mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2025-01-14 15:01:07 +00:00
550 lines
12 KiB
C++
550 lines
12 KiB
C++
/******************************************************************************
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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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#ifdef SPINE_UE4
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#include "SpinePluginPrivatePCH.h"
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#endif
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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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using namespace spine;
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RTTI_IMPL(Bone, Updatable)
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bool Bone::yDown = false;
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void Bone::setYDown(bool inValue) {
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yDown = inValue;
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}
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bool Bone::isYDown() {
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return yDown;
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}
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Bone::Bone(BoneData &data, Skeleton &skeleton, Bone *parent) : Updatable(),
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_data(data),
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_skeleton(skeleton),
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_parent(parent),
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_x(0),
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_y(0),
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_rotation(0),
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_scaleX(0),
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_scaleY(0),
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_shearX(0),
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_shearY(0),
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_ax(0),
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_ay(0),
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_arotation(0),
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_ascaleX(0),
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_ascaleY(0),
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_ashearX(0),
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_ashearY(0),
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_appliedValid(false),
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_a(1),
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_b(0),
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_worldX(0),
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_c(0),
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_d(1),
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_worldY(0),
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_sorted(false),
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_active(false)
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{
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setToSetupPose();
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}
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void Bone::update() {
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updateWorldTransform(_x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY);
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}
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void Bone::updateWorldTransform() {
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updateWorldTransform(_x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY);
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}
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void Bone::updateWorldTransform(float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) {
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float cosine, sine;
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float pa, pb, pc, pd;
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Bone *parent = _parent;
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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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_appliedValid = true;
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if (!parent) { /* Root bone. */
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float rotationY = rotation + 90 + shearY;
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float sx = _skeleton.getScaleX();
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float sy = _skeleton.getScaleY();
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_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
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_b = MathUtil::cosDeg(rotationY) * scaleY * sx;
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_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sy;
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_d = MathUtil::sinDeg(rotationY) * 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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pa = parent->_a;
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pb = parent->_b;
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pc = parent->_c;
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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.getTransformMode()) {
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case TransformMode_Normal: {
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float rotationY = rotation + 90 + shearY;
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float la = MathUtil::cosDeg(rotation + shearX) * scaleX;
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float lb = MathUtil::cosDeg(rotationY) * scaleY;
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float lc = MathUtil::sinDeg(rotation + shearX) * scaleX;
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float ld = MathUtil::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 = MathUtil::cosDeg(rotation + shearX) * scaleX;
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_b = MathUtil::cosDeg(rotationY) * scaleY;
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_c = MathUtil::sinDeg(rotation + shearX) * scaleX;
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_d = MathUtil::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;
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float prx, rx, ry, la, lb, lc, ld;
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if (s > 0.0001f) {
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s = MathUtil::abs(pa * pd - pb * 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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rx = rotation + shearX - prx;
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ry = rotation + shearY - prx + 90;
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la = MathUtil::cosDeg(rx) * scaleX;
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lb = MathUtil::cosDeg(ry) * scaleY;
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lc = MathUtil::sinDeg(rx) * scaleX;
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ld = MathUtil::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 za, zc, s;
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float r, zb, zd, la, lb, lc, ld;
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cosine = MathUtil::cosDeg(rotation);
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sine = MathUtil::sinDeg(rotation);
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za = (pa * cosine + pb * sine) / _skeleton.getScaleX();
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zc = (pc * cosine + pd * sine) / _skeleton.getScaleY();
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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 (_data.getTransformMode() == TransformMode_NoScale
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&& (pa * pd - pb * pc < 0) != (_skeleton.getScaleX() < 0 != _skeleton.getScaleY() < 0))
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s = -s;
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r = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
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zb = MathUtil::cos(r) * s;
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zd = MathUtil::sin(r) * s;
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la = MathUtil::cosDeg(shearX) * scaleX;
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lb = MathUtil::cosDeg(90 + shearY) * scaleY;
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lc = MathUtil::sinDeg(shearX) * scaleX;
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ld = MathUtil::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.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 Bone::setToSetupPose() {
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BoneData &data = _data;
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_x = data.getX();
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_y = data.getY();
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_rotation = data.getRotation();
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_scaleX = data.getScaleX();
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_scaleY = data.getScaleY();
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_shearX = data.getShearX();
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_shearY = data.getShearY();
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}
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void Bone::worldToLocal(float worldX, float worldY, float &outLocalX, float &outLocalY) {
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float a = _a;
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float b = _b;
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float c = _c;
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float d = _d;
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float invDet = 1 / (a * d - b * c);
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float x = worldX - _worldX;
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float y = worldY - _worldY;
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outLocalX = (x * d * invDet - y * b * invDet);
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outLocalY = (y * a * invDet - x * c * invDet);
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}
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void Bone::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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float Bone::worldToLocalRotation(float worldRotation) {
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float sin = MathUtil::sinDeg(worldRotation);
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float cos = MathUtil::cosDeg(worldRotation);
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return MathUtil::atan2(_a * sin - _c * cos, _d * cos - _b * sin) * MathUtil::Rad_Deg + this->_rotation - this->_shearX;
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}
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float Bone::localToWorldRotation(float localRotation) {
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localRotation -= this->_rotation - this->_shearX;
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float sin = MathUtil::sinDeg(localRotation);
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float cos = MathUtil::cosDeg(localRotation);
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return MathUtil::atan2(cos * _c + sin * _d, cos * _a + sin * _b) * MathUtil::Rad_Deg;
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}
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void Bone::rotateWorld(float degrees) {
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float a = _a;
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float b = _b;
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float c = _c;
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float d = _d;
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float cos = MathUtil::cosDeg(degrees);
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float sin = MathUtil::sinDeg(degrees);
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_a = cos * a - sin * c;
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_b = cos * b - sin * d;
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_c = sin * a + cos * c;
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_d = sin * b + cos * d;
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_appliedValid = false;
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}
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float Bone::getWorldToLocalRotationX() {
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Bone *parent = _parent;
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if (!parent) {
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return _arotation;
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}
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float pa = parent->_a;
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float pb = parent->_b;
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float pc = parent->_c;
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float pd = parent->_d;
