2025-10-29 17:41:49 +01:00

390 lines
14 KiB
Haxe

/******************************************************************************
* 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.
*****************************************************************************/
package spine;
/** The applied pose for a bone. This is the {@link Bone} pose with constraints applied and the world transform computed by
* Skeleton.updateWorldTransform(Physics). */
class BonePose extends BoneLocal implements Update {
public var bone:Bone;
/** Part of the world transform matrix for the X axis. If changed, updateAppliedTransform() should be called. */
public var a:Float = 0;
/** Part of the world transform matrix for the Y axis. If changed, updateAppliedTransform() should be called. */
public var b:Float = 0;
/** Part of the world transform matrix for the X axis. If changed, updateAppliedTransform() should be called. */
public var c:Float = 0;
/** Part of the world transform matrix for the Y axis. If changed, updateAppliedTransform() should be called. */
public var d:Float = 0;
/** The world X position. If changed, updateAppliedTransform() should be called. */
public var worldX:Float = 0;
/** The world Y position. If changed, updateAppliedTransform() should be called. */
public var worldY:Float = 0;
public var world:Int;
public var local:Int;
// public function new () {
// super();
// }
/** Called by Skeleton.updateCache() to compute the world transform, if needed. */
public function update(skeleton:Skeleton, physics:Physics):Void {
if (world != skeleton._update)
updateWorldTransform(skeleton);
}
/** Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
*
* @see https://esotericsoftware.com/spine-runtime-skeletons#World-transforms World transforms in the Spine Runtimes Guide
*/
public function updateWorldTransform(skeleton:Skeleton):Void {
if (local == skeleton._update)
updateLocalTransform(skeleton);
else
world = skeleton._update;
if (bone.parent == null) { // Root bone.
var sx = skeleton.scaleX, sy = skeleton.scaleY;
var rx = (rotation + shearX) * MathUtils.degRad;
var ry = (rotation + 90 + shearY) * MathUtils.degRad;
a = Math.cos(rx) * scaleX * sx;
b = Math.cos(ry) * scaleY * sx;
c = Math.sin(rx) * scaleX * sy;
d = Math.sin(ry) * scaleY * sy;
worldX = x * sx + skeleton.x;
worldY = y * sy + skeleton.y;
return;
}
var parent = bone.parent.applied;
var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
worldX = pa * x + pb * y + parent.worldX;
worldY = pc * x + pd * y + parent.worldY;
switch (inherit) {
case Inherit.normal:
var rx = (rotation + shearX) * MathUtils.degRad;
var ry = (rotation + 90 + shearY) * MathUtils.degRad;
var la = Math.cos(rx) * scaleX;
var lb = Math.cos(ry) * scaleY;
var lc = Math.sin(rx) * scaleX;
var ld = Math.sin(ry) * scaleY;
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
return;
case Inherit.onlyTranslation:
var rx = (rotation + shearX) * MathUtils.degRad;
var ry = (rotation + 90 + shearY) * MathUtils.degRad;
a = Math.cos(rx) * scaleX;
b = Math.cos(ry) * scaleY;
c = Math.sin(rx) * scaleX;
d = Math.sin(ry) * scaleY;
case Inherit.noRotationOrReflection:
var sx = 1 / skeleton.scaleX, sy = 1 / skeleton.scaleY;
pa *= sx;
pc *= sy;
var s = pa * pa + pc * pc, prx:Float;
if (s > 0.0001) {
s = Math.abs(pa * pd * sy - pb * sx * pc) / s;
pb = pc * s;
pd = pa * s;
prx = MathUtils.atan2Deg(pc, pa);
} else {
pa = 0;
pc = 0;
prx = 90 - MathUtils.atan2Deg(pd, pb);
}
var rx = (rotation + shearX - prx) * MathUtils.degRad;
var ry = (rotation + shearY - prx + 90) * MathUtils.degRad;
var la = Math.cos(rx) * scaleX;
var lb = Math.cos(ry) * scaleY;
var lc = Math.sin(rx) * scaleX;
var ld = Math.sin(ry) * scaleY;
a = pa * la - pb * lc;
b = pa * lb - pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
