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- /******************************************************************************
- * 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 a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
- /// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared
- /// across multiple skeletons.
- /// </summary>
- public class Slot {
- internal SlotData data;
- internal Bone bone;
- internal float r, g, b, a;
- internal float r2, g2, b2;
- internal bool hasSecondColor;
- internal Attachment attachment;
- internal float attachmentTime;
- internal ExposedList<float> deform = new ExposedList<float>();
- internal int attachmentState;
- public Slot (SlotData data, Bone bone) {
- if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
- if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
- this.data = data;
- this.bone = bone;
- // darkColor = data.darkColor == null ? null : new Color();
- if (data.hasSecondColor) {
- r2 = g2 = b2 = 0;
- }
- SetToSetupPose();
- }
- /// <summary>Copy constructor.</summary>
- public Slot(Slot slot, Bone bone) {
- if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null.");
- if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
- data = slot.data;
- this.bone = bone;
- r = slot.r;
- g = slot.g;
- b = slot.b;
- a = slot.a;
- // darkColor = slot.darkColor == null ? null : new Color(slot.darkColor);
- if (slot.hasSecondColor) {
- r2 = slot.r2;
- g2 = slot.g2;
- b2 = slot.b2;
- } else {
- r2 = g2 = b2 = 0;
- }
- hasSecondColor = slot.hasSecondColor;
- attachment = slot.attachment;
- attachmentTime = slot.attachmentTime;
- deform.AddRange(slot.deform);
- }
- /// <summary>The slot's setup pose data.</summary>
- public SlotData Data { get { return data; } }
- /// <summary>The bone this slot belongs to.</summary>
- public Bone Bone { get { return bone; } }
- /// <summary>The skeleton this slot belongs to.</summary>
- public Skeleton Skeleton { get { return bone.skeleton; } }
- /// <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
- /// color tinting.</summary>
- public float R { get { return r; } set { r = value; } }
- /// <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
- /// color tinting.</summary>
- public float G { get { return g; } set { g = value; } }
- /// <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
- /// color tinting.</summary>
- public float B { get { return b; } set { b = value; } }
- /// <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
- /// color tinting.</summary>
- public float A { get { return a; } set { a = value; } }
- public void ClampColor() {
- r = MathUtils.Clamp(r, 0, 1);
- g = MathUtils.Clamp(g, 0, 1);
- b = MathUtils.Clamp(b, 0, 1);
- a = MathUtils.Clamp(a, 0, 1);
- }
- /// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
- /// <seealso cref="HasSecondColor"/>
- public float R2 { get { return r2; } set { r2 = value; } }
- /// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
- /// <seealso cref="HasSecondColor"/>
- public float G2 { get { return g2; } set { g2 = value; } }
- /// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
- /// <seealso cref="HasSecondColor"/>
- public float B2 { get { return b2; } set { b2 = value; } }
- /// <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>
- public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
- public void ClampSecondColor () {
- r2 = MathUtils.Clamp(r2, 0, 1);
- g2 = MathUtils.Clamp(g2, 0, 1);
- b2 = MathUtils.Clamp(b2, 0, 1);
- }
- public Attachment Attachment {
- /// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
- get { return attachment; }
- /// <summary>
- /// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears
- /// <see cref="Deform">.</summary>
- /// <param name="value">May be null.</param>
- set {
- if (attachment == value) return;
- attachment = value;
- attachmentTime = bone.skeleton.time;
- deform.Clear(false);
- }
- }
- /// <summary> The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
- /// <see cref="Skeleton.Time"/></summary>
- public float AttachmentTime {
- get { return bone.skeleton.time - attachmentTime; }
- set { attachmentTime = bone.skeleton.time - value; }
- }
- /// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
- /// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
- /// <para />
- /// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
- public ExposedList<float> Deform {
- get {
- return deform;
- }
- set {
- if (deform == null) throw new ArgumentNullException("deform", "deform cannot be null.");
- deform = value;
- }
- }
- /// <summary>Sets this slot to the setup pose.</summary>
- public void SetToSetupPose () {
- r = data.r;
- g = data.g;
- b = data.b;
- a = data.a;
- // if (darkColor != null) darkColor.set(data.darkColor);
- if (HasSecondColor) {
- r2 = data.r2;
- g2 = data.g2;
- b2 = data.b2;
- }
- if (data.attachmentName == null)
- Attachment = null;
- else {
- attachment = null;
- Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName);
- }
- }
- override public string ToString () {
- return data.name;
- }
- }
- }
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