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

302 lines
10 KiB
C

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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, 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 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 pa, pb, pc, pd;
spBone* parent = self->parent;
self->ax = x;
self->ay = y;
self->arotation = rotation;
self->ascaleX = scaleX;
self->ascaleY = scaleY;
self->ashearX = shearX;
self->ashearY = shearY;
self->appliedValid = 1;
if (!parent) { /* Root bone. */
float rotationY = rotation + 90 + shearY;
float la = COS_DEG(rotation + shearX) * scaleX;
float lb = COS_DEG(rotationY) * scaleY;
float lc = SIN_DEG(rotation + shearX) * scaleX;
float ld = SIN_DEG(rotationY) * scaleY;
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 + self->skeleton->x;
CONST_CAST(float, self->worldY) = y + self->skeleton->y;
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;
switch (self->data->transformMode) {
case SP_TRANSFORMMODE_NORMAL: {
float rotationY = rotation + 90 + shearY;
float la = COS_DEG(rotation + shearX) * scaleX;
float lb = COS_DEG(rotationY) * scaleY;
float lc = SIN_DEG(rotation + shearX) * scaleX;
float ld = SIN_DEG(rotationY) * scaleY;
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;
return;
}
case SP_TRANSFORMMODE_ONLYTRANSLATION: {
float rotationY = rotation + 90 + shearY;
CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX;
CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY;
CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX;
CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY;
break;
}
case SP_TRANSFORMMODE_NOROTATIONORREFLECTION: {
float s = pa * pa + pc * pc;
float prx, rx, ry, la, lb, lc, ld;
if (s > 0.0001f) {
s = ABS(pa * pd - pb * pc) / s;
pb = pc * s;
pd = pa * s;
prx = ATAN2(pc, pa) * RAD_DEG;
} else {
pa = 0;
pc = 0;
prx = 90 - ATAN2(pd, pb) * RAD_DEG;
}
rx = rotation + shearX - prx;
ry = rotation + shearY - prx + 90;
la = COS_DEG(rx) * scaleX;
lb = COS_DEG(ry) * scaleY;
lc = SIN_DEG(rx) * scaleX;
ld = SIN_DEG(ry) * scaleY;
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;
break;
}
case SP_TRANSFORMMODE_NOSCALE:
case SP_TRANSFORMMODE_NOSCALEORREFLECTION: {
float za, zc, s;
float r, zb, zd, la, lb, lc, ld;
cosine = COS_DEG(rotation); sine = SIN_DEG(rotation);
za = pa * cosine + pb * sine;
zc = pc * cosine + pd * sine;
s = SQRT(za * za + zc * zc);
if (s > 0.00001f) s = 1 / s;
za *= s;
zc *= s;
s = SQRT(za * za + zc * zc);
r = PI / 2 + atan2(zc, za);
zb = COS(r) * s;
zd = SIN(r) * s;
la = COS_DEG(shearX) * scaleX;
lb = COS_DEG(90 + shearY) * scaleY;
lc = SIN_DEG(shearX) * scaleX;
ld = SIN_DEG(90 + shearY) * scaleY;
CONST_CAST(float, self->a) = za * la + zb * lc;
CONST_CAST(float, self->b) = za * lb + zb * ld;
CONST_CAST(float, self->c) = zc * la + zd * lc;
CONST_CAST(float, self->d) = zc * lb + zd * ld;
if (self->data->transformMode != SP_TRANSFORMMODE_NOSCALEORREFLECTION ? pa * pd - pb * pc < 0 : self->skeleton->flipX != self->skeleton->flipY) {
CONST_CAST(float, self->b) = -self->b;
CONST_CAST(float, self->d) = -self->d;
}
return;
}
}
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->c * self->c);
}
float spBone_getWorldScaleY (spBone* self) {
return SQRT(self->b * self->b + self->d * self->d);
}
float spBone_worldToLocalRotationX (spBone* self) {
spBone* parent = self->parent;
if (!parent) return self->arotation;
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->arotation;
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;
CONST_CAST(int, self->appliedValid) = 1;
}
/** Computes the individual applied transform values from the world transform. This can be useful to perform processing using
* the applied transform after the world transform has been modified directly (eg, by a constraint).
* <p>
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. */
void spBone_updateAppliedTransform (spBone* self) {
spBone* parent = self->parent;
self->appliedValid = 1;
if (!parent) {
self->ax = self->worldX;
self->ay = self->worldY;
self->arotation = ATAN2(self->c, self->a) * RAD_DEG;
self->ascaleX = SQRT(self->a * self->a + self->c * self->c);
self->ascaleY = SQRT(self->b * self->b + self->d * self->d);
self->ashearX = 0;
self->ashearY = ATAN2(self->a * self->b + self->c * self->d, self->a * self->d - self->b * self->c) * 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->ax = (dx * pd * pid - dy * pb * pid);
self->ay = (dy * pa * pid - dx * pc * pid);
self->ashearX = 0;
self->ascaleX = SQRT(ra * ra + rc * rc);
if (self->ascaleX > 0.0001f) {
float det = ra * rd - rb * rc;
self->ascaleY = det / self->ascaleX;
self->ashearY = ATAN2(ra * rb + rc * rd, det) * RAD_DEG;
self->arotation = ATAN2(rc, ra) * RAD_DEG;
} else {
self->ascaleX = 0;
self->ascaleY = SQRT(rb * rb + rd * rd);
self->ashearY = 0;
self->arotation = 90 - ATAN2(rd, rb) * RAD_DEG;
}
}
}
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;
}