2022-06-25 00:23:03 +08:00

683 lines
19 KiB
C++

/******************************************************************************
* 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.
*****************************************************************************/
#ifdef SPINE_UE4
#include "SpinePluginPrivatePCH.h"
#endif
#include <spine/Skeleton.h>
#include <spine/SkeletonData.h>
#include <spine/Bone.h>
#include <spine/Slot.h>
#include <spine/IkConstraint.h>
#include <spine/PathConstraint.h>
#include <spine/TransformConstraint.h>
#include <spine/Skin.h>
#include <spine/Attachment.h>
#include <spine/BoneData.h>
#include <spine/SlotData.h>
#include <spine/IkConstraintData.h>
#include <spine/TransformConstraintData.h>
#include <spine/PathConstraintData.h>
#include <spine/RegionAttachment.h>
#include <spine/MeshAttachment.h>
#include <spine/PathAttachment.h>
#include <spine/ContainerUtil.h>
#include <float.h>
using namespace spine;
Skeleton::Skeleton(SkeletonData *skeletonData) :
_data(skeletonData),
_skin(NULL),
_color(1, 1, 1, 1),
_time(0),
_scaleX(1),
_scaleY(1),
_x(0),
_y(0) {
_bones.ensureCapacity(_data->getBones().size());
for (size_t i = 0; i < _data->getBones().size(); ++i) {
BoneData *data = _data->getBones()[i];
Bone *bone;
if (data->getParent() == NULL) {
bone = new(__FILE__, __LINE__) Bone(*data, *this, NULL);
} else {
Bone *parent = _bones[data->getParent()->getIndex()];
bone = new(__FILE__, __LINE__) Bone(*data, *this, parent);
parent->getChildren().add(bone);
}
_bones.add(bone);
}
_slots.ensureCapacity(_data->getSlots().size());
_drawOrder.ensureCapacity(_data->getSlots().size());
for (size_t i = 0; i < _data->getSlots().size(); ++i) {
SlotData *data = _data->getSlots()[i];
Bone *bone = _bones[data->getBoneData().getIndex()];
Slot *slot = new(__FILE__, __LINE__) Slot(*data, *bone);
_slots.add(slot);
_drawOrder.add(slot);
}
_ikConstraints.ensureCapacity(_data->getIkConstraints().size());
for (size_t i = 0; i < _data->getIkConstraints().size(); ++i) {
IkConstraintData *data = _data->getIkConstraints()[i];
IkConstraint *constraint = new(__FILE__, __LINE__) IkConstraint(*data, *this);
_ikConstraints.add(constraint);
}
_transformConstraints.ensureCapacity(_data->getTransformConstraints().size());
for (size_t i = 0; i < _data->getTransformConstraints().size(); ++i) {
TransformConstraintData *data = _data->getTransformConstraints()[i];
TransformConstraint *constraint = new(__FILE__, __LINE__) TransformConstraint(*data, *this);
_transformConstraints.add(constraint);
}
_pathConstraints.ensureCapacity(_data->getPathConstraints().size());
for (size_t i = 0; i < _data->getPathConstraints().size(); ++i) {
PathConstraintData *data = _data->getPathConstraints()[i];
PathConstraint *constraint = new(__FILE__, __LINE__) PathConstraint(*data, *this);
_pathConstraints.add(constraint);
}
updateCache();
}
Skeleton::~Skeleton() {
ContainerUtil::cleanUpVectorOfPointers(_bones);
ContainerUtil::cleanUpVectorOfPointers(_slots);
ContainerUtil::cleanUpVectorOfPointers(_ikConstraints);
ContainerUtil::cleanUpVectorOfPointers(_transformConstraints);
ContainerUtil::cleanUpVectorOfPointers(_pathConstraints);
}
void Skeleton::updateCache() {
_updateCache.clear();
_updateCacheReset.clear();
for (size_t i = 0, n = _bones.size(); i < n; ++i) {
Bone* bone = _bones[i];
bone->_sorted = bone->_data.isSkinRequired();
bone->_active = !bone->_sorted;
}
if (_skin) {
Vector<BoneData*>& skinBones = _skin->getBones();
for (size_t i = 0, n = skinBones.size(); i < n; i++) {
