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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using System;
- namespace Spine {
- /// <summary>
- /// Stores a bone's current pose.
- /// <para>
- /// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
- /// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
- /// constraint or application code modifies the world transform after it was computed from the local transform.
- /// </para>
- /// </summary>
- public class Bone : IUpdatable {
- static public bool yDown;
- internal BoneData data;
- internal Skeleton skeleton;
- internal Bone parent;
- internal ExposedList<Bone> children = new ExposedList<Bone>();
- internal float x, y, rotation, scaleX, scaleY, shearX, shearY;
- internal float ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY;
- internal bool appliedValid;
- internal float a, b, worldX;
- internal float c, d, worldY;
- internal bool sorted, active;
- public BoneData Data { get { return data; } }
- public Skeleton Skeleton { get { return skeleton; } }
- public Bone Parent { get { return parent; } }
- public ExposedList<Bone> Children { get { return children; } }
- /// <summary>Returns false when the bone has not been computed because <see cref="BoneData.SkinRequired"/> is true and the
- /// <see cref="Skeleton.Skin">active skin</see> does not <see cref="Skin.Bones">contain</see> this bone.</summary>
- public bool Active { get { return active; } }
- /// <summary>The local X translation.</summary>
- public float X { get { return x; } set { x = value; } }
- /// <summary>The local Y translation.</summary>
- public float Y { get { return y; } set { y = value; } }
- /// <summary>The local rotation.</summary>
- public float Rotation { get { return rotation; } set { rotation = value; } }
- /// <summary>The local scaleX.</summary>
- public float ScaleX { get { return scaleX; } set { scaleX = value; } }
- /// <summary>The local scaleY.</summary>
- public float ScaleY { get { return scaleY; } set { scaleY = value; } }
- /// <summary>The local shearX.</summary>
- public float ShearX { get { return shearX; } set { shearX = value; } }
- /// <summary>The local shearY.</summary>
- public float ShearY { get { return shearY; } set { shearY = value; } }
- /// <summary>The rotation, as calculated by any constraints.</summary>
- public float AppliedRotation { get { return arotation; } set { arotation = value; } }
- /// <summary>The applied local x translation.</summary>
- public float AX { get { return ax; } set { ax = value; } }
- /// <summary>The applied local y translation.</summary>
- public float AY { get { return ay; } set { ay = value; } }
- /// <summary>The applied local scaleX.</summary>
- public float AScaleX { get { return ascaleX; } set { ascaleX = value; } }
- /// <summary>The applied local scaleY.</summary>
- public float AScaleY { get { return ascaleY; } set { ascaleY = value; } }
- /// <summary>The applied local shearX.</summary>
- public float AShearX { get { return ashearX; } set { ashearX = value; } }
- /// <summary>The applied local shearY.</summary>
- public float AShearY { get { return ashearY; } set { ashearY = value; } }
- public float A { get { return a; } }
- public float B { get { return b; } }
- public float C { get { return c; } }
- public float D { get { return d; } }
- public float WorldX { get { return worldX; } }
- public float WorldY { get { return worldY; } }
- public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.RadDeg; } }
- public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.RadDeg; } }
- /// <summary>Returns the magnitide (always positive) of the world scale X.</summary>
- public float WorldScaleX { get { return (float)Math.Sqrt(a * a + c * c); } }
- /// <summary>Returns the magnitide (always positive) of the world scale Y.</summary>
- public float WorldScaleY { get { return (float)Math.Sqrt(b * b + d * d); } }
- /// <param name="parent">May be null.</param>
- public Bone (BoneData data, Skeleton skeleton, Bone parent) {
- if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
- if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
- this.data = data;
- this.skeleton = skeleton;
- this.parent = parent;
- SetToSetupPose();
- }
- /// <summary>Same as <see cref="UpdateWorldTransform"/>. This method exists for Bone to implement <see cref="Spine.IUpdatable"/>.</summary>
- public void Update () {
- UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
- }
- /// <summary>Computes the world transform using the parent bone and this bone's local transform.</summary>
- public void UpdateWorldTransform () {
- UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
- }
- /// <summary>Computes the world transform using the parent bone and the specified local transform.</summary>
- public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
- ax = x;
- ay = y;
- arotation = rotation;
- ascaleX = scaleX;
- ascaleY = scaleY;
- ashearX = shearX;
- ashearY = shearY;
- appliedValid = true;
- Skeleton skeleton = this.skeleton;
- Bone parent = this.parent;
- if (parent == null) { // Root bone.
