com.esotericsoftware.spine.Slot Maven / Gradle / Ivy
/******************************************************************************
* 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;
}
}