Bone* bone = _bones[skinBones[i]->getIndex()];
do {
bone->_sorted = false;
bone->_active = true;
bone = bone->_parent;
} while (bone);
}
}
size_t ikCount = _ikConstraints.size();
size_t transformCount = _transformConstraints.size();
size_t pathCount = _pathConstraints.size();
size_t constraintCount = ikCount + transformCount + pathCount;
size_t i = 0;
continue_outer:
for (; i < constraintCount; ++i) {
for (size_t ii = 0; ii < ikCount; ++ii) {
IkConstraint *constraint = _ikConstraints[ii];
if (constraint->getData().getOrder() == i) {
sortIkConstraint(constraint);
i++;
goto continue_outer;
}
}
for (size_t ii = 0; ii < transformCount; ++ii) {
TransformConstraint *constraint = _transformConstraints[ii];
if (constraint->getData().getOrder() == i) {
sortTransformConstraint(constraint);
i++;
goto continue_outer;
}
}
for (size_t ii = 0; ii < pathCount; ++ii) {
PathConstraint *constraint = _pathConstraints[ii];
if (constraint->getData().getOrder() == i) {
sortPathConstraint(constraint);
i++;
goto continue_outer;
}
}
}
size_t n = _bones.size();
for (i = 0; i < n; ++i) {
sortBone(_bones[i]);
}
}
void Skeleton::printUpdateCache() {
for (size_t i = 0; i < _updateCache.size(); i++) {
Updatable *updatable = _updateCache[i];
if (updatable->getRTTI().isExactly(Bone::rtti)) {
printf("bone %s\n", ((Bone *) updatable)->getData().getName().buffer());
} else if (updatable->getRTTI().isExactly(TransformConstraint::rtti)) {
printf("transform constraint %s\n", ((TransformConstraint *) updatable)->getData().getName().buffer());
} else if (updatable->getRTTI().isExactly(IkConstraint::rtti)) {
printf("ik constraint %s\n", ((IkConstraint *) updatable)->getData().getName().buffer());
} else if (updatable->getRTTI().isExactly(PathConstraint::rtti)) {
printf("path constraint %s\n", ((PathConstraint *) updatable)->getData().getName().buffer());
}
}
}
void Skeleton::updateWorldTransform() {
for (size_t i = 0, n = _updateCacheReset.size(); i < n; ++i) {
Bone *boneP = _updateCacheReset[i];
Bone &bone = *boneP;
bone._ax = bone._x;
bone._ay = bone._y;
bone._arotation = bone._rotation;
bone._ascaleX = bone._scaleX;
bone._ascaleY = bone._scaleY;
bone._ashearX = bone._shearX;
bone._ashearY = bone._shearY;
bone._appliedValid = true;
}
for (size_t i = 0, n = _updateCache.size(); i < n; ++i) {
_updateCache[i]->update();
}
}
void Skeleton::setToSetupPose() {
setBonesToSetupPose();
setSlotsToSetupPose();
}
void Skeleton::setBonesToSetupPose() {
for (size_t i = 0, n = _bones.size(); i < n; ++i) {
_bones[i]->setToSetupPose();
}
for (size_t i = 0, n = _ikConstraints.size(); i < n; ++i) {
IkConstraint *constraintP = _ikConstraints[i];
IkConstraint &constraint = *constraintP;
constraint._bendDirection = constraint._data._bendDirection;
constraint._compress = constraint._data._compress;
constraint._stretch = constraint._data._stretch;
constraint._mix = constraint._data._mix;
constraint._softness = constraint._data._softness;
}
for (size_t i = 0, n = _transformConstraints.size(); i < n; ++i) {
TransformConstraint *constraintP = _transformConstraints[i];
TransformConstraint &constraint = *constraintP;
TransformConstraintData &constraintData = constraint._data;
constraint._rotateMix = constraintData._rotateMix;
constraint._translateMix = constraintData._translateMix;
constraint._scaleMix = constraintData._scaleMix;
constraint._shearMix = constraintData._shearMix;
}
for (size_t i = 0, n = _pathConstraints.size(); i < n; ++i) {
PathConstraint *constraintP = _pathConstraints[i];
PathConstraint &constraint = *constraintP;
