mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
318 lines
10 KiB
Lua
318 lines
10 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes License Agreement
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-- Last updated May 1, 2019. Replaces all prior versions.
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--
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-- Copyright (c) 2013-2019, Esoteric Software LLC
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--
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-- Integration of the Spine Runtimes into software or otherwise creating
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-- derivative works of the Spine Runtimes is permitted under the terms and
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-- conditions of Section 2 of the Spine Editor License Agreement:
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-- http://esotericsoftware.com/spine-editor-license
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--
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-- Otherwise, it is permitted to integrate the Spine Runtimes into software
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-- or otherwise create derivative works of the Spine Runtimes (collectively,
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-- "Products"), provided that each user of the Products must obtain their own
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-- Spine Editor license and redistribution of the Products in any form must
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-- include this license and copyright notice.
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--
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-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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-- OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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-- OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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-- NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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-- INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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-- BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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-- INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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-- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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-- NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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-- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local setmetatable = setmetatable
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local math_rad = math.rad
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local math_deg = math.deg
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local math_sin = math.sin
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local math_cos = math.cos
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local math_atan2 = math.atan2
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local math_sqrt = math.sqrt
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local math_abs = math.abs
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local math_pi = math.pi
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local TransformMode = require "spine-lua.TransformMode"
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function math.sign(x)
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if x<0 then
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return -1
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elseif x>0 then
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return 1
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else
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return 0
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end
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end
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local math_sign = math.sign
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local Bone = {}
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Bone.__index = Bone
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function Bone.new (data, skeleton, parent)
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if not data then error("data cannot be nil", 2) end
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if not skeleton then error("skeleton cannot be nil", 2) end
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local self = {
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data = data,
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skeleton = skeleton,
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parent = parent,
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children = { },
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x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1, shearX = 0, shearY = 0,
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ax = 0, ay = 0, arotation = 0, ascaleX = 0, ascaleY = 0, ashearX = 0, ashearY = 0,
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appliedValid = false,
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a = 0, b = 0, worldX = 0, -- a b x
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c = 0, d = 0, worldY = 0, -- c d y
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sorted = false,
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active = false
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}
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setmetatable(self, Bone)
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self:setToSetupPose()
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return self
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end
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function Bone:update ()
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self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY)
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end
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function Bone:updateWorldTransform ()
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self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY)
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end
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function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX, shearY)
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self.ax = x
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self.ay = y
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self.arotation = rotation
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self.ascaleX = scaleX
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self.ascaleY = scaleY
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self.ashearX = shearX
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self.ashearY = shearY
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self.appliedValid = true
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local sx = self.skeleton.scaleX;
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local sy = self.skeleton.scaleY;
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local parent = self.parent
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if parent == nil then
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local rotationY = rotation + 90 + shearY
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local rotationRad = math_rad(rotation + shearX)
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local rotationYRad = math_rad(rotationY)
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local skeleton = self.skeleton
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self.a = math_cos(rotationRad) * scaleX * sx
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self.b = math_cos(rotationYRad) * scaleY * sx
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self.c = math_sin(rotationRad) * scaleX * sy
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self.d = math_sin(rotationYRad) * scaleY * sy
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self.worldX = x * sx + skeleton.x
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self.worldY = y * sy + skeleton.y
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return
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end
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local pa = parent.a
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local pb = parent.b
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local pc = parent.c
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local pd = parent.d
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self.worldX = pa * x + pb * y + parent.worldX
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self.worldY = pc * x + pd * y + parent.worldY
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local transformMode = self.data.transformMode
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if transformMode == TransformMode.normal then
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local rotationY = rotation + 90 + shearY
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local la = math_cos(math_rad(rotation + shearX)) * scaleX
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local lb = math_cos(math_rad(rotationY)) * scaleY
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local lc = math_sin(math_rad(rotation + shearX)) * scaleX
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local ld = math_sin(math_rad(rotationY)) * scaleY
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self.a = pa * la + pb * lc
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self.b = pa * lb + pb * ld
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self.c = pc * la + pd * lc
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self.d = pc * lb + pd * ld
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return;
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elseif transformMode == TransformMode.onlyTranslation then
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local rotationY = rotation + 90 + shearY
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self.a = math_cos(math_rad(rotation + shearX)) * scaleX
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self.b = math_cos(math_rad(rotationY)) * scaleY
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self.c = math_sin(math_rad(rotation + shearX)) * scaleX
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self.d = math_sin(math_rad(rotationY)) * scaleY
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elseif transformMode == TransformMode.noRotationOrReflection then
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local s = pa * pa + pc * pc
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local prx = 0
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if s > 0.0001 then
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s = math_abs(pa * pd - pb * pc) / s
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pb = pc * s
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pd = pa * s
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prx = math_deg(math_atan2(pc, pa));
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else
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pa = 0;
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pc = 0;
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prx = 90 - math_deg(math_atan2(pd, pb));
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end
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local rx = rotation + shearX - prx
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local ry = rotation + shearY - prx + 90
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local la = math_cos(math_rad(rx)) * scaleX
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local lb = math_cos(math_rad(ry)) * scaleY
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local lc = math_sin(math_rad(rx)) * scaleX
