------------------------------------------------------------------------------- -- Spine Runtimes Software License v2.5 -- -- Copyright (c) 2013-2016, Esoteric Software -- All rights reserved. -- -- You are granted a perpetual, non-exclusive, non-sublicensable, and -- non-transferable license to use, install, execute, and perform the Spine -- Runtimes software and derivative works solely for personal or internal -- use. Without the written permission of Esoteric Software (see Section 2 of -- the Spine Software License Agreement), you may not (a) modify, translate, -- adapt, or develop new applications using the Spine Runtimes or otherwise -- create derivative works or improvements of the Spine Runtimes or (b) remove, -- delete, alter, or obscure any trademarks or any copyright, trademark, patent, -- or other intellectual property or proprietary rights notices on or in the -- Software, including any copy thereof. Redistributions in binary or source -- form must include this license and terms. -- -- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE -- POSSIBILITY OF SUCH DAMAGE. ------------------------------------------------------------------------------- local setmetatable = setmetatable local math_rad = math.rad local math_deg = math.deg local math_sin = math.sin local math_cos = math.cos local math_atan2 = math.atan2 local math_sqrt = math.sqrt local math_abs = math.abs local math_pi = math.pi local TransformMode = require "spine-lua.TransformMode" function math.sign(x) if x<0 then return -1 elseif x>0 then return 1 else return 0 end end local math_sign = math.sign local Bone = {} Bone.__index = Bone function Bone.new (data, skeleton, parent) if not data then error("data cannot be nil", 2) end if not skeleton then error("skeleton cannot be nil", 2) end local self = { data = data, skeleton = skeleton, parent = parent, children = { }, x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1, shearX = 0, shearY = 0, ax = 0, ay = 0, arotation = 0, ascaleX = 0, ascaleY = 0, ashearX = 0, ashearY = 0, appliedValid = false, a = 0, b = 0, worldX = 0, -- a b x c = 0, d = 0, worldY = 0, -- c d y sorted = false } setmetatable(self, Bone) self:setToSetupPose() return self end function Bone:update () self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY) end function Bone:updateWorldTransform () self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY) end function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX, shearY) self.ax = x self.ay = y self.arotation = rotation self.ascaleX = scaleX self.ascaleY = scaleY self.ashearX = shearX self.ashearY = shearY self.appliedValid = true local sx = self.skeleton.scaleX; local sy = self.skeleton.scaleY; local parent = self.parent if parent == nil then local rotationY = rotation + 90 + shearY local rotationRad = math_rad(rotation + shearX) local rotationYRad = math_rad(rotationY) local skeleton = self.skeleton self.a = math_cos(rotationRad) * scaleX * sx self.b = math_cos(rotationYRad) * scaleY * sy self.c = math_sin(rotationRad) * scaleX * sx self.d = math_sin(rotationYRad) * scaleY * sy self.worldX = x * sx + skeleton.x self.worldY = y * sy + skeleton.y return end local pa = parent.a local pb = parent.b local pc = parent.c local pd = parent.d self.worldX = pa * x + pb * y + parent.worldX self.worldY = pc * x + pd * y + parent.worldY local transformMode = self.data.transformMode if transformMode == TransformMode.normal then local rotationY = rotation + 90 + shearY local la = math_cos(math_rad(rotation + shearX)) * scaleX local lb = math_cos(math_rad(rotationY)) * scaleY local lc = math_sin(math_rad(rotation + shearX)) * scaleX local ld = math_sin(math_rad(rotationY)) * scaleY self.a = pa * la + pb * lc self.b = pa * lb + pb * ld self.c = pc * la + pd * lc self.d = pc * lb + pd * ld return; elseif transformMode == TransformMode.onlyTranslation then local rotationY = rotation + 90 + shearY self.a = math_cos(math_rad(rotation + shearX)) * scaleX self.b = math_cos(math_rad(rotationY)) * scaleY self.c = math_sin(math_rad(rotation + shearX)) * scaleX self.d = math_sin(math_rad(rotationY)) * scaleY elseif transformMode == TransformMode.noRotationOrReflection then local s = pa * pa + pc * pc local prx = 0 if s > 0.0001 then s = math_abs(pa * pd - pb * pc) / s pb = pc * s pd = pa * s prx = math_deg(math_atan2(pc, pa)); else pa = 0; pc = 0; prx = 90 - math_deg(math_atan2(pd, pb)); end local rx = rotation + shearX - prx local ry = rotation + shearY - prx + 90 local la = math_cos(math_rad(rx)) * scaleX local lb = math_cos(math_rad(ry)) * scaleY