增加2.1.x运行时
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165
SpineRuntimes/SpineRuntime21/Bone.cs
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165
SpineRuntimes/SpineRuntime21/Bone.cs
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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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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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace SpineRuntime21 {
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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 Skeleton skeleton;
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internal Bone parent;
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internal List<Bone> children = new List<Bone>();
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internal float x, y, rotation, rotationIK, scaleX, scaleY;
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internal bool flipX, flipY;
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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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internal bool worldFlipX, worldFlipY;
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public BoneData Data { get { return data; } }
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public Skeleton Skeleton { get { return skeleton; } }
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public Bone Parent { get { return parent; } }
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public List<Bone> Children { get { return children; } }
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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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/// <summary>The forward kinetics rotation.</summary>
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public float Rotation { get { return rotation; } set { rotation = value; } }
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/// <summary>The inverse kinetics rotation, as calculated by any IK constraints.</summary>
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public float RotationIK { get { return rotationIK; } set { rotationIK = 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 bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = 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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public bool WorldFlipX { get { return worldFlipX; } set { worldFlipX = value; } }
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public bool WorldFlipY { get { return worldFlipY; } set { worldFlipY = value; } }
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/// <param name="parent">May be null.</param>
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public Bone (BoneData data, Skeleton skeleton, Bone parent) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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this.data = data;
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this.skeleton = skeleton;
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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 () {
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Bone parent = this.parent;
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float x = this.x, y = this.y;
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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 + rotationIK : rotationIK;
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worldFlipX = parent.worldFlipX != flipX;
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worldFlipY = parent.worldFlipY != flipY;
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} else {
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Skeleton skeleton = this.skeleton;
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bool skeletonFlipX = skeleton.flipX, skeletonFlipY = skeleton.flipY;
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worldX = skeletonFlipX ? -x : x;
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worldY = skeletonFlipY != yDown ? -y : y;
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worldScaleX = scaleX;
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worldScaleY = scaleY;
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worldRotation = rotationIK;
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worldFlipX = skeletonFlipX != flipX;
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worldFlipY = skeletonFlipY != flipY;
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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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if (worldFlipX) {
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m00 = -cos * worldScaleX;
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m01 = sin * worldScaleY;
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} else {
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m00 = cos * worldScaleX;
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m01 = -sin * worldScaleY;
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}
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if (worldFlipY != yDown) {
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m10 = -sin * worldScaleX;
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m11 = -cos * worldScaleY;
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} else {
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m10 = sin * worldScaleX;
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m11 = cos * worldScaleY;
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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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rotationIK = rotation;
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scaleX = data.scaleX;
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scaleY = data.scaleY;
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flipX = data.flipX;
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flipY = data.flipY;
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}
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public void worldToLocal (float worldX, float worldY, out float localX, out float localY) {
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float dx = worldX - this.worldX, dy = worldY - this.worldY;
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float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11;
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if (worldFlipX != (worldFlipY != yDown)) {
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m00 = -m00;
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m11 = -m11;
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}
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float invDet = 1 / (m00 * m11 - m01 * m10);
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localX = (dx * m00 * invDet - dy * m01 * invDet);
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localY = (dy * m11 * invDet - dx * m10 * invDet);
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}
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public void localToWorld (float localX, float localY, out float worldX, out float worldY) {
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worldX = localX * m00 + localY * m01 + this.worldX;
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worldY = localX * m10 + localY * m11 + this.worldY;
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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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