mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
148 lines
5.0 KiB
Lua
148 lines
5.0 KiB
Lua
-------------------------------------------------------------------------------
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-- Spine Runtimes Software License
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-- Version 2.3
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--
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-- Copyright (c) 2013-2015, 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 (the "Software") and derivative works solely for personal
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-- or internal use. Without the written permission of Esoteric Software (see
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-- Section 2 of the Spine Software License Agreement), you may not (a) modify,
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-- translate, adapt or otherwise create derivative works, improvements of the
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-- Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
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-- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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-- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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-- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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-- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local 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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x = 0, y = 0,
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rotation = 0, rotationIK = 0,
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scaleX = 1, scaleY = 1,
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flipX = false, flipY = false,
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m00 = 0, m01 = 0, worldX = 0, -- a b x
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m10 = 0, m11 = 0, worldY = 0, -- c d y
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worldRotation = 0,
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worldScaleX = 1, worldScaleY = 1,
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worldFlipX = false, worldFlipY = false,
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}
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function self:updateWorldTransform (flipX, flipY)
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local parent = self.parent
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if parent then
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self.worldX = self.x * parent.m00 + self.y * parent.m01 + parent.worldX
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self.worldY = self.x * parent.m10 + self.y * parent.m11 + parent.worldY
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if (self.data.inheritScale) then
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self.worldScaleX = parent.worldScaleX * self.scaleX
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self.worldScaleY = parent.worldScaleY * self.scaleY
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else
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self.worldScaleX = self.scaleX
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self.worldScaleY = self.scaleY
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end
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if (self.data.inheritRotation) then
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self.worldRotation = parent.worldRotation + self.rotationIK
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else
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self.worldRotation = self.rotationIK
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end
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self.worldFlipX = parent.worldFlipX ~= self.flipX
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self.worldFlipY = parent.worldFlipY ~= self.flipY
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else
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local skeletonFlipX, skeletonFlipY = self.skeleton.flipX, self.skeleton.flipY
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if skeletonFlipX then
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self.worldX = -self.x
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else
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self.worldX = self.x
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end
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if skeletonFlipY then
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self.worldY = -self.y
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else
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self.worldY = self.y
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end
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self.worldScaleX = self.scaleX
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self.worldScaleY = self.scaleY
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self.worldRotation = self.rotationIK
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self.worldFlipX = skeletonFlipX ~= self.flipX
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self.worldFlipY = skeletonFlipY ~= self.flipY
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end
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local radians = math.rad(self.worldRotation)
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local cos = math.cos(radians)
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local sin = math.sin(radians)
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if self.worldFlipX then
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self.m00 = -cos * self.worldScaleX
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self.m01 = sin * self.worldScaleY
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else
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self.m00 = cos * self.worldScaleX
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self.m01 = -sin * self.worldScaleY
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end
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if self.worldFlipY then
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self.m10 = -sin * self.worldScaleX
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self.m11 = -cos * self.worldScaleY
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else
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self.m10 = sin * self.worldScaleX
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self.m11 = cos * self.worldScaleY
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end
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end
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function self: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.rotationIK = self.rotation
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self.scaleX = data.scaleX
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self.scaleY = data.scaleY
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self.flipX = data.flipX
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self.flipY = data.flipY
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end
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function self:worldToLocal (worldCoords)
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local dx = worldCoords[1] - self.worldX
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local dy = worldCoords[2] - self.worldY
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local m00 = self.m00
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local m10 = self.m10
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local m01 = self.m01
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local m11 = self.m11
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if self.worldFlipX ~= self.worldFlipY then
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m00 = -m00
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m11 = -m11
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end
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local invDet = 1 / (m00 * m11 - m01 * m10)
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worldCoords[1] = dx * m00 * invDet - dy * m01 * invDet
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worldCoords[2] = dy * m11 * invDet - dx * m10 * invDet
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end
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function self:localToWorld (localCoords)
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local localX = localCoords[1]
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local localY = localCoords[2]
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localCoords[1] = localX * self.m00 + localY * self.m01 + self.worldX
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localCoords[2] = localX * self.m10 + localY * self.m11 + self.worldY
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end
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self:setToSetupPose()
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return self
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end
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return Bone
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