/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, 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. *****************************************************************************/ using System; namespace Spine { /// The applied local pose and world transform for a bone. This is the with constraints applied and the /// world transform computed by and . /// /// If the world transform is changed, call 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 on every descendant bone. It may be more /// convenient to modify the local transform instead, then call to update the world /// transforms for all bones and apply constraints. /// public class BonePose : IPose, IUpdate { public Bone bone; internal float x, y, rotation, scaleX, scaleY, shearX, shearY; internal Inherit inherit; internal float a, b, worldX; internal float c, d, worldY; internal int world, local; public void Set (BonePose pose) { if (pose == null) throw new ArgumentNullException("pose", "pose cannot be null."); x = pose.x; y = pose.y; rotation = pose.rotation; scaleX = pose.scaleX; scaleY = pose.scaleY; shearX = pose.shearX; shearY = pose.shearY; inherit = pose.inherit; } /// The local X translation. public float X { get { return x; } set { x = value; } } /// The local Y translation. public float Y { get { return y; } set { y = value; } } /// Sets local x and y translation. public void SetPosition (float x, float y) { this.x = x; this.y = y; } /// The local rotation. public float Rotation { get { return rotation; } set { rotation = value; } } /// The local scaleX. public float ScaleX { get { return scaleX; } set { scaleX = value; } } /// The local scaleY. public float ScaleY { get { return scaleY; } set { scaleY = value; } } /// Sets local scaleX and scaleY. public void SetScale (float scaleX, float scaleY) { this.scaleX = scaleX; this.scaleY = scaleY; } /// Sets local scaleX and scaleY to the same value. public void SetScale (float scale) { scaleX = scale; scaleY = scale; } /// The local shearX. public float ShearX { get { return shearX; } set { shearX = value; } } /// The local shearY. public float ShearY { get { return shearY; } set { shearY = value; } } /// Determines how parent world transforms affect this bone. public Inherit Inherit { get { return inherit; } set { inherit = value; } } /// /// Called by to compute the world transform, if needed. /// public void Update (Skeleton skeleton, Physics physics) { if (world != skeleton.update) UpdateWorldTransform(skeleton); } /// Computes the world transform using the parent bone's world transform and this applied local pose. Child bones are not /// updated. /// /// See World transforms in the Spine /// Runtimes Guide. public void UpdateWorldTransform (Skeleton skeleton) { if (local == skeleton.update) UpdateLocalTransform(skeleton); else world = skeleton.update; if (bone.parent == null) { // Root bone. float sx = skeleton.scaleX, sy = skeleton.ScaleY; float rx = (rotation + shearX) * MathUtils.DegRad; float ry = (rotation + 90 + shearY) * MathUtils.DegRad; a = (float)Math.Cos(rx) * scaleX * sx; b = (float)Math.Cos(ry) * scaleY * sx; c = (float)Math.Sin(rx) * scaleX * sy; d = (float)Math.Sin(ry) * scaleY * sy; worldX = x * sx + skeleton.x; worldY = y * sy + skeleton.y; return; } BonePose parent = bone.parent.appliedPose; float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; worldX = pa * x + pb * y + parent.worldX; worldY = pc * x + pd * y + parent.worldY; switch (inherit) { case Inherit.Normal: { float rx = (rotation + shearX) * MathUtils.DegRad; float ry = (rotation + 90 + shearY) * MathUtils.DegRad; float la = (float)Math.Cos(rx) * scaleX; float lb = (float)Math.Cos(ry) * scaleY; float lc = (float)Math.Sin(rx) * scaleX; float ld = (float)Math.Sin(ry) * scaleY; a = pa * la + pb * lc; b = pa * lb + pb * ld; c = pc * la + pd * lc; d = pc * lb + pd * ld; break; } case Inherit.OnlyTranslation: { float sx = skeleton.scaleX, sy = skeleton.ScaleY; float rx = (rotation + shearX) * MathUtils.DegRad; float ry = (rotation + 90 + shearY) * MathUtils.DegRad; a = (float)Math.Cos(rx) * scaleX * sx; b = (float)Math.Cos(ry) * scaleY * sx; c = (float)Math.Sin(rx) * scaleX * sy; d = (float)Math.Sin(ry) * scaleY * sy; break; } case Inherit.NoRotationOrReflection: { float sx = skeleton.scaleX, sy = skeleton.ScaleY, sxi = 1 / sx, syi = 1 / sy; pa *= sxi; pc *= syi; float