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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+#ifndef Spine_Bone_h
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+#define Spine_Bone_h
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+
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+#include <spine/Updatable.h>
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+
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+namespace Spine
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+{
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+ /// Stores a bone's current pose.
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+ ///
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+ /// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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+ /// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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+ /// constraint or application code modifies the world transform after it was computed from the local transform.
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+ ///
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+ class Bone : public Updatable
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+ {
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+ public:
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+ private:
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+ static public bool yDown;
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+
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+ internal BoneData data;
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+ internal Skeleton skeleton;
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+ internal Bone parent;
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+ internal ExposedList<Bone> children = new ExposedList<Bone>();
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+ internal float x, y, rotation, scaleX, scaleY, shearX, shearY;
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+ internal float ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY;
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+ internal bool appliedValid;
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+
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+ internal float a, b, worldX;
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+ internal float c, d, worldY;
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+
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+ // internal float worldSignX, worldSignY;
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+ // public float WorldSignX { get { return worldSignX; } }
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+ // public float WorldSignY { get { return worldSignY; } }
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+
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+ internal bool sorted;
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+
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+ public BoneData Data { get { return data; } }
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+ public Skeleton Skeleton { get { return skeleton; } }
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+ public Bone Parent { get { return parent; } }
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+ public ExposedList<Bone> Children { get { return children; } }
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+ /// <summary>The local X translation.</summary>
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+ public float X { get { return x; } set { x = value; } }
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+ /// <summary>The local Y translation.</summary>
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+ public float Y { get { return y; } set { y = value; } }
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+ /// <summary>The local rotation.</summary>
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+ public float Rotation { get { return rotation; } set { rotation = value; } }
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+
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+ /// <summary>The local scaleX.</summary>
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+ public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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+
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+ /// <summary>The local scaleY.</summary>
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+ public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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+
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+ /// <summary>The local shearX.</summary>
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+ public float ShearX { get { return shearX; } set { shearX = value; } }
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+
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+ /// <summary>The local shearY.</summary>
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+ public float ShearY { get { return shearY; } set { shearY = value; } }
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+
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+ /// <summary>The rotation, as calculated by any constraints.</summary>
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+ public float AppliedRotation { get { return arotation; } set { arotation = value; } }
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+
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+ /// <summary>The applied local x translation.</summary>
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+ public float AX { get { return ax; } set { ax = value; } }
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+
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+ /// <summary>The applied local y translation.</summary>
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+ public float AY { get { return ay; } set { ay = value; } }
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+
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+ /// <summary>The applied local scaleX.</summary>
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+ public float AScaleX { get { return ascaleX; } set { ascaleX = value; } }
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+
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+ /// <summary>The applied local scaleY.</summary>
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+ public float AScaleY { get { return ascaleY; } set { ascaleY = value; } }
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+
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+ /// <summary>The applied local shearX.</summary>
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+ public float AShearX { get { return ashearX; } set { ashearX = value; } }
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+
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+ /// <summary>The applied local shearY.</summary>
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+ public float AShearY { get { return ashearY; } set { ashearY = value; } }
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+
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+ public float A { get { return a; } }
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+ public float B { get { return b; } }
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+ public float C { get { return c; } }
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+ public float D { get { return d; } }
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+
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+ public float WorldX { get { return worldX; } }
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+ public float WorldY { get { return worldY; } }
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+ public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.RadDeg; } }
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+ public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.RadDeg; } }
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+
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+ /// <summary>Returns the magnitide (always positive) of the world scale X.</summary>
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+ public float WorldScaleX { get { return (float)Math.Sqrt(a * a + c * c); } }
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+ /// <summary>Returns the magnitide (always positive) of the world scale Y.</summary>
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+ public float WorldScaleY { get { return (float)Math.Sqrt(b * b + d * d); } }
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+
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+ /// <param name="parent">May be null.</param>
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+ public Bone (BoneData data, Skeleton skeleton, Bone parent) {
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+ if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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+ if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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+ this.data = data;
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+ this.skeleton = skeleton;
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+ this.parent = parent;
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+ SetToSetupPose();
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+ }
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+
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+ /// <summary>Same as <see cref="UpdateWorldTransform"/>. This method exists for Bone to implement <see cref="Spine.IUpdatable"/>.</summary>
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+ public void Update () {
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+ UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
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+ }
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+
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+ /// <summary>Computes the world transform using the parent bone and this bone's local transform.</summary>
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+ public void UpdateWorldTransform () {
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+ UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
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+ }
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+
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+ /// <summary>Computes the world transform using the parent bone and the specified local transform.</summary>
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+ public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
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+ ax = x;
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+ ay = y;
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+ arotation = rotation;
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+ ascaleX = scaleX;
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+ ascaleY = scaleY;
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+ ashearX = shearX;
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+ ashearY = shearY;
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+ appliedValid = true;
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+ Skeleton skeleton = this.skeleton;
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+
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+ Bone parent = this.parent;
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+ if (parent == null) { // Root bone.
