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/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * 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,
 * 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.
 *
 * 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
 * EVENT SHALL ESOTERIC SOFTWARE 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

package com.esotericsoftware.spine;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.utils.FloatArray;
import com.esotericsoftware.spine.Animation.DeformTimeline;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.VertexAttachment;

/** 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. */
public class Slot {
	final SlotData data;
	final Bone bone;
	final Color color = new Color(), darkColor;
	Attachment attachment;
	private float attachmentTime;
	private FloatArray attachmentVertices = new FloatArray();

	public Slot (SlotData data, Bone bone) {
		if (data == null) throw new IllegalArgumentException("data cannot be null.");
		if (bone == null) throw new IllegalArgumentException("bone cannot be null.");
		this.data = data;
		this.bone = bone;
		darkColor = data.darkColor == null ? null : new Color();
		setToSetupPose();
	}

	/** Copy constructor. */
	public Slot (Slot slot, Bone bone) {
		if (slot == null) throw new IllegalArgumentException("slot cannot be null.");
		if (bone == null) throw new IllegalArgumentException("bone cannot be null.");
		data = slot.data;
		this.bone = bone;
		color.set(slot.color);
		darkColor = slot.darkColor == null ? null : new Color(slot.darkColor);
		attachment = slot.attachment;
		attachmentTime = slot.attachmentTime;
	}

	/** The slot's setup pose data. */
	public SlotData getData () {
		return data;
	}

	/** The bone this slot belongs to. */
	public Bone getBone () {
		return bone;
	}

	/** The skeleton this slot belongs to. */
	public Skeleton getSkeleton () {
		return bone.skeleton;
	}

	/** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
	 * color tinting. */
	public Color getColor () {
		return color;
	}

	/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
	 * color's alpha is not used. */
	public Color getDarkColor () {
		return darkColor;
	}

	/** The current attachment for the slot, or null if the slot has no attachment. */
	public Attachment getAttachment () {
		return attachment;
	}

	/** Sets the slot's attachment and, if the attachment changed, resets {@link #attachmentTime} and clears
	 * {@link #attachmentVertices}.
	 * @param attachment May be null. */
	public void setAttachment (Attachment attachment) {
		if (this.attachment == attachment) return;
		this.attachment = attachment;
		attachmentTime = bone.skeleton.time;
		attachmentVertices.clear();
	}

	/** The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
	 * {@link Skeleton#time}. */
	public float getAttachmentTime () {
		return bone.skeleton.time - attachmentTime;
	}

	public void setAttachmentTime (float time) {
		attachmentTime = bone.skeleton.time - time;
	}

	/** 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.
	 * 

* See {@link VertexAttachment#computeWorldVertices(Slot, int, int, float[], int, int)} and {@link DeformTimeline}. */ public FloatArray getAttachmentVertices () { return attachmentVertices; } public void setAttachmentVertices (FloatArray attachmentVertices) { if (attachmentVertices == null) throw new IllegalArgumentException("attachmentVertices cannot be null."); this.attachmentVertices = attachmentVertices; } /** Sets this slot to the setup pose. */ public void setToSetupPose () { color.set(data.color); if (darkColor != null) darkColor.set(data.darkColor); if (data.attachmentName == null) setAttachment(null); else { attachment = null; setAttachment(bone.skeleton.getAttachment(data.index, data.attachmentName)); } } public String toString () { return data.name; } }





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