Added updateLocalTransform.

This commit is contained in:
NathanSweet 2016-05-28 01:34:02 +02:00
parent 1fa2b35e09
commit e50b591558

View File

@ -81,12 +81,12 @@ public class Bone implements Updatable {
updateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
}
/** Computes the world SRT using the parent bone and this bone's local SRT. */
/** Computes the world transform using the parent bone and this bone's local transform. */
public void updateWorldTransform () {
updateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
}
/** Computes the world SRT using the parent bone and the specified local SRT. */
/** Computes the world transform using the parent bone and the specified local transform. */
public void updateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
appliedRotation = rotation;
appliedScaleX = scaleX;
@ -169,9 +169,7 @@ public class Bone implements Updatable {
pd = pc * zb + pd * zd;
pc = temp;
if (psx < 0) r = -r;
cos = cosDeg(-r);
sin = sinDeg(-r);
if (psx >= 0) sin = -sin;
temp = pa * cos + pb * sin;
pb = pa * -sin + pb * cos;
pa = temp;
@ -203,6 +201,38 @@ public class Bone implements Updatable {
}
}
/** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
* after the world transform has been modified directly (eg, by a constraint).
* <p>
* Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
* transform values may differ from the original values but are functionally the same. */
public void updateLocalTransform () {
Bone parent = this.parent;
if (parent != null) {
float a = parent.a, b = parent.b, c = parent.c, d = parent.d;
float invDet = 1 / (a * d - b * c);
float x = worldX - parent.worldX, y = worldY - parent.worldY;
x = (x * d * invDet - y * b * invDet);
y = (y * a * invDet - x * c * invDet);
}
shearX = 0;
scaleX = (float)Math.sqrt(a * a + c * c);
if (scaleX > 0.00001f) {
float det = a * d - b * c;
shearY = atan2(a * b + c * d, det) * radDeg;
scaleY = det / scaleX;
rotation = atan2(c, a) * radDeg;
} else {
scaleX = 0;
shearY = 0;
scaleY = (float)Math.sqrt(b * b + d * d);
rotation = 90 - atan2(d, b) * radDeg;
}
appliedRotation = rotation;
appliedScaleX = scaleX;
appliedScaleY = scaleY;
}
public void setToSetupPose () {
BoneData data = this.data;
x = data.x;
@ -365,9 +395,9 @@ public class Bone implements Updatable {
}
public Vector2 worldToLocal (Vector2 world) {
float x = world.x - worldX, y = world.y - worldY;
float a = this.a, b = this.b, c = this.c, d = this.d;
float invDet = 1 / (a * d - b * c);
float x = world.x - worldX, y = world.y - worldY;
world.x = (x * d * invDet - y * b * invDet);
world.y = (y * a * invDet - x * c * invDet);
return world;