/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Essential, Professional, Enterprise, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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. *****************************************************************************/ #include #include #include spSkeleton* spSkeleton_create (spSkeletonData* data) { int i, ii; spSkeleton* self = NEW(spSkeleton); CONST_CAST(spSkeletonData*, self->data) = data; self->boneCount = self->data->boneCount; self->bones = MALLOC(spBone*, self->boneCount); for (i = 0; i < self->boneCount; ++i) { spBoneData* boneData = self->data->bones[i]; spBone* parent = 0; if (boneData->parent) { /* Find parent bone. */ for (ii = 0; ii < self->boneCount; ++ii) { if (data->bones[ii] == boneData->parent) { parent = self->bones[ii]; break; } } } self->bones[i] = spBone_create(boneData, parent); } CONST_CAST(spBone*, self->root) = self->bones[0]; self->slotCount = data->slotCount; self->slots = MALLOC(spSlot*, self->slotCount); for (i = 0; i < self->slotCount; ++i) { spSlotData *slotData = data->slots[i]; /* Find bone for the slotData's boneData. */ spBone* bone = 0; for (ii = 0; ii < self->boneCount; ++ii) { if (data->bones[ii] == slotData->boneData) { bone = self->bones[ii]; break; } } self->slots[i] = spSlot_create(slotData, self, bone); } self->drawOrder = MALLOC(spSlot*, self->slotCount); memcpy(self->drawOrder, self->slots, sizeof(spSlot*) * self->slotCount); self->r = 1; self->g = 1; self->b = 1; self->a = 1; return self; } void spSkeleton_dispose (spSkeleton* self) { int i; for (i = 0; i < self->boneCount; ++i) spBone_dispose(self->bones[i]); FREE(self->bones); for (i = 0; i < self->slotCount; ++i) spSlot_dispose(self->slots[i]); FREE(self->slots); FREE(self->drawOrder); FREE(self); } void spSkeleton_updateWorldTransform (const spSkeleton* self) { int i; for (i = 0; i < self->boneCount; ++i) spBone_updateWorldTransform(self->bones[i], self->flipX, self->flipY); } 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->boneCount; ++i) spBone_setToSetupPose(self->bones[i]); } void spSkeleton_setSlotsToSetupPose (const spSkeleton* self) { int i; memcpy(self->drawOrder, self->slots, self->slotCount * sizeof(int)); for (i = 0; i < self->slotCount; ++i) spSlot_setToSetupPose(self->slots[i]); } spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName) { int i; for (i = 0; i < self->boneCount; ++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->boneCount; ++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->slotCount; ++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->slotCount; ++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 (self->skin && newSkin) spSkin_attachAll(newSkin, self, self->skin); 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->slotCount; ++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; } void spSkeleton_update (spSkeleton* self, float deltaTime) { self->time += deltaTime; }