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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Inherit } from "./BoneData.js";
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import { MathUtils } from "./Utils.js";
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/** Stores a bone's current pose.
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*
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* A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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* local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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* constraint or application code modifies the world transform after it was computed from the local transform. */
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export class Bone {
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/** The bone's setup pose data. */
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data;
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/** The skeleton this bone belongs to. */
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skeleton;
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/** The parent bone, or null if this is the root bone. */
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parent = null;
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/** The immediate children of this bone. */
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children = new Array();
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/** The local x translation. */
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x = 0;
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/** The local y translation. */
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y = 0;
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/** The local rotation in degrees, counter clockwise. */
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rotation = 0;
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/** The local scaleX. */
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scaleX = 0;
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/** The local scaleY. */
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scaleY = 0;
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/** The local shearX. */
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shearX = 0;
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/** The local shearY. */
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shearY = 0;
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/** The applied local x translation. */
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ax = 0;
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/** The applied local y translation. */
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ay = 0;
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/** The applied local rotation in degrees, counter clockwise. */
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arotation = 0;
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/** The applied local scaleX. */
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ascaleX = 0;
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/** The applied local scaleY. */
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ascaleY = 0;
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/** The applied local shearX. */
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ashearX = 0;
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/** The applied local shearY. */
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ashearY = 0;
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/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
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a = 0;
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/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
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b = 0;
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/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
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c = 0;
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/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
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d = 0;
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/** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
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worldY = 0;
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/** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
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worldX = 0;
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inherit = Inherit.Normal;
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sorted = false;
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active = false;
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/** @param parent May be null. */
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constructor(data, skeleton, parent) {
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if (!data)
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throw new Error("data cannot be null.");
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if (!skeleton)
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throw new Error("skeleton cannot be null.");
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this.data = data;
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this.skeleton = skeleton;
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this.parent = parent;
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this.setToSetupPose();
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}
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/** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
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* {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
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isActive() {
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return this.active;
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}
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/** Computes the world transform using the parent bone and this bone's local applied transform. */
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update(physics) {
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this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY);
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}
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/** Computes the world transform using the parent bone and this bone's local transform.
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*
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* See {@link #updateWorldTransformWith()}. */
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updateWorldTransform() {
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this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
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}
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/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
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* specified local transform. Child bones are not updated.
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*
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* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
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* Runtimes Guide. */
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updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) {
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this.ax = x;
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this.ay = y;
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this.arotation = rotation;
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this.ascaleX = scaleX;
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this.ascaleY = scaleY;
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this.ashearX = shearX;
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this.ashearY = shearY;
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let parent = this.parent;
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if (!parent) { // Root bone.
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let skeleton = this.skeleton;
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const sx = skeleton.scaleX, sy = skeleton.scaleY;
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const rx = (rotation + shearX) * MathUtils.degRad;
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const ry = (rotation + 90 + shearY) * MathUtils.degRad;
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this.a = Math.cos(rx) * scaleX * sx;
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this.b = Math.cos(ry) * scaleY * sx;
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this.c = Math.sin(rx) * scaleX * sy;
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this.d = Math.sin(ry) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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return;
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}
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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this.worldX = pa * x + pb * y + parent.worldX;
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this.worldY = pc * x + pd * y + parent.worldY;
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switch (this.inherit) {
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case Inherit.Normal: {
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const rx = (rotation + shearX) * MathUtils.degRad;
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const ry = (rotation + 90 + shearY) * MathUtils.degRad;
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const la = Math.cos(rx) * scaleX;
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const lb = Math.cos(ry) * scaleY;
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const lc = Math.sin(rx) * scaleX;
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const ld = Math.sin(ry) * scaleY;
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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return;
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}
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case Inherit.OnlyTranslation: {
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const rx = (rotation + shearX) * MathUtils.degRad;
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const ry = (rotation + 90 + shearY) * MathUtils.degRad;
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this.a = Math.cos(rx) * scaleX;
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this.b = Math.cos(ry) * scaleY;
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this.c = Math.sin(rx) * scaleX;
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this.d = Math.sin(ry) * scaleY;
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break;
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}
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case Inherit.NoRotationOrReflection: {
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let sx = 1 / this.skeleton.scaleX, sy = 1 / this.skeleton.scaleY;
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pa *= sx;
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pc *= sy;
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let s = pa * pa + pc * pc;
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let prx = 0;
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if (s > 0.0001) {
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s = Math.abs(pa * pd * sy - pb * sx * pc) / s;
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pb = pc * s;
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pd = pa * s;
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prx = Math.atan2(pc, pa) * MathUtils.radDeg;
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}
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else {
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pa = 0;
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pc = 0;
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prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg;
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}
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const rx = (rotation + shearX - prx) * MathUtils.degRad;
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const ry = (rotation + shearY - prx + 90) * MathUtils.degRad;
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const la = Math.cos(rx) * scaleX;
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const lb = Math.cos(ry) * scaleY;
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const lc = Math.sin(rx) * scaleX;
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const ld = Math.sin(ry) * scaleY;
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this.a = pa * la - pb * lc;
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this.b = pa * lb - pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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break;
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}
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case Inherit.NoScale:
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case Inherit.NoScaleOrReflection: {
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rotation *= MathUtils.degRad;
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const cos = Math.cos(rotation), sin = Math.sin(rotation);
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let za = (pa * cos + pb * sin) / this.skeleton.scaleX;
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let zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
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let s = Math.sqrt(za * za + zc * zc);
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if (s > 0.00001)
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s = 1 / s;
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za *= s;
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zc *= s;
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s = Math.sqrt(za * za + zc * zc);
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if (this.inherit == Inherit.NoScale
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&& (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
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s = -s;
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rotation = Math.PI / 2 + Math.atan2(zc, za);
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const zb = Math.cos(rotation) * s;
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const zd = Math.sin(rotation) * s;
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shearX *= MathUtils.degRad;
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shearY = (90 + shearY) * MathUtils.degRad;
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const la = Math.cos(shearX) * scaleX;
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const lb = Math.cos(shearY) * scaleY;
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const lc = Math.sin(shearX) * scaleX;
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const ld = Math.sin(shearY) * scaleY;
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this.a = za * la + zb * lc;
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this.b = za * lb + zb * ld;
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this.c = zc * la + zd * lc;
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this.d = zc * lb + zd * ld;
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break;
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}
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}
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this.a *= this.skeleton.scaleX;
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this.b *= this.skeleton.scaleX;
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this.c *= this.skeleton.scaleY;
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this.d *= this.skeleton.scaleY;
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}
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/** Sets this bone's local transform to the setup pose. */
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setToSetupPose() {
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let data = this.data;
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this.x = data.x;
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this.y = data.y;
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this.rotation = data.rotation;
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this.scaleX = data.scaleX;
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this.scaleY = data.scaleY;
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this.shearX = data.shearX;
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this.shearY = data.shearY;
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this.inherit = data.inherit;
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}
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/** Computes the applied transform values from the world transform.