- float rotationY = rotation + 90 + shearY, sx = skeleton.ScaleX, sy = skeleton.ScaleY;
- a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
- b = MathUtils.CosDeg(rotationY) * scaleY * sx;
- c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
- d = MathUtils.SinDeg(rotationY) * scaleY * sy;
- worldX = x * sx + skeleton.x;
- worldY = y * sy + skeleton.y;
- return;
- }
- float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
- worldX = pa * x + pb * y + parent.worldX;
- worldY = pc * x + pd * y + parent.worldY;
- switch (data.transformMode) {
- case TransformMode.Normal: {
- float rotationY = rotation + 90 + shearY;
- float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
- float lb = MathUtils.CosDeg(rotationY) * scaleY;
- float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
- float ld = MathUtils.SinDeg(rotationY) * scaleY;
- a = pa * la + pb * lc;
- b = pa * lb + pb * ld;
- c = pc * la + pd * lc;
- d = pc * lb + pd * ld;
- return;
- }
- case TransformMode.OnlyTranslation: {
- float rotationY = rotation + 90 + shearY;
- a = MathUtils.CosDeg(rotation + shearX) * scaleX;
- b = MathUtils.CosDeg(rotationY) * scaleY;
- c = MathUtils.SinDeg(rotation + shearX) * scaleX;
- d = MathUtils.SinDeg(rotationY) * scaleY;
- break;
- }
- case TransformMode.NoRotationOrReflection: {
- float s = pa * pa + pc * pc, prx;
- if (s > 0.0001f) {
- s = Math.Abs(pa * pd - pb * pc) / s;
- pa /= skeleton.ScaleX;
- pc /= skeleton.ScaleY;
- pb = pc * s;
- pd = pa * s;
- prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
- } else {
- pa = 0;
- pc = 0;
- prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg;
- }
- float rx = rotation + shearX - prx;
- float ry = rotation + shearY - prx + 90;
- float la = MathUtils.CosDeg(rx) * scaleX;
- float lb = MathUtils.CosDeg(ry) * scaleY;
- float lc = MathUtils.SinDeg(rx) * scaleX;
- float ld = MathUtils.SinDeg(ry) * scaleY;
- a = pa * la - pb * lc;
- b = pa * lb - pb * ld;
- c = pc * la + pd * lc;
- d = pc * lb + pd * ld;
- break;
- }
- case TransformMode.NoScale:
- case TransformMode.NoScaleOrReflection: {
- float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
- float za = (pa * cos + pb * sin) / skeleton.ScaleX;
- float zc = (pc * cos + pd * sin) / skeleton.ScaleY;
- float s = (float)Math.Sqrt(za * za + zc * zc);
- if (s > 0.00001f) s = 1 / s;
- za *= s;
- zc *= s;
- s = (float)Math.Sqrt(za * za + zc * zc);
- if (data.transformMode == TransformMode.NoScale
- && (pa * pd - pb * pc < 0) != (skeleton.ScaleX < 0 != skeleton.ScaleY < 0)) s = -s;
- float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
- float zb = MathUtils.Cos(r) * s;
- float zd = MathUtils.Sin(r) * s;
- float la = MathUtils.CosDeg(shearX) * scaleX;
- float lb = MathUtils.CosDeg(90 + shearY) * scaleY;
- float lc = MathUtils.SinDeg(shearX) * scaleX;
- float ld = MathUtils.SinDeg(90 + shearY) * scaleY;
- a = za * la + zb * lc;
- b = za * lb + zb * ld;
- c = zc * la + zd * lc;
- d = zc * lb + zd * ld;
- break;
- }
- }
- a *= skeleton.ScaleX;
- b *= skeleton.ScaleX;
- c *= skeleton.ScaleY;
- d *= skeleton.ScaleY;
- }
- public void SetToSetupPose () {
- BoneData data = this.data;
- x = data.x;
- y = data.y;
- rotation = data.rotation;
- scaleX = data.scaleX;
- scaleY = data.scaleY;
- shearX = data.shearX;
- shearY = data.shearY;
- }
- /// <summary>
- /// Computes the individual applied transform values from the world transform. This can be useful to perform processing using
- /// the applied transform after the world transform has been modified directly (eg, by a constraint)..