PathConstraintData &constraintData = constraint._data;
constraint._position = constraintData._position;
constraint._spacing = constraintData._spacing;
constraint._rotateMix = constraintData._rotateMix;
constraint._translateMix = constraintData._translateMix;
}
}
void Skeleton::setSlotsToSetupPose() {
_drawOrder.clear();
for (size_t i = 0, n = _slots.size(); i < n; ++i) {
_drawOrder.add(_slots[i]);
}
for (size_t i = 0, n = _slots.size(); i < n; ++i) {
_slots[i]->setToSetupPose();
}
}
Bone *Skeleton::findBone(const String &boneName) {
return ContainerUtil::findWithDataName(_bones, boneName);
}
int Skeleton::findBoneIndex(const String &boneName) {
return ContainerUtil::findIndexWithDataName(_bones, boneName);
}
Slot *Skeleton::findSlot(const String &slotName) {
return ContainerUtil::findWithDataName(_slots, slotName);
}
int Skeleton::findSlotIndex(const String &slotName) {
return ContainerUtil::findIndexWithDataName(_slots, slotName);
}
void Skeleton::setSkin(const String &skinName) {
Skin *foundSkin = _data->findSkin(skinName);
assert(foundSkin != NULL);
setSkin(foundSkin);
}
void Skeleton::setSkin(Skin *newSkin) {
if (_skin == newSkin) return;
if (newSkin != NULL) {
if (_skin != NULL) {
Skeleton &thisRef = *this;
newSkin->attachAll(thisRef, *_skin);
} else {
for (size_t i = 0, n = _slots.size(); i < n; ++i) {
Slot *slotP = _slots[i];
Slot &slot = *slotP;
const String &name = slot._data.getAttachmentName();
if (name.length() > 0) {
Attachment *attachment = newSkin->getAttachment(i, name);
if (attachment != NULL) {
slot.setAttachment(attachment);
}
}
}
}
}
_skin = newSkin;
updateCache();
}
Attachment *Skeleton::getAttachment(const String &slotName, const String &attachmentName) {
return getAttachment(_data->findSlotIndex(slotName), attachmentName);
}
Attachment *Skeleton::getAttachment(int slotIndex, const String &attachmentName) {
assert(attachmentName.length() > 0);
if (_skin != NULL) {
Attachment *attachment = _skin->getAttachment(slotIndex, attachmentName);
if (attachment != NULL) {
return attachment;
}
}
return _data->getDefaultSkin() != NULL ? _data->getDefaultSkin()->getAttachment(slotIndex, attachmentName) : NULL;
}
void Skeleton::setAttachment(const String &slotName, const String &attachmentName) {
assert(slotName.length() > 0);
for (size_t i = 0, n = _slots.size(); i < n; ++i) {
Slot *slot = _slots[i];
if (slot->_data.getName() == slotName) {
Attachment *attachment = NULL;
if (attachmentName.length() > 0) {
attachment = getAttachment(i, attachmentName);
assert(attachment != NULL);
}
slot->setAttachment(attachment);
return;
}
}
printf("Slot not found: %s", slotName.buffer());
assert(false);
}
IkConstraint *Skeleton::findIkConstraint(const String &constraintName) {
assert(constraintName.length() > 0);
for (size_t i = 0, n = _ikConstraints.size(); i < n; ++i) {
IkConstraint *ikConstraint = _ikConstraints[i];
if (ikConstraint->_data.getName() == constraintName) {
return ikConstraint;
}
}
return NULL;
}
TransformConstraint *Skeleton::findTransformConstraint(const String &constraintName) {
assert(constraintName.length() > 0);
for (size_t i = 0, n = _transformConstraints.size(); i < n; ++i) {
TransformConstraint *transformConstraint = _transformConstraints[i];
if (transformConstraint->_data.getName() == constraintName) {
return transformConstraint;
}
}
return NULL;
}
PathConstraint *Skeleton::findPathConstraint(const String &constraintName) {
assert(constraintName.length() > 0);
for (size_t i = 0, n = _pathConstraints.size(); i < n; ++i) {
