mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
99 lines
3.4 KiB
TypeScript
99 lines
3.4 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { type Bone, Vector2 } from "@esotericsoftware/spine-core";
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export class C3Matrix {
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public a = 0;
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public b = 0;
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public c = 0;
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public d = 0;
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public tx = 0;
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public ty = 0;
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public prevX = Infinity;
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public prevY = Infinity;
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public prevAngle = Infinity;
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public prevScaleX = Infinity;
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public prevScaleY = Infinity;
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private tempPoint = new Vector2();
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public update (x: number, y: number, angle: number, scaleX = 1, scaleY = 1) {
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if (this.prevX === x && this.prevY === y &&
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this.prevAngle === angle &&
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this.prevScaleX === scaleX && this.prevScaleY === scaleY) return false;
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this.prevX = x;
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this.prevY = y;
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this.prevAngle = angle;
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this.prevScaleX = scaleX;
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this.prevScaleY = scaleY;
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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this.a = scaleX * cos;
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this.b = scaleX * sin;
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this.c = -scaleY * sin;
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this.d = scaleY * cos;
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this.tx = x;
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this.ty = y;
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return true;
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}
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public gameToSkeleton (x: number, y: number) {
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const tx = x - this.tx;
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const ty = y - this.ty;
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const { a, b, c, d, tempPoint } = this;
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const delta = a * d - b * c;
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tempPoint.x = (d * tx - c * ty) / delta;
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tempPoint.y = (a * ty - b * tx) / delta;
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return tempPoint;
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}
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public gameToBone (x: number, y: number, bone: Bone) {
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const point = this.gameToSkeleton(x, y);
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if (bone.parent)
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return bone.parent.applied.worldToLocal(point);
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return bone.applied.worldToLocal(point);
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}
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public skeletonToGame = (skeletonX: number, skeletonY: number) => {
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const { a, b, c, d, tempPoint } = this;
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tempPoint.x = a * skeletonX + c * skeletonY + this.tx;
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tempPoint.y = b * skeletonX + d * skeletonY + this.ty;
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return tempPoint;
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}
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public boneToGame (bone: Bone) {
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const { applied } = bone;
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return this.skeletonToGame(applied.worldX, applied.worldY);
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}
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}
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