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Revert "[cpp] Add core pose classes for 4.3-beta architecture"
This reverts commit c83a0ba84915799bc905c4f86cf436c24f4c8aec. # Conflicts: # spine-cpp/spine-cpp/include/spine/spine.h # spine-cpp/spine-cpp/src/spine/BoneLocal.cpp # spine-cpp/spine-cpp/src/spine/BonePose.cpp # spine-cpp/spine-cpp/src/spine/SlotPose.cpp
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@ -1,90 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2025, 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
|
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_BoneLocal_h
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#define Spine_BoneLocal_h
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#include <spine/Pose.h>
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#include <spine/Inherit.h>
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#include <spine/SpineObject.h>
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namespace spine {
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/// Stores a bone's local pose.
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class SP_API BoneLocal : public SpineObject, public Pose<BoneLocal> {
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public:
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BoneLocal();
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virtual ~BoneLocal();
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virtual void set(const BoneLocal& pose) override;
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/// The local x translation.
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float getX() const;
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void setX(float x);
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/// The local y translation.
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float getY() const;
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void setY(float y);
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void setPosition(float x, float y);
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/// The local rotation in degrees, counter clockwise.
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float getRotation() const;
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void setRotation(float rotation);
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/// The local scaleX.
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float getScaleX() const;
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void setScaleX(float scaleX);
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/// The local scaleY.
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float getScaleY() const;
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void setScaleY(float scaleY);
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void setScale(float scaleX, float scaleY);
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void setScale(float scale);
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/// The local shearX.
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float getShearX() const;
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void setShearX(float shearX);
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/// The local shearY.
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float getShearY() const;
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void setShearY(float shearY);
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/// Determines how parent world transforms affect this bone.
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Inherit getInherit() const;
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void setInherit(Inherit inherit);
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protected:
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float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY;
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Inherit _inherit;
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};
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}
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#endif /* Spine_BoneLocal_h */
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@ -1,143 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
|
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* Integration of the Spine Runtimes into software or otherwise creating
|
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* derivative works of the Spine Runtimes is permitted under the terms and
|
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* conditions of Section 2 of the Spine Editor License Agreement:
|
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* http://esotericsoftware.com/spine-editor-license
|
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*
|
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
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* or otherwise create derivative works of the Spine Runtimes (collectively,
|
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* "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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_BonePose_h
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#define Spine_BonePose_h
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#include <spine/BoneLocal.h>
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#include <spine/Update.h>
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namespace spine {
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class Bone;
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class Skeleton;
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/// The applied pose for a bone. This is the Bone pose with constraints applied and the world transform computed by
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/// Skeleton::updateWorldTransform(Physics).
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class SP_API BonePose : public BoneLocal, public Update {
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public:
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BonePose();
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virtual ~BonePose();
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/// Called by Skeleton::updateCache() to compute the world transform, if needed.
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virtual void update(Skeleton& skeleton, Physics physics) override;
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/// Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
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///
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/// See World transforms in the Spine Runtimes Guide.
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void updateWorldTransform(Skeleton& skeleton);
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/// Computes the local transform values from the world transform.
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///
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/// If the world transform is modified (by a constraint, rotateWorld(), etc) then this method should be called so
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/// the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
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/// constraint).
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///
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/// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
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/// calling this method is equivalent to the local transform used to compute the world transform, but may not be identical.
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void updateLocalTransform(Skeleton& skeleton);
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/// If the world transform has been modified and the local transform no longer matches, updateLocalTransform(Skeleton)
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/// is called.
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void validateLocalTransform(Skeleton& skeleton);
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/// Transforms a point from world coordinates to the bone's local coordinates.
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void worldToLocal(float worldX, float worldY, float& outLocalX, float& outLocalY);
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/// Transforms a point from the bone's local coordinates to world coordinates.
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void localToWorld(float localX, float localY, float& outWorldX, float& outWorldY);
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/// Transforms a point from world coordinates to the parent bone's local coordinates.
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void worldToParent(float worldX, float worldY, float& outParentX, float& outParentY);
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/// Transforms a point from the parent bone's coordinates to world coordinates.
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void parentToWorld(float parentX, float parentY, float& outWorldX, float& outWorldY);
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/// Transforms a world rotation to a local rotation.
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float worldToLocalRotation(float worldRotation);
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/// Transforms a local rotation to a world rotation.
