/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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. *****************************************************************************/ #include #include #include static int yDown; void spBone_setYDown (int value) { yDown = value; } int spBone_isYDown () { return yDown; } spBone* spBone_create (spBoneData* data, spSkeleton* skeleton, spBone* parent) { spBone* self = NEW(spBone); CONST_CAST(spBoneData*, self->data) = data; CONST_CAST(spSkeleton*, self->skeleton) = skeleton; CONST_CAST(spBone*, self->parent) = parent; spBone_setToSetupPose(self); return self; } void spBone_dispose (spBone* self) { FREE(self->children); FREE(self); } void spBone_updateWorldTransform (spBone* self) { spBone_updateWorldTransformWith(self, self->x, self->y, self->rotation, self->scaleX, self->scaleY, self->shearX, self->shearY); } void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rotation, float scaleX, float scaleY, float shearX, float shearY) { float cosine, sine; float rotationY = rotation + 90 + shearY; float la = COS_DEG(rotation + shearX) * scaleX, lb = COS_DEG(rotationY) * scaleY; float lc = SIN_DEG(rotation + shearX) * scaleX, ld = SIN_DEG(rotationY) * scaleY; float pa, pb, pc, pd, temp; spBone* parent = self->parent; CONST_CAST(float, self->appliedRotation) = rotation; if (!parent) { /* Root bone. */ if (self->skeleton->flipX) { x = -x; la = -la; lb = -lb; } if (self->skeleton->flipY != yDown) { y = -y; lc = -lc; ld = -ld; } CONST_CAST(float, self->a) = la; CONST_CAST(float, self->b) = lb; CONST_CAST(float, self->c) = lc; CONST_CAST(float, self->d) = ld; CONST_CAST(float, self->worldX) = x; CONST_CAST(float, self->worldY) = y; CONST_CAST(float, self->worldSignX) = scaleX > 0 ? 1.0f : -1.0f; CONST_CAST(float, self->worldSignY) = scaleY > 0 ? 1.0f : -1.0f; return; } pa = parent->a; pb = parent->b; pc = parent->c; pd = parent->d; CONST_CAST(float, self->worldX) = pa * x + pb * y + parent->worldX; CONST_CAST(float, self->worldY) = pc * x + pd * y + parent->worldY; CONST_CAST(float, self->worldSignX) = parent->worldSignX * (scaleX > 0 ? 1 : -1); CONST_CAST(float, self->worldSignY) = parent->worldSignY * (scaleY > 0 ? 1 : -1); if (self->data->inheritRotation && self->data->inheritScale) { CONST_CAST(float, self->a) = pa * la + pb * lc; CONST_CAST(float, self->b) = pa * lb + pb * ld; CONST_CAST(float, self->c) = pc * la + pd * lc; CONST_CAST(float, self->d) = pc * lb + pd * ld; } else { if (self->data->inheritRotation) { /* No scale inheritance. */ pa = 1; pb = 0; pc = 0; pd = 1; do { cosine = COS_DEG(parent->appliedRotation); sine = SIN_DEG(parent->appliedRotation); temp = pa * cosine + pb * sine; pb = pb * cosine - pa * sine; pa = temp; temp = pc * cosine + pd * sine; pd = pd * cosine - pc * sine; pc = temp; if (!parent->data->inheritRotation) break; parent = parent->parent; } while (parent); CONST_CAST(float, self->a) = pa * la + pb * lc; CONST_CAST(float, self->b) = pa * lb + pb * ld; CONST_CAST(float, self->c) = pc * la + pd * lc; CONST_CAST(float, self->d) = pc * lb + pd * ld; } else if (self->data->inheritScale) { /* No rotation inheritance. */ pa = 1; pb = 0; pc = 0; pd = 1; do { float za, zb, zc, zd; float psx = parent->scaleX, psy = parent->scaleY; cosine = COS_DEG(parent->appliedRotation); sine = SIN_DEG(parent->appliedRotation); za = cosine * psx; zb = sine * psy; zc = sine * psx; zd = cosine * psy; temp = pa * za + pb * zc; pb = pb * zd - pa * zb; pa = temp; temp = pc * za + pd * zc; pd = pd * zd - pc * zb; pc = temp; if (psx >= 0) sine = -sine; temp = pa * cosine + pb * sine; pb = pb * cosine - pa * sine; pa = temp; temp = pc * cosine + pd * sine; pd = pd * cosine - pc * sine; pc = temp; if (!parent->data->inheritScale) break; parent = parent->parent; } while (parent); CONST_CAST(float, self->a) = pa * la + pb * lc; CONST_CAST(float, self->b) = pa * lb + pb * ld; CONST_CAST(float, self->c) = pc * la + pd * lc; CONST_CAST(float, self->d) = pc * lb + pd * ld; } else { CONST_CAST(float, self->a) = la; CONST_CAST(float, self->b) = lb; CONST_CAST(float, self->c) = lc; CONST_CAST(float, self->d) = ld; } if (self->skeleton->flipX) { CONST_CAST(float, self->a) = -self->a; CONST_CAST(float, self->b) = -self->b; } if (self->skeleton->flipY != yDown) { CONST_CAST(float, self->c) = -self->c; CONST_CAST(float, self->d) = -self->d; } } } void spBone_setToSetupPose (spBone* self) { self->x = self->data->x; self->y = self->data->y; self->rotation = self->data->rotation; self->scaleX = self->data->scaleX; self->scaleY = self->data->scaleY; self->shearX = self->data->shearX; self->shearY = self->data->shearY; } float spBone_getWorldRotationX (spBone* self) { return ATAN2(self->c, self->a) * RAD_DEG; } float spBone_getWorldRotationY (spBone* self) { return ATAN2(self->d, self->b) * RAD_DEG; } float spBone_getWorldScaleX (spBone* self) { return SQRT(self->a * self->a + self->b * self->b) * self->worldSignX; } float spBone_getWorldScaleY (spBone* self) { return SQRT(self->c * self->c + self->d * self->d) * self->worldSignY; } float spBone_worldToLocalRotationX (spBone* self) { spBone* parent = self->parent; if (!parent) return self->rotation; return ATAN2(parent->a * self->c - parent->c * self->a, parent->d * self->a - parent->b * self->c) * RAD_DEG; } float spBone_worldToLocalRotationY (spBone* self) { spBone* parent = self->parent; if (!parent) return self->rotation; return ATAN2(parent->a * self->d - parent->c * self->b, parent->d * self->b - parent->b * self->d) * RAD_DEG; } void spBone_rotateWorld (spBone* self, float degrees) { float a = self->a, b = self->b, c = self->c, d = self->d; float cosine = COS_DEG(degrees), sine = SIN_DEG(degrees); CONST_CAST(float, self->a) = cosine * a - sine * c; CONST_CAST(float, self->b) = cosine * b - sine * d; CONST_CAST(float, self->c) = sine * a + cosine * c; CONST_CAST(float, self->d) = sine * b + cosine * d; } /** Computes the local transform from the world transform. This can be useful to perform processing on the local transform * after the world transform has been modified directly (eg, by a constraint). *

* Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local * transform values may differ from the original values but are functionally the same. */ void spBone_updateLocalTransform (spBone* self) { spBone* parent = self->parent; if (!parent) { float det = self->a * self->d - self->b * self->c; self->x = self->worldX; self->y = self->worldY; self->rotation = ATAN2(self->c, self->a) * RAD_DEG; self->scaleX = SQRT(self->a * self->a + self->c * self->c); self->scaleY = SQRT(self->b * self->b + self->d * self->d); self->shearX = 0; self->shearY = ATAN2(self->a * self->b + self->c * self->d, det) * 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 = self->worldX - parent->worldX, dy = self->worldY - parent->worldY; float ia = pid * pd; float id = pid * pa; float ib = pid * pb; float ic = pid * pc; float ra = ia * self->a - ib * self->c; float rb = ia * self->b - ib * self->d; float rc = id * self->c - ic * self->a; float rd = id * self->d - ic * self->b; self->x = (dx * pd * pid - dy * pb * pid); self->y = (dy * pa * pid - dx * pc * pid); self->shearX = 0; self->scaleX = SQRT(ra * ra + rc * rc); if (self->scaleX > 0.0001f) { float det = ra * rd - rb * rc; self->scaleY = det / self->scaleX; self->shearY = ATAN2(ra * rb + rc * rd, det) * RAD_DEG; self->rotation = ATAN2(rc, ra) * RAD_DEG; } else { self->scaleX = 0; self->scaleY = SQRT(rb * rb + rd * rd); self->shearY = 0; self->rotation = 90 - ATAN2(rd, rb) * RAD_DEG; } self->appliedRotation = self->rotation; } } void spBone_worldToLocal (spBone* self, float worldX, float worldY, float* localX, float* localY) { float a = self->a, b = self->b, c = self->c, d = self->d; float invDet = 1 / (a * d - b * c); float x = worldX - self->worldX, y = worldY - self->worldY; *localX = (x * d * invDet - y * b * invDet); *localY = (y * a * invDet - x * c * invDet); } void spBone_localToWorld (spBone* self, float localX, float localY, float* worldX, float* worldY) { float x = localX, y = localY; *worldX = x * self->a + y * self->b + self->worldX; *worldY = x * self->c + y * self->d + self->worldY; }