- ///
- /// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation.
- /// </summary>
- internal void UpdateAppliedTransform () {
- appliedValid = true;
- Bone parent = this.parent;
- if (parent == null) {
- ax = worldX;
- ay = worldY;
- arotation = MathUtils.Atan2(c, a) * MathUtils.RadDeg;
- ascaleX = (float)Math.Sqrt(a * a + c * c);
- ascaleY = (float)Math.Sqrt(b * b + d * d);
- ashearX = 0;
- ashearY = MathUtils.Atan2(a * b + c * d, a * d - b * c) * MathUtils.RadDeg;
- return;
- }
- float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
- float pid = 1 / (pa * pd - pb * pc);
- float dx = worldX - parent.worldX, dy = worldY - parent.worldY;
- ax = (dx * pd * pid - dy * pb * pid);
- ay = (dy * pa * pid - dx * pc * pid);
- float ia = pid * pd;
- float id = pid * pa;
- float ib = pid * pb;
- float ic = pid * pc;
- float ra = ia * a - ib * c;
- float rb = ia * b - ib * d;
- float rc = id * c - ic * a;
- float rd = id * d - ic * b;
- ashearX = 0;
- ascaleX = (float)Math.Sqrt(ra * ra + rc * rc);
- if (ascaleX > 0.0001f) {
- float det = ra * rd - rb * rc;
- ascaleY = det / ascaleX;
- ashearY = MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.RadDeg;
- arotation = MathUtils.Atan2(rc, ra) * MathUtils.RadDeg;
- } else {
- ascaleX = 0;
- ascaleY = (float)Math.Sqrt(rb * rb + rd * rd);
- ashearY = 0;
- arotation = 90 - MathUtils.Atan2(rd, rb) * MathUtils.RadDeg;
- }
- }
- public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
- float a = this.a, b = this.b, c = this.c, d = this.d;
- float invDet = 1 / (a * d - b * c);
- float x = worldX - this.worldX, y = worldY - this.worldY;
- localX = (x * d * invDet - y * b * invDet);
- localY = (y * a * invDet - x * c * invDet);
- }
- public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
- worldX = localX * a + localY * b + this.worldX;
- worldY = localX * c + localY * d + this.worldY;
- }
- public float WorldToLocalRotationX {
- get {
- Bone parent = this.parent;
- if (parent == null) return arotation;
- float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
- return MathUtils.Atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.RadDeg;
- }
- }
- public float WorldToLocalRotationY {
- get {
- Bone parent = this.parent;
- if (parent == null) return arotation;
- float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
- return MathUtils.Atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.RadDeg;
- }
- }
- public float WorldToLocalRotation (float worldRotation) {
- float sin = MathUtils.SinDeg(worldRotation), cos = MathUtils.CosDeg(worldRotation);
- return MathUtils.Atan2(a * sin - c * cos, d * cos - b * sin) * MathUtils.RadDeg + rotation - shearX;
- }
- public float LocalToWorldRotation (float localRotation) {
- localRotation -= rotation - shearX;
- float sin = MathUtils.SinDeg(localRotation), cos = MathUtils.CosDeg(localRotation);
- return MathUtils.Atan2(cos * c + sin * d, cos * a + sin * b) * MathUtils.RadDeg;
- }
- /// <summary>
- /// Rotates the world transform the specified amount and sets isAppliedValid to false.
- /// </summary>
- /// <param name="degrees">Degrees.</param>
- public void RotateWorld (float degrees) {
- float a = this.a, b = this.b, c = this.c, d = this.d;
- float cos = MathUtils.CosDeg(degrees), sin = MathUtils.SinDeg(degrees);
- this.a = cos * a - sin * c;
- this.b = cos * b - sin * d;
- this.c = sin * a + cos * c;
- this.d = sin * b + cos * d;
- appliedValid = false;
- }
- override public string ToString () {
- return data.name;
- }
- }
- }
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