增加spine4.0
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378
SpineRuntimes/SpineRuntime40/Bone.cs
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378
SpineRuntimes/SpineRuntime40/Bone.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime40 {
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/// <summary>
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/// Stores a bone's current pose.
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/// <para>
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/// A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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/// local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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/// constraint or application code modifies the world transform after it was computed from the local transform.
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/// </para>
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/// </summary>
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public class Bone : IUpdatable {
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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 ExposedList<Bone> children = new ExposedList<Bone>();
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internal float x, y, rotation, scaleX, scaleY, shearX, shearY;
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internal float ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY;
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internal float a, b, worldX;
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internal float c, d, worldY;
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internal bool sorted, active;
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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 ExposedList<Bone> Children { get { return children; } }
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/// <summary>Returns false when the bone has not been computed because <see cref="BoneData.SkinRequired"/> is true and the
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/// <see cref="Skeleton.Skin">active skin</see> does not <see cref="Skin.Bones">contain</see> this bone.</summary>
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public bool Active { get { return active; } }
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/// <summary>The local X translation.</summary>
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public float X { get { return x; } set { x = value; } }
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/// <summary>The local Y translation.</summary>
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public float Y { get { return y; } set { y = value; } }
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/// <summary>The local rotation.</summary>
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public float Rotation { get { return rotation; } set { rotation = value; } }
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/// <summary>The local scaleX.</summary>
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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/// <summary>The local scaleY.</summary>
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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/// <summary>The local shearX.</summary>
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public float ShearX { get { return shearX; } set { shearX = value; } }
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/// <summary>The local shearY.</summary>
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public float ShearY { get { return shearY; } set { shearY = value; } }
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/// <summary>The rotation, as calculated by any constraints.</summary>
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public float AppliedRotation { get { return arotation; } set { arotation = value; } }
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/// <summary>The applied local x translation.</summary>
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public float AX { get { return ax; } set { ax = value; } }
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/// <summary>The applied local y translation.</summary>
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public float AY { get { return ay; } set { ay = value; } }
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/// <summary>The applied local scaleX.</summary>
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public float AScaleX { get { return ascaleX; } set { ascaleX = value; } }
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/// <summary>The applied local scaleY.</summary>
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public float AScaleY { get { return ascaleY; } set { ascaleY = value; } }
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/// <summary>The applied local shearX.</summary>
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public float AShearX { get { return ashearX; } set { ashearX = value; } }
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/// <summary>The applied local shearY.</summary>
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public float AShearY { get { return ashearY; } set { ashearY = value; } }
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/// <summary>Part of the world transform matrix for the X axis. If changed, <see cref="UpdateAppliedTransform()"/> should be called.</summary>
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public float A { get { return a; } set { a = value; } }
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/// <summary>Part of the world transform matrix for the Y axis. If changed, <see cref="UpdateAppliedTransform()"/> should be called.</summary>
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public float B { get { return b; } set { b = value; } }
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/// <summary>Part of the world transform matrix for the X axis. If changed, <see cref="UpdateAppliedTransform()"/> should be called.</summary>
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public float C { get { return c; } set { c = value; } }
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/// <summary>Part of the world transform matrix for the Y axis. If changed, <see cref="UpdateAppliedTransform()"/> should be called.</summary>
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public float D { get { return d; } set { d = value; } }
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/// <summary>The world X position. If changed, <see cref="UpdateAppliedTransform()"/> should be called.</summary>
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public float WorldX { get { return worldX; } set { worldX = value; } }
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/// <summary>The world Y position. If changed, <see cref="UpdateAppliedTransform()"/> should be called.</summary>
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public float WorldY { get { return worldY; } set { worldY = value; } }
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public float WorldRotationX { get { return MathUtils.Atan2(c, a) * MathUtils.RadDeg; } }
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public float WorldRotationY { get { return MathUtils.Atan2(d, b) * MathUtils.RadDeg; } }
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/// <summary>Returns the magnitide (always positive) of the world scale X.</summary>
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public float WorldScaleX { get { return (float)Math.Sqrt(a * a + c * c); } }
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/// <summary>Returns the magnitide (always positive) of the world scale Y.</summary>
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public float WorldScaleY { get { return (float)Math.Sqrt(b * b + d * d); } }
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/// <summary>Copy constructor. Does not copy the <see cref="Children"/> bones.</summary>
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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", "data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "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 transform using the parent bone and this bone's local applied transform.</summary>
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public void Update () {
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UpdateWorldTransform(ax, ay, arotation, ascaleX, ascaleY, ashearX, ashearY);
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}
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/// <summary>Computes the world transform using the parent bone and this bone's local transform.</summary>
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public void UpdateWorldTransform () {
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UpdateWorldTransform(x, y, rotation, scaleX, scaleY, shearX, shearY);
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}
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/// <summary>Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
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/// specified local transform. Child bones are not updated.
