/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the * Software or develop new applications using the Software 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; 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. *****************************************************************************/ using System; using System.Collections.Generic; namespace Spine { public class Bone : IUpdatable { static public bool yDown; internal BoneData data; internal Skeleton skeleton; internal Bone parent; internal ExposedList children = new ExposedList(); internal float x, y, rotation, scaleX, scaleY; internal float appliedRotation, appliedScaleX, appliedScaleY; internal float a, b, worldX; internal float c, d, worldY; internal float worldSignX, worldSignY; public BoneData Data { get { return data; } } public Skeleton Skeleton { get { return skeleton; } } public Bone Parent { get { return parent; } } public ExposedList Children { get { return children; } } public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } public float Rotation { get { return rotation; } set { rotation = value; } } /// The rotation, as calculated by any constraints. public float AppliedRotation { get { return appliedRotation; } set { appliedRotation = value; } } /// The scale X, as calculated by any constraints. public float AppliedScaleX { get { return appliedScaleX; } set { appliedScaleX = value; } } /// The scale Y, as calculated by any constraints. public float AppliedScaleY { get { return appliedScaleY; } set { appliedScaleY = value; } } public float ScaleX { get { return scaleX; } set { scaleX = value; } } public float ScaleY { get { return scaleY; } set { scaleY = value; } } public float A { get { return a; } } public float B { get { return b; } } public float C { get { return c; } } public float D { get { return d; } } public float WorldX { get { return worldX; } } public float WorldY { get { return worldY; } } public float WorldSignX { get { return worldSignX; } } public float WorldSignY { get { return worldSignY; } } public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.radDeg; } } public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.radDeg; } } public float WorldScaleX { get { return (float)Math.Sqrt(a * a + b * b) * worldSignX; } } public float WorldScaleY { get { return (float)Math.Sqrt(c * c + d * d) * worldSignY; } } /// May be null. public Bone (BoneData data, Skeleton skeleton, Bone parent) { if (data == null) throw new ArgumentNullException("data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); this.data = data; this.skeleton = skeleton; this.parent = parent; SetToSetupPose(); } /// Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. public void Update () { UpdateWorldTransform(x, y, rotation, scaleX, scaleY); } /// Computes the world SRT using the parent bone and this bone's local SRT. public void UpdateWorldTransform () { UpdateWorldTransform(x, y, rotation, scaleX, scaleY); } /// Computes the world SRT using the parent bone and the specified local SRT. public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY) { appliedRotation = rotation; appliedScaleX = scaleX; appliedScaleY = scaleY; float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation); float la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY; Bone parent = this.parent; if (parent == null) { // Root bone. Skeleton skeleton = this.skeleton; if (skeleton.flipX) { x = -x; la = -la; lb = -lb; } if (skeleton.flipY != yDown) { y = -y; lc = -lc; ld = -ld; } a = la; b = lb; c = lc; d = ld; worldX = x; worldY = y; worldSignX = Math.Sign(scaleX); worldSignY = Math.Sign(scaleY); return; } float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; worldX = pa * x + pb * y + parent.worldX; worldY = pc * x + pd * y + parent.worldY; worldSignX = parent.worldSignX * Math.Sign(scaleX); worldSignY = parent.worldSignY * Math.Sign(scaleY); if (data.inheritRotation && data.inheritScale) { a = pa * la + pb * lc; b = pa * lb + pb * ld; c = pc * la + pd * lc; d = pc * lb + pd * ld; } else { if (data.inheritRotation) { // No scale inheritance. pa = 1; pb = 0; pc = 0; pd = 1; do { cos = MathUtils.CosDeg(parent.appliedRotation); sin = MathUtils.SinDeg(parent.appliedRotation); float temp = pa * cos + pb * sin; pb = pa * -sin + pb * cos; pa = temp; temp = pc * cos + pd * sin; pd = pc * -sin + pd * cos; pc = temp; if (!parent.data.inheritRotation) break; parent = parent.parent; } while (parent != null); a = pa * la + pb * lc; b = pa * lb + pb * ld; c = pc * la + pd * lc; d = pc * lb + pd * ld; } else if (data.inheritScale) { // No rotation inheritance. pa = 1; pb = 0; pc = 0; pd = 1; do { float r = parent.rotation; cos = MathUtils.CosDeg(r); sin = MathUtils.SinDeg(r); float psx = parent.appliedScaleX, psy = parent.appliedScaleY; float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy; float temp = pa * za + pb * zc; pb = pa * zb + pb * zd; pa = temp; temp = pc * za + pd * zc; pd = pc * zb + pd * zd; pc = temp; if (psx < 0) r = -r; cos = MathUtils.CosDeg(-r); sin = MathUtils.SinDeg(-r); temp = pa * cos + pb * sin; pb = pa * -sin + pb * cos; pa = temp; temp = pc * cos + pd * sin; pd = pc * -sin + pd * cos; pc = temp; if (!parent.data.inheritScale) break; parent = parent.parent; } while (parent != null); a = pa * la + pb * lc; b = pa * lb + pb * ld; c = pc * la + pd * lc; d = pc * lb + pd * ld; } else { a = la; b = lb; c = lc; d = ld; } if (skeleton.flipX) { a = -a; b = -b; } if (skeleton.flipY != yDown) { c = -c; d = -d; } } } public void SetToSetupPose () { BoneData data = this.data; x = data.x; y = data.y; rotation = data.rotation; scaleX = data.scaleX; scaleY = data.scaleY; } public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) { float x = worldX - this.worldX, y = worldY - this.worldY; float a = this.a, b = this.b, c = this.c, d = this.d; float invDet = 1 / (a * d - b * c); localX = (x * d * invDet - y * b * invDet); localY = (y * a * invDet - x * c * invDet); } public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) { worldX = localX * a + localY * b + this.worldX; worldY = localX * c + localY * d + this.worldY; } override public String ToString () { return data.name; } } }