/****************************************************************************** * Spine Runtimes Software License * Version 2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine { export class Bone implements Updatable { data: BoneData; skeleton: Skeleton; parent: Bone; children = new Array(); x = 0; y = 0; rotation = 0; scaleX = 0; scaleY = 0; shearX = 0; shearY = 0; appliedRotation = 0; a = 0; b = 0; worldX = 0; c = 0; d = 0; worldY = 0; worldSignX = 0; worldSignY = 0; sorted = false; /** @param parent May be null. */ constructor (data: BoneData, skeleton: Skeleton, parent: Bone) { if (data == null) throw new Error("data cannot be null."); if (skeleton == null) throw new Error("skeleton cannot be null."); this.data = data; this.skeleton = skeleton; this.parent = parent; this.setToSetupPose(); } /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */ update () { this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); } /** Computes the world transform using the parent bone and this bone's local transform. */ updateWorldTransform () { this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); } /** Computes the world transform using the parent bone and the specified local transform. */ updateWorldTransformWith (x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number) { this.appliedRotation = rotation; let rotationY = rotation + 90 + shearY; let la = MathUtils.cosDeg(rotation + shearX) * scaleX, lb = MathUtils.cosDeg(rotationY) * scaleY; let lc = MathUtils.sinDeg(rotation + shearX) * scaleX, ld = MathUtils.sinDeg(rotationY) * scaleY; let parent = this.parent; if (parent == null) { // Root bone. let skeleton = this.skeleton; if (skeleton.flipX) { x = -x; la = -la; lb = -lb; } if (skeleton.flipY) { y = -y; lc = -lc; ld = -ld; } this.a = la; this.b = lb; this.c = lc; this.d = ld; this.worldX = x; this.worldY = y; this.worldSignX = MathUtils.signum(scaleX); this.worldSignY = MathUtils.signum(scaleY); return; } let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; this.worldX = pa * x + pb * y + parent.worldX; this.worldY = pc * x + pd * y + parent.worldY; this.worldSignX = parent.worldSignX * MathUtils.signum(scaleX); this.worldSignY = parent.worldSignY * MathUtils.signum(scaleY); if (this.data.inheritRotation && this.data.inheritScale) { this.a = pa * la + pb * lc; this.b = pa * lb + pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; } else { if (this.data.inheritRotation) { // No scale inheritance. pa = 1; pb = 0; pc = 0; pd = 1; do { let cos = MathUtils.cosDeg(parent.appliedRotation), sin = MathUtils.sinDeg(parent.appliedRotation); let temp = pa * cos + pb * sin; pb = pb * cos - pa * sin; pa = temp; temp = pc * cos + pd * sin; pd = pd * cos - pc * sin; pc = temp; if (!parent.data.inheritRotation) break; parent = parent.parent; } while (parent != null); this.a = pa * la + pb * lc; this.b = pa * lb + pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; } else if (this.data.inheritScale) { // No rotation inheritance. pa = 1; pb = 0; pc = 0; pd = 1; do { let cos = MathUtils.cosDeg(parent.appliedRotation), sin = MathUtils.sinDeg(parent.appliedRotation); let psx = parent.scaleX, psy = parent.scaleY; let za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy; let temp = pa * za + pb * zc; pb = pb * zd - pa * zb; pa = temp; temp = pc * za + pd * zc; pd = pd * zd - pc * zb; pc = temp; if (psx >= 0) sin = -sin; temp = pa * cos + pb * sin; pb = pb * cos - pa * sin; pa = temp; temp = pc * cos + pd * sin; pd = pd * cos - pc * sin; pc = temp; if (!parent.data.inheritScale) break; parent = parent.parent; } while (parent != null); this.a = pa * la + pb * lc; this.b = pa * lb + pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; } else { this.a = la; this.b = lb; this.c = lc; this.d = ld; } if (this.skeleton.flipX) { this.a = -this.a; this.b = -this.b; } if (this.skeleton.flipY) { this.c = -this.c; this.d = -this.d; } } } setToSetupPose () { let data = this.data; this.x = data.x; this.y = data.y; this.rotation = data.rotation; this.scaleX = data.scaleX; this.scaleY = data.scaleY; this.shearX = data.shearX; this.shearY = data.shearY; } getWorldRotationX () { return Math.atan2(this.c, this.a) * MathUtils.radDeg; } getWorldRotationY () { return Math.atan2(this.d, this.b) * MathUtils.radDeg; } getWorldScaleX () { return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX; } getWorldScaleY () { return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY; } worldToLocalRotationX () { let parent = this.parent; if (parent == null) return this.rotation; let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c; return Math.atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.radDeg; } worldToLocalRotationY () { let parent = this.parent; if (parent == null) return this.rotation; let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d; return Math.atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.radDeg; } rotateWorld (degrees: number) { let a = this.a, b = this.b, c = this.c, d = this.d; let cos = MathUtils.cosDeg(degrees), sin = MathUtils.sinDeg(degrees); this.a = cos * a - sin * c; this.b = cos * b - sin * d; this.c = sin * a + cos * c; this.d = sin * b + cos * d; } /** 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). *

* 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. */ updateLocalTransform () { let parent = this.parent; if (parent == null) { this.x = this.worldX; this.y = this.worldY; this.rotation = Math.atan2(this.c, this.a) * MathUtils.radDeg; this.scaleX = Math.sqrt(this.a * this.a + this.c * this.c); this.scaleY = Math.sqrt(this.b * this.b + this.d * this.d); let det = this.a * this.d - this.b * this.c; this.shearX = 0; this.shearY = Math.atan2(this.a * this.b + this.c * this.d, det) * MathUtils.radDeg; return; } let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; let pid = 1 / (pa * pd - pb * pc); let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY; this.x = (dx * pd * pid - dy * pb * pid); this.y = (dy * pa * pid - dx * pc * pid); let ia = pid * pd; let id = pid * pa; let ib = pid * pb; let ic = pid * pc; let ra = ia * this.a - ib * this.c; let rb = ia * this.b - ib * this.d; let rc = id * this.c - ic * this.a; let rd = id * this.d - ic * this.b; this.shearX = 0; this.scaleX = Math.sqrt(ra * ra + rc * rc); if (this.scaleX > 0.0001) { let det = ra * rd - rb * rc; this.scaleY = det / this.scaleX; this.shearY = Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg; this.rotation = Math.atan2(rc, ra) * MathUtils.radDeg; } else { this.scaleX = 0; this.scaleY = Math.sqrt(rb * rb + rd * rd); this.shearY = 0; this.rotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg; } this.appliedRotation = this.rotation; } worldToLocal (world: Vector2) { let a = this.a, b = this.b, c = this.c, d = this.d; let invDet = 1 / (a * d - b * c); let x = world.x - this.worldX, y = world.y - this.worldY; world.x = (x * d * invDet - y * b * invDet); world.y = (y * a * invDet - x * c * invDet); return world; } localToWorld (local: Vector2) { let x = local.x, y = local.y; local.x = x * this.a + y * this.b + this.worldX; local.y = x * this.c + y * this.d + this.worldY; return local; } } }