2025-10-29 17:38:31 +01:00

401 lines
15 KiB
TypeScript

/******************************************************************************
* 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
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*
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*****************************************************************************/
import type { Bone } from "./Bone.js";
import { Inherit } from "./BoneData.js";
import { BoneLocal } from "./BoneLocal.js";
import type { Physics } from "./Physics.js";
import type { Skeleton } from "./Skeleton.js";
import type { Update } from "./Update.js";
import { MathUtils, type Vector2 } from "./Utils.js";
/** The applied pose for a bone. This is the {@link Bone} pose with constraints applied and the world transform computed by
* {@link Skeleton#updateWorldTransform()}. */
export class BonePose extends BoneLocal implements Update {
bone!: Bone;
/** Part of the world transform matrix for the X axis. If changed, {@link updateLocalTransform()} should be called. */
a = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link updateLocalTransform()} should be called. */
b = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link updateLocalTransform()} should be called. */
c = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link updateLocalTransform()} should be called. */
d = 0;
/** The world X position. If changed, {@link updateLocalTransform()} should be called. */
worldY = 0;
/** The world Y position. If changed, {@link updateLocalTransform()} should be called. */
worldX = 0;
world = 0;
local = 0;
/** Called by {@link Skeleton#updateCache()} to compute the world transform, if needed. */
public update (skeleton: Skeleton, physics: Physics): void {
if (this.world !== skeleton._update) this.updateWorldTransform(skeleton);
}
/** Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
* <p>
* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
updateWorldTransform (skeleton: Skeleton): void {
if (this.local === skeleton._update)
this.updateLocalTransform(skeleton);
else
this.world = skeleton._update;
const rotation = this.rotation;
const scaleX = this.scaleX;
const scaleY = this.scaleY;
const shearX = this.shearX;
const shearY = this.shearY;
if (!this.bone.parent) { // Root bone.
const sx = skeleton.scaleX, sy = skeleton.scaleY;
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX * sx;
this.b = Math.cos(ry) * scaleY * sx;
this.c = Math.sin(rx) * scaleX * sy;
this.d = Math.sin(ry) * scaleY * sy;
this.worldX = this.x * sx + skeleton.x;
this.worldY = this.y * sy + skeleton.y;
return;
}
const parent = this.bone.parent.applied;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * this.x + pb * this.y + parent.worldX;
this.worldY = pc * this.x + pd * this.y + parent.worldY;
switch (this.inherit) {
case Inherit.Normal: {
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = pa * la + pb * lc;
this.b = pa * lb + pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
return;
}
case Inherit.OnlyTranslation: {
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX;
this.b = Math.cos(ry) * scaleY;
this.c = Math.sin(rx) * scaleX;
this.d = Math.sin(ry) * scaleY;
break;
}
case Inherit.NoRotationOrReflection: {
const sx = 1 / skeleton.scaleX, sy = 1 / skeleton.scaleY;
pa *= sx;
pc *= sy;
let s = pa * pa + pc * pc;
let prx = 0;
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);
}
const rx = (rotation + shearX - prx) * MathUtils.degRad;
const ry = (rotation + shearY - prx + 90) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = pa * la - pb * lc;
this.b = pa * lb - pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
break;
}
case Inherit.NoScale:
case Inherit.NoScaleOrReflection: {
let r = rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
let za = (pa * cos + pb * sin) / skeleton.scaleX;
let zc = (pc * cos + pd * sin) / skeleton.scaleY;
let 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 (this.inherit === Inherit.NoScale && (pa * pd - pb * pc < 0) !== (skeleton.scaleX < 0 !== skeleton.scaleY < 0)) s = -s;
r = Math.PI / 2 + Math.atan2(zc, za);
const zb = Math.cos(r) * s;
const zd = Math.sin(r) * s;
const rx = shearX * MathUtils.degRad;
const ry = (90 + shearY) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = za * la + zb * lc;
this.b = za * lb + zb * ld;
this.c = zc * la + zd * lc;
this.d = zc * lb + zd * ld;
break;
}
}
this.a *= skeleton.scaleX;
this.b *= skeleton.scaleX;
this.c *= skeleton.scaleY;
this.d *= skeleton.scaleY;
}
/** Computes the local transform values from the world transform.
* <p>
* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
* the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
* constraint).
