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- -------------------------------------------------------------------------------
- -- Spine Runtimes Software License
- -- Version 2.1
- --
- -- Copyright (c) 2013, Esoteric Software
- -- All rights reserved.
- --
- -- You are granted a perpetual, non-exclusive, non-sublicensable and
- -- non-transferable license to install, execute and perform the Spine Runtimes
- -- Software (the "Software") solely for internal use. Without the written
- -- permission of Esoteric Software (typically granted by licensing Spine), you
- -- may not (a) modify, translate, adapt or otherwise create derivative works,
- -- improvements of the Software or develop new applications using the Software
- -- 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- -- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- -- OR BUSINESS INTERRUPTION) 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 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,
- x = 0, y = 0,
- rotation = 0, rotationIK = 0,
- scaleX = 1, scaleY = 1,
- flipX = false, flipY = false,
- m00 = 0, m01 = 0, worldX = 0, -- a b x
- m10 = 0, m11 = 0, worldY = 0, -- c d y
- worldRotation = 0,
- worldScaleX = 1, worldScaleY = 1,
- worldFlipX = false, worldFlipY = false,
- }
- function self:updateWorldTransform (flipX, flipY)
- local parent = self.parent
- if parent then
- self.worldX = self.x * parent.m00 + self.y * parent.m01 + parent.worldX
- self.worldY = self.x * parent.m10 + self.y * parent.m11 + parent.worldY
- if (self.data.inheritScale) then
- self.worldScaleX = parent.worldScaleX * self.scaleX
- self.worldScaleY = parent.worldScaleY * self.scaleY
- else
- self.worldScaleX = self.scaleX
- self.worldScaleY = self.scaleY
- end
- if (self.data.inheritRotation) then
- self.worldRotation = parent.worldRotation + self.rotationIK
- else
- self.worldRotation = self.rotationIK
- end
- self.worldFlipX = parent.worldFlipX ~= self.flipX
- self.worldFlipY = parent.worldFlipY ~= self.flipY
- else
- local skeletonFlipX, skeletonFlipY = self.skeleton.flipX, self.skeleton.flipY
- if skeletonFlipX then
- self.worldX = -self.x
- else
- self.worldX = self.x
- end
- if skeletonFlipY then
- self.worldY = -self.y
- else
- self.worldY = self.y
- end
- self.worldScaleX = self.scaleX
- self.worldScaleY = self.scaleY
- self.worldRotation = self.rotationIK
- self.worldFlipX = skeletonFlipX ~= self.flipX
- self.worldFlipY = skeletonFlipY ~= self.flipY
- end
- local radians = math.rad(self.worldRotation)
- local cos = math.cos(radians)
- local sin = math.sin(radians)
- if self.worldFlipX then
- self.m00 = -cos * self.worldScaleX
- self.m01 = sin * self.worldScaleY
- else
- self.m00 = cos * self.worldScaleX
- self.m01 = -sin * self.worldScaleY
- end
- if self.worldFlipY then
- self.m10 = -sin * self.worldScaleX
- self.m11 = -cos * self.worldScaleY
- else
- self.m10 = sin * self.worldScaleX
- self.m11 = cos * self.worldScaleY
- end
- end
- function self:setToSetupPose ()
- local data = self.data
- self.x = data.x
- self.y = data.y
- self.rotation = data.rotation
- self.rotationIK = self.rotation
- self.scaleX = data.scaleX
- self.scaleY = data.scaleY
- self.flipX = data.flipX
- self.flipY = data.flipY
- end
- function self:worldToLocal (worldCoords)
- local dx = worldCoords[1] - self.worldX
- local dy = worldCoords[2] - self.worldY
- local m00 = self.m00
- local m10 = self.m10
- local m01 = self.m01
- local m11 = self.m11
- if self.worldFlipX ~= self.worldFlipY then
- m00 = -m00
- m11 = -m11
- end
- local invDet = 1 / (m00 * m11 - m01 * m10)
- worldCoords[1] = dx * m00 * invDet - dy * m01 * invDet
- worldCoords[2] = dy * m11 * invDet - dx * m10 * invDet
- end
- function self:localToWorld (localCoords)
- local localX = localCoords[1]
- local localY = localCoords[2]
- localCoords[1] = localX * self.m00 + localY * self.m01 + self.worldX
- localCoords[2] = localX * self.m10 + localY * self.m11 + self.worldY
- end
- self:setToSetupPose()
- return self
- end
- return Bone
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