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float localToWorldRotation(float localRotation);
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/// Rotates the world transform the specified amount.
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///
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/// After changes are made to the world transform, updateLocalTransform(Skeleton) should be called on this bone and any
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/// child bones, recursively.
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void rotateWorld(float degrees);
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/// Part of the world transform matrix for the X axis. If changed, updateLocalTransform(Skeleton) should be called.
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float getA() const;
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void setA(float a);
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/// Part of the world transform matrix for the Y axis. If changed, updateLocalTransform(Skeleton) should be called.
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float getB() const;
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void setB(float b);
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/// Part of the world transform matrix for the X axis. If changed, updateLocalTransform(Skeleton) should be called.
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float getC() const;
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void setC(float c);
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/// Part of the world transform matrix for the Y axis. If changed, updateLocalTransform(Skeleton) should be called.
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float getD() const;
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void setD(float d);
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/// The world X position. If changed, updateLocalTransform(Skeleton) should be called.
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float getWorldX() const;
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void setWorldX(float worldX);
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/// The world Y position. If changed, updateLocalTransform(Skeleton) should be called.
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float getWorldY() const;
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void setWorldY(float worldY);
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/// The world rotation for the X axis, calculated using a and c.
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float getWorldRotationX() const;
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/// The world rotation for the Y axis, calculated using b and d.
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float getWorldRotationY() const;
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/// The magnitude (always positive) of the world scale X, calculated using a and c.
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float getWorldScaleX() const;
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/// The magnitude (always positive) of the world scale Y, calculated using b and d.
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float getWorldScaleY() const;
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private:
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void modifyLocal(Skeleton& skeleton);
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void modifyWorld(int update);
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void resetWorld(int update);
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public:
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Bone* _bone;
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float _a, _b, _worldX;
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float _c, _d, _worldY;
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int _world, _local;
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};
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}
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#endif /* Spine_BonePose_h */
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@ -1,93 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
|
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* 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
|
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_SlotPose_h
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#define Spine_SlotPose_h
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#include <spine/Pose.h>
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#include <spine/SpineObject.h>
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#include <spine/Color.h>
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#include <spine/Vector.h>
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namespace spine {
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class Attachment;
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class VertexAttachment;
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/// Stores a slot's pose. Slots organize attachments for Skeleton drawOrder purposes and provide a place to store state
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/// for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared across
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/// multiple skeletons.
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class SP_API SlotPose : public SpineObject, public Pose<SlotPose> {
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public:
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SlotPose();
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virtual ~SlotPose();
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virtual void set(const SlotPose& pose) override;
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/// The color used to tint the slot's attachment. If hasDarkColor() is true, this is used as the light color for two
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/// color tinting.
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Color& getColor();
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/// The dark color used to tint the slot's attachment for two color tinting. Only use if hasDarkColor() is true.
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/// The dark color's alpha is not used.
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Color& getDarkColor();
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bool hasDarkColor();
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void setHasDarkColor(bool hasDarkColor);
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/// The current attachment for the slot, or null if the slot has no attachment.
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Attachment* getAttachment();
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/// Sets the slot's attachment and, if the attachment changed, resets sequenceIndex and clears the deform.
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/// The deform is not cleared if the old attachment has the same VertexAttachment::getTimelineAttachment() as the
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/// specified attachment.
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void setAttachment(Attachment* attachment);
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/// The index of the texture region to display when the slot's attachment has a Sequence. -1 represents the
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/// Sequence::getSetupIndex().
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int getSequenceIndex();
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void setSequenceIndex(int sequenceIndex);
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/// Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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///
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/// See VertexAttachment::computeWorldVertices and DeformTimeline.
