mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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388 lines
12 KiB
C++
388 lines
12 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include "spine/RTTI.h"
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#include <spine/BonePose.h>
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#include <spine/Bone.h>
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#include <spine/BoneData.h>
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#include <spine/Skeleton.h>
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#include <spine/Physics.h>
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#include <spine/MathUtil.h>
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using namespace spine;
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RTTI_IMPL(BonePose, Update);
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BonePose::BonePose() : BoneLocal(), _bone(nullptr), _a(0), _b(0), _worldX(0), _c(0), _d(0), _worldY(0), _world(0), _local(0) {
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}
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BonePose::~BonePose() {
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}
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void BonePose::update(Skeleton &skeleton, Physics physics) {
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if (_world != skeleton._update) updateWorldTransform(skeleton);
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}
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void BonePose::updateWorldTransform(Skeleton &skeleton) {
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if (_local == skeleton._update)
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updateLocalTransform(skeleton);
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else
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_world = skeleton._update;
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if (_bone->getParent() == nullptr) {// Root bone.
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float sx = skeleton.getScaleX(), sy = skeleton.getScaleY();
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float rx = (_rotation + _shearX) * MathUtil::Deg_Rad;
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float ry = (_rotation + 90 + _shearY) * MathUtil::Deg_Rad;
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_a = MathUtil::cos(rx) * _scaleX * sx;
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_b = MathUtil::cos(ry) * _scaleY * sx;
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_c = MathUtil::sin(rx) * _scaleX * sy;
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_d = MathUtil::sin(ry) * _scaleY * sy;
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_worldX = _x * sx + skeleton.getX();
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_worldY = _y * sy + skeleton.getY();
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return;
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}
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BonePose &parent = _bone->getParent()->getAppliedPose();
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float pa = parent._a, pb = parent._b, pc = parent._c, pd = parent._d;
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_worldX = pa * _x + pb * _y + parent._worldX;
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_worldY = pc * _x + pd * _y + parent._worldY;
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switch (_inherit) {
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case Inherit_Normal: {
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float rx = (_rotation + _shearX) * MathUtil::Deg_Rad;
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float ry = (_rotation + 90 + _shearY) * MathUtil::Deg_Rad;
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float la = MathUtil::cos(rx) * _scaleX;
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float lb = MathUtil::cos(ry) * _scaleY;
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float lc = MathUtil::sin(rx) * _scaleX;
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float ld = MathUtil::sin(ry) * _scaleY;
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_a = pa * la + pb * lc;
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_b = pa * lb + pb * ld;
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_c = pc * la + pd * lc;
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_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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float rx = (_rotation + _shearX) * MathUtil::Deg_Rad;
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float ry = (_rotation + 90 + _shearY) * MathUtil::Deg_Rad;
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_a = MathUtil::cos(rx) * _scaleX;
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_b = MathUtil::cos(ry) * _scaleY;
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_c = MathUtil::sin(rx) * _scaleX;
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_d = MathUtil::sin(ry) * _scaleY;
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break;
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}
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case Inherit_NoRotationOrReflection: {
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float sx = 1 / skeleton.getScaleX(), sy = 1 / skeleton.getScaleY();
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pa *= sx;
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pc *= sy;
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float s = pa * pa + pc * pc, prx;
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if (s > 0.0001f) {
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s = MathUtil::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 = MathUtil::atan2(pc, pa) * MathUtil::Rad_Deg;
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} else {
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pa = 0;
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pc = 0;
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prx = 90 - MathUtil::atan2(pd, pb) * MathUtil::Rad_Deg;
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}
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float rx = (_rotation + _shearX - prx) * MathUtil::Deg_Rad;
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float ry = (_rotation + _shearY - prx + 90) * MathUtil::Deg_Rad;
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float la = MathUtil::cos(rx) * _scaleX;
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float lb = MathUtil::cos(ry) * _scaleY;
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float lc = MathUtil::sin(rx) * _scaleX;
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float ld = MathUtil::sin(ry) * _scaleY;
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_a = pa * la - pb * lc;
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_b = pa * lb - pb * ld;
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_c = pc * la + pd * lc;
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_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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float r = _rotation * MathUtil::Deg_Rad, cosR = MathUtil::cos(r), sinR = MathUtil::sin(r);
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float za = (pa * cosR + pb * sinR) / skeleton.getScaleX();
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float zc = (pc * cosR + pd * sinR) / skeleton.getScaleY();
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float s = MathUtil::sqrt(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = MathUtil::sqrt(za * za + zc * zc);
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if (_inherit == Inherit_NoScale && (pa * pd - pb * pc < 0) != ((skeleton.getScaleX() < 0) != (skeleton.getScaleY() < 0))) s = -s;
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r = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
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float zb = MathUtil::cos(r) * s;
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float zd = MathUtil::sin(r) * s;
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float rx = _shearX * MathUtil::Deg_Rad;
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float ry = (90 + _shearY) * MathUtil::Deg_Rad;
