/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 { BoneData, TransformMode } from "./BoneData.js"; import { Physics, Skeleton } from "./Skeleton.js"; import { Updatable } from "./Updatable.js"; import { MathUtils, Vector2 } from "./Utils.js"; /** Stores a bone's current pose. * * A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a * local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a * constraint or application code modifies the world transform after it was computed from the local transform. */ export class Bone implements Updatable { /** The bone's setup pose data. */ data: BoneData; /** The skeleton this bone belongs to. */ skeleton: Skeleton; /** The parent bone, or null if this is the root bone. */ parent: Bone | null = null; /** The immediate children of this bone. */ children = new Array(); /** The local x translation. */ x = 0; /** The local y translation. */ y = 0; /** The local rotation in degrees, counter clockwise. */ rotation = 0; /** The local scaleX. */ scaleX = 0; /** The local scaleY. */ scaleY = 0; /** The local shearX. */ shearX = 0; /** The local shearY. */ shearY = 0; /** The applied local x translation. */ ax = 0; /** The applied local y translation. */ ay = 0; /** The applied local rotation in degrees, counter clockwise. */ arotation = 0; /** The applied local scaleX. */ ascaleX = 0; /** The applied local scaleY. */ ascaleY = 0; /** The applied local shearX. */ ashearX = 0; /** The applied local shearY. */ ashearY = 0; /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */ a = 0; /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */ b = 0; /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */ c = 0; /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */ d = 0; /** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */ worldY = 0; /** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */ worldX = 0; sorted = false; active = false; /** @param parent May be null. */ constructor (data: BoneData, skeleton: Skeleton, parent: Bone | null) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.skeleton = skeleton; this.parent = parent; this.setToSetupPose(); } /** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the * {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */ isActive () { return this.active; } /** Computes the world transform using the parent bone and this bone's local applied transform. */ update (physics: Physics) { this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY); } /** Computes the world transform using the parent bone and this bone's local transform. * * See {@link #updateWorldTransformWith()}. */ 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. The applied transform is set to the * specified local transform. Child bones are not updated. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. */ updateWorldTransformWith (x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number) { this.ax = x; this.ay = y; this.arotation = rotation; this.ascaleX = scaleX; this.ascaleY = scaleY; this.ashearX = shearX; this.ashearY = shearY; let parent = this.parent; if (!parent) { // Root bone. let skeleton = this.skeleton; const sx = skeleton.scaleX, sy = skeleton.scaleY; const rx = (rotation + shearX) * MathUtils.degRad; const ry = (rotation + 90 + shearY) * MathUtils.degRad; this.a = Math.cos(rx) * scaleX * sx; this.b = Math.cos(ry) * scaleY * sx; this.c = Math.sin(rx) * scaleX * sy; this.d = Math.sin(ry) * scaleY * sy; this.worldX = x * sx + skeleton.x; this.worldY = y * sy + skeleton.y; 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; switch (this.data.transformMode) { case TransformMode.Normal: { const rx = (rotation + shearX) * MathUtils.degRad; const ry = (rotation + 90 + shearY) * MathUtils.degRad; const la = Math.cos(rx) * scaleX; const lb = Math.cos(ry) * scaleY; const lc = Math.sin(rx) * scaleX; const ld = Math.sin(ry) * scaleY; this.a = pa * la + pb * lc; this.b = pa * lb + pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; return; } case TransformMode.OnlyTranslation: { const rx = (rotation + shearX) * MathUtils.degRad; const ry = (rotation + 90 + shearY) * MathUtils.degRad; this.a = Math.cos(rx) * scaleX; this.b = Math.cos(ry) * scaleY; this.c = Math.sin(rx) * scaleX; this.d = Math.sin(ry) * scaleY; break; } case TransformMode.NoRotationOrReflection: { let s = pa * pa + pc * pc; let prx = 0; if (s > 0.0001) { s = Math.abs(pa * pd - pb * pc) / s; pa /= this.skeleton.scaleX; pc /= this.skeleton.scaleY; pb = pc * s; pd = pa * s; prx = Math.atan2(pc, pa) * MathUtils.radDeg; } else { pa = 0; pc = 0; prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg; } const rx = (rotation + shearX - prx) * MathUtils.degRad; const ry = (rotation + shearY - prx + 90) * MathUtils.degRad; const la = Math.cos(rx) * scaleX; const lb = Math.cos(ry) * scaleY; const lc = Math.sin(rx) * scaleX; const ld = Math.sin(ry) * scaleY; this.a = pa * la - pb * lc; this.b = pa * lb - pb * ld; this.c = pc * la + pd * lc; this.d = pc * lb + pd * ld; break; } case TransformMode.NoScale: case TransformMode.NoScaleOrReflection: { rotation *= MathUtils.degRad; const cos = Math.cos(rotation), sin = Math.sin(rotation); let za = (pa * cos + pb * sin) / this.skeleton.scaleX; let zc = (pc * cos + pd * sin) / this.skeleton.scaleY; let s = Math.sqrt(za * za + zc * zc); if (s > 0.00001) s = 1 / s; za *= s; zc *= s; s = Math.sqrt(za * za + zc * zc); if (this.data.transformMode == TransformMode.NoScale && (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) s = -s; rotation = Math.PI / 2 + Math.atan2(zc, za); const zb = Math.cos(rotation) * s; const zd = Math.sin(rotation) * s; shearX *= MathUtils.degRad; shearY = (90 + shearY) * MathUtils.degRad; const la = Math.cos(shearX) * scaleX; const lb = Math.cos(shearY) * scaleY; const lc = Math.sin(shearX) * scaleX; const ld = Math.sin(shearY) * scaleY; this.a = za * la + zb * lc; this.b = za * lb + zb * ld; this.c = zc * la + zd * lc; this.d = zc * lb + zd * ld; break; } } this.a *= this.skeleton.scaleX; this.b *= this.skeleton.scaleX; this.c *= this.skeleton.scaleY; this.d *= this.skeleton.scaleY; } /** Sets this bone's local transform to the setup pose. */ 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; } /** Computes the applied transform values from the world transform. * * If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so * the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other * constraints). * * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */ updateAppliedTransform () { let parent = this.parent; if (!parent) { this.ax = this.worldX - this.skeleton.x; this.ay = this.worldY - this.skeleton.y; this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg; this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c); this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d); this.ashearX = 0; this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg; return; } let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; let pid = 1 / (pa * pd - pb * pc); let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid; let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY; this.ax = (dx * ia - dy * ib); this.ay = (dy * id - dx * ic); let ra, rb, rc, rd; if (this.data.transformMode == TransformMode.OnlyTranslation) { ra = this.a; rb = this.b; rc = this.c; rd = this.d; } else { switch (this.data.transformMode) { case TransformMode.NoRotationOrReflection: { let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); let sa = pa / this.skeleton.scaleX; let sc = pc / this.skeleton.scaleY; pb = -sc * s * this.skeleton.scaleX; pd = sa * s * this.skeleton.scaleY; pid = 1 / (pa * pd - pb * pc); ia = pd * pid; ib = pb * pid; break; } case TransformMode.NoScale: case TransformMode.NoScaleOrReflection: let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation); pa = (pa * cos + pb * sin) / this.skeleton.scaleX; pc = (pc * cos + pd * sin) / this.skeleton.scaleY; let s = Math.sqrt(pa * pa + pc * pc); if (s > 0.00001) s = 1 / s; pa *= s; pc *= s; s = Math.sqrt(pa * pa + pc * pc); if (this.data.transformMode == TransformMode.NoScale && pid < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) s = -s; let r = MathUtils.PI / 2 + Math.atan2(pc, pa); pb = Math.cos(r) * s; pd = Math.sin(r) * s; pid = 1 / (pa * pd - pb * pc); ia = pd * pid; ib = pb * pid; ic = pc * pid; id = pa * pid; } ra = ia * this.a - ib * this.c; rb = ia * this.b - ib * this.d; rc = id * this.c - ic * this.a; rd = id * this.d - ic * this.b; } this.ashearX = 0; this.ascaleX = Math.sqrt(ra * ra + rc * rc); if (this.ascaleX > 0.0001) { let det = ra * rd - rb * rc; this.ascaleY = det / this.ascaleX; this.ashearY = -Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg; this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg; } else { this.ascaleX = 0; this.ascaleY = Math.sqrt(rb * rb + rd * rd); this.ashearY = 0; this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg; } } /** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */ getWorldRotationX () { return Math.atan2(this.c, this.a) * MathUtils.radDeg; } /** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */ getWorldRotationY () { return Math.atan2(this.d, this.b) * MathUtils.radDeg; } /** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */ getWorldScaleX () { return Math.sqrt(this.a * this.a + this.c * this.c); } /** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */ getWorldScaleY () { return Math.sqrt(this.b * this.b + this.d * this.d); } /** Transforms a point from world coordinates to the bone's local coordinates. */ worldToLocal (world: Vector2) { let invDet = 1 / (this.a * this.d - this.b * this.c); let x = world.x - this.worldX, y = world.y - this.worldY; world.x = x * this.d * invDet - y * this.b * invDet; world.y = y * this.a * invDet - x * this.c * invDet; return world; } /** Transforms a point from the bone's local coordinates to world coordinates. */ 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; } /** Transforms a point from world coordinates to the parent bone's local coordinates. */ worldToParent (world: Vector2) { if (world == null) throw new Error("world cannot be null."); return this.parent == null ? world : this.parent.worldToLocal(world); } /** Transforms a point from the parent bone's coordinates to world coordinates. */ parentToWorld (world: Vector2) { if (world == null) throw new Error("world cannot be null."); return this.parent == null ? world : this.parent.localToWorld(world); } /** Transforms a world rotation to a local rotation. */ worldToLocalRotation (worldRotation: number) { let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation); return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX; } /** Transforms a local rotation to a world rotation. */ localToWorldRotation (localRotation: number) { localRotation -= this.rotation - this.shearX; let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation); return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg; } /** Rotates the world transform the specified amount. *

* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and * {@link #update(Physics)} will need to be called on any child bones, recursively. */ rotateWorld (degrees: number) { degrees *= MathUtils.degRad; const sin = Math.sin(degrees), cos = Math.cos(degrees); const ra = this.a, rb = this.b; this.a = cos * ra - sin * this.c; this.b = cos * rb - sin * this.d; this.c = sin * ra + cos * this.c; this.d = sin * rb + cos * this.d; } }