/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 ESOTERIC SOFTARE 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. *****************************************************************************/ using System; using System.Collections.Generic; namespace SpineRuntime21 { public class Bone{ static readonly public bool yDown = false; internal BoneData data; internal Skeleton skeleton; internal Bone parent; internal List children = new List(); internal float x, y, rotation, rotationIK, scaleX, scaleY; internal bool flipX, flipY; internal float m00, m01, m10, m11; internal float worldX, worldY, worldRotation, worldScaleX, worldScaleY; internal bool worldFlipX, worldFlipY; public BoneData Data { get { return data; } } public Skeleton Skeleton { get { return skeleton; } } public Bone Parent { get { return parent; } } public List Children { get { return children; } } public float X { get { return x; } set { x = value; } } public float Y { get { return y; } set { y = value; } } /// The forward kinetics rotation. public float Rotation { get { return rotation; } set { rotation = value; } } /// The inverse kinetics rotation, as calculated by any IK constraints. public float RotationIK { get { return rotationIK; } set { rotationIK = value; } } public float ScaleX { get { return scaleX; } set { scaleX = value; } } public float ScaleY { get { return scaleY; } set { scaleY = value; } } public bool FlipX { get { return flipX; } set { flipX = value; } } public bool FlipY { get { return flipY; } set { flipY = value; } } public float M00 { get { return m00; } } public float M01 { get { return m01; } } public float M10 { get { return m10; } } public float M11 { get { return m11; } } public float WorldX { get { return worldX; } } public float WorldY { get { return worldY; } } public float WorldRotation { get { return worldRotation; } } public float WorldScaleX { get { return worldScaleX; } } public float WorldScaleY { get { return worldScaleY; } } public bool WorldFlipX { get { return worldFlipX; } set { worldFlipX = value; } } public bool WorldFlipY { get { return worldFlipY; } set { worldFlipY = value; } } /// May be null. public Bone (BoneData data, Skeleton skeleton, Bone parent) { if (data == null) throw new ArgumentNullException("data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); this.data = data; this.skeleton = skeleton; this.parent = parent; SetToSetupPose(); } /// Computes the world SRT using the parent bone and the local SRT. public void UpdateWorldTransform () { float sx = skeleton.scaleX, sy = skeleton.scaleY; Bone parent = this.parent; float x = this.x, y = this.y; if (parent != null) { worldX = x * parent.m00 + y * parent.m01 + parent.worldX; worldY = x * parent.m10 + y * parent.m11 + parent.worldY; if (data.inheritScale) { worldScaleX = parent.worldScaleX * scaleX; worldScaleY = parent.worldScaleY * scaleY; } else { worldScaleX = scaleX; worldScaleY = scaleY; } worldRotation = data.inheritRotation ? parent.worldRotation + rotationIK : rotationIK; worldFlipX = parent.worldFlipX != flipX; worldFlipY = parent.worldFlipY != flipY; } else { worldX = x * sx; worldY = y * sy; worldScaleX = scaleX; worldScaleY = scaleY; worldRotation = rotationIK; worldFlipX = (sx < 0) != flipX; worldFlipY = (sy < 0) != flipY; } float radians = worldRotation * (float)Math.PI / 180; float cos = (float)Math.Cos(radians); float sin = (float)Math.Sin(radians); m00 = cos * worldScaleX * sx; m01 = -sin * worldScaleY * sx; m10 = sin * worldScaleX * sy; m11 = cos * worldScaleY * sy; } public void SetToSetupPose () { BoneData data = this.data; x = data.x; y = data.y; rotation = data.rotation; rotationIK = rotation; scaleX = data.scaleX; scaleY = data.scaleY; flipX = data.flipX; flipY = data.flipY; } public void worldToLocal (float worldX, float worldY, out float localX, out float localY) { float dx = worldX - this.worldX, dy = worldY - this.worldY; float m00 = this.m00, m10 = this.m10, m01 = this.m01, m11 = this.m11; if (worldFlipX != (worldFlipY != yDown)) { m00 = -m00; m11 = -m11; } float invDet = 1 / (m00 * m11 - m01 * m10); localX = (dx * m00 * invDet - dy * m01 * invDet); localY = (dy * m11 * invDet - dx * m10 * invDet); } public void localToWorld (float localX, float localY, out float worldX, out float worldY) { worldX = localX * m00 + localY * m01 + this.worldX; worldY = localX * m10 + localY * m11 + this.worldY; } override public String ToString () { return data.name; } } }