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Vector<float>& getDeform();
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private:
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Color _color;
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Color _darkColor;
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bool _hasDarkColor;
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Attachment* _attachment;
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int _sequenceIndex;
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Vector<float> _deform;
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};
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}
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#endif /* Spine_SlotPose_h */
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@ -1,128 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
|
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* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2025, 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
|
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
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#include <spine/BoneLocal.h>
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using namespace spine;
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BoneLocal::BoneLocal() : _x(0), _y(0), _rotation(0), _scaleX(1), _scaleY(1), _shearX(0), _shearY(0), _inherit(Inherit_Normal) {
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}
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BoneLocal::~BoneLocal() {
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}
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void BoneLocal::set(const BoneLocal &pose) {
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_x = pose._x;
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_y = pose._y;
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_rotation = pose._rotation;
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_scaleX = pose._scaleX;
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_scaleY = pose._scaleY;
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_shearX = pose._shearX;
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_shearY = pose._shearY;
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_inherit = pose._inherit;
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}
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float BoneLocal::getX() const {
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return _x;
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}
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void BoneLocal::setX(float x) {
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_x = x;
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}
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float BoneLocal::getY() const {
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return _y;
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}
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void BoneLocal::setY(float y) {
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_y = y;
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}
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void BoneLocal::setPosition(float x, float y) {
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_x = x;
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_y = y;
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}
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float BoneLocal::getRotation() const {
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return _rotation;
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}
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void BoneLocal::setRotation(float rotation) {
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_rotation = rotation;
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}
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float BoneLocal::getScaleX() const {
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return _scaleX;
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}
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void BoneLocal::setScaleX(float scaleX) {
