2022-06-25 00:23:03 +08:00

550 lines
12 KiB
C++

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifdef SPINE_UE4
#include "SpinePluginPrivatePCH.h"
#endif
#include <spine/Bone.h>
#include <spine/BoneData.h>
#include <spine/Skeleton.h>
using namespace spine;
RTTI_IMPL(Bone, Updatable)
bool Bone::yDown = false;
void Bone::setYDown(bool inValue) {
yDown = inValue;
}
bool Bone::isYDown() {
return yDown;
}
Bone::Bone(BoneData &data, Skeleton &skeleton, Bone *parent) : Updatable(),
_data(data),
_skeleton(skeleton),
_parent(parent),
_x(0),
_y(0),
_rotation(0),
_scaleX(0),
_scaleY(0),
_shearX(0),
_shearY(0),
_ax(0),
_ay(0),
_arotation(0),
_ascaleX(0),
_ascaleY(0),
_ashearX(0),
_ashearY(0),
_appliedValid(false),
_a(1),
_b(0),
_worldX(0),
_c(0),
_d(1),
_worldY(0),
_sorted(false),
_active(false)
{
setToSetupPose();
}
void Bone::update() {
updateWorldTransform(_x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY);
}
void Bone::updateWorldTransform() {
updateWorldTransform(_x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY);
}
void Bone::updateWorldTransform(float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
float cosine, sine;
float pa, pb, pc, pd;
Bone *parent = _parent;
_ax = x;
_ay = y;
_arotation = rotation;
_ascaleX = scaleX;
_ascaleY = scaleY;
_ashearX = shearX;
_ashearY = shearY;
_appliedValid = true;
if (!parent) { /* Root bone. */
float rotationY = rotation + 90 + shearY;
float sx = _skeleton.getScaleX();
float sy = _skeleton.getScaleY();
_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
_b = MathUtil::cosDeg(rotationY) * scaleY * sx;
_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sy;
_d = MathUtil::sinDeg(rotationY) * scaleY * sy;
_worldX = x * sx + _skeleton.getX();
_worldY = y * sy + _skeleton.getY();
return;
}
pa = parent->_a;
pb = parent->_b;
pc = parent->_c;
pd = parent->_d;
_worldX = pa * x + pb * y + parent->_worldX;
_worldY = pc * x + pd * y + parent->_worldY;
switch (_data.getTransformMode()) {
case TransformMode_Normal: {
float rotationY = rotation + 90 + shearY;
float la = MathUtil::cosDeg(rotation + shearX) * scaleX;
float lb = MathUtil::cosDeg(rotationY) * scaleY;
float lc = MathUtil::sinDeg(rotation + shearX) * scaleX;
float ld = MathUtil::sinDeg(rotationY) * scaleY;
_a = pa * la + pb * lc;
_b = pa * lb + pb * ld;
_c = pc * la + pd * lc;
_d = pc * lb + pd * ld;
return;
}
case TransformMode_OnlyTranslation: {
float rotationY = rotation + 90 + shearY;
_a = MathUtil::cosDeg(rotation + shearX) * scaleX;
_b = MathUtil::cosDeg(rotationY) * scaleY;
_c = MathUtil::sinDeg(rotation + shearX) * scaleX;
_d = MathUtil::sinDeg(rotationY) * scaleY;
break;
}
case TransformMode_NoRotationOrReflection: {
float s = pa * pa + pc * pc;
float prx, rx, ry, la, lb, lc, ld;
if (s > 0.0001f) {
s = MathUtil::abs(pa * pd - pb * pc) / s;
pb = pc * s;
pd = pa * s;
prx = MathUtil::atan2(pc, pa) * MathUtil::Rad_Deg;
} else {
pa = 0;
pc = 0;
prx = 90 - MathUtil::atan2(pd, pb) * MathUtil::Rad_Deg;
}
rx = rotation + shearX - prx;
ry = rotation + shearY - prx + 90;
la = MathUtil::cosDeg(rx) * scaleX;
lb = MathUtil::cosDeg(ry) * scaleY;
lc = MathUtil::sinDeg(rx) * scaleX;
ld = MathUtil::sinDeg(ry) * scaleY;
_a = pa * la - pb * lc;
_b = pa * lb - pb * ld;
_c = pc * la + pd * lc;
_d = pc * lb + pd * ld;
break;
}
case TransformMode_NoScale:
case TransformMode_NoScaleOrReflection: {
float za, zc, s;
float r, zb, zd, la, lb, lc, ld;
cosine = MathUtil::cosDeg(rotation);
sine = MathUtil::sinDeg(rotation);
za = (pa * cosine + pb * sine) / _skeleton.getScaleX();
