------------------------------------------------------------------------------- -- Spine Runtimes Software License v2.5 -- -- Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise -- create derivative works or improvements of the Spine Runtimes 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, 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 THIS SOFTWARE, EVEN IF ADVISED OF THE -- POSSIBILITY OF SUCH DAMAGE. ------------------------------------------------------------------------------- local setmetatable = setmetatable local math_rad = math.rad local math_deg = math.deg local math_sin = math.sin local math_cos = math.cos local math_atan2 = math.atan2 local math_sqrt = math.sqrt function math.sign(x) if x<0 then return -1 elseif x>0 then return 1 else return 0 end end local math_sign = math.sign local Bone = {} Bone.__index = Bone function Bone.new (data, skeleton, parent) if not data then error("data cannot be nil", 2) end if not skeleton then error("skeleton cannot be nil", 2) end local self = { data = data, skeleton = skeleton, parent = parent, children = { }, x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1, shearX = 0, shearY = 0, appliedRotation = 0, a = 0, b = 0, worldX = 0, -- a b x c = 0, d = 0, worldY = 0, -- c d y worldSignX = 0, worldSignY = 0, sorted = false } setmetatable(self, Bone) self:setToSetupPose() return self end function Bone:update () self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY) end function Bone:updateWorldTransform () self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY) end function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX, shearY) self.appliedRotation = rotation local rotationY = rotation + 90 + shearY local rotationRad = math_rad(rotation + shearX) local rotationYRad = math_rad(rotationY) local la = math_cos(rotationRad) * scaleX local lb = math_cos(rotationYRad) * scaleY local lc = math_sin(rotationRad) * scaleX local ld = math_sin(rotationYRad) * scaleY local parent = self.parent if parent == nil then local skeleton = self.skeleton if skeleton.flipX then x = -x la = -la lb = -lb end if skeleton.flipY then y = -y lc = -lc ld = -ld end self.a = la self.b = lb self.c = lc self.d = ld self.worldX = x self.worldY = y self.worldSignX = math_sign(scaleX) self.worldSignY = math_sign(scaleY) return end local pa = parent.a local pb = parent.b local pc = parent.c local pd = parent.d self.worldX = pa * x + pb * y + parent.worldX self.worldY = pc * x + pd * y + parent.worldY self.worldSignX = parent.worldSignX * math_sign(scaleX) self.worldSignY = parent.worldSignY * math_sign(scaleY) if self.data.inheritRotation and self.data.inheritScale then self.a = pa * la + pb * lc self.b = pa * lb + pb * ld self.c = pc * la + pd * lc self.d = pc * lb + pd * ld else if self.data.inheritRotation then pa = 1 pb = 0 pc = 0 pd = 1 repeat local appliedRotationRad = math_rad(parent.appliedRotation) local cos = math_cos(appliedRotationRad) local sin = math_sin(appliedRotationRad) local temp = pa * cos + pb * sin pb = pb * cos - pa * sin pa = temp temp = pc * cos + pd * sin pd = pd * cos - pc * sin pc = temp if not parent.data.inheritRotation then break end parent = parent.parent until parent == nil self.a = pa * la + pb * lc self.b = pa * lb + pb * ld self.c = pc * la + pd * lc self.d = pc * lb + pd * ld elseif self.data.inheritScale then pa = 1 pb = 0 pc = 0 pd = 1 repeat local appliedRotationRad = math_rad(parent.appliedRotation) local cos = math_cos(appliedRotationRad) local sin = math_sin(appliedRotationRad) local psx = parent.scaleX local psy = parent.scaleY local za = cos * psx local zb = sin * psy local zc = sin * psx local zd = cos * psy local temp = pa * za + pb * zc pb = pb * zd - pa * zb pa = temp temp = pc * za + pd * zc pd = pd * zd - pc * zb pc = temp if psx >= 0 then sin = -sin end temp = pa * cos + pb * sin pb = pb * cos - pa * sin pa = temp temp = pc * cos + pd * sin pd = pd * cos - pc * sin pc = temp if not parent.data.inheritScale then break end parent = parent.parent until parent == nil self.a = pa * la + pb * lc self.b = pa * lb + pb * ld self.c = pc * la + pd * lc self.d = pc * lb + pd * ld else self.a = la self.b = lb self.c = lc self.d = ld end if self.skeleton.flipX then self.a = -self.a self.b = -self.b end if self.skeleton.flipY then self.c = -self.c self.d = -self.d end end end function Bone: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 self.shearX = data.shearX self.shearY = data.shearY end function Bone:getWorldRotationX () return math_deg(math_atan2(self.c, self.a)) end function Bone:getWorldRotationY () return math_deg(math_atan2(self.d, self.b)) end function Bone:getWorldScaleX () return math_sqrt(self.a * self.a + self.b * self.b) * self.worldSignX end function Bone:getWorldScaleY () return math_sqrt(self.c * self.c + self.d * self.d) * self.worldSignY end function Bone:worldToLocalRotationX () local parent = self.parent if parent == nil then return self.rotation end local pa = parent.a local pb = parent.b local pc = parent.c local pd = parent.d local a = self.a local c = self.c return math_deg(math_atan2(pa * c - pc * a, pd * a - pb * c)) end function Bone:worldToLocalRotationY () local parent = self.parent if parent == nil then return self.rotation end local pa = parent.a local pb = parent.b local pc = parent.c local pd = parent.d local b = self.b local d = self.d return math_deg(math_atan2(pa * d - pc * b, pd * b - pb * d)) end function Bone:rotateWorld (degrees) local a = self.a local b = self.b local c = self.c local d = self.d local degreesRad = math_rad(degrees) local cos = math_cos(degreesRad) local sin = math_sin(degreesRad) self.a = cos * a - sin * c self.b = cos * b - sin * d self.c = sin * a + cos * c self.d = sin * b + cos * d end function updateLocalTransform () local parent = self.parent if parent == nil then self.x = self.worldX self.y = self.worldY self.rotation = math_deg(math_atan2(self.c, self.a)) self.scaleX = math_sqrt(self.a * self.a + self.c * self.c) self.scaleY = math_sqrt(self.b * self.b + self.d * self.d) local det = self.a * self.d - self.b * self.c self.shearX = 0 self.shearY = math_deg(math_atan2(self.a * self.b + self.c * self.d, det)) return end local pa = parent.a local pb = parent.b local pc = parent.c local pd = parent.d local pid = 1 / (pa * pd - pb * pc) local dx = self.worldX - parent.worldX local dy = self.worldY - parent.worldY self.x = (dx * pd * pid - dy * pb * pid) self.y = (dy * pa * pid - dx * pc * pid) local ia = pid * pd local id = pid * pa local ib = pid * pb local ic = pid * pc local ra = ia * self.a - ib * self.c local rb = ia * self.b - ib * self.d local rc = id * self.c - ic * self.a local rd = id * self.d - ic * self.b self.shearX = 0 self.scaleX = math_sqrt(ra * ra + rc * rc) if self.scaleX > 0.0001 then local det = ra * rd - rb * rc self.scaleY = det / self.scaleX self.shearY = math_deg(math_atan2(ra * rb + rc * rd, det)) self.rotation = math_deg(math_atan2(rc, ra)) else self.scaleX = 0 self.scaleY = math_sqrt(rb * rb + rd * rd) self.shearY = 0 self.rotation = 90 - math_deg(math_atan2(rd, rb)) end self.appliedRotation = self.rotation end function Bone:worldToLocal (world) local a = self.a local b = self.b local c = self.c local d = self.d local invDet = 1 / (a * d - b * c) local x = world[1] - self.worldX local y = world[2] - self.worldY world[1] = (x * d * invDet - y * b * invDet) world[2] = (y * a * invDet - x * c * invDet) return world end function Bone:localToWorld (localCoords) local x = localCoords[1] local y = localCoords[2] localCoords[1] = x * self.a + y * self.b + self.worldX localCoords[2] = x * self.c + y * self.d + self.worldY return localCoords end return Bone