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local ld = math_sin(math_rad(ry)) * scaleY
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self.a = pa * la - pb * lc
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self.b = pa * lb - pb * ld
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self.c = pc * la + pd * lc
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self.d = pc * lb + pd * ld
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elseif transformMode == TransformMode.noScale or transformMode == TransformMode.noScaleOrReflection then
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local cos = math_cos(math_rad(rotation))
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local sin = math_sin(math_rad(rotation))
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local za = (pa * cos + pb * sin) / sx
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local zc = (pc * cos + pd * sin) / sy
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local s = math_sqrt(za * za + zc * zc)
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if s > 0.00001 then s = 1 / s end
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za = za * s
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zc = zc * s
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s = math_sqrt(za * za + zc * zc)
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if transformMode == TransformMode.noScale and pa * pd - pb * pc < 0 ~= (sx < 0) ~= (sy < 0) then
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s = -s
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end
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local r = math_pi / 2 + math_atan2(zc, za)
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local zb = math_cos(r) * s
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local zd = math_sin(r) * s
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local la = math_cos(math_rad(shearX)) * scaleX;
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local lb = math_cos(math_rad(90 + shearY)) * scaleY;
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local lc = math_sin(math_rad(shearX)) * scaleX;
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local ld = math_sin(math_rad(90 + shearY)) * scaleY;
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self.a = za * la + zb * lc
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self.b = za * lb + zb * ld
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self.c = zc * la + zd * lc
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self.d = zc * lb + zd * ld
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end
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self.a = self.a * sx
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self.b = self.b * sx
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self.c = self.c * sy
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self.d = self.d * sy
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end
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function Bone:setToSetupPose ()
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local data = self.data
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self.x = data.x
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self.y = data.y
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self.rotation = data.rotation
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self.scaleX = data.scaleX
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self.scaleY = data.scaleY
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self.shearX = data.shearX
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self.shearY = data.shearY
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end
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function Bone:getWorldRotationX ()
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return math_deg(math_atan2(self.c, self.a))
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end
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function Bone:getWorldRotationY ()
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return math_deg(math_atan2(self.d, self.b))
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end
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function Bone:getWorldScaleX ()
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return math_sqrt(self.a * self.a + self.c * self.c)
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end
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function Bone:getWorldScaleY ()
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return math_sqrt(self.b * self.b + self.d * self.d)
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end
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function Bone:updateAppliedTransform ()
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local parent = self.parent
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if parent == nil then
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self.ax = self.worldX
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self.ay = self.worldY
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self.arotation = math_deg(math_atan2(self.c, self.a))
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self.ascaleX = math_sqrt(self.a * self.a + self.c * self.c)
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self.ascaleY = math_sqrt(self.b * self.b + self.d * self.d)
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self.ashearX = 0
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self.ashearY = math_deg(math_atan2(self.a * self.b + self.c * self.d, self.a * self.d - self.b * self.c))
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return
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end
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local pa = parent.a
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local pb = parent.b
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local pc = parent.c
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local pd = parent.d
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local pid = 1 / (pa * pd - pb * pc)
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local dx = self.worldX - parent.worldX
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local dy = self.worldY - parent.worldY
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self.ax = (dx * pd * pid - dy * pb * pid)
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self.ay = (dy * pa * pid - dx * pc * pid)
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local ia = pid * pd
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local id = pid * pa
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local ib = pid * pb
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local ic = pid * pc
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local ra = ia * self.a - ib * self.c
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local rb = ia * self.b - ib * self.d
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local rc = id * self.c - ic * self.a
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local rd = id * self.d - ic * self.b
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self.ashearX = 0
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self.ascaleX = math_sqrt(ra * ra + rc * rc)
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if self.ascaleX > 0.0001 then
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local det = ra * rd - rb * rc
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self.ascaleY = det / self.ascaleX
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self.ashearY = math_deg(math_atan2(ra * rb + rc * rd, det))
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self.arotation = math_deg(math_atan2(rc, ra))
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else
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self.ascaleX = 0
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self.ascaleY = math_sqrt(rb * rb + rd * rd)
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self.ashearY = 0
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self.arotation = 90 - math_deg(math_atan2(rd, rb))
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end
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end
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function Bone:worldToLocal (world)
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local a = self.a
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local b = self.b
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local c = self.c
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local d = self.d
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local invDet = 1 / (a * d - b * c)
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local x = world[1] - self.worldX
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local y = world[2] - self.worldY
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world[1] = (x * d * invDet - y * b * invDet)
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world[2] = (y * a * invDet - x * c * invDet)
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return world
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end
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function Bone:localToWorld (localCoords)
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local x = localCoords[1]
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local y = localCoords[2]
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localCoords[1] = x * self.a + y * self.b + self.worldX
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localCoords[2] = x * self.c + y * self.d + self.worldY
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return localCoords
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end
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function Bone:worldToLocalRotation (worldRotation)
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local sin = math_sin(math_rad(worldRotation))
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local cos = math_cos(math_rad(worldRotation))
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return math_deg(math_atan2(self.a * sin - self.c * cos, self.d * cos - self.b * sin)) + self.rotation - self.shearX
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end
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function Bone:localToWorldRotation (localRotation)
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localRotation = localRotation - (self.rotation - self.shearX)
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local sin = math_sin(math_rad(localRotation))
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local cos = math_cos(math_rad(localRotation))
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return math_deg(math_atan2(cos * self.c + sin * self.d, cos * self.a + sin * self.b))
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end
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function Bone:rotateWorld (degrees)
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local a = self.a
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local b = self.b
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local c = self.c
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local d = self.d
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local degreesRad = math_rad(degrees)
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local cos = math_cos(degreesRad)
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local sin = math_sin(degreesRad)
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self.a = cos * a - sin * c
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self.b = cos * b - sin * d
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self.c = sin * a + cos * c
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self.d = sin * b + cos * d
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self.appliedValid = false
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end
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return Bone
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