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+ float rotationY = rotation + 90 + shearY;
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+ float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
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+ float lb = MathUtils.CosDeg(rotationY) * scaleY;
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+ float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
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+ float ld = MathUtils.SinDeg(rotationY) * scaleY;
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+ if (skeleton.flipX) {
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+ x = -x;
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+ la = -la;
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+ lb = -lb;
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+ }
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+ if (skeleton.flipY != yDown) {
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+ y = -y;
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+ lc = -lc;
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+ ld = -ld;
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+ }
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+ a = la;
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+ b = lb;
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+ c = lc;
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+ d = ld;
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+ worldX = x + skeleton.x;
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+ worldY = y + skeleton.y;
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+ // worldSignX = Math.Sign(scaleX);
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+ // worldSignY = Math.Sign(scaleY);
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+ return;
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+ }
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+
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+ float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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+ worldX = pa * x + pb * y + parent.worldX;
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+ worldY = pc * x + pd * y + parent.worldY;
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+ // worldSignX = parent.worldSignX * Math.Sign(scaleX);
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+ // worldSignY = parent.worldSignY * Math.Sign(scaleY);
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+
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+ switch (data.transformMode) {
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+ case TransformMode.Normal: {
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+ float rotationY = rotation + 90 + shearY;
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+ float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
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+ float lb = MathUtils.CosDeg(rotationY) * scaleY;
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+ float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
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+ float ld = MathUtils.SinDeg(rotationY) * scaleY;
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+ a = pa * la + pb * lc;
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+ b = pa * lb + pb * ld;
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+ c = pc * la + pd * lc;
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+ d = pc * lb + pd * ld;
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+ return;
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+ }
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+ case TransformMode.OnlyTranslation: {
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+ float rotationY = rotation + 90 + shearY;
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+ a = MathUtils.CosDeg(rotation + shearX) * scaleX;
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+ b = MathUtils.CosDeg(rotationY) * scaleY;
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+ c = MathUtils.SinDeg(rotation + shearX) * scaleX;
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+ d = MathUtils.SinDeg(rotationY) * scaleY;
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+ break;
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+ }
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+ case TransformMode.NoRotationOrReflection: {
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+ float s = pa * pa + pc * pc, prx;
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+ if (s > 0.0001f) {
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+ s = Math.Abs(pa * pd - pb * pc) / s;
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+ pb = pc * s;
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+ pd = pa * s;
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+ prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
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+ } else {
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+ pa = 0;
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+ pc = 0;
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+ prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg;
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+ }
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+ float rx = rotation + shearX - prx;
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+ float ry = rotation + shearY - prx + 90;
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+ float la = MathUtils.CosDeg(rx) * scaleX;
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+ float lb = MathUtils.CosDeg(ry) * scaleY;
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+ float lc = MathUtils.SinDeg(rx) * scaleX;
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+ float ld = MathUtils.SinDeg(ry) * scaleY;
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+ a = pa * la - pb * lc;
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+ b = pa * lb - pb * ld;
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+ c = pc * la + pd * lc;
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+ d = pc * lb + pd * ld;
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+ break;
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+ }
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+ case TransformMode.NoScale:
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+ case TransformMode.NoScaleOrReflection: {
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+ float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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+ float za = pa * cos + pb * sin;
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+ float zc = pc * cos + pd * sin;
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+ float s = (float)Math.Sqrt(za * za + zc * zc);
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+ if (s > 0.00001f) s = 1 / s;
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+ za *= s;
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+ zc *= s;
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+ s = (float)Math.Sqrt(za * za + zc * zc);
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+ float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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+ float zb = MathUtils.Cos(r) * s;
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+ float zd = MathUtils.Sin(r) * s;
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+ float la = MathUtils.CosDeg(shearX) * scaleX;
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+ float lb = MathUtils.CosDeg(90 + shearY) * scaleY;
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+ float lc = MathUtils.SinDeg(shearX) * scaleX;
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+ float ld = MathUtils.SinDeg(90 + shearY) * scaleY;
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+ if (data.transformMode != TransformMode.NoScaleOrReflection? pa * pd - pb* pc< 0 : skeleton.flipX != skeleton.flipY) {
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+ zb = -zb;
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+ zd = -zd;
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+ }
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+ a = za * la + zb * lc;
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+ b = za * lb + zb * ld;
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+ c = zc * la + zd * lc;
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+ d = zc * lb + zd * ld;
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+ return;
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+ }
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+ }
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+
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+ if (skeleton.flipX) {
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+ a = -a;
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+ b = -b;
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+ }
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+ if (skeleton.flipY != Bone.yDown) {
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+ c = -c;
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+ d = -d;
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+ }
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+ }
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+
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+ public void SetToSetupPose () {
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+ BoneData data = this.data;
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+ x = data.x;
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+ y = data.y;
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+ rotation = data.rotation;
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+ scaleX = data.scaleX;
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+ scaleY = data.scaleY;
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+ shearX = data.shearX;
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+ shearY = data.shearY;
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+ }
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+
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+ /// <summary>
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+ /// Computes the individual applied transform values from the world transform. This can be useful to perform processing using
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+ /// the applied transform after the world transform has been modified directly (eg, by a constraint)..