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/// <para>
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/// See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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/// Runtimes Guide.</para></summary>
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public void UpdateWorldTransform (float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
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ax = x;
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ay = y;
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arotation = rotation;
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ascaleX = scaleX;
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ascaleY = scaleY;
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ashearX = shearX;
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ashearY = shearY;
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Bone parent = this.parent;
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if (parent == null) { // Root bone.
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float rotationY = rotation + 90 + shearY, sx = skeleton.ScaleX, sy = skeleton.ScaleY;
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a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
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b = MathUtils.CosDeg(rotationY) * scaleY * sx;
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c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
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d = MathUtils.SinDeg(rotationY) * scaleY * sy;
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worldX = x * sx + skeleton.x;
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worldY = y * sy + skeleton.y;
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return;
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}
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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 (data.transformMode) {
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case TransformMode.Normal: {
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float rotationY = rotation + 90 + shearY;
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float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
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float lb = MathUtils.CosDeg(rotationY) * scaleY;
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float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
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float ld = MathUtils.SinDeg(rotationY) * 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 TransformMode.OnlyTranslation: {
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float rotationY = rotation + 90 + shearY;
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a = MathUtils.CosDeg(rotation + shearX) * scaleX;
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b = MathUtils.CosDeg(rotationY) * scaleY;
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c = MathUtils.SinDeg(rotation + shearX) * scaleX;
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d = MathUtils.SinDeg(rotationY) * scaleY;
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break;
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}
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case TransformMode.NoRotationOrReflection: {
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float s = pa * pa + pc * pc, prx;
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if (s > 0.0001f) {
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s = Math.Abs(pa * pd - pb * pc) / s;
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pa /= skeleton.ScaleX;
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pc /= skeleton.ScaleY;
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pb = pc * s;
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pd = pa * s;
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prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
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} else {
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pa = 0;
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pc = 0;
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prx = 90 - MathUtils.Atan2(pd, pb) * MathUtils.RadDeg;
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}
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float rx = rotation + shearX - prx;
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float ry = rotation + shearY - prx + 90;
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float la = MathUtils.CosDeg(rx) * scaleX;
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float lb = MathUtils.CosDeg(ry) * scaleY;
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float lc = MathUtils.SinDeg(rx) * scaleX;
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float ld = MathUtils.SinDeg(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 TransformMode.NoScale:
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case TransformMode.NoScaleOrReflection: {
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float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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float za = (pa * cos + pb * sin) / skeleton.ScaleX;
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float zc = (pc * cos + pd * sin) / skeleton.ScaleY;
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float s = (float)Math.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 = (float)Math.Sqrt(za * za + zc * zc);
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if (data.transformMode == TransformMode.NoScale
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&& (pa * pd - pb * pc < 0) != (skeleton.ScaleX < 0 != skeleton.ScaleY < 0)) s = -s;
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float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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float zb = MathUtils.Cos(r) * s;
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float zd = MathUtils.Sin(r) * s;
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float la = MathUtils.CosDeg(shearX) * scaleX;
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float lb = MathUtils.CosDeg(90 + shearY) * scaleY;
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float lc = MathUtils.SinDeg(shearX) * scaleX;
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float ld = MathUtils.SinDeg(90 + shearY) * 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.ScaleX;
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b *= skeleton.ScaleX;
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c *= skeleton.ScaleY;
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d *= skeleton.ScaleY;
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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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shearX = data.shearX;
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shearY = data.shearY;
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}
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/// <summary>
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/// Computes the applied transform values from the world transform.
