mirror of https://github.com/axmolengine/axmol.git
584 lines
20 KiB
C
584 lines
20 KiB
C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* 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
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* 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,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Skeleton.h>
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#include <stdlib.h>
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#include <string.h>
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#include <spine/extension.h>
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typedef enum {
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SP_UPDATE_BONE, SP_UPDATE_IK_CONSTRAINT, SP_UPDATE_PATH_CONSTRAINT, SP_UPDATE_TRANSFORM_CONSTRAINT
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} _spUpdateType;
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typedef struct {
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_spUpdateType type;
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void* object;
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} _spUpdate;
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typedef struct {
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spSkeleton super;
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int updateCacheCount;
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int updateCacheCapacity;
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_spUpdate* updateCache;
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int updateCacheResetCount;
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int updateCacheResetCapacity;
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spBone** updateCacheReset;
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} _spSkeleton;
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spSkeleton* spSkeleton_create (spSkeletonData* data) {
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int i;
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int* childrenCounts;
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_spSkeleton* internal = NEW(_spSkeleton);
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spSkeleton* self = SUPER(internal);
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CONST_CAST(spSkeletonData*, self->data) = data;
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self->bonesCount = self->data->bonesCount;
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self->bones = MALLOC(spBone*, self->bonesCount);
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childrenCounts = CALLOC(int, self->bonesCount);
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for (i = 0; i < self->bonesCount; ++i) {
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spBoneData* boneData = self->data->bones[i];
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spBone* newBone;
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if (!boneData->parent)
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newBone = spBone_create(boneData, self, 0);
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else {
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spBone* parent = self->bones[boneData->parent->index];
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newBone = spBone_create(boneData, self, parent);
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++childrenCounts[boneData->parent->index];
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}
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self->bones[i] = newBone;
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}
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for (i = 0; i < self->bonesCount; ++i) {
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spBoneData* boneData = self->data->bones[i];
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spBone* bone = self->bones[i];
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CONST_CAST(spBone**, bone->children) = MALLOC(spBone*, childrenCounts[boneData->index]);
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}
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for (i = 0; i < self->bonesCount; ++i) {
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spBone* bone = self->bones[i];
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spBone* parent = bone->parent;
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if (parent)
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parent->children[parent->childrenCount++] = bone;
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}
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CONST_CAST(spBone*, self->root) = (self->bonesCount > 0 ? self->bones[0] : NULL);
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self->slotsCount = data->slotsCount;
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self->slots = MALLOC(spSlot*, self->slotsCount);
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for (i = 0; i < self->slotsCount; ++i) {
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spSlotData *slotData = data->slots[i];
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spBone* bone = self->bones[slotData->boneData->index];
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self->slots[i] = spSlot_create(slotData, bone);
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}
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self->drawOrder = MALLOC(spSlot*, self->slotsCount);
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memcpy(self->drawOrder, self->slots, sizeof(spSlot*) * self->slotsCount);
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self->ikConstraintsCount = data->ikConstraintsCount;
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self->ikConstraints = MALLOC(spIkConstraint*, self->ikConstraintsCount);
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for (i = 0; i < self->data->ikConstraintsCount; ++i)
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self->ikConstraints[i] = spIkConstraint_create(self->data->ikConstraints[i], self);
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self->transformConstraintsCount = data->transformConstraintsCount;
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self->transformConstraints = MALLOC(spTransformConstraint*, self->transformConstraintsCount);
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for (i = 0; i < self->data->transformConstraintsCount; ++i)
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self->transformConstraints[i] = spTransformConstraint_create(self->data->transformConstraints[i], self);
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self->pathConstraintsCount = data->pathConstraintsCount;
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self->pathConstraints = MALLOC(spPathConstraint*, self->pathConstraintsCount);
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for (i = 0; i < self->data->pathConstraintsCount; i++)
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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);
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FREE(childrenCounts);
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return self;
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}
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void spSkeleton_dispose (spSkeleton* self) {
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int i;
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_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
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FREE(internal->updateCache);
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FREE(internal->updateCacheReset);
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for (i = 0; i < self->bonesCount; ++i)
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spBone_dispose(self->bones[i]);
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FREE(self->bones);
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for (i = 0; i < self->slotsCount; ++i)
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spSlot_dispose(self->slots[i]);
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FREE(self->slots);
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for (i = 0; i < self->ikConstraintsCount; ++i)
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spIkConstraint_dispose(self->ikConstraints[i]);
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FREE(self->ikConstraints);
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for (i = 0; i < self->transformConstraintsCount; ++i)