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+ ///
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+ /// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation.
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+ /// </summary>
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+ internal void UpdateAppliedTransform () {
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+ appliedValid = true;
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+ Bone parent = this.parent;
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+ if (parent == null) {
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+ ax = worldX;
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+ ay = worldY;
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+ arotation = MathUtils.Atan2(c, a) * MathUtils.RadDeg;
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+ ascaleX = (float)Math.Sqrt(a * a + c * c);
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+ ascaleY = (float)Math.Sqrt(b * b + d * d);
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+ ashearX = 0;
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+ ashearY = MathUtils.Atan2(a * b + c * d, a * d - b * c) * MathUtils.RadDeg;
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+ return;
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+ }
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+ float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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+ float pid = 1 / (pa * pd - pb * pc);
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+ float dx = worldX - parent.worldX, dy = worldY - parent.worldY;
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+ ax = (dx * pd * pid - dy * pb * pid);
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+ ay = (dy * pa * pid - dx * pc * pid);
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+ float ia = pid * pd;
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+ float id = pid * pa;
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+ float ib = pid * pb;
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+ float ic = pid * pc;
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+ float ra = ia * a - ib * c;
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+ float rb = ia * b - ib * d;
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+ float rc = id * c - ic * a;
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+ float rd = id * d - ic * b;
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+ ashearX = 0;
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+ ascaleX = (float)Math.Sqrt(ra * ra + rc * rc);
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+ if (ascaleX > 0.0001f) {
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+ float det = ra * rd - rb * rc;
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+ ascaleY = det / ascaleX;
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+ ashearY = MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.RadDeg;
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+ arotation = MathUtils.Atan2(rc, ra) * MathUtils.RadDeg;
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+ } else {
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+ ascaleX = 0;
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+ ascaleY = (float)Math.Sqrt(rb * rb + rd * rd);
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+ ashearY = 0;
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+ arotation = 90 - MathUtils.Atan2(rd, rb) * MathUtils.RadDeg;
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+ }
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+ }
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+
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+ public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
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+ float a = this.a, b = this.b, c = this.c, d = this.d;
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+ float invDet = 1 / (a * d - b * c);
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+ float x = worldX - this.worldX, y = worldY - this.worldY;
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+ localX = (x * d * invDet - y * b * invDet);
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+ localY = (y * a * invDet - x * c * invDet);
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+ }
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+
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+ public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
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+ worldX = localX * a + localY * b + this.worldX;
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+ worldY = localX * c + localY * d + this.worldY;
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+ }
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+
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+ public float WorldToLocalRotationX {
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+ get {
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+ Bone parent = this.parent;
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+ if (parent == null) return arotation;
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+ float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
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+ return MathUtils.Atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.RadDeg;
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+ }
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+ }
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+
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+ public float WorldToLocalRotationY {
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+ get {
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+ Bone parent = this.parent;
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+ if (parent == null) return arotation;
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+ float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
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+ return MathUtils.Atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.RadDeg;
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+ }
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+ }
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+
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+ public float WorldToLocalRotation (float worldRotation) {
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+ float sin = MathUtils.SinDeg(worldRotation), cos = MathUtils.CosDeg(worldRotation);
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+ return MathUtils.Atan2(a * sin - c * cos, d * cos - b * sin) * MathUtils.RadDeg;
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+ }
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+
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+ public float LocalToWorldRotation (float localRotation) {
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+ float sin = MathUtils.SinDeg(localRotation), cos = MathUtils.CosDeg(localRotation);
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+ return MathUtils.Atan2(cos * c + sin * d, cos * a + sin * b) * MathUtils.RadDeg;
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+ }
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+
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+ /// <summary>
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+ /// Rotates the world transform the specified amount and sets isAppliedValid to false.
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+ /// </summary>
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+ /// <param name="degrees">Degrees.</param>
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+ public void RotateWorld (float degrees) {
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+ float a = this.a, b = this.b, c = this.c, d = this.d;
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+ float cos = MathUtils.CosDeg(degrees), sin = MathUtils.SinDeg(degrees);
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+ this.a = cos * a - sin * c;
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+ this.b = cos * b - sin * d;
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+ this.c = sin * a + cos * c;
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+ this.d = sin * b + cos * d;
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+ appliedValid = false;
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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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+ };
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+}
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+
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+#endif /* Spine_Bone_h */
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