mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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294 lines
10 KiB
TypeScript
294 lines
10 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine {
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export class Bone implements Updatable {
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data: BoneData;
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skeleton: Skeleton;
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parent: Bone;
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children = new Array<Bone>();
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x = 0; y = 0; rotation = 0; scaleX = 0; scaleY = 0; shearX = 0; shearY = 0;
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appliedRotation = 0;
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a = 0; b = 0; worldX = 0;
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c = 0; d = 0; worldY = 0;
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worldSignX = 0; worldSignY = 0;
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sorted = false;
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/** @param parent May be null. */
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constructor (data: BoneData, skeleton: Skeleton, parent: Bone) {
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if (data == null) throw new Error("data cannot be null.");
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if (skeleton == null) throw new Error("skeleton cannot be null.");
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this.data = data;
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this.skeleton = skeleton;
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this.parent = parent;
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this.setToSetupPose();
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}
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/** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
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update () {
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this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
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}
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/** Computes the world transform using the parent bone and this bone's local transform. */
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updateWorldTransform () {
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this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
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}
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/** Computes the world transform using the parent bone and the specified local transform. */
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updateWorldTransformWith (x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number) {
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this.appliedRotation = rotation;
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let rotationY = rotation + 90 + shearY;
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let la = MathUtils.cosDeg(rotation + shearX) * scaleX, lb = MathUtils.cosDeg(rotationY) * scaleY;
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let lc = MathUtils.sinDeg(rotation + shearX) * scaleX, ld = MathUtils.sinDeg(rotationY) * scaleY;
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let parent = this.parent;
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if (parent == null) { // Root bone.
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let skeleton = this.skeleton;
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if (skeleton.flipX) {
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x = -x;
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la = -la;
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lb = -lb;
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}
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if (skeleton.flipY) {
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y = -y;
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lc = -lc;
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ld = -ld;
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}
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this.a = la;
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this.b = lb;
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this.c = lc;
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this.d = ld;
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this.worldX = x;
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this.worldY = y;
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this.worldSignX = MathUtils.signum(scaleX);
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this.worldSignY = MathUtils.signum(scaleY);
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return;
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}
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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this.worldX = pa * x + pb * y + parent.worldX;
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this.worldY = pc * x + pd * y + parent.worldY;
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this.worldSignX = parent.worldSignX * MathUtils.signum(scaleX);
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this.worldSignY = parent.worldSignY * MathUtils.signum(scaleY);
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if (this.data.inheritRotation && this.data.inheritScale) {
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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} else {
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if (this.data.inheritRotation) { // No scale inheritance.
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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do {
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let cos = MathUtils.cosDeg(parent.appliedRotation), sin = MathUtils.sinDeg(parent.appliedRotation);
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let temp = pa * cos + pb * sin;
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pb = pb * cos - pa * sin;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pd * cos - pc * sin;
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pc = temp;
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if (!parent.data.inheritRotation) break;
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parent = parent.parent;
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} while (parent != null);
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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} else if (this.data.inheritScale) { // No rotation inheritance.
