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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated September 24, 2021. Replaces all prior versions.
 *
 * Copyright (c) 2013-2021, 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.
 *****************************************************************************/

package com.esotericsoftware.spine;

import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Null;

/** Stores the setup pose and all of the stateless data for a skeleton.
 * 

* See Data objects in the Spine Runtimes * Guide. */ public class SkeletonData { @Null String name; final Array bones = new Array(); // Ordered parents first. final Array slots = new Array(); // Setup pose draw order. final Array skins = new Array(); @Null Skin defaultSkin; final Array events = new Array(); final Array animations = new Array(); final Array ikConstraints = new Array(); final Array transformConstraints = new Array(); final Array pathConstraints = new Array(); float x, y, width, height; @Null String version, hash; // Nonessential. float fps = 30; @Null String imagesPath, audioPath; // --- Bones. public SkeletonData () { super(); } /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ public Array getBones () { return bones; } /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it * multiple times. */ public @Null BoneData findBone (String boneName) { if (boneName == null) throw new IllegalArgumentException("boneName cannot be null."); Object[] bones = this.bones.items; for (int i = 0, n = this.bones.size; i < n; i++) { BoneData bone = (BoneData)bones[i]; if (bone.name.equals(boneName)) return bone; } return null; } // --- Slots. /** The skeleton's slots. */ public Array getSlots () { return slots; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * multiple times. */ public @Null SlotData findSlot (String slotName) { if (slotName == null) throw new IllegalArgumentException("slotName cannot be null."); Object[] slots = this.slots.items; for (int i = 0, n = this.slots.size; i < n; i++) { SlotData slot = (SlotData)slots[i]; if (slot.name.equals(slotName)) return slot; } return null; } // --- Skins. /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. *

* See {@link Skeleton#getAttachment(int, String)}. */ public @Null Skin getDefaultSkin () { return defaultSkin; } public void setDefaultSkin (@Null Skin defaultSkin) { this.defaultSkin = defaultSkin; } /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it * multiple times. */ public @Null Skin findSkin (String skinName) { if (skinName == null) throw new IllegalArgumentException("skinName cannot be null."); for (Skin skin : skins) if (skin.name.equals(skinName)) return skin; return null; } /** All skins, including the default skin. */ public Array getSkins () { return skins; } // --- Events. /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it * multiple times. */ public @Null EventData findEvent (String eventDataName) { if (eventDataName == null) throw new IllegalArgumentException("eventDataName cannot be null."); for (EventData eventData : events) if (eventData.name.equals(eventDataName)) return eventData; return null; } /** The skeleton's events. */ public Array getEvents () { return events; } // --- Animations. /** The skeleton's animations. */ public Array getAnimations () { return animations; } /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to * call it multiple times. */ public @Null Animation findAnimation (String animationName) { if (animationName == null) throw new IllegalArgumentException("animationName cannot be null."); Object[] animations = this.animations.items; for (int i = 0, n = this.animations.size; i < n; i++) { Animation animation = (Animation)animations[i]; if (animation.name.equals(animationName)) return animation; } return null; } // --- IK constraints /** The skeleton's IK constraints. */ public Array getIkConstraints () { return ikConstraints; } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. */ public @Null IkConstraintData findIkConstraint (String constraintName) { if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null."); Object[] ikConstraints = this.ikConstraints.items; for (int i = 0, n = this.ikConstraints.size; i < n; i++) { IkConstraintData constraint = (IkConstraintData)ikConstraints[i]; if (constraint.name.equals(constraintName)) return constraint; } return null; } // --- Transform constraints /** The skeleton's transform constraints. */ public Array getTransformConstraints () { return transformConstraints; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it multiple times. */ public @Null TransformConstraintData findTransformConstraint (String constraintName) { if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null."); Object[] transformConstraints = this.transformConstraints.items; for (int i = 0, n = this.transformConstraints.size; i < n; i++) { TransformConstraintData constraint = (TransformConstraintData)transformConstraints[i]; if (constraint.name.equals(constraintName)) return constraint; } return null; } // --- Path constraints /** The skeleton's path constraints. */ public Array getPathConstraints () { return pathConstraints; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. */ public @Null PathConstraintData findPathConstraint (String constraintName) { if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null."); Object[] pathConstraints = this.pathConstraints.items; for (int i = 0, n = this.pathConstraints.size; i < n; i++) { PathConstraintData constraint = (PathConstraintData)pathConstraints[i]; if (constraint.name.equals(constraintName)) return constraint; } return null; } // --- /** The skeleton's name, which by default is the name of the skeleton data file when possible, or null when a name hasn't been * set. */ public @Null String getName () { return name; } public void setName (@Null String name) { this.name = name; } /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */ public float getX () { return x; } public void setX (float x) { this.x = x; } /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */ public float getY () { return y; } public void setY (float y) { this.y = y; } /** The width of the skeleton's axis aligned bounding box in the setup pose. */ public float getWidth () { return width; } public void setWidth (float width) { this.width = width; } /** The height of the skeleton's axis aligned bounding box in the setup pose. */ public float getHeight () { return height; } public void setHeight (float height) { this.height = height; } /** The Spine version used to export the skeleton data, or null. */ public @Null String getVersion () { return version; } public void setVersion (@Null String version) { this.version = version; } /** The skeleton data hash. This value will change if any of the skeleton data has changed. */ public @Null String getHash () { return hash; } public void setHash (@Null String hash) { this.hash = hash; } /** The path to the images directory as defined in Spine, or null if nonessential data was not exported. */ public @Null String getImagesPath () { return imagesPath; } public void setImagesPath (@Null String imagesPath) { this.imagesPath = imagesPath; } /** The path to the audio directory as defined in Spine, or null if nonessential data was not exported. */ public @Null String getAudioPath () { return audioPath; } public void setAudioPath (@Null String audioPath) { this.audioPath = audioPath; } /** The dopesheet FPS in Spine, or zero if nonessential data was not exported. */ public float getFps () { return fps; } public void setFps (float fps) { this.fps = fps; } public String toString () { return name != null ? name : super.toString(); } }





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