case Inherit.noScale, Inherit.noScaleOrReflection:
var r = rotation * MathUtils.degRad,
cos = Math.cos(r),
sin = Math.sin(r);
var za = (pa * cos + pb * sin) / skeleton.scaleX;
var zc = (pc * cos + pd * sin) / skeleton.scaleY;
var s = Math.sqrt(za * za + zc * zc);
if (s > 0.00001)
s = 1 / s;
za *= s;
zc *= s;
s = Math.sqrt(za * za + zc * zc);
if (inherit == Inherit.noScale && ((pa * pd - pb * pc < 0) != ((skeleton.scaleX < 0) != (skeleton.scaleY < 0))))
s = -s;
r = Math.PI / 2 + Math.atan2(zc, za);
var zb:Float = Math.cos(r) * s;
var zd:Float = Math.sin(r) * s;
var rx = shearX * MathUtils.degRad;
var ry = (90 + shearY) * MathUtils.degRad;
var la = Math.cos(rx) * scaleX;
var lb = Math.cos(ry) * scaleY;
var lc = Math.sin(rx) * scaleX;
var ld = Math.sin(ry) * scaleY;
a = za * la + zb * lc;
b = za * lb + zb * ld;
c = zc * la + zd * lc;
d = zc * lb + zd * ld;
}
a *= skeleton.scaleX;
b *= skeleton.scaleX;
c *= skeleton.scaleY;
d *= skeleton.scaleY;
}
/** Computes the applied transform values from the world transform.
*
* If the world transform is modified (by a constraint, rotateWorld(), etc) then this method should be called so
* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply another
* constraint).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
public function updateLocalTransform(skeleton:Skeleton):Void {
local = 0;
world = skeleton._update;
if (bone.parent == null) {
x = worldX - skeleton.x;
y = worldY - skeleton.y;
rotation = MathUtils.atan2Deg(c, a);
scaleX = Math.sqrt(a * a + c * c);
scaleY = Math.sqrt(b * b + d * d);
shearX = 0;
shearY = MathUtils.atan2Deg(a * b + c * d, a * d - b * c);
return;
}
var parent = bone.parent.applied;
var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
var pid:Float = 1 / (pa * pd - pb * pc);
var ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
var dx = worldX - parent.worldX, dy = worldY - parent.worldY;
x = (dx * ia - dy * ib);
y = (dy * id - dx * ic);
var ra:Float, rb:Float, rc:Float, rd:Float;
if (inherit == Inherit.onlyTranslation) {
ra = a;
rb = b;
rc = c;
rd = d;
} else {
switch (inherit) {
case Inherit.noRotationOrReflection:
var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
pb = -pc * skeleton.scaleX * s / skeleton.scaleY;
pd = pa * skeleton.scaleY * s / skeleton.scaleX;
pid = 1 / (pa * pd - pb * pc);
ia = pd * pid;
ib = pb * pid;
case Inherit.noScale, Inherit.noScaleOrReflection:
var r = rotation * MathUtils.degRad,
cos = Math.cos(rotation),
sin = Math.sin(rotation);
pa = (pa * cos + pb * sin) / skeleton.scaleX;
pc = (pc * cos + pd * sin) / skeleton.scaleY;
var s = Math.sqrt(pa * pa + pc * pc);
if (s > 0.00001)
s = 1 / s;
pa *= s;
pc *= s;
s = Math.sqrt(pa * pa + pc * pc);
if (inherit == Inherit.noScale && (pid < 0 != ((skeleton.scaleX < 0) != (skeleton.scaleY < 0))))
s = -s;
r = MathUtils.PI / 2 + Math.atan2(pc, pa);
pb = Math.cos(r) * s;
pd = Math.sin(r) * s;
pid = 1 / (pa * pd - pb * pc);
ia = pd * pid;
ib = pb * pid;
ic = pc * pid;
id = pa * pid;
}
ra = ia * a - ib * c;
rb = ia * b - ib * d;
rc = id * c - ic * a;
rd = id * d - ic * b;
}
shearX = 0;
scaleX = Math.sqrt(ra * ra + rc * rc);
if (scaleX > 0.0001) {
var det = ra * rd - rb * rc;
scaleY = det / scaleX;
shearY = -MathUtils.atan2Deg(ra * rb + rc * rd, det);
rotation = MathUtils.atan2Deg(rc, ra);
} else {
scaleX = 0;
scaleY = Math.sqrt(rb * rb + rd * rd);
shearY = 0;
rotation = 90 - MathUtils.atan2Deg(rd, rb);
}
}
/** If the world transform has been modified and the local transform no longer matches, {@link #updateLocalTransform(Skeleton)}
* is called. */
public function validateLocalTransform(skeleton:Skeleton) {
if (local == skeleton._update)
updateLocalTransform(skeleton);
}
public function modifyLocal(skeleton:Skeleton) {
