------------------------------------------------------------------------------ -- Spine Runtime Software License - Version 1.0 -- -- Copyright (c) 2013, Esoteric Software -- All rights reserved. -- -- Redistribution and use in source and binary forms in whole or in part, with -- or without modification, are permitted provided that the following conditions -- are met: -- -- 1. A Spine Single User License, Professional License, or Education License must -- be purchased from Esoteric Software and the license must remain valid: -- http://esotericsoftware.com/ -- 2. Redistributions of source code must retain this license, which is the -- above copyright notice, this declaration of conditions and the following -- disclaimer. -- 3. Redistributions in binary form must reproduce this license, which is the -- above copyright notice, this declaration of conditions and the following -- disclaimer, in the documentation and/or other materials provided with the -- distribution. -- -- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR -- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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. ------------------------------------------------------------------------------ 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 if (self.data.inheritScale) then self.worldScaleX = parent.worldScaleX * self.scaleX self.worldScaleY = parent.worldScaleY * self.scaleY else self.worldScaleX = self.scaleX self.worldScaleY = self.scaleY end if (self.data.inheritRotation) then self.worldRotation = parent.worldRotation + self.rotation else self.worldRotation = self.rotation end else if flipX then self.worldX = -self.x else self.worldX = self.x end if flipY then self.worldY = -self.y else self.worldY = self.y end 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:setToSetupPose () 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