Davide Tantillo 3ff5a9e943 Code review.
2026-01-30 15:10:12 +01:00

99 lines
3.4 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { type Bone, Vector2 } from "@esotericsoftware/spine-core";
export class C3Matrix {
public a = 0;
public b = 0;
public c = 0;
public d = 0;
public tx = 0;
public ty = 0;
public prevX = Infinity;
public prevY = Infinity;
public prevAngle = Infinity;
public prevScaleX = Infinity;
public prevScaleY = Infinity;
private tempPoint = new Vector2();
public update (x: number, y: number, angle: number, scaleX = 1, scaleY = 1) {
if (this.prevX === x && this.prevY === y &&
this.prevAngle === angle &&
this.prevScaleX === scaleX && this.prevScaleY === scaleY) return false;
this.prevX = x;
this.prevY = y;
this.prevAngle = angle;
this.prevScaleX = scaleX;
this.prevScaleY = scaleY;
const cos = Math.cos(angle);
const sin = Math.sin(angle);
this.a = scaleX * cos;
this.b = scaleX * sin;
this.c = -scaleY * sin;
this.d = scaleY * cos;
this.tx = x;
this.ty = y;
return true;
}
public gameToSkeleton (x: number, y: number) {
const tx = x - this.tx;
const ty = y - this.ty;
const { a, b, c, d, tempPoint } = this;
const delta = a * d - b * c;
tempPoint.x = (d * tx - c * ty) / delta;
tempPoint.y = (a * ty - b * tx) / delta;
return tempPoint;
}
public gameToBone (x: number, y: number, bone: Bone) {
const point = this.gameToSkeleton(x, y);
if (bone.parent)
return bone.parent.applied.worldToLocal(point);
return bone.applied.worldToLocal(point);
}
public skeletonToGame = (skeletonX: number, skeletonY: number) => {
const { a, b, c, d, tempPoint } = this;
tempPoint.x = a * skeletonX + c * skeletonY + this.tx;
tempPoint.y = b * skeletonX + d * skeletonY + this.ty;
return tempPoint;
}
public boneToGame (bone: Bone) {
const { applied } = bone;
return this.skeletonToGame(applied.worldX, applied.worldY);
}
}