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_scaleX = scaleX;
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}
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float BoneLocal::getScaleY() const {
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return _scaleY;
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}
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void BoneLocal::setScaleY(float scaleY) {
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_scaleY = scaleY;
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}
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void BoneLocal::setScale(float scaleX, float scaleY) {
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_scaleX = scaleX;
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_scaleY = scaleY;
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}
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void BoneLocal::setScale(float scale) {
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_scaleX = scale;
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_scaleY = scale;
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}
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float BoneLocal::getShearX() const {
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return _shearX;
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}
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void BoneLocal::setShearX(float shearX) {
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_shearX = shearX;
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}
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float BoneLocal::getShearY() const {
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return _shearY;
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}
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void BoneLocal::setShearY(float shearY) {
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_shearY = shearY;
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}
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Inherit BoneLocal::getInherit() const {
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return _inherit;
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}
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void BoneLocal::setInherit(Inherit inherit) {
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_inherit = inherit;
|
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}
|
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@ -1,382 +0,0 @@
|
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/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2025, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#include <spine/BonePose.h>
|
||||
#include <spine/Bone.h>
|
||||
#include <spine/Skeleton.h>
|
||||
#include <spine/MathUtil.h>
|
||||
|
||||
using namespace spine;
|
||||
|
||||
BonePose::BonePose() : _bone(nullptr), _a(1), _b(0), _worldX(0), _c(0), _d(1), _worldY(0), _world(0), _local(0) {
|
||||
}
|
||||
|
||||
BonePose::~BonePose() {
|
||||
}
|
||||
|
||||
void BonePose::update(Skeleton &skeleton, Physics physics) {
|
||||
if (_world != skeleton.getUpdate()) updateWorldTransform(skeleton);
|
||||
}
|
||||
|
||||
void BonePose::updateWorldTransform(Skeleton &skeleton) {
|
||||
if (_local == skeleton.getUpdate()) {
|
||||
updateLocalTransform(skeleton);
|
||||
} else {
|
||||
_world = skeleton.getUpdate();
|
||||
}
|
||||
|
||||
if (_bone->getParent() == nullptr) {
|
||||
float sx = skeleton.getScaleX(), sy = skeleton.getScaleY();
|
||||
float rx = (_rotation + _shearX) * MathUtil::Deg_Rad;
|
||||
float ry = (_rotation + 90 + _shearY) * MathUtil::Deg_Rad;
|
||||
_a = MathUtil::cos(rx) * _scaleX * sx;
|
||||
_b = MathUtil::cos(ry) * _scaleY * sx;
|
||||
_c = MathUtil::sin(rx) * _scaleX * sy;
|
||||
_d = MathUtil::sin(ry) * _scaleY * sy;
|
||||
_worldX = _x * sx + skeleton.getX();
|
||||
_worldY = _y * sy + skeleton.getY();
|
||||
return;
|
||||
}
|
||||
|
||||
BonePose *parent = _bone->getParent()->getApplied();
|
||||
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 (_inherit) {
|
||||
case Inherit_Normal: {
|
||||
float rx = (_rotation + _shearX) * MathUtil::Deg_Rad;