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float la = MathUtil::cos(rx) * _scaleX;
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float lb = MathUtil::cos(ry) * _scaleY;
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float lc = MathUtil::sin(rx) * _scaleX;
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float ld = MathUtil::sin(ry) * _scaleY;
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_a = za * la + zb * lc;
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_b = za * lb + zb * ld;
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_c = zc * la + zd * lc;
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_d = zc * lb + zd * ld;
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break;
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}
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}
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_a *= skeleton.getScaleX();
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_b *= skeleton.getScaleX();
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_c *= skeleton.getScaleY();
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_d *= skeleton.getScaleY();
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}
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void BonePose::updateLocalTransform(Skeleton &skeleton) {
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_local = 0;
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_world = skeleton._update;
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if (_bone->getParent() == nullptr) {
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_x = _worldX - skeleton.getX();
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_y = _worldY - skeleton.getY();
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float _a = this->_a, _b = this->_b, _c = this->_c, _d = this->_d;
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_rotation = MathUtil::atan2(_c, _a) * MathUtil::Rad_Deg;
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_scaleX = MathUtil::sqrt(_a * _a + _c * _c);
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_scaleY = MathUtil::sqrt(_b * _b + _d * _d);
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_shearX = 0;
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_shearY = MathUtil::atan2(_a * _b + _c * _d, _a * _d - _b * _c) * MathUtil::Rad_Deg;
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return;
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}
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BonePose &parent = _bone->getParent()->getAppliedPose();
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float pa = parent._a, pb = parent._b, pc = parent._c, pd = parent._d;
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float pid = 1 / (pa * pd - pb * pc);
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float ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
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float dx = _worldX - parent._worldX, dy = _worldY - parent._worldY;
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_x = (dx * ia - dy * ib);
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_y = (dy * id - dx * ic);
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float ra, rb, rc, rd;
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if (_inherit == Inherit_OnlyTranslation) {
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ra = _a;
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rb = _b;
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rc = _c;
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rd = _d;
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} else {
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switch (_inherit) {
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case Inherit_NoRotationOrReflection: {
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float s = MathUtil::abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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pb = -pc * skeleton.getScaleX() * s / skeleton.getScaleY();
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pd = pa * skeleton.getScaleY() * s / skeleton.getScaleX();
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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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float r = _rotation * MathUtil::Deg_Rad, cosR = MathUtil::cos(r), sinR = MathUtil::sin(r);
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pa = (pa * cosR + pb * sinR) / skeleton.getScaleX();
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pc = (pc * cosR + pd * sinR) / skeleton.getScaleY();
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float s = MathUtil::sqrt(pa * pa + pc * pc);
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if (s > 0.00001f) s = 1 / s;
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pa *= s;
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pc *= s;
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s = MathUtil::sqrt(pa * pa + pc * pc);
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if (_inherit == Inherit_NoScale && (pid < 0) != ((skeleton.getScaleX() < 0) != (skeleton.getScaleY() < 0))) s = -s;
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r = MathUtil::Pi / 2 + MathUtil::atan2(pc, pa);
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pb = MathUtil::cos(r) * s;
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pd = MathUtil::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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break;
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}
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default:
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break;
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}
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ra = ia * _a - ib * _c;
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rb = ia * _b - ib * _d;
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rc = id * _c - ic * _a;
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rd = id * _d - ic * _b;
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}
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_shearX = 0;
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_scaleX = MathUtil::sqrt(ra * ra + rc * rc);
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if (_scaleX > 0.0001f) {
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float det = ra * rd - rb * rc;
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_scaleY = det / _scaleX;
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_shearY = -MathUtil::atan2(ra * rb + rc * rd, det) * MathUtil::Rad_Deg;
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_rotation = MathUtil::atan2(rc, ra) * MathUtil::Rad_Deg;
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} else {
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_scaleX = 0;
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_scaleY = MathUtil::sqrt(rb * rb + rd * rd);
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_shearY = 0;
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_rotation = 90 - MathUtil::atan2(rd, rb) * MathUtil::Rad_Deg;
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}
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}
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void BonePose::validateLocalTransform(Skeleton &skeleton) {
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if (_local == skeleton._update) updateLocalTransform(skeleton);
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}
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void BonePose::modifyLocal(Skeleton &skeleton) {
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if (_local == skeleton._update) updateLocalTransform(skeleton);
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_world = 0;
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resetWorld(skeleton._update);
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}
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void BonePose::modifyWorld(int update) {
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_local = update;
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_world = update;
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resetWorld(update);
