/****************************************************************************** * 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. *****************************************************************************/ #include #include static int yDown; void spBone_setYDown (int value) { yDown = value; } int spBone_isYDown () { return yDown; } spBone* spBone_create (spBoneData* data, spSkeleton* skeleton, spBone* parent) { spBone* self = NEW(spBone); CONST_CAST(spBoneData*, self->data) = data; CONST_CAST(spSkeleton*, self->skeleton) = skeleton; CONST_CAST(spBone*, self->parent) = parent; spBone_setToSetupPose(self); return self; } void spBone_dispose (spBone* self) { FREE(self); } void spBone_updateWorldTransform (spBone* self) { spBone_updateWorldTransformWith(self, self->x, self->y, self->rotation, self->scaleX, self->scaleY); } void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY) { float radians = rotation * DEG_RAD; float cosine = COS(radians); float sine = SIN(radians); float la = cosine * scaleX, lb = -sine * scaleY, lc = sine * scaleX, ld = cosine * scaleY; float pa, pb, pc, pd, temp; spBone* parent = self->parent; CONST_CAST(float, self->appliedRotation) = rotation; CONST_CAST(float, self->appliedScaleX) = scaleX; CONST_CAST(float, self->appliedScaleY) = scaleY; if (!parent) { /* Root bone. */ if (self->skeleton->flipX) { x = -x; la = -la; lb = -lb; } if (self->skeleton->flipY != yDown) { y = -y; lc = -lc; ld = -ld; } CONST_CAST(float, self->a) = la; CONST_CAST(float, self->b) = lb; CONST_CAST(float, self->c) = lc; CONST_CAST(float, self->d) = ld; CONST_CAST(float, self->worldX) = x; CONST_CAST(float, self->worldY) = y; CONST_CAST(float, self->worldSignX) = scaleX > 0 ? 1.0f : -1.0f; CONST_CAST(float, self->worldSignY) = scaleY > 0 ? 1.0f : -1.0f; return; } pa = parent->a; pb = parent->b; pc = parent->c; pd = parent->d; CONST_CAST(float, self->worldX) = pa * x + pb * y + parent->worldX; CONST_CAST(float, self->worldY) = pc * x + pd * y + parent->worldY; CONST_CAST(float, self->worldSignX) = parent->worldSignX * (scaleX > 0 ? 1 : -1); CONST_CAST(float, self->worldSignY) = parent->worldSignY * (scaleY > 0 ? 1 : -1); if (self->data->inheritRotation && self->data->inheritScale) { CONST_CAST(float, self->a) = pa * la + pb * lc; CONST_CAST(float, self->b) = pa * lb + pb * ld; CONST_CAST(float, self->c) = pc * la + pd * lc; CONST_CAST(float, self->d) = pc * lb + pd * ld; } else { if (self->data->inheritRotation) { /* No scale inheritance. */ pa = 1; pb = 0; pc = 0; pd = 1; do { cosine = COS(parent->appliedRotation * DEG_RAD); sine = SIN(parent->appliedRotation * DEG_RAD); temp = pa * cosine + pb * sine; pb = pa * -sine + pb * cosine; pa = temp; temp = pc * cosine + pd * sine; pd = pc * -sine + pd * cosine; pc = temp; if (!parent->data->inheritRotation) break; parent = parent->parent; } while (parent); CONST_CAST(float, self->a) = pa * la + pb * lc; CONST_CAST(float, self->b) = pa * lb + pb * ld; CONST_CAST(float, self->c) = pc * la + pd * lc; CONST_CAST(float, self->d) = pc * lb + pd * ld; } else if (self->data->inheritScale) { /* No rotation inheritance. */ pa = 1; pb = 0; pc = 0; pd = 1; do { float za, zb, zc, zd; float r = parent->rotation; float psx = parent->appliedScaleX, psy = parent->appliedScaleY; cosine = COS(r * DEG_RAD); sine = SIN(r * DEG_RAD); za = cosine * psx; zb = -sine * psy; zc = sine * psx; zd = cosine * psy; 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; cosine = COS(-r * DEG_RAD); sine = SIN(-r * DEG_RAD); temp = pa * cosine + pb * sine; pb = pa * -sine + pb * cosine; pa = temp; temp = pc * cosine + pd * sine; pd = pc * -sine + pd * cosine; pc = temp; if (!parent->data->inheritScale) break; parent = parent->parent; } while (parent); CONST_CAST(float, self->a) = pa * la + pb * lc; CONST_CAST(float, self->b) = pa * lb + pb * ld; CONST_CAST(float, self->c) = pc * la + pd * lc; CONST_CAST(float, self->d) = pc * lb + pd * ld; } else { CONST_CAST(float, self->a) = la; CONST_CAST(float, self->b) = lb; CONST_CAST(float, self->c) = lc; CONST_CAST(float, self->d) = ld; } if (self->skeleton->flipX) { CONST_CAST(float, self->a) = -self->a; CONST_CAST(float, self->b) = -self->b; } if (self->skeleton->flipY != yDown) { CONST_CAST(float, self->c) = -self->c; CONST_CAST(float, self->d) = -self->d; } } } void spBone_setToSetupPose (spBone* self) { self->x = self->data->x; self->y = self->data->y; self->rotation = self->data->rotation; self->scaleX = self->data->scaleX; self->scaleY = self->data->scaleY; } float spBone_getWorldRotationX (spBone* self) { return ATAN2(self->c, self->a) * RAD_DEG; } float spBone_getWorldRotationY (spBone* self) { return ATAN2(self->d, self->b) * RAD_DEG; } float spBone_getWorldScaleX (spBone* self) { return SQRT(self->a * self->a + self->b * self->b) * self->worldSignX; } float spBone_getWorldScaleY (spBone* self) { return SQRT(self->c * self->c + self->d * self->d) * self->worldSignY; } void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY) { float x = worldX - self->worldX, y = worldY - self->worldY; float a = self->a, b = self->b, c = self->c, d = self->d; float invDet = 1 / (a * d - b * c); *localX = (x * d * invDet - y * b * invDet); *localY = (y * a * invDet - x * c * invDet); } void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY) { float x = localX, y = localY; *worldX = x * self->a + y * self->b + self->worldX; *worldY = x * self->c + y * self->d + self->worldY; }