重新修正忽视规则,防止clone后项目无法复现

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tianmo committed 2026-08-30 01:00:12 +08:00
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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";
/** Stores a bone's current pose.
*
* A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
* local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
* constraint or application code modifies the world transform after it was computed from the local transform. */
export class Bone {
/** The bone's setup pose data. */
data;
/** The skeleton this bone belongs to. */
skeleton;
/** The parent bone, or null if this is the root bone. */
parent = null;
/** The immediate children of this bone. */
children = new Array();
/** 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;
/** The applied local x translation. */
ax = 0;
/** The applied local y translation. */
ay = 0;
/** The applied local rotation in degrees, counter clockwise. */
arotation = 0;
/** The applied local scaleX. */
ascaleX = 0;
/** The applied local scaleY. */
ascaleY = 0;
/** The applied local shearX. */
ashearX = 0;
/** The applied local shearY. */
ashearY = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
a = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
b = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
c = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
d = 0;
/** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
worldY = 0;
/** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
worldX = 0;
inherit = Inherit.Normal;
sorted = false;
active = false;
/** @param parent May be null. */
constructor(data, skeleton, parent) {
if (!data)
throw new Error("data cannot be null.");
if (!skeleton)
throw new Error("skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.parent = parent;
this.setToSetupPose();
}
/** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
* {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
isActive() {
return this.active;
}
/** Computes the world transform using the parent bone and this bone's local applied transform. */
update(physics) {
this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY);
}
/** Computes the world transform using the parent bone and this bone's local transform.
*
* See {@link #updateWorldTransformWith()}. */
updateWorldTransform() {
this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
}
/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
* specified local transform. Child bones are not updated.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide. */
updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) {
this.ax = x;
this.ay = y;
this.arotation = rotation;
this.ascaleX = scaleX;
this.ascaleY = scaleY;
this.ashearX = shearX;
this.ashearY = shearY;
let parent = this.parent;
if (!parent) { // Root bone.
let skeleton = this.skeleton;
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 = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y;
return;
}
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * x + pb * y + parent.worldX;
this.worldY = pc * x + pd * 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 rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX;
this.b = Math.cos(ry) * scaleY;
this.c = Math.sin(rx) * scaleX;
this.d = Math.sin(ry) * scaleY;
break;
}
case Inherit.NoRotationOrReflection: {
let sx = 1 / this.skeleton.scaleX, sy = 1 / this.skeleton.scaleY;
pa *= sx;
pc *= sy;
let s = pa * pa + pc * pc;
let prx = 0;
if (s > 0.0001) {
s = Math.abs(pa * pd * sy - pb * sx * pc) / s;
pb = pc * s;
pd = pa * s;
prx = Math.atan2(pc, pa) * MathUtils.radDeg;
}
else {
pa = 0;
pc = 0;
prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg;
}
const rx = (rotation + shearX - prx) * MathUtils.degRad;
const ry = (rotation + shearY - prx + 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;
this.b = pa * lb - pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
break;
}
case Inherit.NoScale:
case Inherit.NoScaleOrReflection: {
rotation *= MathUtils.degRad;
const cos = Math.cos(rotation), sin = Math.sin(rotation);
let za = (pa * cos + pb * sin) / this.skeleton.scaleX;
let zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
let s = Math.sqrt(za * za + zc * zc);
if (s > 0.00001)
s = 1 / s;
za *= s;
zc *= s;
s = Math.sqrt(za * za + zc * zc);
if (this.inherit == Inherit.NoScale
&& (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
s = -s;
rotation = Math.PI / 2 + Math.atan2(zc, za);
const zb = Math.cos(rotation) * s;
const zd = Math.sin(rotation) * s;
shearX *= MathUtils.degRad;
shearY = (90 + shearY) * MathUtils.degRad;
const la = Math.cos(shearX) * scaleX;
const lb = Math.cos(shearY) * scaleY;
const lc = Math.sin(shearX) * scaleX;
const ld = Math.sin(shearY) * scaleY;
this.a = za * la + zb * lc;
this.b = za * lb + zb * ld;
this.c = zc * la + zd * lc;
this.d = zc * lb + zd * ld;
break;
}
}
this.a *= this.skeleton.scaleX;
this.b *= this.skeleton.scaleX;
this.c *= this.skeleton.scaleY;
this.d *= this.skeleton.scaleY;
}
/** Sets this bone's local transform to the setup pose. */
setToSetupPose() {
let data = this.data;
this.x = data.x;
this.y = data.y;
this.rotation = data.rotation;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
this.shearX = data.shearX;
this.shearY = data.shearY;
this.inherit = data.inherit;
}
/** Computes the applied transform values from the world transform.