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}
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void BonePose::resetWorld(int update) {
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Array<Bone *> &children = _bone->getChildren();
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for (size_t i = 0, n = children.size(); i < n; i++) {
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BonePose &child = children[i]->getAppliedPose();
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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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float BonePose::getA() {
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return _a;
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}
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void BonePose::setA(float a) {
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this->_a = a;
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}
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float BonePose::getB() {
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return _b;
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}
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void BonePose::setB(float b) {
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this->_b = b;
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}
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float BonePose::getC() {
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return _c;
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}
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void BonePose::setC(float c) {
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this->_c = c;
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}
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float BonePose::getD() {
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return _d;
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}
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void BonePose::setD(float d) {
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this->_d = d;
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}
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float BonePose::getWorldX() {
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return _worldX;
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}
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void BonePose::setWorldX(float _worldX) {
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this->_worldX = _worldX;
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}
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float BonePose::getWorldY() {
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return _worldY;
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}
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void BonePose::setWorldY(float _worldY) {
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this->_worldY = _worldY;
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}
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float BonePose::getWorldRotationX() {
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return MathUtil::atan2(_c, _a) * MathUtil::Rad_Deg;
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}
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float BonePose::getWorldRotationY() {
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return MathUtil::atan2(_d, _b) * MathUtil::Rad_Deg;
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}
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float BonePose::getWorldScaleX() {
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return MathUtil::sqrt(_a * _a + _c * _c);
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}
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float BonePose::getWorldScaleY() {
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return MathUtil::sqrt(_b * _b + _d * _d);
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}
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void BonePose::worldToLocal(float worldX, float worldY, float &outLocalX, float &outLocalY) {
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float det = _a * _d - _b * _c;
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float _x = worldX - _worldX, _y = worldY - _worldY;
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outLocalX = (_x * _d - _y * _b) / det;
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outLocalY = (_y * _a - _x * _c) / det;
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}
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void BonePose::localToWorld(float localX, float localY, float &outWorldX, float &outWorldY) {
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outWorldX = localX * _a + localY * _b + _worldX;
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outWorldY = localX * _c + localY * _d + _worldY;
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}
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void BonePose::worldToParent(float worldX, float worldY, float &outParentX, float &outParentY) {
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if (_bone->getParent() == nullptr) {
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outParentX = worldX;
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outParentY = worldY;
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} else {
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_bone->getParent()->getAppliedPose().worldToLocal(worldX, worldY, outParentX, outParentY);
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}
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}
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void BonePose::parentToWorld(float parentX, float parentY, float &outWorldX, float &outWorldY) {
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if (_bone->getParent() == nullptr) {
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outWorldX = parentX;
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outWorldY = parentY;
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} else {
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_bone->getParent()->getAppliedPose().localToWorld(parentX, parentY, outWorldX, outWorldY);
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}
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}
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float BonePose::worldToLocalRotation(float worldRotation) {
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worldRotation *= MathUtil::Deg_Rad;
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float sinRot = MathUtil::sin(worldRotation), cosRot = MathUtil::cos(worldRotation);
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return MathUtil::atan2(_a * sinRot - _c * cosRot, _d * cosRot - _b * sinRot) * MathUtil::Rad_Deg + _rotation - _shearX;
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}
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float BonePose::localToWorldRotation(float localRotation) {
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localRotation = (localRotation - _rotation - _shearX) * MathUtil::Deg_Rad;
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float sinRot = MathUtil::sin(localRotation), cosRot = MathUtil::cos(localRotation);
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return MathUtil::atan2(cosRot * _c + sinRot * _d, cosRot * _a + sinRot * _b) * MathUtil::Rad_Deg;
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}
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void BonePose::rotateWorld(float degrees) {
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degrees *= MathUtil::Deg_Rad;
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float sinRot = MathUtil::sin(degrees), cosRot = MathUtil::cos(degrees);
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float ra = _a, rb = _b;
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_a = cosRot * ra - sinRot * _c;
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_b = cosRot * rb - sinRot * _d;
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_c = sinRot * ra + cosRot * _c;
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_d = sinRot * rb + cosRot * _d;
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} |