mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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401 lines
15 KiB
TypeScript
401 lines
15 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import type { Bone } from "./Bone.js";
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import { Inherit } from "./BoneData.js";
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import { BoneLocal } from "./BoneLocal.js";
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import type { Physics } from "./Physics.js";
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import type { Skeleton } from "./Skeleton.js";
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import type { Update } from "./Update.js";
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import { MathUtils, type Vector2 } from "./Utils.js";
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/** The applied pose for a bone. This is the {@link Bone} pose with constraints applied and the world transform computed by
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* {@link Skeleton#updateWorldTransform()}. */
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export class BonePose extends BoneLocal implements Update {
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bone!: Bone;
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/** Part of the world transform matrix for the X axis. If changed, {@link updateLocalTransform()} should be called. */
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a = 0;
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/** Part of the world transform matrix for the Y axis. If changed, {@link updateLocalTransform()} should be called. */
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b = 0;
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/** Part of the world transform matrix for the X axis. If changed, {@link updateLocalTransform()} should be called. */
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c = 0;
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/** Part of the world transform matrix for the Y axis. If changed, {@link updateLocalTransform()} should be called. */
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d = 0;
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/** The world X position. If changed, {@link updateLocalTransform()} should be called. */
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worldY = 0;
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/** The world Y position. If changed, {@link updateLocalTransform()} should be called. */
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worldX = 0;
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world = 0;
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local = 0;
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/** Called by {@link Skeleton#updateCache()} to compute the world transform, if needed. */
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public update (skeleton: Skeleton, physics: Physics): void {
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if (this.world !== skeleton._update) this.updateWorldTransform(skeleton);
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}
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/** Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
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* <p>
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* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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* Runtimes Guide. */
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updateWorldTransform (skeleton: Skeleton): void {
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if (this.local === skeleton._update)
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this.updateLocalTransform(skeleton);
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else
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this.world = skeleton._update;
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const rotation = this.rotation;
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const scaleX = this.scaleX;
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const scaleY = this.scaleY;
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const shearX = this.shearX;
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const shearY = this.shearY;
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if (!this.bone.parent) { // Root bone.
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const sx = skeleton.scaleX, sy = skeleton.scaleY;
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const rx = (rotation + shearX) * MathUtils.degRad;
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const ry = (rotation + 90 + shearY) * MathUtils.degRad;
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this.a = Math.cos(rx) * scaleX * sx;
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this.b = Math.cos(ry) * scaleY * sx;
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this.c = Math.sin(rx) * scaleX * sy;
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this.d = Math.sin(ry) * scaleY * sy;
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this.worldX = this.x * sx + skeleton.x;
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this.worldY = this.y * sy + skeleton.y;
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return;
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}
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const parent = this.bone.parent.applied;
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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this.worldX = pa * this.x + pb * this.y + parent.worldX;
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this.worldY = pc * this.x + pd * this.y + parent.worldY;
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switch (this.inherit) {
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case Inherit.Normal: {
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const rx = (rotation + shearX) * MathUtils.degRad;
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const ry = (rotation + 90 + shearY) * MathUtils.degRad;
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const la = Math.cos(rx) * scaleX;
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const lb = Math.cos(ry) * scaleY;
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const lc = Math.sin(rx) * scaleX;
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const ld = Math.sin(ry) * scaleY;
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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return;
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}
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case Inherit.OnlyTranslation: {
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const rx = (rotation + shearX) * MathUtils.degRad;
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const ry = (rotation + 90 + shearY) * MathUtils.degRad;
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this.a = Math.cos(rx) * scaleX;
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this.b = Math.cos(ry) * scaleY;
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this.c = Math.sin(rx) * scaleX;
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this.d = Math.sin(ry) * scaleY;
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break;
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}
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case Inherit.NoRotationOrReflection: {
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const sx = 1 / skeleton.scaleX, sy = 1 / skeleton.scaleY;
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pa *= sx;
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pc *= sy;
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let s = pa * pa + pc * pc;
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let prx = 0;
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if (s > 0.0001) {
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s = Math.abs(pa * pd * sy - pb * sx * pc) / s;
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pb = pc * s;
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pd = pa * s;
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prx = MathUtils.atan2Deg(pc, pa);
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} else {
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pa = 0;
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pc = 0;
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prx = 90 - MathUtils.atan2Deg(pd, pb);
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}
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const rx = (rotation + shearX - prx) * MathUtils.degRad;
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const ry = (rotation + shearY - prx + 90) * MathUtils.degRad;
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const la = Math.cos(rx) * scaleX;
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const lb = Math.cos(ry) * scaleY;
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const lc = Math.sin(rx) * scaleX;
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const ld = Math.sin(ry) * scaleY;
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this.a = pa * la - pb * lc;
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this.b = pa * lb - pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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break;
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}
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case Inherit.NoScale:
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case Inherit.NoScaleOrReflection: {
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let r = rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
