local Bone = {} function Bone.new (data, parent) if not data then error("data cannot be nil", 2) end local self = { data = data, parent = parent } 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 self.worldScaleX = parent.worldScaleX * self.scaleX self.worldScaleY = parent.worldScaleY * self.scaleY self.worldRotation = parent.worldRotation + self.rotation else self.worldX = self.x self.worldY = self.y self.worldScaleX = self.scaleX self.worldScaleY = self.scaleY self.worldRotation = self.rotation end local radians = math.rad(self.worldRotation) local cos = math.cos(radians) local sin = math.sin(radians) self.m00 = cos * self.worldScaleX self.m10 = sin * self.worldScaleX self.m01 = -sin * self.worldScaleY self.m11 = cos * self.worldScaleY if flipX then self.m00 = -self.m00 self.m01 = -self.m01 end if flipY then self.m10 = -self.m10 self.m11 = -self.m11 end end function self:setToBindPose () local data = self.data self.x = data.x self.y = data.y self.rotation = data.rotation self.scaleX = data.scaleX self.scaleY = data.scaleY end return self end return Bone