zc = (pc * cosine + pd * sine) / _skeleton.getScaleY();
s = MathUtil::sqrt(za * za + zc * zc);
if (s > 0.00001f) s = 1 / s;
za *= s;
zc *= s;
s = MathUtil::sqrt(za * za + zc * zc);
if (_data.getTransformMode() == TransformMode_NoScale
&& (pa * pd - pb * pc < 0) != (_skeleton.getScaleX() < 0 != _skeleton.getScaleY() < 0))
s = -s;
r = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
zb = MathUtil::cos(r) * s;
zd = MathUtil::sin(r) * s;
la = MathUtil::cosDeg(shearX) * scaleX;
lb = MathUtil::cosDeg(90 + shearY) * scaleY;
lc = MathUtil::sinDeg(shearX) * scaleX;
ld = MathUtil::sinDeg(90 + shearY) * scaleY;
_a = za * la + zb * lc;
_b = za * lb + zb * ld;
_c = zc * la + zd * lc;
_d = zc * lb + zd * ld;
break;
}
}
_a *= _skeleton.getScaleX();
_b *= _skeleton.getScaleX();
_c *= _skeleton.getScaleY();
_d *= _skeleton.getScaleY();
}
void Bone::setToSetupPose() {
BoneData &data = _data;
_x = data.getX();
_y = data.getY();
_rotation = data.getRotation();
_scaleX = data.getScaleX();
_scaleY = data.getScaleY();
_shearX = data.getShearX();
_shearY = data.getShearY();
}
void Bone::worldToLocal(float worldX, float worldY, float &outLocalX, float &outLocalY) {
float a = _a;
float b = _b;
float c = _c;
float d = _d;
float invDet = 1 / (a * d - b * c);
float x = worldX - _worldX;
float y = worldY - _worldY;
outLocalX = (x * d * invDet - y * b * invDet);
outLocalY = (y * a * invDet - x * c * invDet);
}
void Bone::localToWorld(float localX, float localY, float &outWorldX, float &outWorldY) {
outWorldX = localX * _a + localY * _b + _worldX;
outWorldY = localX * _c + localY * _d + _worldY;
}
float Bone::worldToLocalRotation(float worldRotation) {
float sin = MathUtil::sinDeg(worldRotation);
float cos = MathUtil::cosDeg(worldRotation);
return MathUtil::atan2(_a * sin - _c * cos, _d * cos - _b * sin) * MathUtil::Rad_Deg + this->_rotation - this->_shearX;
}
float Bone::localToWorldRotation(float localRotation) {
localRotation -= this->_rotation - this->_shearX;
float sin = MathUtil::sinDeg(localRotation);
float cos = MathUtil::cosDeg(localRotation);
return MathUtil::atan2(cos * _c + sin * _d, cos * _a + sin * _b) * MathUtil::Rad_Deg;
}
void Bone::rotateWorld(float degrees) {
float a = _a;
float b = _b;
float c = _c;
float d = _d;
float cos = MathUtil::cosDeg(degrees);
float sin = MathUtil::sinDeg(degrees);
_a = cos * a - sin * c;
_b = cos * b - sin * d;
_c = sin * a + cos * c;
_d = sin * b + cos * d;
_appliedValid = false;
}
float Bone::getWorldToLocalRotationX() {
Bone *parent = _parent;
if (!parent) {
return _arotation;
}
float pa = parent->_a;
float pb = parent->_b;
float pc = parent->_c;
float pd = parent->_d;
float a = _a;
float c = _c;
return MathUtil::atan2(pa * c - pc * a, pd * a - pb * c) * MathUtil::Rad_Deg;
}
float Bone::getWorldToLocalRotationY() {
Bone *parent = _parent;
if (!parent) {
return _arotation;
}
float pa = parent->_a;
float pb = parent->_b;
float pc = parent->_c;
float pd = parent->_d;
float b = _b;
float d = _d;
return MathUtil::atan2(pa * d - pc * b, pd * b - pb * d) * MathUtil::Rad_Deg;
}
BoneData &Bone::getData() {
return _data;
}
Skeleton &Bone::getSkeleton() {
return _skeleton;
}
Bone *Bone::getParent() {
return _parent;
}
Vector<Bone *> &Bone::getChildren() {
return _children;
}
float Bone::getX() {
return _x;
}
void Bone::setX(float inValue) {
_x = inValue;
}
float Bone::getY() {
return _y;
}
void Bone::setY(float inValue) {
_y = inValue;
}
float Bone::getRotation() {
return _rotation;
}
void Bone::setRotation(float inValue) {
_rotation = inValue;
