------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2.1 -- -- Copyright (c) 2013, Esoteric Software -- All rights reserved. -- -- You are granted a perpetual, non-exclusive, non-sublicensable and -- non-transferable license to install, execute and perform the Spine Runtimes -- Software (the "Software") solely for internal use. Without the written -- permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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, x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1, m00 = 0, m01 = 0, worldX = 0, -- a b x m10 = 0, m11 = 0, worldY = 0, -- c d y worldRotation = 0, worldScaleX = 1, worldScaleY = 1, } 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 self:setToSetupPose() return self end return Bone