data->skinsCount; i < n; i++)
_sortPathConstraintAttachment(internal, skeleton->data->skins[i], slotIndex, slotBone);
attachment = slot->attachment;
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if (attachment && attachment->type == SP_ATTACHMENT_PATH) _sortPathConstraintAttachmentBones(internal, attachment, slotBone);
constrained = constraint->bones;
boneCount = constraint->bonesCount;
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for (i = 0; i < boneCount; i++)
_sortBone(internal, constrained[i]);
_addToUpdateCache(internal, SP_UPDATE_PATH_CONSTRAINT, constraint);
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for (i = 0; i < boneCount; i++)
_sortReset(constrained[i]->children, constrained[i]->childrenCount);
for (i = 0; i < boneCount; i++)
constrained[i]->sorted = 1;
}
static void _sortTransformConstraint(_spSkeleton* const internal, spTransformConstraint* constraint) {
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int i, boneCount;
spBone** constrained;
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spBone* child;
int /*boolean*/ contains = 0;
_sortBone(internal, constraint->target);
constrained = constraint->bones;
boneCount = constraint->bonesCount;
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if (constraint->data->local) {
for (i = 0; i < boneCount; i++) {
child = constrained[i];
_sortBone(internal, child);
contains = 0;
for (i = 0; i < internal->updateCacheCount; i++) {
_spUpdate update = internal->updateCache[i];
if (update.object == child) {
contains = -1;
break;
}
}
if (!contains) _addToUpdateCacheReset(internal, child);
}
} else {
for (i = 0; i < boneCount; i++)
_sortBone(internal, constrained[i]);
}
_addToUpdateCache(internal, SP_UPDATE_TRANSFORM_CONSTRAINT, constraint);
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for (i = 0; i < boneCount; i++)
_sortReset(constrained[i]->children, constrained[i]->childrenCount);
for (i = 0; i < boneCount; i++)
constrained[i]->sorted = 1;
}
void spSkeleton_updateCache (spSkeleton* self) {
int i, ii;
spBone** bones;
spIkConstraint** ikConstraints;
spPathConstraint** pathConstraints;
spTransformConstraint** transformConstraints;
int ikCount, transformCount, pathCount, constraintCount;
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_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
internal->updateCacheCapacity = self->bonesCount + self->ikConstraintsCount + self->transformConstraintsCount + self->pathConstraintsCount;
FREE(internal->updateCache);
internal->updateCache = MALLOC(_spUpdate, internal->updateCacheCapacity);
internal->updateCacheCount = 0;
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internal->updateCacheResetCapacity = self->bonesCount;
FREE(internal->updateCacheReset);
internal->updateCacheReset = MALLOC(spBone*, internal->updateCacheResetCapacity);
internal->updateCacheResetCount = 0;
bones = self->bones;
for (i = 0; i < self->bonesCount; ++i)
bones[i]->sorted = 0;
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/* IK first, lowest hierarchy depth first. */
ikConstraints = self->ikConstraints;
transformConstraints = self->transformConstraints;
pathConstraints = self->pathConstraints;
ikCount = self->ikConstraintsCount; transformCount = self->transformConstraintsCount; pathCount = self->pathConstraintsCount;
constraintCount = ikCount + transformCount + pathCount;
i = 0;
outer:
for (; i < constraintCount; i++) {
for (ii = 0; ii < ikCount; ii++) {
spIkConstraint* ikConstraint = ikConstraints[ii];
if (ikConstraint->data->order == i) {
_sortIkConstraint(internal, ikConstraint);
i++;
goto outer;
}
}
for (ii = 0; ii < transformCount; ii++) {
spTransformConstraint* transformConstraint = transformConstraints[ii];
if (transformConstraint->data->order == i) {
_sortTransformConstraint(internal, transformConstraint);
i++;
goto outer;
}
}
for (ii = 0; ii < pathCount; ii++) {
spPathConstraint* pathConstraint = pathConstraints[ii];
if (pathConstraint->data->order == i) {
_sortPathConstraint(internal, pathConstraint);
i++;
goto outer;
}
}
}
for (i = 0; i < self->bonesCount; ++i)
_sortBone(internal, self->bones[i]);
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}
void spSkeleton_updateWorldTransform (const spSkeleton* self) {
int i;
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_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
spBone** updateCacheReset = internal->updateCacheReset;
for (i = 0; i < internal->updateCacheResetCount; i++) {
spBone* bone = updateCacheReset[i];
CONST_CAST(float, bone->ax) = bone->x;
CONST_CAST(float, bone->ay) = bone->y;
CONST_CAST(float, bone->arotation) = bone->rotation;
CONST_CAST(float, bone->ascaleX) = bone->scaleX;
CONST_CAST(float, bone->ascaleY) = bone->scaleY;
CONST_CAST(float, bone->ashearX) = bone->shearX;
CONST_CAST(float, bone->ashearY) = bone->shearY;
CONST_CAST(int, bone->appliedValid) = 1;
}
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for (i = 0; i < internal->updateCacheCount; ++i) {
_spUpdate* update = internal->updateCache + i;
switch (update->type) {
case SP_UPDATE_BONE:
spBone_updateWorldTransform((spBone*)update->object);
break;
case SP_UPDATE_IK_CONSTRAINT:
spIkConstraint_apply((spIkConstraint*)update->object);
break;
case SP_UPDATE_TRANSFORM_CONSTRAINT:
spTransformConstraint_apply((spTransformConstraint*)update->object);
break;
case SP_UPDATE_PATH_CONSTRAINT:
