/****************************************************************************** * Spine Runtime Software License - Version 1.0 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License or Spine Professional License must be * purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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; namespace Spine { public class Bone { static public bool yDown; internal BoneData data; internal Bone parent; internal float x, y, rotation, scaleX, scaleY; internal float m00, m01, m10, m11; internal float worldX, worldY, worldRotation, worldScaleX, worldScaleY; public BoneData Data { get { return data; } } public Bone Parent { get { return parent; } } 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; } } public float ScaleX { get { return scaleX; } set { scaleX = value; } } public float ScaleY { get { return scaleY; } set { scaleY = value; } } public float M00 { get { return m00; } } public float M01 { get { return m01; } } public float M10 { get { return m10; } } public float M11 { get { return m11; } } public float WorldX { get { return worldX; } } public float WorldY { get { return worldY; } } public float WorldRotation { get { return worldRotation; } } public float WorldScaleX { get { return worldScaleX; } } public float WorldScaleY { get { return worldScaleY; } } /// May be null. public Bone (BoneData data, Bone parent) { if (data == null) throw new ArgumentNullException("data cannot be null."); this.data = data; this.parent = parent; SetToSetupPose(); } /// Computes the world SRT using the parent bone and the local SRT. public void UpdateWorldTransform (bool flipX, bool flipY) { Bone parent = this.parent; if (parent != null) { worldX = x * parent.m00 + y * parent.m01 + parent.worldX; worldY = x * parent.m10 + y * parent.m11 + parent.worldY; if (data.inheritScale) { worldScaleX = parent.worldScaleX * scaleX; worldScaleY = parent.worldScaleY * scaleY; } else { worldScaleX = scaleX; worldScaleY = scaleY; } worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation; } else { worldX = flipX ? -x : x; worldY = flipY ? -y : y; worldScaleX = scaleX; worldScaleY = scaleY; worldRotation = rotation; } float radians = worldRotation * (float)Math.PI / 180; float cos = (float)Math.Cos(radians); float sin = (float)Math.Sin(radians); m00 = cos * worldScaleX; m10 = sin * worldScaleX; m01 = -sin * worldScaleY; m11 = cos * worldScaleY; if (flipX) { m00 = -m00; m01 = -m01; } if (flipY != yDown) { m10 = -m10; m11 = -m11; } } public void SetToSetupPose () { BoneData data = this.data; x = data.x; y = data.y; rotation = data.rotation; scaleX = data.scaleX; scaleY = data.scaleY; } override public String ToString () { return data.name; } } }