|
||||
float ry = (_rotation + 90 + _shearY) * MathUtil::Deg_Rad;
|
||||
float la = MathUtil::cos(rx) * _scaleX;
|
||||
float lb = MathUtil::cos(ry) * _scaleY;
|
||||
float lc = MathUtil::sin(rx) * _scaleX;
|
||||
float ld = MathUtil::sin(ry) * _scaleY;
|
||||
_a = pa * la + pb * lc;
|
||||
_b = pa * lb + pb * ld;
|
||||
_c = pc * la + pd * lc;
|
||||
_d = pc * lb + pd * ld;
|
||||
break;
|
||||
}
|
||||
case Inherit_OnlyTranslation: {
|
||||
float rx = (_rotation + _shearX) * MathUtil::Deg_Rad;
|
||||
float ry = (_rotation + 90 + _shearY) * MathUtil::Deg_Rad;
|
||||
_a = MathUtil::cos(rx) * _scaleX;
|
||||
_b = MathUtil::cos(ry) * _scaleY;
|
||||
_c = MathUtil::sin(rx) * _scaleX;
|
||||
_d = MathUtil::sin(ry) * _scaleY;
|
||||
break;
|
||||
}
|
||||
case Inherit_NoRotationOrReflection: {
|
||||
float sx = 1 / skeleton.getScaleX(), sy = 1 / skeleton.getScaleY();
|
||||
pa *= sx;
|
||||
pc *= sy;
|
||||
float s = pa * pa + pc * pc, prx;
|
||||
if (s > 0.0001f) {
|
||||
s = MathUtil::abs(pa * pd * sy - pb * sx * pc) / s;
|
||||
pb = pc * s;
|
||||
pd = pa * s;
|
||||
prx = MathUtil::atan2Deg(pc, pa);
|
||||
} else {
|
||||
pa = 0;
|
||||
pc = 0;
|
||||
prx = 90 - MathUtil::atan2Deg(pd, pb);
|
||||
}
|
||||
float rx = (_rotation + _shearX - prx) * MathUtil::Deg_Rad;
|
||||
float ry = (_rotation + _shearY - prx + 90) * MathUtil::Deg_Rad;
|
||||
float la = MathUtil::cos(rx) * _scaleX;
|
||||
float lb = MathUtil::cos(ry) * _scaleY;
|
||||
float lc = MathUtil::sin(rx) * _scaleX;
|
||||
float ld = MathUtil::sin(ry) * _scaleY;
|
||||
_a = pa * la - pb * lc;
|
||||
_b = pa * lb - pb * ld;
|
||||
_c = pc * la + pd * lc;
|
||||
_d = pc * lb + pd * ld;
|
||||
break;
|
||||
}
|
||||
case Inherit_NoScale:
|
||||
case Inherit_NoScaleOrReflection: {
|
||||
float rotation = _rotation * MathUtil::Deg_Rad;
|
||||
float cosVal = MathUtil::cos(rotation), sinVal = MathUtil::sin(rotation);
|
||||
float za = (pa * cosVal + pb * sinVal) / skeleton.getScaleX();
|
||||
float zc = (pc * cosVal + pd * sinVal) / skeleton.getScaleY();
|
||||
float s = MathUtil::sqrt(za * za + zc * zc);
|
||||
if (s > 0.00001f) s = 1 / s;
|
||||
za *= s;
|
||||
zc *= s;
|
||||
s = MathUtil::sqrt(za * za + zc * zc);
|
||||
if (_inherit == Inherit_NoScale && (pa * pd - pb * pc < 0) != (skeleton.getScaleX() < 0 != skeleton.getScaleY() < 0)) s = -s;
|
||||
rotation = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
|
||||
float zb = MathUtil::cos(rotation) * s;
|
||||
float zd = MathUtil::sin(rotation) * s;
|
||||
float shearX = _shearX * MathUtil::Deg_Rad;
|
||||
float shearY = (90 + _shearY) * MathUtil::Deg_Rad;
|
||||
float la = MathUtil::cos(shearX) * _scaleX;
|
||||
float lb = MathUtil::cos(shearY) * _scaleY;
|
||||
float lc = MathUtil::sin(shearX) * _scaleX;
|
||||
float ld = MathUtil::sin(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.getScaleX();
|
||||
_b *= skeleton.getScaleX();
|
||||
_c *= skeleton.getScaleY();
|
||||
_d *= skeleton.getScaleY();
|
||||
}
|
||||
|
||||
void BonePose::updateLocalTransform(Skeleton &skeleton) {
|
||||
_local = 0;
|
||||
_world = skeleton.getUpdate();
|
||||
|
||||
if (_bone->getParent() == nullptr) {
|
||||
_x = _worldX - skeleton.getX();
|
||||
_y = _worldY - skeleton.getY();
|
||||
float a = _a, b = _b, c = _c, d = _d;
|
||||
_rotation = MathUtil::atan2Deg(c, a);
|
||||
_scaleX = MathUtil::sqrt(a * a + c * c);
|
||||
_scaleY = MathUtil::sqrt(b * b + d * d);
|
||||
_shearX = 0;
|
||||
_shearY = MathUtil::atan2Deg(a * b + c * d, a * d - b * c);
|
||||
return;
|
||||
}
|
||||
|
||||
BonePose *parent = _bone->getParent()->getApplied();
|
||||
float pa = parent->_a, pb = parent->_b, pc = parent->_c, pd = parent->_d;
|
||||
float pid = 1 / (pa * pd - pb * pc);
|
||||
float ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
|
||||
float dx = _worldX - parent->_worldX, dy = _worldY - parent->_worldY;
|
||||
_x = (dx * ia - dy * ib);
|
||||
_y = (dy * id - dx * ic);
|
||||
|
||||
float ra, rb, rc, rd;
|
||||
if (_inherit == Inherit_OnlyTranslation) {
|
||||
ra = _a;
|
||||
rb = _b;
|
||||
rc = _c;
|
||||
rd = _d;
|
||||
} else {
|
||||
switch (_inherit) {
|
||||
case Inherit_NoRotationOrReflection: {
|
||||