* <p>
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
public updateLocalTransform (skeleton: Skeleton): void {
this.local = 0;
this.world = skeleton._update;
if (!this.bone.parent) {
this.x = this.worldX - skeleton.x;
this.y = this.worldY - skeleton.y;
const a = this.a, b = this.b, c = this.c, d = this.d;
this.rotation = MathUtils.atan2Deg(c, a);
this.scaleX = Math.sqrt(a * a + c * c);
this.scaleY = Math.sqrt(b * b + d * d);
this.shearX = 0;
this.shearY = MathUtils.atan2Deg(a * b + c * d, a * d - b * c);
return;
}
const parent = this.bone.parent.applied;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
let pid = 1 / (pa * pd - pb * pc);
let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
const dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.x = (dx * ia - dy * ib);
this.y = (dy * id - dx * ic);
let ra: number, rb: number, rc: number, rd: number;
if (this.inherit === Inherit.OnlyTranslation) {
ra = this.a;
rb = this.b;
rc = this.c;
rd = this.d;
} else {
switch (this.inherit) {
case Inherit.NoRotationOrReflection: {
const 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;
break;
}
case Inherit.NoScale:
case Inherit.NoScaleOrReflection: {
let r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
pa = (pa * cos + pb * sin) / skeleton.scaleX;
pc = (pc * cos + pd * sin) / skeleton.scaleY;
let 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 (this.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 * this.a - ib * this.c;
rb = ia * this.b - ib * this.d;
rc = id * this.c - ic * this.a;
rd = id * this.d - ic * this.b;
}
this.shearX = 0;
this.scaleX = Math.sqrt(ra * ra + rc * rc);
if (this.scaleX > 0.0001) {
const det = ra * rd - rb * rc;
this.scaleY = det / this.scaleX;
this.shearY = -MathUtils.atan2Deg(ra * rb + rc * rd, det);
this.rotation = MathUtils.atan2Deg(rc, ra);
} else {
this.scaleX = 0;
this.scaleY = Math.sqrt(rb * rb + rd * rd);
this.shearY = 0;
this.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 validateLocalTransform (skeleton: Skeleton): void {
if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
}
modifyLocal (skeleton: Skeleton): void {
if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
this.world = 0;
this.resetWorld(skeleton._update);
}
modifyWorld (update: number): void {
this.local = update;
this.world = update;
this.resetWorld(update);
}
resetWorld (update: number): void {
const children = this.bone.children;
for (let i = 0, n = children.length; i < n; i++) {
const 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 {@link a} and {@link c}. */
public getWorldRotationX (): number {
return MathUtils.atan2Deg(this.c, this.a);
}
/** The world rotation for the Y axis, calculated using {@link b} and {@link d}. */
public getWorldRotationY (): number {
return MathUtils.atan2Deg(this.d, this.b);
}
/** The magnitude (always positive) of the world scale X, calculated using {@link a} and {@link c}. */
public getWorldScaleX (): number {
return Math.sqrt(this.a * this.a + this.c * this.c);
}
/** The magnitude (always positive) of the world scale Y, calculated using {@link b} and {@link d}. */
public getWorldScaleY (): number {
return Math.sqrt(this.b * this.b + this.d * this.d);
}
// public Matrix3 getWorldTransform (Matrix3 worldTransform) {
// if (worldTransform == null) throw new IllegalArgumentException("worldTransform cannot be null.");
// float[] val = worldTransform.val;
// val[M00] = a;
// val[M01] = b;
// val[M10] = c;
// val[M11] = d;
// val[M02] = worldX;
// val[M12] = worldY;
// val[M20] = 0;
// val[M21] = 0;
// val[M22] = 1;
// return worldTransform;
// }
/** Transforms a point from world coordinates to the bone's local coordinates. */
public worldToLocal (world: Vector2): Vector2 {
if (world == null) throw new Error("world cannot be null.");
const det = this.a * this.d - this.b * this.c;
const x = world.x - this.worldX, y = world.y - this.worldY;
world.x = (x * this.d - y * this.b) / det;
world.y = (y * this.a - x * this.c) / det;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
public localToWorld (local: Vector2): Vector2 {
if (local == null) throw new Error("local cannot be null.");
const x = local.x, y = local.y;
local.x = x * this.a + y * this.b + this.worldX;
local.y = x * this.c + y * this.d + this.worldY;
return local;
}
/** Transforms a point from world coordinates to the parent bone's local coordinates. */
public worldToParent (world: Vector2): Vector2 {
if (world == null) throw new Error("world cannot be null.");
return this.bone.parent == null ? world : this.bone.parent.applied.worldToLocal(world);
}
/** Transforms a point from the parent bone's coordinates to world coordinates. */
public parentToWorld (world: Vector2): Vector2 {
if (world == null) throw new Error("world cannot be null.");
return this.bone.parent == null ? world : this.bone.parent.applied.localToWorld(world);
}
/** Transforms a world rotation to a local rotation. */
public worldToLocalRotation (worldRotation: number): number {
worldRotation *= MathUtils.degRad;
const sin = Math.sin(worldRotation), cos = Math.cos(worldRotation);
return MathUtils.atan2Deg(this.a * sin - this.c * cos, this.d * cos - this.b * sin) + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation (localRotation: number): number {
localRotation = (localRotation - this.rotation - this.shearX) * MathUtils.degRad;
const sin = Math.sin(localRotation), cos = Math.cos(localRotation);
return MathUtils.atan2Deg(cos * this.c + sin * this.d, cos * this.a + sin * this.b);
}
/** Rotates the world transform the specified amount.
* <p>
* After changes are made to the world transform, {@link updateLocalTransform} should be called on this bone and any
* child bones, recursively. */
rotateWorld (degrees: number) {
degrees *= MathUtils.degRad;
const sin = Math.sin(degrees), cos = Math.cos(degrees);
const ra = this.a, rb = this.b;
this.a = cos * ra - sin * this.c;
this.b = cos * rb - sin * this.d;
this.c = sin * ra + cos * this.c;
this.d = sin * rb + cos * this.d;
}
}