mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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124 lines
4.6 KiB
C#
124 lines
4.6 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.0
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Single User License or Spine Professional License must be
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* purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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public class Bone {
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static public bool yDown;
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internal BoneData data;
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internal Bone parent;
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internal float x, y, rotation, scaleX, scaleY;
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internal float m00, m01, m10, m11;
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internal float worldX, worldY, worldRotation, worldScaleX, worldScaleY;
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public BoneData Data { get { return data; } }
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public Bone Parent { get { return parent; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float Rotation { get { return rotation; } set { rotation = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public float M00 { get { return m00; } }
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public float M01 { get { return m01; } }
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public float M10 { get { return m10; } }
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public float M11 { get { return m11; } }
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public float WorldX { get { return worldX; } }
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public float WorldY { get { return worldY; } }
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public float WorldRotation { get { return worldRotation; } }
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public float WorldScaleX { get { return worldScaleX; } }
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public float WorldScaleY { get { return worldScaleY; } }
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/// <param name="parent">May be null.</param>
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public Bone (BoneData data, Bone parent) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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this.data = data;
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this.parent = parent;
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SetToSetupPose();
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}
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/// <summary>Computes the world SRT using the parent bone and the local SRT.</summary>
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public void UpdateWorldTransform (bool flipX, bool flipY) {
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Bone parent = this.parent;
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if (parent != null) {
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worldX = x * parent.m00 + y * parent.m01 + parent.worldX;
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worldY = x * parent.m10 + y * parent.m11 + parent.worldY;
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if (data.inheritScale) {
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worldScaleX = parent.worldScaleX * scaleX;
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worldScaleY = parent.worldScaleY * scaleY;
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} else {
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worldScaleX = scaleX;
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worldScaleY = scaleY;
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}
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worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
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} else {
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worldX = flipX ? -x : x;
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worldY = flipY ? -y : y;
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worldScaleX = scaleX;
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worldScaleY = scaleY;
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worldRotation = rotation;
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}
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float radians = worldRotation * (float)Math.PI / 180;
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float cos = (float)Math.Cos(radians);
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float sin = (float)Math.Sin(radians);
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m00 = cos * worldScaleX;
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m10 = sin * worldScaleX;
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m01 = -sin * worldScaleY;
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m11 = cos * worldScaleY;
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if (flipX) {
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m00 = -m00;
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m01 = -m01;
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}
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if (flipY != yDown) {
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m10 = -m10;
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m11 = -m11;
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}
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}
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public void SetToSetupPose () {
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BoneData data = this.data;
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x = data.x;
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y = data.y;
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rotation = data.rotation;
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scaleX = data.scaleX;
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scaleY = data.scaleY;
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}
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override public String ToString () {
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return data.name;
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}
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}
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}
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