float s = MathUtil::abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
|
||||
pb = -pc * skeleton.getScaleX() * s / skeleton.getScaleY();
|
||||
pd = pa * skeleton.getScaleY() * s / skeleton.getScaleX();
|
||||
pid = 1 / (pa * pd - pb * pc);
|
||||
ia = pd * pid;
|
||||
ib = pb * pid;
|
||||
break;
|
||||
}
|
||||
case Inherit_NoScale:
|
||||
case Inherit_NoScaleOrReflection: {
|
||||
float r = _rotation * MathUtil::Deg_Rad, cosVal = MathUtil::cos(r), sinVal = MathUtil::sin(r);
|
||||
pa = (pa * cosVal + pb * sinVal) / skeleton.getScaleX();
|
||||
pc = (pc * cosVal + pd * sinVal) / skeleton.getScaleY();
|
||||
float s = MathUtil::sqrt(pa * pa + pc * pc);
|
||||
if (s > 0.00001f) s = 1 / s;
|
||||
pa *= s;
|
||||
pc *= s;
|
||||
s = MathUtil::sqrt(pa * pa + pc * pc);
|
||||
if (_inherit == Inherit_NoScale && pid < 0 != (skeleton.getScaleX() < 0 != skeleton.getScaleY() < 0)) s = -s;
|
||||
r = MathUtil::Pi / 2 + MathUtil::atan2(pc, pa);
|
||||
pb = MathUtil::cos(r) * s;
|
||||
pd = MathUtil::sin(r) * s;
|
||||
pid = 1 / (pa * pd - pb * pc);
|
||||
ia = pd * pid;
|
||||
ib = pb * pid;
|
||||
ic = pc * pid;
|
||||
id = pa * pid;
|
||||
break;
|
||||
}
|
||||
}
|
||||
ra = ia * _a - ib * _c;
|
||||
rb = ia * _b - ib * _d;
|
||||
rc = id * _c - ic * _a;
|
||||
rd = id * _d - ic * _b;
|
||||
}
|
||||
|
||||
_shearX = 0;
|
||||
_scaleX = MathUtil::sqrt(ra * ra + rc * rc);
|
||||
if (_scaleX > 0.0001f) {
|
||||
float det = ra * rd - rb * rc;
|
||||
_scaleY = det / _scaleX;
|
||||
_shearY = -MathUtil::atan2Deg(ra * rb + rc * rd, det);
|
||||
_rotation = MathUtil::atan2Deg(rc, ra);
|
||||
} else {
|
||||
_scaleX = 0;
|
||||
_scaleY = MathUtil::sqrt(rb * rb + rd * rd);
|
||||
_shearY = 0;
|
||||
_rotation = 90 - MathUtil::atan2Deg(rd, rb);
|
||||
}
|
||||
}
|
||||
|
||||
void BonePose::validateLocalTransform(Skeleton &skeleton) {
|
||||
if (_local == skeleton.getUpdate()) updateLocalTransform(skeleton);
|
||||
}
|
||||
|
||||
void BonePose::modifyLocal(Skeleton &skeleton) {
|
||||
if (_local == skeleton.getUpdate()) updateLocalTransform(skeleton);
|
||||
_world = 0;
|
||||
resetWorld(skeleton.getUpdate());
|
||||
}
|
||||
|
||||
void BonePose::modifyWorld(int update) {
|
||||
_local = update;
|
||||
_world = update;
|
||||
resetWorld(update);
|
||||
}
|
||||
|
||||
void BonePose::resetWorld(int update) {
|
||||
Vector<Bone *> &children = _bone->getChildren();
|
||||
for (int i = 0, n = children.size(); i < n; i++) {
|
||||
BonePose *child = children[i]->getApplied();
|
||||
if (child->_world == update) {
|
||||
child->_world = 0;
|
||||
child->_local = 0;
|
||||
child->resetWorld(update);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BonePose::worldToLocal(float worldX, float worldY, float &outLocalX, float &outLocalY) {
|
||||
float det = _a * _d - _b * _c;
|
||||
float x = worldX - _worldX, y = worldY - _worldY;
|
||||
outLocalX = (x * _d - y * _b) / det;
|
||||
outLocalY = (y * _a - x * _c) / det;
|
||||
}
|
||||
|
||||
void BonePose::localToWorld(float localX, float localY, float &outWorldX, float &outWorldY) {
|
||||
outWorldX = localX * _a + localY * _b + _worldX;
|
||||
outWorldY = localX * _c + localY * _d + _worldY;
|
||||
}
|
||||
|
||||
void BonePose::worldToParent(float worldX, float worldY, float &outParentX, float &outParentY) {
|
||||
if (_bone == nullptr || _bone->getParent() == nullptr) {
|
||||
outParentX = worldX;
|
||||
outParentY = worldY;
|
||||
return;
|
||||
}
|
||||
_bone->getParent()->getApplied()->worldToLocal(worldX, worldY, outParentX, outParentY);
|
||||
}
|
||||
|
||||
void BonePose::parentToWorld(float parentX, float parentY, float &outWorldX, float &outWorldY) {
|
||||
if (_bone == nullptr || _bone->getParent() == nullptr) {
|
||||
outWorldX = parentX;
|
||||
outWorldY = parentY;
|
||||
return;
|
||||
}
|
||||
_bone->getParent()->getApplied()->localToWorld(parentX, parentY, outWorldX, outWorldY);
|
||||
}
|
||||
|
||||
float BonePose::worldToLocalRotation(float worldRotation) {
|
||||
worldRotation *= MathUtil::Deg_Rad;
|
||||
float sinVal = MathUtil::sin(worldRotation), cosVal = MathUtil::cos(worldRotation);
|
||||
return MathUtil::atan2Deg(_a * sinVal - _c * cosVal, _d * cosVal - _b * sinVal) + _rotation - _shearX;
|
||||
}
|
||||
