NathanSweet c0fdc454a2 Fixed inconsistent newlines.
License header was followed by \n\n and files ended with \n. Changed to \r\n.
2016-10-15 23:45:16 +02:00

345 lines
9.8 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes 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,
-- 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
local math_rad = math.rad
local math_deg = math.deg
local math_sin = math.sin
local math_cos = math.cos
local math_atan2 = math.atan2
local math_sqrt = math.sqrt
function math.sign(x)
if x<0 then
return -1
elseif x>0 then
return 1
else
return 0
end
end
local math_sign = math.sign
local Bone = {}
Bone.__index = Bone
function Bone.new (data, skeleton, parent)
if not data then error("data cannot be nil", 2) end
if not skeleton then error("skeleton cannot be nil", 2) end
local self = {
data = data,
skeleton = skeleton,
parent = parent,
children = { },
x = 0, y = 0, rotation = 0, scaleX = 1, scaleY = 1, shearX = 0, shearY = 0,
appliedRotation = 0,
a = 0, b = 0, worldX = 0, -- a b x
c = 0, d = 0, worldY = 0, -- c d y
worldSignX = 0, worldSignY = 0,
sorted = false
}
setmetatable(self, Bone)
self:setToSetupPose()
return self
end
function Bone:update ()
self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY)
end
function Bone:updateWorldTransform ()
self:updateWorldTransformWith(self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.shearX, self.shearY)
end
function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX, shearY)
self.appliedRotation = rotation
local rotationY = rotation + 90 + shearY
local rotationRad = math_rad(rotation + shearX)
local rotationYRad = math_rad(rotationY)
local la = math_cos(rotationRad) * scaleX
local lb = math_cos(rotationYRad) * scaleY
local lc = math_sin(rotationRad) * scaleX
local ld = math_sin(rotationYRad) * scaleY
local parent = self.parent
if parent == nil then
local skeleton = self.skeleton
if skeleton.flipX then
x = -x
la = -la
lb = -lb
end
if skeleton.flipY then
y = -y
lc = -lc
ld = -ld
end
self.a = la
self.b = lb
self.c = lc
self.d = ld
self.worldX = x
self.worldY = y
self.worldSignX = math_sign(scaleX)
self.worldSignY = math_sign(scaleY)
return
end
local pa = parent.a
local pb = parent.b
local pc = parent.c
local pd = parent.d
self.worldX = pa * x + pb * y + parent.worldX
self.worldY = pc * x + pd * y + parent.worldY
self.worldSignX = parent.worldSignX * math_sign(scaleX)
self.worldSignY = parent.worldSignY * math_sign(scaleY)
if self.data.inheritRotation and self.data.inheritScale then
self.a = pa * la + pb * lc
self.b = pa * lb + pb * ld
self.c = pc * la + pd * lc
self.d = pc * lb + pd * ld
else
if self.data.inheritRotation then
pa = 1
pb = 0
pc = 0
pd = 1
repeat
local appliedRotationRad = math_rad(parent.appliedRotation)
local cos = math_cos(appliedRotationRad)
local sin = math_sin(appliedRotationRad)
local temp = pa * cos + pb * sin
pb = pb * cos - pa * sin
pa = temp
temp = pc * cos + pd * sin
pd = pd * cos - pc * sin
pc = temp
if not parent.data.inheritRotation then break end
parent = parent.parent
until parent == nil
self.a = pa * la + pb * lc
self.b = pa * lb + pb * ld
self.c = pc * la + pd * lc
self.d = pc * lb + pd * ld
elseif self.data.inheritScale then
pa = 1
pb = 0
pc = 0
pd = 1
repeat
local appliedRotationRad = math_rad(parent.appliedRotation)
local cos = math_cos(appliedRotationRad)
local sin = math_sin(appliedRotationRad)
local psx = parent.scaleX
local psy = parent.scaleY
local za = cos * psx
local zb = sin * psy
local zc = sin * psx
local zd = cos * psy
local temp = pa * za + pb * zc
pb = pb * zd - pa * zb
pa = temp
temp = pc * za + pd * zc
pd = pd * zd - pc * zb
pc = temp
if psx >= 0 then sin = -sin end
temp = pa * cos + pb * sin
pb = pb * cos - pa * sin
pa = temp
temp = pc * cos + pd * sin
pd = pd * cos - pc * sin
pc = temp