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let za = (pa * cos + pb * sin) / skeleton.scaleX;
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let zc = (pc * cos + pd * sin) / skeleton.scaleY;
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let s = Math.sqrt(za * za + zc * zc);
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if (s > 0.00001) s = 1 / s;
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za *= s;
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zc *= s;
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s = Math.sqrt(za * za + zc * zc);
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if (this.inherit === Inherit.NoScale && (pa * pd - pb * pc < 0) !== (skeleton.scaleX < 0 !== skeleton.scaleY < 0)) s = -s;
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r = Math.PI / 2 + Math.atan2(zc, za);
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const zb = Math.cos(r) * s;
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const zd = Math.sin(r) * s;
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const rx = shearX * MathUtils.degRad;
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const ry = (90 + shearY) * MathUtils.degRad;
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const la = Math.cos(rx) * scaleX;
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const lb = Math.cos(ry) * scaleY;
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const lc = Math.sin(rx) * scaleX;
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const ld = Math.sin(ry) * scaleY;
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this.a = za * la + zb * lc;
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this.b = za * lb + zb * ld;
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this.c = zc * la + zd * lc;
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this.d = zc * lb + zd * ld;
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break;
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}
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}
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this.a *= skeleton.scaleX;
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this.b *= skeleton.scaleX;
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this.c *= skeleton.scaleY;
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this.d *= skeleton.scaleY;
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}
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/** Computes the local transform values from the world transform.
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* <p>
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* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
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* the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
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* constraint).
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* <p>
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* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
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* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
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public updateLocalTransform (skeleton: Skeleton): void {
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this.local = 0;
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this.world = skeleton._update;
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if (!this.bone.parent) {
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this.x = this.worldX - skeleton.x;
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this.y = this.worldY - skeleton.y;
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const a = this.a, b = this.b, c = this.c, d = this.d;
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this.rotation = MathUtils.atan2Deg(c, a);
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this.scaleX = Math.sqrt(a * a + c * c);
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this.scaleY = Math.sqrt(b * b + d * d);
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this.shearX = 0;
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this.shearY = MathUtils.atan2Deg(a * b + c * d, a * d - b * c);
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return;
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}
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const parent = this.bone.parent.applied;
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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let pid = 1 / (pa * pd - pb * pc);
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let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
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const dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
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this.x = (dx * ia - dy * ib);
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this.y = (dy * id - dx * ic);
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let ra: number, rb: number, rc: number, rd: number;
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if (this.inherit === Inherit.OnlyTranslation) {
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ra = this.a;
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rb = this.b;
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rc = this.c;
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rd = this.d;
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} else {
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switch (this.inherit) {
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case Inherit.NoRotationOrReflection: {
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const s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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pb = -pc * skeleton.scaleX * s / skeleton.scaleY;
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pd = pa * skeleton.scaleY * s / skeleton.scaleX;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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break;
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}
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case Inherit.NoScale:
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case Inherit.NoScaleOrReflection: {
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let r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
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pa = (pa * cos + pb * sin) / skeleton.scaleX;
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pc = (pc * cos + pd * sin) / skeleton.scaleY;
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let s = Math.sqrt(pa * pa + pc * pc);
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if (s > 0.00001) s = 1 / s;
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pa *= s;
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pc *= s;
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s = Math.sqrt(pa * pa + pc * pc);
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if (this.inherit === Inherit.NoScale && pid < 0 !== (skeleton.scaleX < 0 !== skeleton.scaleY < 0)) s = -s;
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r = MathUtils.PI / 2 + Math.atan2(pc, pa);
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pb = Math.cos(r) * s;
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pd = Math.sin(r) * s;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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ic = pc * pid;
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id = pa * pid;
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}
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}
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ra = ia * this.a - ib * this.c;
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rb = ia * this.b - ib * this.d;
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rc = id * this.c - ic * this.a;
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rd = id * this.d - ic * this.b;
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}
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this.shearX = 0;
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this.scaleX = Math.sqrt(ra * ra + rc * rc);
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if (this.scaleX > 0.0001) {
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const det = ra * rd - rb * rc;
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this.scaleY = det / this.scaleX;
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this.shearY = -MathUtils.atan2Deg(ra * rb + rc * rd, det);
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this.rotation = MathUtils.atan2Deg(rc, ra);
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} else {
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this.scaleX = 0;
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this.scaleY = Math.sqrt(rb * rb + rd * rd);
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this.shearY = 0;
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this.rotation = 90 - MathUtils.atan2Deg(rd, rb);
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}
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}
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/** If the world transform has been modified and the local transform no longer matches, {@link #updateLocalTransform(Skeleton)}
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* is called. */
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public validateLocalTransform (skeleton: Skeleton): void {
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if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