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float a = _a;
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float c = _c;
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return MathUtil::atan2(pa * c - pc * a, pd * a - pb * c) * MathUtil::Rad_Deg;
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}
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float Bone::getWorldToLocalRotationY() {
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Bone *parent = _parent;
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if (!parent) {
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return _arotation;
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}
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float pa = parent->_a;
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float pb = parent->_b;
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float pc = parent->_c;
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float pd = parent->_d;
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float b = _b;
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float d = _d;
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return MathUtil::atan2(pa * d - pc * b, pd * b - pb * d) * MathUtil::Rad_Deg;
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}
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BoneData &Bone::getData() {
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return _data;
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}
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Skeleton &Bone::getSkeleton() {
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return _skeleton;
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}
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Bone *Bone::getParent() {
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return _parent;
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}
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Vector<Bone *> &Bone::getChildren() {
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return _children;
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}
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float Bone::getX() {
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return _x;
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}
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void Bone::setX(float inValue) {
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_x = inValue;
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}
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float Bone::getY() {
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return _y;
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}
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void Bone::setY(float inValue) {
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_y = inValue;
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}
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float Bone::getRotation() {
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return _rotation;
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}
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void Bone::setRotation(float inValue) {
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_rotation = inValue;
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}
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float Bone::getScaleX() {
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return _scaleX;
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}
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void Bone::setScaleX(float inValue) {
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_scaleX = inValue;
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}
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float Bone::getScaleY() {
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return _scaleY;
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}
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void Bone::setScaleY(float inValue) {
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_scaleY = inValue;
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}
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float Bone::getShearX() {
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return _shearX;
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}
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void Bone::setShearX(float inValue) {
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_shearX = inValue;
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}
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float Bone::getShearY() {
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return _shearY;
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}
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void Bone::setShearY(float inValue) {
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_shearY = inValue;
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}
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float Bone::getAppliedRotation() {
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return _arotation;
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}
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void Bone::setAppliedRotation(float inValue) {
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_arotation = inValue;
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}
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float Bone::getAX() {
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return _ax;
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}
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void Bone::setAX(float inValue) {
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_ax = inValue;
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}
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float Bone::getAY() {
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return _ay;
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}
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void Bone::setAY(float inValue) {
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_ay = inValue;
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}
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float Bone::getAScaleX() {
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return _ascaleX;
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}
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void Bone::setAScaleX(float inValue) {
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_ascaleX = inValue;
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}
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float Bone::getAScaleY() {
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return _ascaleY;
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}
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void Bone::setAScaleY(float inValue) {
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_ascaleY = inValue;
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}
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float Bone::getAShearX() {
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return _ashearX;
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}
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void Bone::setAShearX(float inValue) {
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_ashearX = inValue;
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}
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float Bone::getAShearY() {
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return _ashearY;
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}
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void Bone::setAShearY(float inValue) {
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_ashearY = inValue;
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}
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float Bone::getA() {
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return _a;
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}
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void Bone::setA(float inValue) {
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_a = inValue;
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}
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float Bone::getB() {
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return _b;
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}
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void Bone::setB(float inValue) {
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_b = inValue;
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}
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float Bone::getC() {
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return _c;
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}
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void Bone::setC(float inValue) {
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_c = inValue;
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}
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float Bone::getD() {
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return _d;
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}
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void Bone::setD(float inValue) {
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_d = inValue;
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}
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float Bone::getWorldX() {
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return _worldX;
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}
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void Bone::setWorldX(float inValue) {
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_worldX = inValue;
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}
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float Bone::getWorldY() {
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return _worldY;
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}
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void Bone::setWorldY(float inValue) {
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_worldY = inValue;
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}
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float Bone::getWorldRotationX() {
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return MathUtil::atan2(_c, _a) * MathUtil::MathUtil::Rad_Deg;
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}
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float Bone::getWorldRotationY() {
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return MathUtil::atan2(_d, _b) * MathUtil::Rad_Deg;
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}
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float Bone::getWorldScaleX() {
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return MathUtil::sqrt(_a * _a + _c * _c);
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}
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float Bone::getWorldScaleY() {
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return MathUtil::sqrt(_b * _b + _d * _d);
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}
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bool Bone::isAppliedValid() {
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return _appliedValid;
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}
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void Bone::setAppliedValid(bool valid) {
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_appliedValid = valid;
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}
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void Bone::updateAppliedTransform() {
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Bone *parent = _parent;
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_appliedValid = 1;
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if (!parent) {
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_ax = _worldX;
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_ay = _worldY;
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_arotation = MathUtil::atan2(_c, _a) * MathUtil::Rad_Deg;
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_ascaleX = MathUtil::sqrt(_a * _a + _c * _c);
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_ascaleY = MathUtil::sqrt(_b * _b + _d * _d);
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_ashearX = 0;
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_ashearY = MathUtil::atan2(_a * _b + _c * _d, _a * _d - _b * _c) * MathUtil::Rad_Deg;
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} else {
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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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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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_ax = (dx * pd * pid - dy * pb * pid);
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_ay = (dy * pa * pid - dx * pc * pid);
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_ashearX = 0;
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_ascaleX = MathUtil::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;
|
|
_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;
|
|
}
|