*
* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
* constraints).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateAppliedTransform() {
let parent = this.parent;
if (!parent) {
this.ax = this.worldX - this.skeleton.x;
this.ay = this.worldY - this.skeleton.y;
this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
this.ashearX = 0;
this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg;
return;
}
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
let pid = 1 / (pa * pd - pb * pc);
let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.ax = (dx * ia - dy * ib);
this.ay = (dy * id - dx * ic);
let ra, rb, rc, rd;
if (this.inherit == Inherit.OnlyTranslation) {
ra = this.a;
rb = this.b;
rc = this.c;
rd = this.d;
}
else {
switch (this.inherit) {
case Inherit.NoRotationOrReflection: {
let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
pb = -pc * this.skeleton.scaleX * s / this.skeleton.scaleY;
pd = pa * this.skeleton.scaleY * s / this.skeleton.scaleX;
pid = 1 / (pa * pd - pb * pc);
ia = pd * pid;
ib = pb * pid;
break;
}
case Inherit.NoScale:
case Inherit.NoScaleOrReflection:
let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation);
pa = (pa * cos + pb * sin) / this.skeleton.scaleX;
pc = (pc * cos + pd * sin) / this.skeleton.scaleY;
let s = Math.sqrt(pa * pa + pc * pc);
if (s > 0.00001)
s = 1 / s;
pa *= s;
pc *= s;
s = Math.sqrt(pa * pa + pc * pc);
if (this.inherit == Inherit.NoScale && pid < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
s = -s;
let r = MathUtils.PI / 2 + Math.atan2(pc, pa);
pb = Math.cos(r) * s;
pd = Math.sin(r) * s;
pid = 1 / (pa * pd - pb * pc);
ia = pd * pid;
ib = pb * pid;
ic = pc * pid;
id = pa * pid;
}
ra = ia * this.a - ib * this.c;
rb = ia * this.b - ib * this.d;
rc = id * this.c - ic * this.a;
rd = id * this.d - ic * this.b;
}
this.ashearX = 0;
this.ascaleX = Math.sqrt(ra * ra + rc * rc);
if (this.ascaleX > 0.0001) {
let det = ra * rd - rb * rc;
this.ascaleY = det / this.ascaleX;
this.ashearY = -Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg;
}
else {
this.ascaleX = 0;
this.ascaleY = Math.sqrt(rb * rb + rd * rd);
this.ashearY = 0;
this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
}
}
/** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
getWorldRotationX() {
return Math.atan2(this.c, this.a) * MathUtils.radDeg;
}
/** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
getWorldRotationY() {
return Math.atan2(this.d, this.b) * MathUtils.radDeg;
}
/** 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);
}
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world) {
let invDet = 1 / (this.a * this.d - this.b * this.c);
let x = world.x - this.worldX, y = world.y - this.worldY;
world.x = x * this.d * invDet - y * this.b * invDet;
world.y = y * this.a * invDet - x * this.c * invDet;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local) {
let 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.parent == null ? world : this.parent.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.parent == null ? world : this.parent.localToWorld(world);
}
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation) {
let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation);
return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation) {
localRotation -= this.rotation - this.shearX;
let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation);
return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg;
}
/** Rotates the world transform the specified amount.
* <p>
* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and
* {@link #update(Physics)} will need to be called on any child bones, recursively. */
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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