}
float Bone::getScaleX() {
return _scaleX;
}
void Bone::setScaleX(float inValue) {
_scaleX = inValue;
}
float Bone::getScaleY() {
return _scaleY;
}
void Bone::setScaleY(float inValue) {
_scaleY = inValue;
}
float Bone::getShearX() {
return _shearX;
}
void Bone::setShearX(float inValue) {
_shearX = inValue;
}
float Bone::getShearY() {
return _shearY;
}
void Bone::setShearY(float inValue) {
_shearY = inValue;
}
float Bone::getAppliedRotation() {
return _arotation;
}
void Bone::setAppliedRotation(float inValue) {
_arotation = inValue;
}
float Bone::getAX() {
return _ax;
}
void Bone::setAX(float inValue) {
_ax = inValue;
}
float Bone::getAY() {
return _ay;
}
void Bone::setAY(float inValue) {
_ay = inValue;
}
float Bone::getAScaleX() {
return _ascaleX;
}
void Bone::setAScaleX(float inValue) {
_ascaleX = inValue;
}
float Bone::getAScaleY() {
return _ascaleY;
}
void Bone::setAScaleY(float inValue) {
_ascaleY = inValue;
}
float Bone::getAShearX() {
return _ashearX;
}
void Bone::setAShearX(float inValue) {
_ashearX = inValue;
}
float Bone::getAShearY() {
return _ashearY;
}
void Bone::setAShearY(float inValue) {
_ashearY = inValue;
}
float Bone::getA() {
return _a;
}
void Bone::setA(float inValue) {
_a = inValue;
}
float Bone::getB() {
return _b;
}
void Bone::setB(float inValue) {
_b = inValue;
}
float Bone::getC() {
return _c;
}
void Bone::setC(float inValue) {
_c = inValue;
}
float Bone::getD() {
return _d;
}
void Bone::setD(float inValue) {
_d = inValue;
}
float Bone::getWorldX() {
return _worldX;
}
void Bone::setWorldX(float inValue) {
_worldX = inValue;
}
float Bone::getWorldY() {
return _worldY;
}
void Bone::setWorldY(float inValue) {
_worldY = inValue;
}
float Bone::getWorldRotationX() {
return MathUtil::atan2(_c, _a) * MathUtil::MathUtil::Rad_Deg;
}
float Bone::getWorldRotationY() {
return MathUtil::atan2(_d, _b) * MathUtil::Rad_Deg;
}
float Bone::getWorldScaleX() {
return MathUtil::sqrt(_a * _a + _c * _c);
}
float Bone::getWorldScaleY() {
return MathUtil::sqrt(_b * _b + _d * _d);
}
bool Bone::isAppliedValid() {
return _appliedValid;
}
void Bone::setAppliedValid(bool valid) {
_appliedValid = valid;
}
void Bone::updateAppliedTransform() {
Bone *parent = _parent;
_appliedValid = 1;
if (!parent) {
_ax = _worldX;
_ay = _worldY;
_arotation = MathUtil::atan2(_c, _a) * MathUtil::Rad_Deg;
_ascaleX = MathUtil::sqrt(_a * _a + _c * _c);
_ascaleY = MathUtil::sqrt(_b * _b + _d * _d);
_ashearX = 0;
_ashearY = MathUtil::atan2(_a * _b + _c * _d, _a * _d - _b * _c) * MathUtil::Rad_Deg;
} else {
float pa = parent->_a, pb = parent->_b, pc = parent->_c, pd = parent->_d;
float pid = 1 / (pa * pd - pb * pc);
float dx = _worldX - parent->_worldX, dy = _worldY - parent->_worldY;
float ia = pid * pd;
float id = pid * pa;
float ib = pid * pb;
float ic = pid * pc;
float ra = ia * _a - ib * _c;
float rb = ia * _b - ib * _d;
float rc = id * _c - ic * _a;
float rd = id * _d - ic * _b;
_ax = (dx * pd * pid - dy * pb * pid);
_ay = (dy * pa * pid - dx * pc * pid);
_ashearX = 0;
_ascaleX = MathUtil::sqrt(ra * ra + rc * rc);
if (_ascaleX > 0.0001f) {
float det = ra * rd - rb * rc;
_ascaleY = det / _ascaleX;
_ashearY = MathUtil::atan2(ra * rb + rc * rd, det) * MathUtil::Rad_Deg;
_arotation = MathUtil::atan2(rc, ra) * MathUtil::Rad_Deg;
} else {
_ascaleX = 0;
_ascaleY = MathUtil::sqrt(rb * rb + rd * rd);
_ashearY = 0;
_arotation = 90 - MathUtil::atan2(rd, rb) * MathUtil::Rad_Deg;
}
}
}
bool Bone::isActive() {
return _active;
}
void Bone::setActive(bool inValue) {
_active = inValue;
}