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spTransformConstraint_dispose(self->transformConstraints[i]);
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FREE(self->transformConstraints);
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for (i = 0; i < self->pathConstraintsCount; i++)
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spPathConstraint_dispose(self->pathConstraints[i]);
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FREE(self->pathConstraints);
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FREE(self->drawOrder);
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FREE(self);
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}
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static void _addToUpdateCache(_spSkeleton* const internal, _spUpdateType type, void *object) {
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_spUpdate* update;
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if (internal->updateCacheCount == internal->updateCacheCapacity) {
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internal->updateCacheCapacity *= 2;
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internal->updateCache = (_spUpdate*)realloc(internal->updateCache, sizeof(_spUpdate) * internal->updateCacheCapacity);
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}
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update = internal->updateCache + internal->updateCacheCount;
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update->type = type;
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update->object = object;
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++internal->updateCacheCount;
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}
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static void _addToUpdateCacheReset(_spSkeleton* const internal, spBone* bone) {
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if (internal->updateCacheResetCount == internal->updateCacheResetCapacity) {
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internal->updateCacheResetCapacity *= 2;
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internal->updateCacheReset = (spBone**)realloc(internal->updateCacheReset, sizeof(spBone*) * internal->updateCacheResetCapacity);
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}
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internal->updateCacheReset[internal->updateCacheResetCount] = bone;
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++internal->updateCacheResetCount;
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}
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static void _sortBone(_spSkeleton* const internal, spBone* bone) {
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if (bone->sorted) return;
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if (bone->parent) _sortBone(internal, bone->parent);
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bone->sorted = 1;
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_addToUpdateCache(internal, SP_UPDATE_BONE, bone);
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}
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static void _sortPathConstraintAttachmentBones(_spSkeleton* const internal, spAttachment* attachment, spBone* slotBone) {
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spPathAttachment* pathAttachment = (spPathAttachment*)attachment;
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int* pathBones;
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int pathBonesCount;
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if (pathAttachment->super.super.type != SP_ATTACHMENT_PATH) return;
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pathBones = pathAttachment->super.bones;
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pathBonesCount = pathAttachment->super.bonesCount;
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if (pathBones == 0)
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_sortBone(internal, slotBone);
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else {
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spBone** bones = internal->super.bones;
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int i = 0, n;
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while (i < pathBonesCount) {
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int boneCount = pathBones[i++];
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for (n = i + boneCount; i < n; i++)
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_sortBone(internal, bones[pathBones[i]]);
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}
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}
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}
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static void _sortPathConstraintAttachment(_spSkeleton* const internal, spSkin* skin, int slotIndex, spBone* slotBone) {
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_Entry* entry = SUB_CAST(_spSkin, skin)->entries;
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while (entry) {
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if (entry->slotIndex == slotIndex) _sortPathConstraintAttachmentBones(internal, entry->attachment, slotBone);
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entry = entry->next;
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}
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}
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static void _sortReset(spBone** bones, int bonesCount) {
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int i;
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for (i = 0; i < bonesCount; ++i) {
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spBone* bone = bones[i];
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if (bone->sorted) _sortReset(bone->children, bone->childrenCount);
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bone->sorted = 0;
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}
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}
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static void _sortIkConstraint (_spSkeleton* const internal, spIkConstraint* constraint) {
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int /*bool*/ contains = 0;
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int i;
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spBone* target = constraint->target;
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spBone** constrained;
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spBone* parent;
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_sortBone(internal, target);
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constrained = constraint->bones;
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parent = constrained[0];
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_sortBone(internal, parent);
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if (constraint->bonesCount > 1) {
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spBone* child = constrained[constraint->bonesCount - 1];
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contains = 0;
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for (i = 0; i < internal->updateCacheCount; i++) {
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_spUpdate update = internal->updateCache[i];
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if (update.object == child) {
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contains = -1;
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break;
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}
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}
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if (!contains)
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_addToUpdateCacheReset(internal, child);
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}
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_addToUpdateCache(internal, SP_UPDATE_IK_CONSTRAINT, constraint);
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_sortReset(parent->children, parent->childrenCount);
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constrained[constraint->bonesCount-1]->sorted = 1;
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}
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static void _sortPathConstraint(_spSkeleton* const internal, spPathConstraint* constraint) {
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spSlot* slot = constraint->target;