if (local == skeleton._update)
updateLocalTransform(skeleton);
world = 0;
resetWorld(skeleton._update);
}
public function modifyWorld(update:Int) {
local = update;
world = update;
resetWorld(update);
}
public function resetWorld(update:Int) {
var children = bone.children;
for (i in 0...bone.children.length) {
var child = children[i].applied;
if (child.world == update) {
child.world = 0;
child.local = 0;
child.resetWorld(update);
}
}
}
/** The world rotation for the X axis, calculated using a and c. */
public var worldRotationX(get, never):Float;
private function get_worldRotationX():Float {
return MathUtils.atan2Deg(c, a);
}
/** The world rotation for the Y axis, calculated using b and d. */
public var worldRotationY(get, never):Float;
private function get_worldRotationY():Float {
return MathUtils.atan2Deg(d, b);
}
/** The magnitude (always positive) of the world scale X, calculated using a and c. */
public var worldScaleX(get, never):Float;
private function get_worldScaleX():Float {
return Math.sqrt(a * a + c * c);
}
/** The magnitude (always positive) of the world scale Y, calculated using b and d. */
public var worldScaleY(get, never):Float;
private function get_worldScaleY():Float {
return Math.sqrt(b * b + d * d);
}
/** Transforms a point from world coordinates to the bone's local coordinates. */
public function worldToLocal(world:Array<Float>):Array<Float> {
var a:Float = a, b:Float = b, c:Float = c, d:Float = d;
var invDet:Float = 1 / (a * d - b * c);
var x:Float = world[0] - worldX, y:Float = world[1] - worldY;
world[0] = (x * d * invDet - y * b * invDet);
world[1] = (y * a * invDet - x * c * invDet);
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
public function localToWorld(local:Array<Float>):Array<Float> {
var localX:Float = local[0], localY:Float = local[1];
local[0] = localX * a + localY * b + worldX;
local[1] = localX * c + localY * d + worldY;
return local;
}
/** Transforms a point from world coordinates to the parent bone's local coordinates. */
public function worldToParent(world:Array<Float>):Array<Float> {
if (world == null)
throw new SpineException("world cannot be null.");
return bone.parent == null ? world : bone.parent.applied.worldToLocal(world);
}
/** Transforms a point from the parent bone's coordinates to world coordinates. */
public function parentToWorld(world:Array<Float>):Array<Float> {
if (world == null)
throw new SpineException("world cannot be null.");
return bone.parent == null ? world : bone.parent.applied.localToWorld(world);
}
/** Transforms a world rotation to a local rotation. */
public function worldToLocalRotation(worldRotation:Float):Float {
var sin:Float = MathUtils.sinDeg(worldRotation),
cos:Float = MathUtils.cosDeg(worldRotation);
return Math.atan2(a * sin - c * cos, d * cos - b * sin) * MathUtils.radDeg + rotation - shearX;
}
/** Transforms a local rotation to a world rotation. */
public function localToWorldRotation(localRotation:Float):Float {
localRotation -= rotation - shearX;
var sin:Float = MathUtils.sinDeg(localRotation),
cos:Float = MathUtils.cosDeg(localRotation);
return Math.atan2(cos * c + sin * d, cos * a + sin * b) * MathUtils.radDeg;
}
/** Rotates the world transform the specified amount.
*
* After changes are made to the world transform, updateAppliedTransform() should be called and
* update() will need to be called on any child bones, recursively. */
public function rotateWorld(degrees:Float):Void {
degrees *= MathUtils.degRad;
var sin:Float = Math.sin(degrees), cos:Float = Math.cos(degrees);
var ra:Float = a, rb:Float = b;
a = cos * ra - sin * c;
b = cos * rb - sin * d;
c = sin * ra + cos * c;
d = sin * rb + cos * d;
}
public function toString():String {
return bone.data.name;
}
}