/usr/src/castle-game-engine-5.2.0/x3d/x3dloadinternalspine_skeleton.inc is in castle-game-engine-src 5.2.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2014-2014 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Spine skeleton, corresponding to a single Spine JSON file. }
{$ifdef read_interface}
TSkeleton = class
Root: TBone;
{ Bones, in the order specified in JSON file, so it's guaranteed
that parent is always specified before any of it's children
(this is very comfortable for processing). }
Bones: TBoneList;
Slots: TSlotList;
Skins: TSkinList;
Animations: TAnimationList;
{ After parsing skins, we calculate default and current skin
(used to search for attachments). They cannot be @nil.
It is possible that CurrentSkin = DefaultSkin.
For now, CurrentSkin remains local in BuildNodes, no need to make
it public.
@groupBegin }
DefaultSkin: TSkin;
{ @groupEnd }
{ List of bones/slots (all present also on TSkeleton.Bones/Slots list)
that have their translation/rotation/scale (in case of bones)
or attachment/color (in case of slots) modified by @italic(any) animation.
This is useful to gather, as this is the minimal set of things
reset to bring back model to initial (pose) state.
Calculated during TSkeleton.Parse, used during TSkeleton.BuildNodes.
@groupBegin }
BonesAnimated: TBonesAnimated;
SlotsAnimated: TSlotsAnimated;
{ @groupEnd }
constructor Create;
destructor Destroy; override;
procedure Parse(const Json: TJSONData);
procedure BuildNodes(const BaseUrl: string; const TextureLoader: TTextureLoader;
const Container: TX3DRootNode; const SkinName: string);
end;
{$endif}
{$ifdef read_implementation}
constructor TSkeleton.Create;
begin
inherited;
Bones := TBoneList.Create;
Slots := TSlotList.Create;
Skins := TSkinList.Create;
Animations := TAnimationList.Create;
BonesAnimated := TBonesAnimated.Create;
SlotsAnimated := TSlotsAnimated.Create;
end;
destructor TSkeleton.Destroy;
begin
DefaultSkin := nil;
FreeAndNil(Skins);
FreeAndNil(Slots);
Root := nil;
FreeAndNil(Bones);
FreeAndNil(Animations);
FreeAndNil(BonesAnimated);
FreeAndNil(SlotsAnimated);
inherited;
end;
procedure TSkeleton.Parse(const Json: TJSONData);
var
O: TJSONObject;
begin
if not (Json is TJSONObject) then
raise ESpineReadError.Create('Spine JSON skeleton: Expected JSONObject at root');
O := TJSONObject(Json);
Bones.Parse(O, Root);
Slots.Parse(O, Bones);
Skins.Parse(O, DefaultSkin, Bones);
Animations.Parse(O, Bones, BonesAnimated, Slots, SlotsAnimated);
WritelnLog('Spine', Format('Skeleton read, bones: %d, slots: %d, skins: %d, animations: %d',
[Bones.Count, Slots.Count, Skins.Count, Animations.Count]));
end;
procedure TSkeleton.BuildNodes(const BaseUrl: string; const TextureLoader: TTextureLoader;
const Container: TX3DRootNode; const SkinName: string);
var
CurrentSkin: TSkin;
procedure SkinLog;
var
S: string;
I: Integer;
begin
S := Format('Available skins count: %d', [Skins.Count]) + NL;
for I := 0 to Skins.Count - 1 do
S += Format(' Available skin %d: %s', [I, Skins[I].Name]) + NL;
S += Format('Using skin: %s', [CurrentSkin.Name]);
WritelnLogMultiline('Spine', S);
end;
var
NavigationInfo: TNavigationInfoNode;
begin
{ add NavigationInfo indicating blendingSort = 2D }
NavigationInfo := TNavigationInfoNode.Create('', BaseUrl);
NavigationInfo.BlendingSort := obs2D;
Container.FdChildren.Add(NavigationInfo);
Bones.BuildNodes(BaseUrl, BonesAnimated);
Root.NodeUsedAsChild := true;
Container.FdChildren.Add(Root.Node);
Skins.BuildNodes(BaseUrl, TextureLoader);
CurrentSkin := nil;
if SkinName <> '' then
CurrentSkin := Skins.Find(SkinName, true);
if CurrentSkin = nil then
begin
{ prefer non-default skin, if exists, since default skin may miss some
attachments, see goblins.json example }
if Skins.Count > 1 then
CurrentSkin := Skins[1] else
CurrentSkin := DefaultSkin;
end;
if Log then
SkinLog;
Slots.BuildNodes(BaseUrl, SlotsAnimated, CurrentSkin.Attachments, DefaultSkin.Attachments, Container);
Animations.BuildNodes(BaseUrl, Container, BonesAnimated, SlotsAnimated);
end;
{$endif}
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