|
||||
float BonePose::localToWorldRotation(float localRotation) {
|
||||
localRotation = (localRotation - _rotation - _shearX) * MathUtil::Deg_Rad;
|
||||
float sinVal = MathUtil::sin(localRotation), cosVal = MathUtil::cos(localRotation);
|
||||
return MathUtil::atan2Deg(cosVal * _c + sinVal * _d, cosVal * _a + sinVal * _b);
|
||||
}
|
||||
|
||||
void BonePose::rotateWorld(float degrees) {
|
||||
degrees *= MathUtil::Deg_Rad;
|
||||
float sinVal = MathUtil::sin(degrees), cosVal = MathUtil::cos(degrees);
|
||||
float ra = _a, rb = _b;
|
||||
_a = cosVal * ra - sinVal * _c;
|
||||
_b = cosVal * rb - sinVal * _d;
|
||||
_c = sinVal * ra + cosVal * _c;
|
||||
_d = sinVal * rb + cosVal * _d;
|
||||
}
|
||||
|
||||
float BonePose::getA() const {
|
||||
return _a;
|
||||
}
|
||||
|
||||
void BonePose::setA(float a) {
|
||||
_a = a;
|
||||
}
|
||||
|
||||
float BonePose::getB() const {
|
||||
return _b;
|
||||
}
|
||||
|
||||
void BonePose::setB(float b) {
|
||||
_b = b;
|
||||
}
|
||||
|
||||
float BonePose::getC() const {
|
||||
return _c;
|
||||
}
|
||||
|
||||
void BonePose::setC(float c) {
|
||||
_c = c;
|
||||
}
|
||||
|
||||
float BonePose::getD() const {
|
||||
return _d;
|
||||
}
|
||||
|
||||
void BonePose::setD(float d) {
|
||||
_d = d;
|
||||
}
|
||||
|
||||
float BonePose::getWorldX() const {
|
||||
return _worldX;
|
||||
}
|
||||
|
||||
void BonePose::setWorldX(float worldX) {
|
||||
_worldX = worldX;
|
||||
}
|
||||
|
||||
float BonePose::getWorldY() const {
|
||||
return _worldY;
|
||||
}
|
||||
|
||||
void BonePose::setWorldY(float worldY) {
|
||||
_worldY = worldY;
|
||||
}
|
||||
|
||||
float BonePose::getWorldRotationX() const {
|
||||
return MathUtil::atan2Deg(_c, _a);
|
||||
}
|
||||
|
||||
float BonePose::getWorldRotationY() const {
|
||||
return MathUtil::atan2Deg(_d, _b);
|
||||
}
|
||||
|
||||
float BonePose::getWorldScaleX() const {
|
||||
return MathUtil::sqrt(_a * _a + _c * _c);
|
||||
}
|
||||
|
||||
float BonePose::getWorldScaleY() const {
|
||||
return MathUtil::sqrt(_b * _b + _d * _d);
|
||||
}
|
||||
@ -1,96 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2025, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#include <spine/SlotPose.h>
|
||||
#include <spine/Attachment.h>
|
||||
#include <spine/VertexAttachment.h>
|
||||
|
||||
using namespace spine;
|
||||
|
||||
SlotPose::SlotPose() : _color(1, 1, 1, 1), _darkColor(0, 0, 0, 1), _hasDarkColor(false), _attachment(nullptr), _sequenceIndex(-1) {
|
||||
}
|
||||
|
||||
SlotPose::~SlotPose() {
|
||||
}
|
||||
|
||||
void SlotPose::set(const SlotPose &pose) {
|
||||
_color.set(pose._color);
|
||||
if (_hasDarkColor) _darkColor.set(pose._darkColor);
|
||||
_hasDarkColor = pose._hasDarkColor;
|
||||
_attachment = pose._attachment;
|
||||
_sequenceIndex = pose._sequenceIndex;
|
||||
_deform.clear();
|
||||
_deform.addAll(pose._deform);
|
||||
}
|
||||
|
||||
Color &SlotPose::getColor() {
|
||||
return _color;
|
||||
}
|
||||
|
||||
Color &SlotPose::getDarkColor() {
|
||||
return _darkColor;
|
||||
}
|
||||
|
||||
bool SlotPose::hasDarkColor() {
|
||||
return _hasDarkColor;
|
||||
}
|
||||
|
||||
void SlotPose::setHasDarkColor(bool hasDarkColor) {
|
||||
_hasDarkColor = hasDarkColor;
|
||||
}
|
||||
|
||||
Attachment *SlotPose::getAttachment() {
|
||||
return _attachment;
|
||||
}
|
||||
|
||||
void SlotPose::setAttachment(Attachment *attachment) {
|
||||
if (_attachment == attachment) return;
|
||||
|
||||
if (attachment == nullptr || _attachment == nullptr ||
|
||||
!attachment->getRTTI().instanceOf(VertexAttachment::rtti) ||
|
||||
!_attachment->getRTTI().instanceOf(VertexAttachment::rtti) ||
|
||||
((VertexAttachment *) attachment)->getTimelineAttachment() != ((VertexAttachment *) _attachment)->getTimelineAttachment()) {
|
||||
_deform.clear();
|
||||
}
|
||||
|
||||
_attachment = attachment;
|
||||
_sequenceIndex = -1;
|
||||
}
|
||||
|
||||
int SlotPose::getSequenceIndex() {
|
||||
return _sequenceIndex;
|
||||
}
|
||||
|
||||
void SlotPose::setSequenceIndex(int sequenceIndex) {
|
||||
_sequenceIndex = sequenceIndex;
|
||||
}
|
||||
|
||||
Vector<float> &SlotPose::getDeform() {
|
||||
return _deform;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user