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}
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modifyLocal (skeleton: Skeleton): void {
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if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
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this.world = 0;
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this.resetWorld(skeleton._update);
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}
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modifyWorld (update: number): void {
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this.local = update;
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this.world = update;
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this.resetWorld(update);
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}
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resetWorld (update: number): void {
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const children = this.bone.children;
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for (let i = 0, n = children.length; i < n; i++) {
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const child = children[i].applied;
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if (child.world === update) {
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child.world = 0;
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child.local = 0;
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child.resetWorld(update);
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}
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}
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}
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/** The world rotation for the X axis, calculated using {@link a} and {@link c}. */
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public getWorldRotationX (): number {
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return MathUtils.atan2Deg(this.c, this.a);
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}
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/** The world rotation for the Y axis, calculated using {@link b} and {@link d}. */
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public getWorldRotationY (): number {
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return MathUtils.atan2Deg(this.d, this.b);
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}
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/** The magnitude (always positive) of the world scale X, calculated using {@link a} and {@link c}. */
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public getWorldScaleX (): number {
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return Math.sqrt(this.a * this.a + this.c * this.c);
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}
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/** The magnitude (always positive) of the world scale Y, calculated using {@link b} and {@link d}. */
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public getWorldScaleY (): number {
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return Math.sqrt(this.b * this.b + this.d * this.d);
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}
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// public Matrix3 getWorldTransform (Matrix3 worldTransform) {
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// if (worldTransform == null) throw new IllegalArgumentException("worldTransform cannot be null.");
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// float[] val = worldTransform.val;
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// val[M00] = a;
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// val[M01] = b;
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// val[M10] = c;
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// val[M11] = d;
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// val[M02] = worldX;
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// val[M12] = worldY;
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// val[M20] = 0;
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// val[M21] = 0;
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// val[M22] = 1;
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// return worldTransform;
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// }
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/** Transforms a point from world coordinates to the bone's local coordinates. */
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public worldToLocal (world: Vector2): Vector2 {
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if (world == null) throw new Error("world cannot be null.");
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const det = this.a * this.d - this.b * this.c;
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const x = world.x - this.worldX, y = world.y - this.worldY;
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world.x = (x * this.d - y * this.b) / det;
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world.y = (y * this.a - x * this.c) / det;
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return world;
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}
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/** Transforms a point from the bone's local coordinates to world coordinates. */
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public localToWorld (local: Vector2): Vector2 {
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if (local == null) throw new Error("local cannot be null.");
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const x = local.x, y = local.y;
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local.x = x * this.a + y * this.b + this.worldX;
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local.y = x * this.c + y * this.d + this.worldY;
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return local;
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}
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/** Transforms a point from world coordinates to the parent bone's local coordinates. */
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public worldToParent (world: Vector2): Vector2 {
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if (world == null) throw new Error("world cannot be null.");
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return this.bone.parent == null ? world : this.bone.parent.applied.worldToLocal(world);
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}
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/** Transforms a point from the parent bone's coordinates to world coordinates. */
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public parentToWorld (world: Vector2): Vector2 {
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if (world == null) throw new Error("world cannot be null.");
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return this.bone.parent == null ? world : this.bone.parent.applied.localToWorld(world);
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}
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/** Transforms a world rotation to a local rotation. */
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public worldToLocalRotation (worldRotation: number): number {
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worldRotation *= MathUtils.degRad;
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const sin = Math.sin(worldRotation), cos = Math.cos(worldRotation);
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return MathUtils.atan2Deg(this.a * sin - this.c * cos, this.d * cos - this.b * sin) + this.rotation - this.shearX;
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}
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/** Transforms a local rotation to a world rotation. */
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localToWorldRotation (localRotation: number): number {
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localRotation = (localRotation - this.rotation - this.shearX) * MathUtils.degRad;
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const sin = Math.sin(localRotation), cos = Math.cos(localRotation);
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return MathUtils.atan2Deg(cos * this.c + sin * this.d, cos * this.a + sin * this.b);
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}
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/** Rotates the world transform the specified amount.
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* <p>
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* After changes are made to the world transform, {@link updateLocalTransform} should be called on this bone and any
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* child bones, recursively. */
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rotateWorld (degrees: number) {
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degrees *= MathUtils.degRad;
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const sin = Math.sin(degrees), cos = Math.cos(degrees);
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const ra = this.a, rb = this.b;
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this.a = cos * ra - sin * this.c;
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this.b = cos * rb - sin * this.d;
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this.c = sin * ra + cos * this.c;
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this.d = sin * rb + cos * this.d;
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}
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}
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