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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do {
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let cos = MathUtils.cosDeg(parent.appliedRotation), sin = MathUtils.sinDeg(parent.appliedRotation);
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let psx = parent.scaleX, psy = parent.scaleY;
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let za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
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let temp = pa * za + pb * zc;
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pb = pb * zd - pa * zb;
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pa = temp;
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temp = pc * za + pd * zc;
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pd = pd * zd - pc * zb;
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pc = temp;
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if (psx >= 0) sin = -sin;
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temp = pa * cos + pb * sin;
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pb = pb * cos - pa * sin;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pd * cos - pc * sin;
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pc = temp;
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if (!parent.data.inheritScale) break;
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parent = parent.parent;
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} while (parent != null);
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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} else {
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this.a = la;
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this.b = lb;
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this.c = lc;
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this.d = ld;
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}
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if (this.skeleton.flipX) {
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this.a = -this.a;
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this.b = -this.b;
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}
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if (this.skeleton.flipY) {
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this.c = -this.c;
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this.d = -this.d;
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}
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}
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}
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setToSetupPose () {
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let data = this.data;
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this.x = data.x;
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this.y = data.y;
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this.rotation = data.rotation;
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this.scaleX = data.scaleX;
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this.scaleY = data.scaleY;
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this.shearX = data.shearX;
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this.shearY = data.shearY;
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}
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getWorldRotationX () {
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return Math.atan2(this.c, this.a) * MathUtils.radDeg;
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}
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getWorldRotationY () {
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return Math.atan2(this.d, this.b) * MathUtils.radDeg;
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}
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getWorldScaleX () {
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return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX;
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}
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getWorldScaleY () {
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return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
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}
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worldToLocalRotationX () {
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let parent = this.parent;
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if (parent == null) return this.rotation;
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
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return Math.atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.radDeg;
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}
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worldToLocalRotationY () {
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let parent = this.parent;
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if (parent == null) return this.rotation;
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
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return Math.atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.radDeg;
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}
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rotateWorld (degrees: number) {
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let a = this.a, b = this.b, c = this.c, d = this.d;
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let cos = MathUtils.cosDeg(degrees), sin = MathUtils.sinDeg(degrees);
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this.a = cos * a - sin * c;
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this.b = cos * b - sin * d;
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this.c = sin * a + cos * c;
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this.d = sin * b + cos * d;
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}
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/** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
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* after the world transform has been modified directly (eg, by a constraint).
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* <p>
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* Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
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* transform values may differ from the original values but are functionally the same. */
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updateLocalTransform () {
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let parent = this.parent;
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if (parent == null) {
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this.x = this.worldX;
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this.y = this.worldY;
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this.rotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
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this.scaleX = Math.sqrt(this.a * this.a + this.c * this.c);
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this.scaleY = Math.sqrt(this.b * this.b + this.d * this.d);
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let det = this.a * this.d - this.b * this.c;
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this.shearX = 0;
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this.shearY = Math.atan2(this.a * this.b + this.c * this.d, det) * MathUtils.radDeg;
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return;
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}
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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let pid = 1 / (pa * pd - pb * pc);
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let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
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this.x = (dx * pd * pid - dy * pb * pid);
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this.y = (dy * pa * pid - dx * pc * pid);
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let ia = pid * pd;
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let id = pid * pa;
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let ib = pid * pb;
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let ic = pid * pc;
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let ra = ia * this.a - ib * this.c;
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let rb = ia * this.b - ib * this.d;
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let rc = id * this.c - ic * this.a;
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let rd = id * this.d - ic * this.b;
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this.shearX = 0;
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this.scaleX = Math.sqrt(ra * ra + rc * rc);
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if (this.scaleX > 0.0001) {
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let det = ra * rd - rb * rc;
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this.scaleY = det / this.scaleX;
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this.shearY = Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
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this.rotation = Math.atan2(rc, ra) * MathUtils.radDeg;
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} else {
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this.scaleX = 0;
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this.scaleY = Math.sqrt(rb * rb + rd * rd);
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this.shearY = 0;
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this.rotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
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}
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this.appliedRotation = this.rotation;
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}
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worldToLocal (world: Vector2) {
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let a = this.a, b = this.b, c = this.c, d = this.d;
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let invDet = 1 / (a * d - b * c);
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let x = world.x - this.worldX, y = world.y - this.worldY;
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world.x = (x * d * invDet - y * b * invDet);
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world.y = (y * a * invDet - x * c * invDet);
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return world;
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}
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localToWorld (local: Vector2) {
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let x = local.x, y = local.y;
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local.x = x * this.a + y * this.b + this.worldX;
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local.y = x * this.c + y * this.d + this.worldY;
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return local;
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}
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}
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}
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