axmol/cocos/editor-support/spine/Bone.c

289 lines
10 KiB
C

/******************************************************************************
* 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 <spine/Bone.h>
#include <spine/extension.h>
#include <stdio.h>
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).
* <p>
* 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;
}