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- -------------------------------------------------------------------------------
- -- 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
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