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int slotIndex = slot->data->index;
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spBone* slotBone = slot->bone;
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int i, n, boneCount;
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spAttachment* attachment;
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spBone** constrained;
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spSkeleton* skeleton = SUPER_CAST(spSkeleton, internal);
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if (skeleton->skin) _sortPathConstraintAttachment(internal, skeleton->skin, slotIndex, slotBone);
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if (skeleton->data->defaultSkin && skeleton->data->defaultSkin != skeleton->skin)
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_sortPathConstraintAttachment(internal, skeleton->data->defaultSkin, slotIndex, slotBone);
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for (i = 0, n = skeleton->data->skinsCount; i < n; i++)
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_sortPathConstraintAttachment(internal, skeleton->data->skins[i], slotIndex, slotBone);
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attachment = slot->attachment;
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if (attachment && attachment->type == SP_ATTACHMENT_PATH) _sortPathConstraintAttachmentBones(internal, attachment, slotBone);
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constrained = constraint->bones;
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boneCount = constraint->bonesCount;
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for (i = 0; i < boneCount; i++)
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_sortBone(internal, constrained[i]);
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_addToUpdateCache(internal, SP_UPDATE_PATH_CONSTRAINT, constraint);
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for (i = 0; i < boneCount; i++)
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_sortReset(constrained[i]->children, constrained[i]->childrenCount);
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for (i = 0; i < boneCount; i++)
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constrained[i]->sorted = 1;
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}
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static void _sortTransformConstraint(_spSkeleton* const internal, spTransformConstraint* constraint) {
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int i, boneCount;
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spBone** constrained;
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spBone* child;
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int /*boolean*/ contains = 0;
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_sortBone(internal, constraint->target);
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constrained = constraint->bones;
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boneCount = constraint->bonesCount;
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if (constraint->data->local) {
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for (i = 0; i < boneCount; i++) {
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child = constrained[i];
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_sortBone(internal, child);
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contains = 0;
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for (i = 0; i < internal->updateCacheCount; i++) {
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_spUpdate update = internal->updateCache[i];
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if (update.object == child) {
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contains = -1;
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break;
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}
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}
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if (!contains) _addToUpdateCacheReset(internal, child);
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}
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} else {
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for (i = 0; i < boneCount; i++)
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_sortBone(internal, constrained[i]);
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}
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_addToUpdateCache(internal, SP_UPDATE_TRANSFORM_CONSTRAINT, constraint);
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for (i = 0; i < boneCount; i++)
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_sortReset(constrained[i]->children, constrained[i]->childrenCount);
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for (i = 0; i < boneCount; i++)
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constrained[i]->sorted = 1;
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}
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void spSkeleton_updateCache (spSkeleton* self) {
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int i, ii;
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spBone** bones;
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spIkConstraint** ikConstraints;
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spPathConstraint** pathConstraints;
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spTransformConstraint** transformConstraints;
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int ikCount, transformCount, pathCount, constraintCount;
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_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
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internal->updateCacheCapacity = self->bonesCount + self->ikConstraintsCount + self->transformConstraintsCount + self->pathConstraintsCount;
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FREE(internal->updateCache);
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internal->updateCache = MALLOC(_spUpdate, internal->updateCacheCapacity);
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internal->updateCacheCount = 0;
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internal->updateCacheResetCapacity = self->bonesCount;
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FREE(internal->updateCacheReset);
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internal->updateCacheReset = MALLOC(spBone*, internal->updateCacheResetCapacity);
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internal->updateCacheResetCount = 0;
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bones = self->bones;
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for (i = 0; i < self->bonesCount; ++i)
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bones[i]->sorted = 0;
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/* IK first, lowest hierarchy depth first. */
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ikConstraints = self->ikConstraints;
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transformConstraints = self->transformConstraints;
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pathConstraints = self->pathConstraints;
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ikCount = self->ikConstraintsCount; transformCount = self->transformConstraintsCount; pathCount = self->pathConstraintsCount;
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constraintCount = ikCount + transformCount + pathCount;
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i = 0;
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outer:
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for (; i < constraintCount; i++) {
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for (ii = 0; ii < ikCount; ii++) {
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spIkConstraint* ikConstraint = ikConstraints[ii];
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if (ikConstraint->data->order == i) {
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_sortIkConstraint(internal, ikConstraint);
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i++;
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goto outer;
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}
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}
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for (ii = 0; ii < transformCount; ii++) {
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spTransformConstraint* transformConstraint = transformConstraints[ii];
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if (transformConstraint->data->order == i) {