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/// <para>
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/// If the world transform is modified (by a constraint, <see cref="RotateWorld(float)"/>, etc) then this method should be called so
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/// the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply another
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/// constraint).
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/// </para><para>
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/// Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
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/// calling this method is equivalent to the local transform used to compute the world transform, but may not be identical.
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/// </para></summary>
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public void UpdateAppliedTransform () {
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Bone parent = this.parent;
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if (parent == null) {
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ax = worldX - skeleton.x;
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ay = worldY - skeleton.y;
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arotation = MathUtils.Atan2(c, a) * MathUtils.RadDeg;
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ascaleX = (float)Math.Sqrt(a * a + c * c);
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ascaleY = (float)Math.Sqrt(b * b + d * d);
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ashearX = 0;
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ashearY = MathUtils.Atan2(a * b + c * d, a * d - b * c) * MathUtils.RadDeg;
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return;
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}
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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 dx = worldX - parent.worldX, dy = worldY - parent.worldY;
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ax = (dx * pd * pid - dy * pb * pid);
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ay = (dy * pa * pid - dx * pc * pid);
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float ia = pid * pd;
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float id = pid * pa;
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float ib = pid * pb;
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float ic = pid * pc;
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float ra = ia * a - ib * c;
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float rb = ia * b - ib * d;
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float rc = id * c - ic * a;
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float rd = id * d - ic * b;
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ashearX = 0;
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ascaleX = (float)Math.Sqrt(ra * ra + rc * rc);
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if (ascaleX > 0.0001f) {
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float det = ra * rd - rb * rc;
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ascaleY = det / ascaleX;
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ashearY = MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.RadDeg;
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arotation = MathUtils.Atan2(rc, ra) * MathUtils.RadDeg;
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} else {
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ascaleX = 0;
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ascaleY = (float)Math.Sqrt(rb * rb + rd * rd);
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ashearY = 0;
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arotation = 90 - MathUtils.Atan2(rd, rb) * MathUtils.RadDeg;
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}
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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 a = this.a, b = this.b, c = this.c, d = this.d;
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float det = a * d - b * c;
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float x = worldX - this.worldX, y = worldY - this.worldY;
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localX = (x * d - y * b) / det;
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localY = (y * a - x * c) / det;
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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 * a + localY * b + this.worldX;
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worldY = localX * c + localY * d + this.worldY;
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}
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public float WorldToLocalRotationX {
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get {
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Bone parent = this.parent;
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if (parent == null) return arotation;
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float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
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return MathUtils.Atan2(pa * c - pc * a, pd * a - pb * c) * MathUtils.RadDeg;
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}
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}
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public float WorldToLocalRotationY {
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get {
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Bone parent = this.parent;
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if (parent == null) return arotation;
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float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
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return MathUtils.Atan2(pa * d - pc * b, pd * b - pb * d) * MathUtils.RadDeg;
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}
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}
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public float WorldToLocalRotation (float worldRotation) {
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float sin = MathUtils.SinDeg(worldRotation), cos = MathUtils.CosDeg(worldRotation);
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return MathUtils.Atan2(a * sin - c * cos, d * cos - b * sin) * MathUtils.RadDeg + rotation - shearX;
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}
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public float LocalToWorldRotation (float localRotation) {
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localRotation -= rotation - shearX;
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float sin = MathUtils.SinDeg(localRotation), cos = MathUtils.CosDeg(localRotation);
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return MathUtils.Atan2(cos * c + sin * d, cos * a + sin * b) * MathUtils.RadDeg;
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}
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/// <summary>
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/// Rotates the world transform the specified amount.
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/// <para>
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/// After changes are made to the world transform, <see cref="UpdateAppliedTransform()"/> should be called and <see cref="Update()"/> will
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/// need to be called on any child bones, recursively.
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/// </para></summary>
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public void RotateWorld (float degrees) {
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float a = this.a, b = this.b, c = this.c, d = this.d;
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float cos = MathUtils.CosDeg(degrees), sin = MathUtils.SinDeg(degrees);
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this.a = cos * a - sin * c;
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this.b = cos * b - sin * d;
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this.c = sin * a + cos * c;
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this.d = sin * b + cos * d;
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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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Reference in New Issue
Block a user