mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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* Updated spine-csharp to 3.1.00: linked meshes. * Updated SkeletonBinary.cs for 3.1.05 based on:3a06b829cc8c55aa1f62* Fixed skeleton flip when rotation and scale are disabled. Based on:b22669711d* Fixed IK when the parent has nonuniform scale and the child Y != 0. Based on:bf902936aa* Removed redundant locals.
244 lines
8.7 KiB
C#
244 lines
8.7 KiB
C#
/******************************************************************************
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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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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class Bone : IUpdatable {
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static public bool yDown;
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internal BoneData data;
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internal Skeleton skeleton;
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internal Bone parent;
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internal ExposedList<Bone> children = new ExposedList<Bone>();
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internal float x, y, rotation, scaleX, scaleY;
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internal float appliedRotation, appliedScaleX, appliedScaleY;
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internal float a, b, worldX;
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internal float c, d, worldY;
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internal float worldSignX, worldSignY;
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public BoneData Data { get { return data; } }
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public Skeleton Skeleton { get { return skeleton; } }
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public Bone Parent { get { return parent; } }
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public ExposedList<Bone> Children { get { return children; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Rotation { get { return rotation; } set { rotation = value; } }
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/// <summary>The rotation, as calculated by any constraints.</summary>
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public float AppliedRotation { get { return appliedRotation; } set { appliedRotation = value; } }
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/// <summary>The scale X, as calculated by any constraints.</summary>
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public float AppliedScaleX { get { return appliedScaleX; } set { appliedScaleX = value; } }
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/// <summary>The scale Y, as calculated by any constraints.</summary>
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public float AppliedScaleY { get { return appliedScaleY; } set { appliedScaleY = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public float A { get { return a; } }
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public float B { get { return b; } }
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public float C { get { return c; } }
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public float D { get { return d; } }
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public float WorldX { get { return worldX; } }
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public float WorldY { get { return worldY; } }
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public float WorldSignX { get { return worldSignX; } }
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public float WorldSignY { get { return worldSignY; } }
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public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.radDeg; } }
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public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.radDeg; } }
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public float WorldScaleX { get { return (float)Math.Sqrt(a * a + b * b) * worldSignX; } }
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public float WorldScaleY { get { return (float)Math.Sqrt(c * c + d * d) * worldSignY; } }
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/// <param name="parent">May be null.</param>
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public Bone (BoneData data, Skeleton skeleton, Bone parent) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("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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SetToSetupPose();
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}
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/// <summary>Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}.</summary>
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public void Update () {
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UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
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}
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/// <summary>Computes the world SRT using the parent bone and this bone's local SRT.</summary>
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public void UpdateWorldTransform () {
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UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
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}
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/// <summary>Computes the world SRT using the parent bone and the specified local SRT.</summary>
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public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY) {
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appliedRotation = rotation;
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appliedScaleX = scaleX;
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appliedScaleY = scaleY;
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float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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float la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY;
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Bone parent = this.parent;
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if (parent == null) { // Root bone.
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Skeleton 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 != yDown) {
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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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a = la;
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b = lb;
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c = lc;
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d = ld;
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worldX = x;
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worldY = y;
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worldSignX = Math.Sign(scaleX);
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worldSignY = Math.Sign(scaleY);
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return;
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}
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float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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worldX = pa * x + pb * y + parent.worldX;
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worldY = pc * x + pd * y + parent.worldY;
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worldSignX = parent.worldSignX * Math.Sign(scaleX);
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worldSignY = parent.worldSignY * Math.Sign(scaleY);
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if (data.inheritRotation && data.inheritScale) {
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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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} else {
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if (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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cos = MathUtils.CosDeg(parent.appliedRotation);
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sin = MathUtils.SinDeg(parent.appliedRotation);
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float temp = pa * cos + pb * sin;
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pb = pa * -sin + pb * cos;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pc * -sin + pd * cos;
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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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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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} else if (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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float r = parent.rotation;
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cos = MathUtils.CosDeg(r);
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sin = MathUtils.SinDeg(r);
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float psx = parent.appliedScaleX, psy = parent.appliedScaleY;
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float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
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float temp = pa * za + pb * zc;
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pb = pa * zb + pb * zd;
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pa = temp;
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temp = pc * za + pd * zc;
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pd = pc * zb + pd * zd;
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pc = temp;
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if (psx < 0) r = -r;
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cos = MathUtils.CosDeg(-r);
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sin = MathUtils.SinDeg(-r);
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temp = pa * cos + pb * sin;
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pb = pa * -sin + pb * cos;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pc * -sin + pd * cos;
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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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a = pa * la + pb * lc;
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b = pa * lb + pb * ld;
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c = pc * la + pd * lc;
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d = pc * lb + pd * ld;
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} else {
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a = la;
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b = lb;
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c = lc;
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d = ld;
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}
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if (skeleton.flipX) {
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a = -a;
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b = -b;
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}
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if (skeleton.flipY != yDown) {
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c = -c;
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d = -d;
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}
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}
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}
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public void SetToSetupPose () {
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BoneData data = this.data;
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x = data.x;
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y = data.y;
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rotation = data.rotation;
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scaleX = data.scaleX;
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scaleY = data.scaleY;
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}
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public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
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float x = worldX - this.worldX, y = worldY - this.worldY;
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float a = this.a, b = this.b, c = this.c, d = this.d;
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float invDet = 1 / (a * d - b * c);
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localX = (x * d * invDet - y * b * invDet);
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localY = (y * a * invDet - x * c * invDet);
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}
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public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
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worldX = localX * a + localY * b + this.worldX;
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worldY = localX * c + localY * d + this.worldY;
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}
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override public String ToString () {
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return data.name;
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}
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}
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}
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