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@@ -67,15 +67,28 @@ namespace Spine {
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}
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public void Update () {
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+ if (data.local) {
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+ if (data.relative)
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+ ApplyRelativeLocal();
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+ else
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+ ApplyAbsoluteLocal();
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+ } else {
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+ if (data.relative)
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+ ApplyRelativeWorld();
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+ else
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+ ApplyAbsoluteWorld();
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+ }
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+ }
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+
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+ void ApplyAbsoluteWorld () {
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float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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Bone target = this.target;
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float ta = target.a, tb = target.b, tc = target.c, td = target.d;
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- float degRadReflect = (ta * td - tb * tc > 0) ? MathUtils.DegRad : -MathUtils.DegRad;
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+ float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
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float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
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var bones = this.bones;
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- var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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- Bone bone = bonesItems[i];
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+ Bone bone = bones.Items[i];
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bool modified = false;
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if (rotateMix != 0) {
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@@ -94,22 +107,20 @@ namespace Spine {
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}
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if (translateMix != 0) {
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- float tempx, tempy;
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- target.LocalToWorld(data.offsetX, data.offsetY, out tempx, out tempy);
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- bone.worldX += (tempx - bone.worldX) * translateMix;
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- bone.worldY += (tempy - bone.worldY) * translateMix;
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+ float tx, ty; //Vector2 temp = this.temp;
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+ target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
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+ bone.worldX += (tx - bone.worldX) * translateMix;
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+ bone.worldY += (ty - bone.worldY) * translateMix;
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modified = true;
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}
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if (scaleMix > 0) {
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float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
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- float ts = (float)Math.Sqrt(ta * ta + tc * tc);
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- if (s > 0.00001f) s = (s + (ts - s + data.offsetScaleX) * scaleMix) / s;
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+ if (s > 0.00001f) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s;
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bone.a *= s;
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bone.c *= s;
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s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
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- ts = (float)Math.Sqrt(tb * tb + td * td);
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- if (s > 0.00001f) s = (s + (ts - s + data.offsetScaleY) * scaleMix) / s;
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+ if (s > 0.00001f) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s;
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bone.b *= s;
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bone.d *= s;
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modified = true;
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@@ -133,6 +144,137 @@ namespace Spine {
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}
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}
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+ void ApplyRelativeWorld () {
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+ float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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+ Bone target = this.target;
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+ float ta = target.a, tb = target.b, tc = target.c, td = target.d;
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+ float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
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+ float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
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+ var bones = this.bones;
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+ for (int i = 0, n = bones.Count; i < n; i++) {
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+ Bone bone = bones.Items[i];
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+ bool modified = false;
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+
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+ if (rotateMix != 0) {
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+ float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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+ float r = MathUtils.Atan2(tc, ta) + offsetRotation;
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+ if (r > MathUtils.PI)
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+ r -= MathUtils.PI2;
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+ else if (r < -MathUtils.PI) r += MathUtils.PI2;
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+ r *= rotateMix;
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+ float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
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+ bone.a = cos * a - sin * c;
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+ bone.b = cos * b - sin * d;
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+ bone.c = sin * a + cos * c;
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+ bone.d = sin * b + cos * d;
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+ modified = true;
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+ }
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+
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+ if (translateMix != 0) {
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+ float tx, ty; //Vector2 temp = this.temp;
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+ target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
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+ bone.worldX += tx * translateMix;
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+ bone.worldY += ty * translateMix;
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+ modified = true;
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+ }
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+
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+ if (scaleMix > 0) {
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+ float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1;
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+ bone.a *= s;
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+ bone.c *= s;
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+ s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1;
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+ bone.b *= s;
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+ bone.d *= s;
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+ modified = true;
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+ }
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+
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+ if (shearMix > 0) {
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+ float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta);
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+ if (r > MathUtils.PI)
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+ r -= MathUtils.PI2;
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+ else if (r < -MathUtils.PI) r += MathUtils.PI2;
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+ float b = bone.b, d = bone.d;
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+ r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix;
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+ float s = (float)Math.Sqrt(b * b + d * d);
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+ bone.b = MathUtils.Cos(r) * s;
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+ bone.d = MathUtils.Sin(r) * s;
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+ modified = true;
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+ }
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+
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+ if (modified) bone.appliedValid = false;
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+ }
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+ }
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+
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+ void ApplyAbsoluteLocal () {
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+ float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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+ Bone target = this.target;
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+ if (!target.appliedValid) target.UpdateAppliedTransform();
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+ var bones = this.bones;
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+ for (int i = 0, n = bones.Count; i < n; i++) {
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+ Bone bone = bones.Items[i];
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+ if (!bone.appliedValid) bone.UpdateAppliedTransform();
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+
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+ float rotation = bone.arotation;
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+ if (rotateMix != 0) {
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+ float r = target.arotation - rotation + data.offsetRotation;
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+ r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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+ rotation += r * rotateMix;
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+ }
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+
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+ float x = bone.ax, y = bone.ay;
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+ if (translateMix != 0) {
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+ x += (target.ax - x + data.offsetX) * translateMix;
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+ y += (target.ay - y + data.offsetY) * translateMix;
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+ }
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+
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+ float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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+ if (scaleMix > 0) {
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+ if (scaleX > 0.00001f) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX;
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+ if (scaleY > 0.00001f) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY;
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+ }
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+
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+ float shearY = bone.ashearY;
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+ if (shearMix > 0) {
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+ float r = target.ashearY - shearY + data.offsetShearY;
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+ r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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+ bone.shearY += r * shearMix;
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+ }
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+
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+ bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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+ }
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+ }
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+
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+ void ApplyRelativeLocal () {
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+ float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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+ Bone target = this.target;
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+ if (!target.appliedValid) target.UpdateAppliedTransform();
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+ var bones = this.bones;
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+ for (int i = 0, n = bones.Count; i < n; i++) {
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+ Bone bone = bones.Items[i];
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+ if (!bone.appliedValid) bone.UpdateAppliedTransform();
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+
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+ float rotation = bone.arotation;
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+ if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix;
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+
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+ float x = bone.ax, y = bone.ay;
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+ if (translateMix != 0) {
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+ x += (target.ax + data.offsetX) * translateMix;
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+ y += (target.ay + data.offsetY) * translateMix;
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+ }
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+
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+ float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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+ if (scaleMix > 0) {
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+ if (scaleX > 0.00001f) scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1;
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+ if (scaleY > 0.00001f) scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1;
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+ }
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+
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+ float shearY = bone.ashearY;
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+ if (shearMix > 0) shearY += (target.ashearY + data.offsetShearY) * shearMix;
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+
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+ bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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+ }
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+ }
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+
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override public String ToString () {
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return data.name;
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}
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