if not parent.data.inheritScale then break end
parent = parent.parent
until parent == nil
self.a = pa * la + pb * lc
self.b = pa * lb + pb * ld
self.c = pc * la + pd * lc
self.d = pc * lb + pd * ld
else
self.a = la
self.b = lb
self.c = lc
self.d = ld
end
if self.skeleton.flipX then
self.a = -self.a
self.b = -self.b
end
if self.skeleton.flipY then
self.c = -self.c
self.d = -self.d
end
end
end
function Bone:setToSetupPose ()
local data = self.data
self.x = data.x
self.y = data.y
self.rotation = data.rotation
self.scaleX = data.scaleX
self.scaleY = data.scaleY
self.shearX = data.shearX
self.shearY = data.shearY
end
function Bone:getWorldRotationX ()
return math_deg(math_atan2(self.c, self.a))
end
function Bone:getWorldRotationY ()
return math_deg(math_atan2(self.d, self.b))
end
function Bone:getWorldScaleX ()
return math_sqrt(self.a * self.a + self.b * self.b) * self.worldSignX
end
function Bone:getWorldScaleY ()
return math_sqrt(self.c * self.c + self.d * self.d) * self.worldSignY
end
function Bone:worldToLocalRotationX ()
local parent = self.parent
if parent == nil then return self.rotation end
local pa = parent.a
local pb = parent.b
local pc = parent.c
local pd = parent.d
local a = self.a
local c = self.c
return math_deg(math_atan2(pa * c - pc * a, pd * a - pb * c))
end
function Bone:worldToLocalRotationY ()
local parent = self.parent
if parent == nil then return self.rotation end
local pa = parent.a
local pb = parent.b
local pc = parent.c
local pd = parent.d
local b = self.b
local d = self.d
return math_deg(math_atan2(pa * d - pc * b, pd * b - pb * d))
end
function Bone:rotateWorld (degrees)
local a = self.a
local b = self.b
local c = self.c
local d = self.d
local degreesRad = math_rad(degrees)
local cos = math_cos(degreesRad)
local sin = math_sin(degreesRad)
self.a = cos * a - sin * c
self.b = cos * b - sin * d
self.c = sin * a + cos * c
self.d = sin * b + cos * d
end
function updateLocalTransform ()
local parent = self.parent
if parent == nil then
self.x = self.worldX
self.y = self.worldY
self.rotation = math_deg(math_atan2(self.c, self.a))
self.scaleX = math_sqrt(self.a * self.a + self.c * self.c)
self.scaleY = math_sqrt(self.b * self.b + self.d * self.d)
local det = self.a * self.d - self.b * self.c
self.shearX = 0
self.shearY = math_deg(math_atan2(self.a * self.b + self.c * self.d, det))
return
end
local pa = parent.a
local pb = parent.b
local pc = parent.c
local pd = parent.d
local pid = 1 / (pa * pd - pb * pc)
local dx = self.worldX - parent.worldX
local dy = self.worldY - parent.worldY
self.x = (dx * pd * pid - dy * pb * pid)
self.y = (dy * pa * pid - dx * pc * pid)
local ia = pid * pd
local id = pid * pa
local ib = pid * pb
local ic = pid * pc
local ra = ia * self.a - ib * self.c
local rb = ia * self.b - ib * self.d
local rc = id * self.c - ic * self.a
local rd = id * self.d - ic * self.b
self.shearX = 0
self.scaleX = math_sqrt(ra * ra + rc * rc)
if self.scaleX > 0.0001 then
local det = ra * rd - rb * rc
self.scaleY = det / self.scaleX
self.shearY = math_deg(math_atan2(ra * rb + rc * rd, det))
self.rotation = math_deg(math_atan2(rc, ra))
else
self.scaleX = 0
self.scaleY = math_sqrt(rb * rb + rd * rd)
self.shearY = 0
self.rotation = 90 - math_deg(math_atan2(rd, rb))
end
self.appliedRotation = self.rotation
end
function Bone:worldToLocal (world)
local a = self.a
local b = self.b
local c = self.c
local d = self.d
local invDet = 1 / (a * d - b * c)
local x = world[1] - self.worldX
local y = world[2] - self.worldY
world[1] = (x * d * invDet - y * b * invDet)
world[2] = (y * a * invDet - x * c * invDet)
return world
end
function Bone:localToWorld (localCoords)
local x = localCoords[1]
local y = localCoords[2]
localCoords[1] = x * self.a + y * self.b + self.worldX
localCoords[2] = x * self.c + y * self.d + self.worldY
return localCoords
end
return Bone