/****************************************************************************** * 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. *****************************************************************************/ import { type Bone, Vector2 } from "@esotericsoftware/spine-core"; export class C3Matrix { public a = 0; public b = 0; public c = 0; public d = 0; public tx = 0; public ty = 0; public prevX = Infinity; public prevY = Infinity; public prevAngle = Infinity; public prevScaleX = Infinity; public prevScaleY = Infinity; private tempPoint = new Vector2(); public update (x: number, y: number, angle: number, scaleX = 1, scaleY = 1) { if (this.prevX === x && this.prevY === y && this.prevAngle === angle && this.prevScaleX === scaleX && this.prevScaleY === scaleY) return false; this.prevX = x; this.prevY = y; this.prevAngle = angle; this.prevScaleX = scaleX; this.prevScaleY = scaleY; const cos = Math.cos(angle); const sin = Math.sin(angle); this.a = scaleX * cos; this.b = scaleX * sin; this.c = -scaleY * sin; this.d = scaleY * cos; this.tx = x; this.ty = y; return true; } public gameToSkeleton (x: number, y: number) { const tx = x - this.tx; const ty = y - this.ty; const { a, b, c, d, tempPoint } = this; const delta = a * d - b * c; tempPoint.x = (d * tx - c * ty) / delta; tempPoint.y = (a * ty - b * tx) / delta; return tempPoint; } public gameToBone (x: number, y: number, bone: Bone) { const point = this.gameToSkeleton(x, y); if (bone.parent) return bone.parent.applied.worldToLocal(point); return bone.applied.worldToLocal(point); } public skeletonToGame = (skeletonX: number, skeletonY: number) => { const { a, b, c, d, tempPoint } = this; tempPoint.x = a * skeletonX + c * skeletonY + this.tx; tempPoint.y = b * skeletonX + d * skeletonY + this.ty; return tempPoint; } public boneToGame (bone: Bone) { const { applied } = bone; return this.skeletonToGame(applied.worldX, applied.worldY); } }