local lc = math_sin(math_rad(rx)) * scaleX local ld = math_sin(math_rad(ry)) * scaleY self.a = pa * la - pb * lc self.b = pa * lb - pb * ld self.c = pc * la + pd * lc self.d = pc * lb + pd * ld elseif transformMode == TransformMode.noScale or transformMode == TransformMode.noScaleOrReflection then local cos = math_cos(math_rad(rotation)) local sin = math_sin(math_rad(rotation)) local za = (pa * cos + pb * sin) / sx local zc = (pc * cos + pd * sin) / sy local s = math_sqrt(za * za + zc * zc) if s > 0.00001 then s = 1 / s end za = za * s zc = zc * s s = math_sqrt(za * za + zc * zc) if transformMode == TransformMode.noScale and pa * pd - pb * pc < 0 ~= (sx < 0) ~= (sy < 0) then s = -s end local r = math_pi / 2 + math_atan2(zc, za) local zb = math_cos(r) * s local zd = math_sin(r) * s local la = math_cos(math_rad(shearX)) * scaleX; local lb = math_cos(math_rad(90 + shearY)) * scaleY; local lc = math_sin(math_rad(shearX)) * scaleX; local ld = math_sin(math_rad(90 + shearY)) * scaleY; self.a = za * la + zb * lc self.b = za * lb + zb * ld self.c = zc * la + zd * lc self.d = zc * lb + zd * ld end self.a = self.a * sx self.b = self.b * sx self.c = self.c * sy self.d = self.d * sy end function Bone:setToSetupPose () local data = self.data self.x = data.x self.y = data.y self.rotation = data.rotation self.scaleX = data.scaleX self.scaleY = data.scaleY self.shearX = data.shearX self.shearY = data.shearY end function Bone:getWorldRotationX () return math_deg(math_atan2(self.c, self.a)) end function Bone:getWorldRotationY () return math_deg(math_atan2(self.d, self.b)) end function Bone:getWorldScaleX () return math_sqrt(self.a * self.a + self.c * self.c) end function Bone:getWorldScaleY () return math_sqrt(self.b * self.b + self.d * self.d) end function Bone:updateAppliedTransform () local parent = self.parent if parent == nil then self.ax = self.worldX self.ay = self.worldY self.arotation = math_deg(math_atan2(self.c, self.a)) self.ascaleX = math_sqrt(self.a * self.a + self.c * self.c) self.ascaleY = math_sqrt(self.b * self.b + self.d * self.d) self.ashearX = 0 self.ashearY = math_deg(math_atan2(self.a * self.b + self.c * self.d, self.a * self.d - self.b * self.c)) return end local pa = parent.a local pb = parent.b local pc = parent.c local pd = parent.d local pid = 1 / (pa * pd - pb * pc) local dx = self.worldX - parent.worldX local dy = self.worldY - parent.worldY self.ax = (dx * pd * pid - dy * pb * pid) self.ay = (dy * pa * pid - dx * pc * pid) local ia = pid * pd local id = pid * pa local ib = pid * pb local ic = pid * pc local ra = ia * self.a - ib * self.c local rb = ia * self.b - ib * self.d local rc = id * self.c - ic * self.a local rd = id * self.d - ic * self.b self.ashearX = 0 self.ascaleX = math_sqrt(ra * ra + rc * rc) if self.ascaleX > 0.0001 then local det = ra * rd - rb * rc self.ascaleY = det / self.ascaleX self.ashearY = math_deg(math_atan2(ra * rb + rc * rd, det)) self.arotation = math_deg(math_atan2(rc, ra)) else self.ascaleX = 0 self.ascaleY = math_sqrt(rb * rb + rd * rd) self.ashearY = 0 self.arotation = 90 - math_deg(math_atan2(rd, rb)) end end function Bone:worldToLocal (world) local a = self.a local b = self.b local c = self.c local d = self.d local invDet = 1 / (a * d - b * c) local x = world[1] - self.worldX local y = world[2] - self.worldY world[1] = (x * d * invDet - y * b * invDet) world[2] = (y * a * invDet - x * c * invDet) return world end function Bone:localToWorld (localCoords) local x = localCoords[1] local y = localCoords[2] localCoords[1] = x * self.a + y * self.b + self.worldX localCoords[2] = x * self.c + y * self.d + self.worldY return localCoords end function Bone:worldToLocalRotation (worldRotation) local sin = math_sin(math_rad(worldRotation)) local cos = math_cos(math_rad(worldRotation)) return math_deg(math_atan2(self.a * sin - self.c * cos, self.d * cos - self.b * sin)) + self.rotation - self.shearX end function Bone:localToWorldRotation (localRotation) localRotation = localRotation - (self.rotation - self.shearX) local sin = math_sin(math_rad(localRotation)) local cos = math_cos(math_rad(localRotation)) return math_deg(math_atan2(cos * self.c + sin * self.d, cos * self.a + sin * self.b)) end function Bone:rotateWorld (degrees) local a = self.a local b = self.b local c = self.c local d = self.d local degreesRad = math_rad(degrees) local cos = math_cos(degreesRad) local sin = math_sin(degreesRad) self.a = cos * a - sin * c self.b = cos * b - sin * d self.c = sin * a + cos * c self.d = sin * b + cos * d self.appliedValid = false end return Bone