[unity] Spine.BoneMatrix struct.

This commit is contained in:
pharan 2018-04-17 07:58:54 +08:00
parent f3bb19a339
commit 1c3f6b1b32

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@ -283,8 +283,150 @@ namespace Spine.Unity {
}
namespace Spine {
using System;
using System.Collections.Generic;
public struct BoneMatrix {
public float a, b, c, d, x, y;
/// <summary>Recursively calculates a worldspace bone matrix based on BoneData.</summary>
public static BoneMatrix CalculateSetupWorld (BoneData boneData) {
if (boneData == null)
return default(BoneMatrix);
// End condition: isRootBone
if (boneData.parent == null)
return GetInheritedInternal(boneData, default(BoneMatrix));
BoneMatrix result = CalculateSetupWorld(boneData.parent);
return GetInheritedInternal(boneData, result);
}
static BoneMatrix GetInheritedInternal (BoneData boneData, BoneMatrix parentMatrix) {
var parent = boneData.parent;
if (parent == null) return new BoneMatrix(boneData); // isRootBone
float pa = parentMatrix.a, pb = parentMatrix.b, pc = parentMatrix.c, pd = parentMatrix.d;
BoneMatrix result = default(BoneMatrix);
result.x = pa * boneData.x + pb * boneData.y + parentMatrix.x;
result.y = pc * boneData.x + pd * boneData.y + parentMatrix.y;
switch (boneData.transformMode) {
case TransformMode.Normal: {
float rotationY = boneData.rotation + 90 + boneData.shearY;
float la = MathUtils.CosDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
float lb = MathUtils.CosDeg(rotationY) * boneData.scaleY;
float lc = MathUtils.SinDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
float ld = MathUtils.SinDeg(rotationY) * boneData.scaleY;
result.a = pa * la + pb * lc;
result.b = pa * lb + pb * ld;
result.c = pc * la + pd * lc;
result.d = pc * lb + pd * ld;
break;
}
case TransformMode.OnlyTranslation: {
float rotationY = boneData.rotation + 90 + boneData.shearY;
result.a = MathUtils.CosDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
result.b = MathUtils.CosDeg(rotationY) * boneData.scaleY;
result.c = MathUtils.SinDeg(boneData.rotation + boneData.shearX) * boneData.scaleX;
result.d = MathUtils.SinDeg(rotationY) * boneData.scaleY;
break;
}
case TransformMode.NoRotationOrReflection: {
float s = pa * pa + pc * pc, prx;
if (s > 0.0001f) {
s = Math.Abs(pa * pd - pb * pc) / s;
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 = boneData.rotation + boneData.shearX - prx;
float ry = boneData.rotation + boneData.shearY - prx + 90;
float la = MathUtils.CosDeg(rx) * boneData.scaleX;
float lb = MathUtils.CosDeg(ry) * boneData.scaleY;
float lc = MathUtils.SinDeg(rx) * boneData.scaleX;
float ld = MathUtils.SinDeg(ry) * boneData.scaleY;
result.a = pa * la - pb * lc;
result.b = pa * lb - pb * ld;
result.c = pc * la + pd * lc;
result.d = pc * lb + pd * ld;
break;
}
case TransformMode.NoScale:
case TransformMode.NoScaleOrReflection: {
float cos = MathUtils.CosDeg(boneData.rotation), sin = MathUtils.SinDeg(boneData.rotation);
float za = pa * cos + pb * sin;
float zc = pc * cos + pd * sin;
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);
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(boneData.shearX) * boneData.scaleX;
float lb = MathUtils.CosDeg(90 + boneData.shearY) * boneData.scaleY;
float lc = MathUtils.SinDeg(boneData.shearX) * boneData.scaleX;
float ld = MathUtils.SinDeg(90 + boneData.shearY) * boneData.scaleY;
if (boneData.transformMode != TransformMode.NoScaleOrReflection ? pa * pd - pb * pc < 0 : false) {
zb = -zb;
zd = -zd;
}
result.a = za * la + zb * lc;
result.b = za * lb + zb * ld;
result.c = zc * la + zd * lc;
result.d = zc * lb + zd * ld;
break;
}
}
return result;
}
/// <summary>Constructor for a local bone matrix based on Setup Pose BoneData.</summary>
public BoneMatrix (BoneData boneData) {
float rotationY = boneData.rotation + 90 + boneData.shearY;
float rotationX = boneData.rotation + boneData.shearX;
a = MathUtils.CosDeg(rotationX) * boneData.scaleX;
c = MathUtils.SinDeg(rotationX) * boneData.scaleX;
b = MathUtils.CosDeg(rotationY) * boneData.scaleY;
d = MathUtils.SinDeg(rotationY) * boneData.scaleY;
x = boneData.x;
y = boneData.y;
}
/// <summary>Constructor for a local bone matrix based on a bone instance's current pose.</summary>
public BoneMatrix (Bone bone) {
float rotationY = bone.rotation + 90 + bone.shearY;
float rotationX = bone.rotation + bone.shearX;
a = MathUtils.CosDeg(rotationX) * bone.scaleX;
c = MathUtils.SinDeg(rotationX) * bone.scaleX;
b = MathUtils.CosDeg(rotationY) * bone.scaleY;
d = MathUtils.SinDeg(rotationY) * bone.scaleY;
x = bone.x;
y = bone.y;
}
public BoneMatrix TransformMatrix (BoneMatrix local) {
return new BoneMatrix {
a = this.a * local.a + this.b * local.c,
b = this.a * local.b + this.b * local.d,
c = this.c * local.a + this.d * local.c,
d = this.c * local.b + this.d * local.d,
x = this.a * local.x + this.b * local.y + this.x,
y = this.c * local.x + this.d * local.y + this.y
};
}
}
public static class SkeletonExtensions {
public static bool IsWeighted (this VertexAttachment va) {
return va.bones != null && va.bones.Length > 0;