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*
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* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
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* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
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* constraints).
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*
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* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
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* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
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updateAppliedTransform() {
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let parent = this.parent;
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if (!parent) {
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this.ax = this.worldX - this.skeleton.x;
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this.ay = this.worldY - this.skeleton.y;
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this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
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this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
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this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
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this.ashearX = 0;
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this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg;
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return;
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}
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let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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let pid = 1 / (pa * pd - pb * pc);
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let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
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let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
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this.ax = (dx * ia - dy * ib);
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this.ay = (dy * id - dx * ic);
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let ra, rb, rc, rd;
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if (this.inherit == Inherit.OnlyTranslation) {
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ra = this.a;
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rb = this.b;
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rc = this.c;
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rd = this.d;
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}
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else {
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switch (this.inherit) {
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case Inherit.NoRotationOrReflection: {
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let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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pb = -pc * this.skeleton.scaleX * s / this.skeleton.scaleY;
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pd = pa * this.skeleton.scaleY * s / this.skeleton.scaleX;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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break;
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}
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case Inherit.NoScale:
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case Inherit.NoScaleOrReflection:
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let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation);
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pa = (pa * cos + pb * sin) / this.skeleton.scaleX;
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pc = (pc * cos + pd * sin) / this.skeleton.scaleY;
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let s = Math.sqrt(pa * pa + pc * pc);
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if (s > 0.00001)
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s = 1 / s;
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pa *= s;
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pc *= s;
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s = Math.sqrt(pa * pa + pc * pc);
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if (this.inherit == Inherit.NoScale && pid < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
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s = -s;
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let r = MathUtils.PI / 2 + Math.atan2(pc, pa);
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pb = Math.cos(r) * s;
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pd = Math.sin(r) * s;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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ic = pc * pid;
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id = pa * pid;
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}
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ra = ia * this.a - ib * this.c;
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rb = ia * this.b - ib * this.d;
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rc = id * this.c - ic * this.a;
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rd = id * this.d - ic * this.b;
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}
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this.ashearX = 0;
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this.ascaleX = Math.sqrt(ra * ra + rc * rc);
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if (this.ascaleX > 0.0001) {
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let det = ra * rd - rb * rc;
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this.ascaleY = det / this.ascaleX;
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this.ashearY = -Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
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this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg;
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||||
}
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else {
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this.ascaleX = 0;
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this.ascaleY = Math.sqrt(rb * rb + rd * rd);
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this.ashearY = 0;
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this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
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||||
}
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||||
}
|
||||
/** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
|
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getWorldRotationX() {
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return Math.atan2(this.c, this.a) * MathUtils.radDeg;
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||||
}
|
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/** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
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getWorldRotationY() {
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return Math.atan2(this.d, this.b) * MathUtils.radDeg;
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||||
}
|
||||
/** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
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getWorldScaleX() {
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return Math.sqrt(this.a * this.a + this.c * this.c);
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||||
}
|
||||
/** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
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getWorldScaleY() {
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return Math.sqrt(this.b * this.b + this.d * this.d);
|
||||
}
|
||||
/** Transforms a point from world coordinates to the bone's local coordinates. */
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||||
worldToLocal(world) {
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let invDet = 1 / (this.a * this.d - this.b * this.c);
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let x = world.x - this.worldX, y = world.y - this.worldY;
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||||
world.x = x * this.d * invDet - y * this.b * invDet;
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||||
world.y = y * this.a * invDet - x * this.c * invDet;
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||||
return world;
|
||||
}
|
||||
/** Transforms a point from the bone's local coordinates to world coordinates. */
|
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localToWorld(local) {
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let x = local.x, y = local.y;
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||||
local.x = x * this.a + y * this.b + this.worldX;
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||||
local.y = x * this.c + y * this.d + this.worldY;
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return local;
|
||||
}
|
||||
/** Transforms a point from world coordinates to the parent bone's local coordinates. */
|
||||
worldToParent(world) {
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||||
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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Line truncated
|
||||
Reference in new issue
Block a user