spPathConstraint_apply((spPathConstraint*)update->object);
break;
}
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}
}
void spSkeleton_setToSetupPose (const spSkeleton* self) {
spSkeleton_setBonesToSetupPose(self);
spSkeleton_setSlotsToSetupPose(self);
}
void spSkeleton_setBonesToSetupPose (const spSkeleton* self) {
int i;
for (i = 0; i < self->bonesCount; ++i)
spBone_setToSetupPose(self->bones[i]);
for (i = 0; i < self->ikConstraintsCount; ++i) {
spIkConstraint* ikConstraint = self->ikConstraints[i];
ikConstraint->bendDirection = ikConstraint->data->bendDirection;
ikConstraint->mix = ikConstraint->data->mix;
}
for (i = 0; i < self->transformConstraintsCount; ++i) {
spTransformConstraint* constraint = self->transformConstraints[i];
spTransformConstraintData* data = constraint->data;
constraint->rotateMix = data->rotateMix;
constraint->translateMix = data->translateMix;
constraint->scaleMix = data->scaleMix;
constraint->shearMix = data->shearMix;
}
for (i = 0; i < self->pathConstraintsCount; ++i) {
spPathConstraint* constraint = self->pathConstraints[i];
spPathConstraintData* data = constraint->data;
constraint->position = data->position;
constraint->spacing = data->spacing;
constraint->rotateMix = data->rotateMix;
constraint->translateMix = data->translateMix;
}
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}
void spSkeleton_setSlotsToSetupPose (const spSkeleton* self) {
int i;
memcpy(self->drawOrder, self->slots, self->slotsCount * sizeof(spSlot*));
for (i = 0; i < self->slotsCount; ++i)
spSlot_setToSetupPose(self->slots[i]);
}
spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->bonesCount; ++i)
if (strcmp(self->data->bones[i]->name, boneName) == 0) return self->bones[i];
return 0;
}
int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName) {
int i;
for (i = 0; i < self->bonesCount; ++i)
if (strcmp(self->data->bones[i]->name, boneName) == 0) return i;
return -1;
}
spSlot* spSkeleton_findSlot (const spSkeleton* self, const char* slotName) {
int i;
for (i = 0; i < self->slotsCount; ++i)
if (strcmp(self->data->slots[i]->name, slotName) == 0) return self->slots[i];
return 0;
}
int spSkeleton_findSlotIndex (const spSkeleton* self, const char* slotName) {
int i;
for (i = 0; i < self->slotsCount; ++i)
if (strcmp(self->data->slots[i]->name, slotName) == 0) return i;
return -1;
}
int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName) {
spSkin *skin;
if (!skinName) {
spSkeleton_setSkin(self, 0);
return 1;
}
skin = spSkeletonData_findSkin(self->data, skinName);
if (!skin) return 0;
spSkeleton_setSkin(self, skin);
return 1;
}
void spSkeleton_setSkin (spSkeleton* self, spSkin* newSkin) {
if (newSkin) {
if (self->skin)
spSkin_attachAll(newSkin, self, self->skin);
else {
/* No previous skin, attach setup pose attachments. */
int i;
for (i = 0; i < self->slotsCount; ++i) {
spSlot* slot = self->slots[i];
if (slot->data->attachmentName) {
spAttachment* attachment = spSkin_getAttachment(newSkin, i, slot->data->attachmentName);
if (attachment) spSlot_setAttachment(slot, attachment);
}
}
}
}
CONST_CAST(spSkin*, self->skin) = newSkin;
}
spAttachment* spSkeleton_getAttachmentForSlotName (const spSkeleton* self, const char* slotName, const char* attachmentName) {
int slotIndex = spSkeletonData_findSlotIndex(self->data, slotName);
return spSkeleton_getAttachmentForSlotIndex(self, slotIndex, attachmentName);
}
spAttachment* spSkeleton_getAttachmentForSlotIndex (const spSkeleton* self, int slotIndex, const char* attachmentName) {
if (slotIndex == -1) return 0;
if (self->skin) {
spAttachment *attachment = spSkin_getAttachment(self->skin, slotIndex, attachmentName);
if (attachment) return attachment;
}
if (self->data->defaultSkin) {
spAttachment *attachment = spSkin_getAttachment(self->data->defaultSkin, slotIndex, attachmentName);
if (attachment) return attachment;
}
return 0;
}
int spSkeleton_setAttachment (spSkeleton* self, const char* slotName, const char* attachmentName) {
int i;
for (i = 0; i < self->slotsCount; ++i) {
spSlot *slot = self->slots[i];
if (strcmp(slot->data->name, slotName) == 0) {
if (!attachmentName)
spSlot_setAttachment(slot, 0);
else {
spAttachment* attachment = spSkeleton_getAttachmentForSlotIndex(self, i, attachmentName);
if (!attachment) return 0;
spSlot_setAttachment(slot, attachment);
}
return 1;
}
}
return 0;
}
spIkConstraint* spSkeleton_findIkConstraint (const spSkeleton* self, const char* constraintName) {
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int i;
for (i = 0; i < self->ikConstraintsCount; ++i)
if (strcmp(self->ikConstraints[i]->data->name, constraintName) == 0) return self->ikConstraints[i];
return 0;
}
spTransformConstraint* spSkeleton_findTransformConstraint (const spSkeleton* self, const char* constraintName) {
int i;
for (i = 0; i < self->transformConstraintsCount; ++i)
if (strcmp(self->transformConstraints[i]->data->name, constraintName) == 0) return self->transformConstraints[i];
return 0;
}
spPathConstraint* spSkeleton_findPathConstraint (const spSkeleton* self, const char* constraintName) {
int i;
for (i = 0; i < self->pathConstraintsCount; ++i)
if (strcmp(self->pathConstraints[i]->data->name, constraintName) == 0) return self->pathConstraints[i];
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return 0;
}
void spSkeleton_update (spSkeleton* self, float deltaTime) {
self->time += deltaTime;
}