支持spine4.3

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
import { Inherit } from "./BoneData.js";
import { MathUtils } from "./Utils.js";
/** The applied local pose and world transform for a bone. This is the {@link Bone.getPose} with constraints applied and the
* world transform computed by {@link Skeleton.updateWorldTransform} and {@link updateWorldTransform}.
*
* If the world transform is changed, call {@link updateLocalTransform} before using the local transform. The local
* transform may be needed by other code (eg to apply another constraint).
*
* After changing the world transform, call {@link updateWorldTransform} on every descendant bone. It may be more
* convenient to modify the local transform instead, then call {@link Skeleton.updateWorldTransform} to update the world
* transforms for all bones and apply constraints. */
export class BonePose {
bone;
/** The local x translation. */
x = 0;
/** The local y translation. */
y = 0;
/** The local rotation in degrees, counter clockwise. */
rotation = 0;
/** The local scaleX. */
scaleX = 0;
/** The local scaleY. */
scaleY = 0;
/** The local shearX. */
shearX = 0;
/** The local shearY. */
shearY = 0;
inherit = Inherit.Normal;
/** The world transform `[a b][c d]` x-axis x component. */
a = 0;
/** The world transform `[a b][c d]` y-axis x component. */
b = 0;
/** The world transform `[a b][c d]` x-axis y component. */
c = 0;
/** The world transform `[a b][c d]` y-axis y component. */
d = 0;
/** The world X position. If changed, {@link updateLocalTransform} should be called. */
worldY = 0;
/** The world Y position. If changed, {@link updateLocalTransform} should be called. */
worldX = 0;
world = 0;
local = 0;
set(pose) {
if (pose == null)
throw new Error("pose cannot be null.");
this.x = pose.x;
this.y = pose.y;
this.rotation = pose.rotation;
this.scaleX = pose.scaleX;
this.scaleY = pose.scaleY;
this.shearX = pose.shearX;
this.shearY = pose.shearY;
this.inherit = pose.inherit;
}
setPosition(x, y) {
this.x = x;
this.y = y;
}
setScale(scaleOrX, scaleY) {
this.scaleX = scaleOrX;
this.scaleY = scaleY === undefined ? scaleOrX : scaleY;
}
/** Determines how parent world transforms affect this bone. */
getInherit() {
return this.inherit;
}
setInherit(inherit) {
if (inherit == null)
throw new Error("inherit cannot be null.");
this.inherit = inherit;
}
/** Called by {@link Skeleton.updateCache} to compute the world transform, if needed. */
update(skeleton, physics) {
if (this.world !== skeleton._update)
this.updateWorldTransform(skeleton);
}
/** Computes the world transform using the parent bone's world transform and this applied local pose. Child bones are not
* updated.
*
* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
updateWorldTransform(skeleton) {
if (this.local === skeleton._update)
this.updateLocalTransform(skeleton);
else
this.world = skeleton._update;
const rotation = this.rotation;
const scaleX = this.scaleX;
const scaleY = this.scaleY;
const shearX = this.shearX;
const shearY = this.shearY;
if (!this.bone.parent) { // Root bone.
const sx = skeleton.scaleX, sy = skeleton.scaleY;
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX * sx;
this.b = Math.cos(ry) * scaleY * sx;
this.c = Math.sin(rx) * scaleX * sy;
this.d = Math.sin(ry) * scaleY * sy;
this.worldX = this.x * sx + skeleton.x;
this.worldY = this.y * sy + skeleton.y;
return;
}
const parent = this.bone.parent.appliedPose;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * this.x + pb * this.y + parent.worldX;
this.worldY = pc * this.x + pd * this.y + parent.worldY;
switch (this.inherit) {
case Inherit.Normal: {
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = pa * la + pb * lc;
this.b = pa * lb + pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
return;
}
case Inherit.OnlyTranslation: {
const sx = skeleton.scaleX, sy = skeleton.scaleY;
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX * sx;
this.b = Math.cos(ry) * scaleY * sx;
this.c = Math.sin(rx) * scaleX * sy;
this.d = Math.sin(ry) * scaleY * sy;
break;
}
case Inherit.NoRotationOrReflection: {
const sx = skeleton.scaleX, sy = skeleton.scaleY, sxi = 1 / sx, syi = 1 / sy;
pa *= sxi;
pc *= syi;
let s = pa * pa + pc * pc;
let r = 0;
if (s > MathUtils.epsilon2) {
s = Math.abs(pa * pd * syi - pb * sxi * pc) / s;
pb = pc * s;
pd = pa * s;
r = rotation - MathUtils.atan2Deg(pc, pa);
}
else {
pa = 0;
pc = 0;
r = rotation - 90 + MathUtils.atan2Deg(pd, pb);
}
const rx = (r + shearX) * MathUtils.degRad;
const ry = (r + shearY + 90) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = (pa * la - pb * lc) * sx;
this.b = (pa * lb - pb * ld) * sx;
this.c = (pc * la + pd * lc) * sy;
this.d = (pc * lb + pd * ld) * sy;
break;
}
case Inherit.NoScale:
case Inherit.NoScaleOrReflection: {
const sx = skeleton.scaleX, sy = skeleton.scaleY, sxi = 1 / sx, syi = 1 / sy;
const r = rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
let za = (pa * cos + pb * sin) * sxi;
let zc = (pc * cos + pd * sin) * syi;
const s = 1 / Math.sqrt(za * za + zc * zc);
za *= s;
zc *= s;
let zb = -zc, zd = za;
if (this.inherit === Inherit.NoScale && pa * pd - pb * pc < 0 !== (sx < 0 !== sy < 0)) {
zb = -zb;
zd = -zd;
}
const rx = shearX * MathUtils.degRad;
const ry = (90 + shearY) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = (za * la + zb * lc) * sx;
this.b = (za * lb + zb * ld) * sx;
this.c = (zc * la + zd * lc) * sy;
this.d = (zc * lb + zd * ld) * sy;
break;
}
}
}
/** Computes the local transform values from the world transform.