PathConstraint *constraint = _pathConstraints[i];
if (constraint->_data.getName() == constraintName) {
return constraint;
}
}
return NULL;
}
void Skeleton::update(float delta) {
_time += delta;
}
void Skeleton::getBounds(float &outX, float &outY, float &outWidth, float &outHeight, Vector<float> &outVertexBuffer) {
float minX = FLT_MAX;
float minY = FLT_MAX;
float maxX = FLT_MIN;
float maxY = FLT_MIN;
for (size_t i = 0; i < _drawOrder.size(); ++i) {
Slot *slot = _drawOrder[i];
if (!slot->_bone._active) continue;
size_t verticesLength = 0;
Attachment *attachment = slot->getAttachment();
if (attachment != NULL && attachment->getRTTI().instanceOf(RegionAttachment::rtti)) {
RegionAttachment *regionAttachment = static_cast<RegionAttachment *>(attachment);
verticesLength = 8;
if (outVertexBuffer.size() < 8) {
outVertexBuffer.setSize(8, 0);
}
regionAttachment->computeWorldVertices(slot->getBone(), outVertexBuffer, 0);
} else if (attachment != NULL && attachment->getRTTI().instanceOf(MeshAttachment::rtti)) {
MeshAttachment *mesh = static_cast<MeshAttachment *>(attachment);
verticesLength = mesh->getWorldVerticesLength();
if (outVertexBuffer.size() < verticesLength) {
outVertexBuffer.setSize(verticesLength, 0);
}
mesh->computeWorldVertices(*slot, 0, verticesLength, outVertexBuffer, 0);
}
for (size_t ii = 0; ii < verticesLength; ii += 2) {
float vx = outVertexBuffer[ii];
float vy = outVertexBuffer[ii + 1];
minX = MathUtil::min(minX, vx);
minY = MathUtil::min(minY, vy);
maxX = MathUtil::max(maxX, vx);
maxY = MathUtil::max(maxY, vy);
}
}
outX = minX;
outY = minY;
outWidth = maxX - minX;
outHeight = maxY - minY;
}
Bone *Skeleton::getRootBone() {
return _bones.size() == 0 ? NULL : _bones[0];
}
SkeletonData *Skeleton::getData() {
return _data;
}
Vector<Bone *> &Skeleton::getBones() {
return _bones;
}
Vector<Updatable *> &Skeleton::getUpdateCacheList() {
return _updateCache;
}
Vector<Slot *> &Skeleton::getSlots() {
return _slots;
}
Vector<Slot *> &Skeleton::getDrawOrder() {
return _drawOrder;
}
Vector<IkConstraint *> &Skeleton::getIkConstraints() {
return _ikConstraints;
}
Vector<PathConstraint *> &Skeleton::getPathConstraints() {
return _pathConstraints;
}
Vector<TransformConstraint *> &Skeleton::getTransformConstraints() {
return _transformConstraints;
}
Skin *Skeleton::getSkin() {
return _skin;
}
Color &Skeleton::getColor() {
return _color;
}
float Skeleton::getTime() {
return _time;
}
void Skeleton::setTime(float inValue) {
_time = inValue;
}
void Skeleton::setPosition(float x, float y) {
_x = x;
_y = y;
}
float Skeleton::getX() {
return _x;
}
void Skeleton::setX(float inValue) {
_x = inValue;
}
float Skeleton::getY() {
return _y;
}
void Skeleton::setY(float inValue) {
_y = inValue;
}
float Skeleton::getScaleX() {
return _scaleX;
}
void Skeleton::setScaleX(float inValue) {
_scaleX = inValue;
}
float Skeleton::getScaleY() {
return _scaleY * (Bone::isYDown() ? -1 : 1);
}
void Skeleton::setScaleY(float inValue) {
_scaleY = inValue;
}
void Skeleton::sortIkConstraint(IkConstraint *constraint) {
constraint->_active = constraint->_target->_active && (!constraint->_data.isSkinRequired() || (_skin && _skin->_constraints.contains(&constraint->_data)));
if (!constraint->_active) return;
Bone *target = constraint->getTarget();
sortBone(target);
Vector<Bone *> &constrained = constraint->getBones();
Bone *parent = constrained[0];
sortBone(parent);
if (constrained.size() > 1) {
Bone *child = constrained[constrained.size() - 1];
if (!_updateCache.contains(child)) _updateCacheReset.add(child);
