2013-10-13 17:08:26 +02:00

112 lines
3.7 KiB
Lua

------------------------------------------------------------------------------
-- Spine Runtime Software License - Version 1.0
--
-- Copyright (c) 2013, Esoteric Software
-- All rights reserved.
--
-- Redistribution and use in source and binary forms in whole or in part, with
-- or without modification, are permitted provided that the following conditions
-- are met:
--
-- 1. A Spine Essential, Professional, Enterprise, or Education License must
-- be purchased from Esoteric Software and the license must remain valid:
-- http://esotericsoftware.com/
-- 2. Redistributions of source code must retain this license, which is the
-- above copyright notice, this declaration of conditions and the following
-- disclaimer.
-- 3. Redistributions in binary form must reproduce this license, which is the
-- above copyright notice, this declaration of conditions and the following
-- disclaimer, in the documentation and/or other materials provided with the
-- distribution.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-- (INCLUDING, BUT NOT LIMITED TO, 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.
------------------------------------------------------------------------------
local Bone = {}
function Bone.new (data, parent)
if not data then error("data cannot be nil", 2) end
local self = {
data = data,
parent = parent,
x = 0, y = 0,
rotation = 0,
scaleX = 1, scaleY = 1,
m00 = 0, m01 = 0, worldX = 0, -- a b x
m10 = 0, m11 = 0, worldY = 0, -- c d y
worldRotation = 0,
worldScaleX = 1, worldScaleY = 1,
}
function self:updateWorldTransform (flipX, flipY)
local parent = self.parent
if parent then
self.worldX = self.x * parent.m00 + self.y * parent.m01 + parent.worldX
self.worldY = self.x * parent.m10 + self.y * parent.m11 + parent.worldY
if (self.data.inheritScale) then
self.worldScaleX = parent.worldScaleX * self.scaleX
self.worldScaleY = parent.worldScaleY * self.scaleY
else
self.worldScaleX = self.scaleX
self.worldScaleY = self.scaleY
end
if (self.data.inheritRotation) then
self.worldRotation = parent.worldRotation + self.rotation
else
self.worldRotation = self.rotation
end
else
if flipX then
self.worldX = -self.x
else
self.worldX = self.x
end
if flipY then
self.worldY = -self.y
else
self.worldY = self.y
end
self.worldScaleX = self.scaleX
self.worldScaleY = self.scaleY
self.worldRotation = self.rotation
end
local radians = math.rad(self.worldRotation)
local cos = math.cos(radians)
local sin = math.sin(radians)
self.m00 = cos * self.worldScaleX
self.m10 = sin * self.worldScaleX
self.m01 = -sin * self.worldScaleY
self.m11 = cos * self.worldScaleY
if flipX then
self.m00 = -self.m00
self.m01 = -self.m01
end
if flipY then
self.m10 = -self.m10
self.m11 = -self.m11
end
end
function self: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
end
return self
end
return Bone