*
* If the world transform is modified (by a constraint, {@link rotateWorld}, etc) then this method should be called so
* the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
* constraint).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateLocalTransform(skeleton) {
this.local = 0;
this.world = skeleton._update;
const sx = skeleton.scaleX, sy = skeleton.scaleY;
if (!this.bone.parent) {
const sxi = 1 / sx, syi = 1 / sy;
this.x = (this.worldX - skeleton.x) * sxi;
this.y = (this.worldY - skeleton.y) * syi;
this.set5(this.a * sxi, this.b * sxi, this.c * syi, this.d * syi, 0);
return;
}
const parent = this.bone.parent.appliedPose;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
const pad = pa * pd - pb * pc, pid = 1 / (pa * pd - pb * pc);
const ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
const dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.x = dx * ia - dy * ib;
this.y = dy * id - dx * ic;
switch (this.inherit) {
case Inherit.Normal:
this.set5(ia * this.a - ib * this.c, ia * this.b - ib * this.d, id * this.c - ic * this.a, id * this.d - ic * this.b, 0);
break;
case Inherit.OnlyTranslation: {
const sxi = 1 / sx, syi = 1 / sy;
this.set5(this.a * sxi, this.b * sxi, this.c * syi, this.d * syi, 0);
break;
}
case Inherit.NoRotationOrReflection: {
const sxi = 1 / sx, syi = 1 / sy;
pa *= sxi;
pc *= syi;
const wa = this.a * sxi, wb = this.b * sxi, wc = this.c * syi, wd = this.d * syi;
const s = 1 / (pa * pa + pc * pc), det = 1 / Math.abs(pad * sxi * syi);
this.set5((pa * wa + pc * wc) * s, (pa * wb + pc * wd) * s, (pa * wc - pc * wa) * det, (pa * wd - pc * wb) * det, MathUtils.atan2Deg(pc, pa));
break;
}
case Inherit.NoScale:
case Inherit.NoScaleOrReflection: {
const sxi = 1 / sx, syi = 1 / sy;
const wa = this.a * sxi, wb = this.b * sxi, wc = this.c * syi, wd = this.d * syi;
let tx = pd * this.a - pb * this.c, ty = pa * this.c - pc * this.a;
if (pad < 0) {
tx = -tx;
ty = -ty;
}
let r = MathUtils.atan2Deg(ty, tx);
this.rotation = r;
r *= MathUtils.degRad;
const cos = Math.cos(r), sin = Math.sin(r);
let za = (pa * cos + pb * sin) * sxi;
let zc = (pc * cos + pd * sin) * syi;
const s = 1 / Math.sqrt(za * za + zc * zc);
za *= s;
zc *= s;
const si = this.inherit === Inherit.NoScale && pad < 0 !== (sx < 0 !== sy < 0) ? -1 : 1;
this.set4(za * wa + zc * wc, za * wb + zc * wd, (za * wc - zc * wa) * si, (za * wd - zc * wb) * si);
}
}
}
set4(ra, rb, rc, rd) {
const x = ra * ra + rc * rc, y = rb * rb + rd * rd;
if (x > MathUtils.epsilon2) {
this.shearX = MathUtils.atan2Deg(rc, ra);
this.scaleX = Math.sqrt(x);
}
else {
this.shearX = 0;
this.scaleX = 0;
}
this.scaleY = Math.sqrt(y);
if (y > MathUtils.epsilon2) {
this.shearY = MathUtils.atan2Deg(rd, rb);
if (ra * rd - rb * rc < 0) {
this.scaleY = -this.scaleY;
this.shearY += 90;
}
else
this.shearY -= 90;
if (this.shearY > 180)
this.shearY -= 360;
else if (this.shearY <= -180) //
this.shearY += 360;
}
else
this.shearY = 0;
}
set5(ra, rb, rc, rd, ro) {
this.shearX = 0;
const x = ra * ra + rc * rc, y = rb * rb + rd * rd;
if (x > MathUtils.epsilon2) {
const r = MathUtils.atan2Deg(rc, ra);
this.rotation = r + ro;
this.scaleX = Math.sqrt(x);
this.scaleY = Math.sqrt(y);
if (y > MathUtils.epsilon2) {
this.shearY = MathUtils.atan2Deg(rd, rb);
if (ra * rd - rb * rc < 0) {
this.scaleY = -this.scaleY;
this.shearY += 90 - r;
}
else
this.shearY -= 90 + r;
if (this.shearY > 180)
this.shearY -= 360;
else if (this.shearY <= -180) //
this.shearY += 360;
}
else
this.shearY = 0;
}
else {
this.scaleX = 0;
this.scaleY = Math.sqrt(y);
this.shearY = 0;
this.rotation = y > MathUtils.epsilon2 ? MathUtils.atan2Deg(rd, rb) - 90 + ro : ro;
}
}
/** If the world transform has been modified by constraints and the local transform no longer matches,
* {@link updateLocalTransform} is called. Call this after {@link Skeleton.updateWorldTransform} before
* using the applied local transform. */