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_sortTransformConstraint(internal, transformConstraint);
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i++;
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goto outer;
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}
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}
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for (ii = 0; ii < pathCount; ii++) {
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spPathConstraint* pathConstraint = pathConstraints[ii];
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if (pathConstraint->data->order == i) {
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_sortPathConstraint(internal, pathConstraint);
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i++;
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goto outer;
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}
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}
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}
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for (i = 0; i < self->bonesCount; ++i)
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_sortBone(internal, self->bones[i]);
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}
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void spSkeleton_updateWorldTransform (const spSkeleton* self) {
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int i;
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_spSkeleton* internal = SUB_CAST(_spSkeleton, self);
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spBone** updateCacheReset = internal->updateCacheReset;
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for (i = 0; i < internal->updateCacheResetCount; i++) {
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spBone* bone = updateCacheReset[i];
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CONST_CAST(float, bone->ax) = bone->x;
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CONST_CAST(float, bone->ay) = bone->y;
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CONST_CAST(float, bone->arotation) = bone->rotation;
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CONST_CAST(float, bone->ascaleX) = bone->scaleX;
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CONST_CAST(float, bone->ascaleY) = bone->scaleY;
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CONST_CAST(float, bone->ashearX) = bone->shearX;
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CONST_CAST(float, bone->ashearY) = bone->shearY;
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CONST_CAST(int, bone->appliedValid) = 1;
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}
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for (i = 0; i < internal->updateCacheCount; ++i) {
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_spUpdate* update = internal->updateCache + i;
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switch (update->type) {
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case SP_UPDATE_BONE:
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spBone_updateWorldTransform((spBone*)update->object);
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break;
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case SP_UPDATE_IK_CONSTRAINT:
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spIkConstraint_apply((spIkConstraint*)update->object);
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break;
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case SP_UPDATE_TRANSFORM_CONSTRAINT:
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spTransformConstraint_apply((spTransformConstraint*)update->object);
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break;
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case SP_UPDATE_PATH_CONSTRAINT:
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spPathConstraint_apply((spPathConstraint*)update->object);
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break;
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}
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}
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}
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void spSkeleton_setToSetupPose (const spSkeleton* self) {
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spSkeleton_setBonesToSetupPose(self);
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spSkeleton_setSlotsToSetupPose(self);
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}
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void spSkeleton_setBonesToSetupPose (const spSkeleton* self) {
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int i;
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for (i = 0; i < self->bonesCount; ++i)
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spBone_setToSetupPose(self->bones[i]);
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for (i = 0; i < self->ikConstraintsCount; ++i) {
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spIkConstraint* ikConstraint = self->ikConstraints[i];
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ikConstraint->bendDirection = ikConstraint->data->bendDirection;
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ikConstraint->mix = ikConstraint->data->mix;
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}
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for (i = 0; i < self->transformConstraintsCount; ++i) {
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spTransformConstraint* constraint = self->transformConstraints[i];
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spTransformConstraintData* data = constraint->data;
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constraint->rotateMix = data->rotateMix;
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constraint->translateMix = data->translateMix;
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constraint->scaleMix = data->scaleMix;
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constraint->shearMix = data->shearMix;
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}
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for (i = 0; i < self->pathConstraintsCount; ++i) {
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spPathConstraint* constraint = self->pathConstraints[i];
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spPathConstraintData* data = constraint->data;
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constraint->position = data->position;
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constraint->spacing = data->spacing;
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constraint->rotateMix = data->rotateMix;
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constraint->translateMix = data->translateMix;
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}
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}
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|
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void spSkeleton_setSlotsToSetupPose (const spSkeleton* self) {
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int i;
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memcpy(self->drawOrder, self->slots, self->slotsCount * sizeof(spSlot*));
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for (i = 0; i < self->slotsCount; ++i)
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spSlot_setToSetupPose(self->slots[i]);
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}
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|
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spBone* spSkeleton_findBone (const spSkeleton* self, const char* boneName) {
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int i;
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for (i = 0; i < self->bonesCount; ++i)
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if (strcmp(self->data->bones[i]->name, boneName) == 0) return self->bones[i];
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return 0;
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}
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|
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int spSkeleton_findBoneIndex (const spSkeleton* self, const char* boneName) {
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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) {
|
|
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];
|
|
return 0;
|
|
}
|
|
|
|
void spSkeleton_update (spSkeleton* self, float deltaTime) {
|
|
self->time += deltaTime;
|
|
}
|