com.esotericsoftware.spine.Slot Maven / Gradle / Ivy
/******************************************************************************
* 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
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* THE SPINE RUNTIMES, 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.badlogic.gdx.utils.Null;
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();
@Null final Color darkColor;
@Null Attachment attachment;
private float attachmentTime;
private FloatArray deform = new FloatArray();
int attachmentState;
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;
deform.addAll(slot.deform);
}
/** 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 @Null Color getDarkColor () {
return darkColor;
}
/** The current attachment for the slot, or null if the slot has no attachment. */
public @Null Attachment getAttachment () {
return attachment;
}
/** Sets the slot's attachment and, if the attachment changed, resets {@link #attachmentTime} and clears the {@link #deform}.
* The deform is not cleared if the old attachment has the same {@link VertexAttachment#getDeformAttachment()} as the specified
* attachment. */
public void setAttachment (@Null Attachment attachment) {
if (this.attachment == attachment) return;
if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment)
|| ((VertexAttachment)attachment).getDeformAttachment() != ((VertexAttachment)this.attachment).getDeformAttachment()) {
deform.clear();
}
this.attachment = attachment;
attachmentTime = bone.skeleton.time;
}
/** 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;
}
/** Values 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 getDeform () {
return deform;
}
public void setDeform (FloatArray deform) {
if (deform == null) throw new IllegalArgumentException("deform cannot be null.");
this.deform = deform;
}
/** 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;
}
}