validateLocalTransform(skeleton) {
if (this.local === skeleton._update)
this.updateLocalTransform(skeleton);
}
modifyLocal(skeleton) {
if (this.local === skeleton._update)
this.updateLocalTransform(skeleton);
this.world = 0;
this.resetWorld(skeleton, skeleton._update);
}
modifyWorld(skeleton) {
const update = skeleton._update;
this.local = update;
this.world = update;
this.resetWorld(skeleton, update);
}
resetWorld(skeleton, update) {
const children = this.bone.children;
for (let i = 0, n = children.length; i < n; i++) {
const child = children[i].appliedPose;
if (child.world === update) {
if (child.local === update)
child.updateLocalTransform(skeleton);
child.world = 0;
child.resetWorld(skeleton, update);
}
}
}
/** The world rotation for the X axis, calculated using {@link a} and {@link c}. This is the direction the bone is
* pointing. */
getWorldRotationX() {
return MathUtils.atan2Deg(this.c, this.a);
}
/** The world rotation for the Y axis, calculated using {@link b} and {@link d}. */
getWorldRotationY() {
return MathUtils.atan2Deg(this.d, this.b);
}
/** The magnitude (always positive) of the world scale X, calculated using {@link a} and {@link c}. */
getWorldScaleX() {
return Math.sqrt(this.a * this.a + this.c * this.c);
}
/** The magnitude (always positive) of the world scale Y, calculated using {@link b} and {@link d}. */
getWorldScaleY() {
return Math.sqrt(this.b * this.b + this.d * this.d);
}
// public Matrix3 getWorldTransform (Matrix3 worldTransform) {
// if (worldTransform == null) throw new IllegalArgumentException("worldTransform cannot be null.");
// float[] val = worldTransform.val;
// val[M00] = a;
// val[M01] = b;
// val[M10] = c;
// val[M11] = d;
// val[M02] = worldX;
// val[M12] = worldY;
// val[M20] = 0;
// val[M21] = 0;
// val[M22] = 1;
// return worldTransform;
// }
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world) {
if (world == null)
throw new Error("world cannot be null.");
const det = this.a * this.d - this.b * this.c;
const x = world.x - this.worldX, y = world.y - this.worldY;
world.x = (x * this.d - y * this.b) / det;
world.y = (y * this.a - x * this.c) / det;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local) {
if (local == null)
throw new Error("local cannot be null.");
const x = local.x, y = local.y;
local.x = x * this.a + y * this.b + this.worldX;
local.y = x * this.c + y * this.d + this.worldY;
return local;
}
/** Transforms a point from world coordinates to the parent bone's local coordinates. */
worldToParent(world) {
if (world == null)
throw new Error("world cannot be null.");
return this.bone.parent == null ? world : this.bone.parent.appliedPose.worldToLocal(world);
}
/** Transforms a point from the parent bone's coordinates to world coordinates. */
parentToWorld(world) {
if (world == null)
throw new Error("world cannot be null.");
return this.bone.parent == null ? world : this.bone.parent.appliedPose.localToWorld(world);
}
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation) {
worldRotation *= MathUtils.degRad;
const sin = Math.sin(worldRotation), cos = Math.cos(worldRotation);
return MathUtils.atan2Deg(this.a * sin - this.c * cos, this.d * cos - this.b * sin) + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation) {
localRotation = (localRotation - this.rotation - this.shearX) * MathUtils.degRad;
const sin = Math.sin(localRotation), cos = Math.cos(localRotation);
return MathUtils.atan2Deg(cos * this.c + sin * this.d, cos * this.a + sin * this.b);
}
/** Rotates the world transform the specified amount. */
rotateWorld(degrees) {
degrees *= MathUtils.degRad;
const sin = Math.sin(degrees), cos = Math.cos(degrees);
const ra = this.a, rb = this.b;
this.a = cos * ra - sin * this.c;
this.b = cos * rb - sin * this.d;
this.c = sin * ra + cos * this.c;
this.d = sin * rb + cos * this.d;
}
}
//# 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