}
_updateCache.add(constraint);
sortReset(parent->getChildren());
constrained[constrained.size() - 1]->_sorted = true;
}
void Skeleton::sortPathConstraint(PathConstraint *constraint) {
constraint->_active = constraint->_target->_bone._active && (!constraint->_data.isSkinRequired() || (_skin && _skin->_constraints.contains(&constraint->_data)));
if (!constraint->_active) return;
Slot *slot = constraint->getTarget();
int slotIndex = slot->getData().getIndex();
Bone &slotBone = slot->getBone();
if (_skin != NULL) sortPathConstraintAttachment(_skin, slotIndex, slotBone);
if (_data->_defaultSkin != NULL && _data->_defaultSkin != _skin)
sortPathConstraintAttachment(_data->_defaultSkin, slotIndex, slotBone);
for (size_t ii = 0, nn = _data->_skins.size(); ii < nn; ii++)
sortPathConstraintAttachment(_data->_skins[ii], slotIndex, slotBone);
Attachment *attachment = slot->getAttachment();
if (attachment != NULL && attachment->getRTTI().instanceOf(PathAttachment::rtti))
sortPathConstraintAttachment(attachment, slotBone);
Vector<Bone *> &constrained = constraint->getBones();
size_t boneCount = constrained.size();
for (size_t i = 0; i < boneCount; ++i) {
sortBone(constrained[i]);
}
_updateCache.add(constraint);
for (size_t i = 0; i < boneCount; i++)
sortReset(constrained[i]->getChildren());
for (size_t i = 0; i < boneCount; i++)
constrained[i]->_sorted = true;
}
void Skeleton::sortTransformConstraint(TransformConstraint *constraint) {
constraint->_active = constraint->_target->_active && (!constraint->_data.isSkinRequired() || (_skin && _skin->_constraints.contains(&constraint->_data)));
if (!constraint->_active) return;
sortBone(constraint->getTarget());
Vector<Bone *> &constrained = constraint->getBones();
size_t boneCount = constrained.size();
if (constraint->_data.isLocal()) {
for (size_t i = 0; i < boneCount; i++) {
Bone *child = constrained[i];
sortBone(child->getParent());
if (!_updateCache.contains(child)) _updateCacheReset.add(child);
}
} else {
for (size_t i = 0; i < boneCount; ++i) {
sortBone(constrained[i]);
}
}
_updateCache.add(constraint);
for (size_t i = 0; i < boneCount; ++i)
sortReset(constrained[i]->getChildren());
for (size_t i = 0; i < boneCount; ++i)
constrained[i]->_sorted = true;
}
void Skeleton::sortPathConstraintAttachment(Skin *skin, size_t slotIndex, Bone &slotBone) {
Skin::AttachmentMap::Entries attachments = skin->getAttachments();
while (attachments.hasNext()) {
Skin::AttachmentMap::Entry entry = attachments.next();
if (entry._slotIndex == slotIndex) {
Attachment *value = entry._attachment;
sortPathConstraintAttachment(value, slotBone);
}
}
}
void Skeleton::sortPathConstraintAttachment(Attachment *attachment, Bone &slotBone) {
if (attachment == NULL || !attachment->getRTTI().instanceOf(PathAttachment::rtti)) return;
Vector<size_t> &pathBones = static_cast<PathAttachment *>(attachment)->getBones();
if (pathBones.size() == 0)
sortBone(&slotBone);
else {
for (size_t i = 0, n = pathBones.size(); i < n;) {
size_t nn = pathBones[i++];
nn += i;
while (i < nn) {
sortBone(_bones[pathBones[i++]]);
}
}
}
}
void Skeleton::sortBone(Bone *bone) {
if (bone->_sorted) return;
Bone *parent = bone->_parent;
if (parent != NULL) sortBone(parent);
bone->_sorted = true;
_updateCache.add(bone);
}
void Skeleton::sortReset(Vector<Bone *> &bones) {
for (size_t i = 0, n = bones.size(); i < n; ++i) {
Bone *bone = bones[i];
if (!bone->_active) continue;
if (bone->_sorted) sortReset(bone->getChildren());
bone->_sorted = false;
}
}