John ba5e4073c3 Updated spine-csharp to 3.1.05: linked meshes. (#543)
* Updated spine-csharp to 3.1.00: linked meshes.

* Updated SkeletonBinary.cs for 3.1.05

based on:
3a06b829cc
8c55aa1f62

* 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.
2016-04-13 17:10:20 +02:00

244 lines
8.7 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class Bone : IUpdatable {
static public bool yDown;
internal BoneData data;
internal Skeleton skeleton;
internal Bone parent;
internal ExposedList<Bone> children = new ExposedList<Bone>();
internal float x, y, rotation, scaleX, scaleY;
internal float appliedRotation, appliedScaleX, appliedScaleY;
internal float a, b, worldX;
internal float c, d, worldY;
internal float worldSignX, worldSignY;
public BoneData Data { get { return data; } }
public Skeleton Skeleton { get { return skeleton; } }
public Bone Parent { get { return parent; } }
public ExposedList<Bone> Children { get { return children; } }
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
/// <summary>The rotation, as calculated by any constraints.</summary>
public float AppliedRotation { get { return appliedRotation; } set { appliedRotation = value; } }
/// <summary>The scale X, as calculated by any constraints.</summary>
public float AppliedScaleX { get { return appliedScaleX; } set { appliedScaleX = value; } }
/// <summary>The scale Y, as calculated by any constraints.</summary>
public float AppliedScaleY { get { return appliedScaleY; } set { appliedScaleY = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public float A { get { return a; } }
public float B { get { return b; } }
public float C { get { return c; } }
public float D { get { return d; } }
public float WorldX { get { return worldX; } }
public float WorldY { get { return worldY; } }
public float WorldSignX { get { return worldSignX; } }
public float WorldSignY { get { return worldSignY; } }
public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.radDeg; } }
public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.radDeg; } }
public float WorldScaleX { get { return (float)Math.Sqrt(a * a + b * b) * worldSignX; } }
public float WorldScaleY { get { return (float)Math.Sqrt(c * c + d * d) * worldSignY; } }
/// <param name="parent">May be null.</param>
public Bone (BoneData data, Skeleton skeleton, Bone parent) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.parent = parent;
SetToSetupPose();
}
/// <summary>Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}.</summary>
public void Update () {
UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
}
/// <summary>Computes the world SRT using the parent bone and this bone's local SRT.</summary>
public void UpdateWorldTransform () {
UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
}
/// <summary>Computes the world SRT using the parent bone and the specified local SRT.</summary>
public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY) {
appliedRotation = rotation;
appliedScaleX = scaleX;
appliedScaleY = scaleY;
float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
float la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY;
Bone parent = this.parent;
if (parent == null) { // Root bone.
Skeleton skeleton = this.skeleton;
if (skeleton.flipX) {
x = -x;
la = -la;
lb = -lb;
}
if (skeleton.flipY != yDown) {
y = -y;
lc = -lc;
ld = -ld;
}
a = la;
b = lb;
c = lc;
d = ld;
worldX = x;
worldY = y;
worldSignX = Math.Sign(scaleX);
worldSignY = Math.Sign(scaleY);
return;
}
float 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;
worldSignX = parent.worldSignX * Math.Sign(scaleX);
worldSignY = parent.worldSignY * Math.Sign(scaleY);
if (data.inheritRotation && data.inheritScale) {
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
} else {
if (data.inheritRotation) { // No scale inheritance.
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
cos = MathUtils.CosDeg(parent.appliedRotation);
sin = MathUtils.SinDeg(parent.appliedRotation);
float temp = pa * cos + pb * sin;
pb = pa * -sin + pb * cos;
pa = temp;
temp = pc * cos + pd * sin;
pd = pc * -sin + pd * cos;
pc = temp;
if (!parent.data.inheritRotation) break;
parent = parent.parent;
} while (parent != null);
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
} else if (data.inheritScale) { // No rotation inheritance.
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
float r = parent.rotation;
cos = MathUtils.CosDeg(r);
sin = MathUtils.SinDeg(r);
float psx = parent.appliedScaleX, psy = parent.appliedScaleY;
float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
float temp = pa * za + pb * zc;
pb = pa * zb + pb * zd;
pa = temp;
temp = pc * za + pd * zc;
pd = pc * zb + pd * zd;
pc = temp;
if (psx < 0) r = -r;
cos = MathUtils.CosDeg(-r);
sin = MathUtils.SinDeg(-r);
temp = pa * cos + pb * sin;
pb = pa * -sin + pb * cos;
pa = temp;
temp = pc * cos + pd * sin;
pd = pc * -sin + pd * cos;
pc = temp;
if (!parent.data.inheritScale) break;
parent = parent.parent;
} while (parent != null);
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
} else {
a = la;
b = lb;
c = lc;
d = ld;
}
if (skeleton.flipX) {
a = -a;
b = -b;
}
if (skeleton.flipY != yDown) {
c = -c;
d = -d;
}
}
}
public void SetToSetupPose () {
BoneData data = this.data;
x = data.x;
y = data.y;
rotation = data.rotation;
scaleX = data.scaleX;
scaleY = data.scaleY;
}
public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
float x = worldX - this.worldX, y = worldY - this.worldY;
float a = this.a, b = this.b, c = this.c, d = this.d;
float invDet = 1 / (a * d - b * c);
localX = (x * d * invDet - y * b * invDet);
localY = (y * a * invDet - x * c * invDet);
}
public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
worldX = localX * a + localY * b + this.worldX;
worldY = localX * c + localY * d + this.worldY;
}
override public String ToString () {
return data.name;
}
}
}