s = pa * pa + pc * pc, r; if (s > MathUtils.EpsilonSq) { 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); } float rx = (r + shearX) * MathUtils.DegRad; float ry = (r + shearY + 90) * MathUtils.DegRad; float la = (float)Math.Cos(rx) * scaleX; float lb = (float)Math.Cos(ry) * scaleY; float lc = (float)Math.Sin(rx) * scaleX; float ld = (float)Math.Sin(ry) * scaleY; a = (pa * la - pb * lc) * sx; b = (pa * lb - pb * ld) * sx; c = (pc * la + pd * lc) * sy; d = (pc * lb + pd * ld) * sy; break; } case Inherit.NoScale: case Inherit.NoScaleOrReflection: { float sx = skeleton.scaleX, sy = skeleton.ScaleY, sxi = 1 / sx, syi = 1 / sy; float r = rotation * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r); float za = (pa * cos + pb * sin) * sxi; float zc = (pc * cos + pd * sin) * syi; float s = 1 / (float)Math.Sqrt(za * za + zc * zc); za *= s; zc *= s; float zb = -zc, zd = za; if (inherit == Inherit.NoScale && pa * pd - pb * pc < 0 != (sx < 0 != sy < 0)) { zb = -zb; zd = -zd; } float rx = shearX * MathUtils.DegRad; float ry = (90 + shearY) * MathUtils.DegRad; float la = (float)Math.Cos(rx) * scaleX; float lb = (float)Math.Cos(ry) * scaleY; float lc = (float)Math.Sin(rx) * scaleX; float ld = (float)Math.Sin(ry) * scaleY; a = (za * la + zb * lc) * sx; b = (za * lb + zb * ld) * sx; c = (zc * la + zd * lc) * sy; d = (zc * lb + zd * ld) * sy; break; } } } /// /// Computes the local transform values from the world transform. /// /// 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. /// public void UpdateLocalTransform (Skeleton skeleton) { local = 0; world = skeleton.update; float sx = skeleton.scaleX, sy = skeleton.ScaleY; if (bone.parent == null) { float sxi = 1 / sx, syi = 1 / sy; x = (worldX - skeleton.x) * sxi; y = (worldY - skeleton.y) * syi; Set(a * sxi, b * sxi, c * syi, d * syi, 0); return; } BonePose parent = bone.parent.appliedPose; float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; float pad = pa * pd - pb * pc, pid = 1 / pad; float ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid; float dx = worldX - parent.worldX, dy = worldY - parent.worldY; x = dx * ia - dy * ib; y = dy * id - dx * ic; switch (inherit) { case Inherit.Normal: { Set(ia * a - ib * c, ia * b - ib * d, id * c - ic * a, id * d - ic * b, 0); break; } case Inherit.OnlyTranslation: { float sxi = 1 / sx, syi = 1 / sy; Set(a * sxi, b * sxi, c * syi, d * syi, 0); break; } case Inherit.NoRotationOrReflection: { float sxi = 1 / sx, syi = 1 / sy; pa *= sxi; pc *= syi; float wa = a * sxi, wb = b * sxi, wc = c * syi, wd = d * syi; float s = 1 / (pa * pa + pc * pc), det = 1 / Math.Abs(pad * sxi * syi); Set((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: { float sxi = 1 / sx, syi = 1 / sy; float wa = a * sxi, wb = b * sxi, wc = c * syi, wd = d * syi; float tx = pd * a - pb * c, ty = pa * c - pc * a; if (pad < 0) { tx = -tx; ty = -ty; } float r = MathUtils.Atan2Deg(ty, tx); rotation = r; r *= MathUtils.DegRad; float cos = (float)Math.Cos(r), sin = (float)Math.Sin(r); float za = (pa * cos + pb * sin) * sxi; float zc = (pc * cos + pd * sin) * syi; float s = 1 / (float)Math.Sqrt(za * za + zc * zc); za *= s; zc *= s; float si = inherit == Inherit.NoScale && pad < 0 != (sx < 0 != sy < 0) ? -1 : 1; Set(za * wa + zc * wc, za * wb + zc * wd, (za * wc - zc * wa) * si, (za * wd - zc * wb) * si); break; } } } private void Set (float ra, float rb, float rc, float rd) { float x = ra * ra + rc * rc, y = rb * rb + rd * rd; if (x > MathUtils.EpsilonSq) { shearX = MathUtils.Atan2Deg(rc, ra); scaleX = (float)Math.Sqrt(x); } else { shearX = 0; scaleX = 0; } scaleY = (float)Math.Sqrt(y); if (y > MathUtils.EpsilonSq) { shearY = MathUtils.Atan2Deg(rd, rb); if (ra * rd - rb * rc < 0) { scaleY = -scaleY; shearY += 90; } else shearY -= 90; if (shearY > 180) shearY -= 360; else if (shearY <= -180) // shearY += 360; } else shearY = 0; } private void Set (float ra, float rb, float rc, float rd, float ro) { shearX = 0; float x = ra * ra + rc * rc, y = rb * rb + rd * rd; if (x > MathUtils.EpsilonSq) { float r = MathUtils.Atan2Deg(rc, ra); rotation = r + ro; scaleX = (float)Math.Sqrt(x); scaleY = (float)Math.Sqrt(y); if (y > MathUtils.EpsilonSq) { shearY = MathUtils.Atan2Deg(rd, rb); if (ra * rd - rb * rc < 0) { scaleY = -scaleY; shearY += 90 - r; } else shearY -= 90 + r; if (shearY > 180) shearY -= 360; else if (shearY <= -180) // shearY += 360; } else shearY = 0; } else { scaleX = 0; scaleY = (float)Math.Sqrt(y); shearY = 0; rotation = y > MathUtils.EpsilonSq ? MathUtils.Atan2Deg(rd, rb) - 90 + ro : ro; } } /// /// If the world transform has been modified by constraints and the local transform no longer matches, /// is called. Call this after before /// using the applied local transform. /// public void ValidateLocalTransform (Skeleton skeleton) { if (local == skeleton.update) UpdateLocalTransform(skeleton); } internal void ModifyLocal (Skeleton skeleton) { if (local == skeleton.update) UpdateLocalTransform(skeleton); world = 0; ResetWorld(skeleton.update); } internal void ModifyWorld (int update) { local = update; world = update; ResetWorld(update); } private void ResetWorld (int update) { Bone[] children = bone.children.Items; for (int i = 0, n = bone.children.Count; i < n; i++) { BonePose child = children[i].appliedPose; if (child.world == update) { child.world = 0; child.local = 0; child.ResetWorld(update); } } } /// The world transform [a b][c d] x-axis x component. public float A { get { return a; } set { a = value; } } /// The world transform [a b][c d] y-axis x component. public float B { get { return b; } set { b = value; } } /// The world transform [a b][c d] x-axis y component. public float C { get { return c; } set { c = value; } } /// The world transform [a b][c d] y-axis y component. public float D { get { return d; } set { d = value; } } /// The world X position. public float WorldX { get { return worldX; } set { worldX = value; } } /// The world Y position. public float WorldY { get { return worldY; } set { worldY = value; } } /// The world rotation for the X axis, calculated using and . This is the direction the /// bone is pointing. public float WorldRotationX { get { return MathUtils.Atan2Deg(c, a); } } /// The world rotation for the Y axis, calculated using and . public float WorldRotationY { get { return MathUtils.Atan2Deg(d, b); } } /// Returns the magnitude (always positive) of the world scale X, calculated using and . public float WorldScaleX { get { return (float)Math.Sqrt(a * a + c * c); } } /// Returns the magnitude (always positive) of the world scale Y, calculated using and . public float WorldScaleY { get { return (float)Math.Sqrt(b * b + d * d); } } /// Transforms a point from world coordinates to the bone's local coordinates. public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) { float a = this.a, b = this.b, c = this.c, d = this.d; float det = a * d - b * c; float x = worldX - this.worldX, y = worldY - this.worldY; localX = (x * d - y * b) / det; localY = (y * a - x * c) / det; } /// Transforms a point from the bone's local coordinates to world coordinates. public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) { worldX = localX * a + localY * b + this.worldX; worldY = localX * c + localY * d + this.worldY; } /// Transforms a point from world coordinates to the parent bone's local coordinates. public void WorldToParent (float worldX, float worldY, out float parentX, out float parentY) { if (bone.parent == null) { parentX = worldX; parentY = worldY; } else { bone.parent.appliedPose.WorldToLocal(worldX, worldY, out parentX, out parentY); } } /// Transforms a point from the parent bone's coordinates to world coordinates. public void ParentToWorld (float parentX, float parentY, out float worldX, out float worldY) { if (bone.parent == null) { worldX = parentX; worldY = parentY; } else { bone.parent.appliedPose.LocalToWorld(parentX, parentY, out worldX, out worldY); } } /// Transforms a world rotation to a local rotation. public float WorldToLocalRotation (float worldRotation) { worldRotation *= MathUtils.DegRad; float sin = (float)Math.Sin(worldRotation), cos = (float)Math.Cos(worldRotation); return MathUtils.Atan2Deg(a * sin - c * cos, d * cos - b * sin) + rotation - shearX; } /// Transforms a local rotation to a world rotation. public float LocalToWorldRotation (float localRotation) { localRotation = (localRotation - rotation - shearX) * MathUtils.DegRad; float sin = (float)Math.Sin(localRotation), cos = (float)Math.Cos(localRotation); return MathUtils.Atan2Deg(cos * c + sin * d, cos * a + sin * b); } /// Rotates the world transform the specified amount. public void RotateWorld (float degrees) { degrees *= MathUtils.DegRad; float sin = (float)Math.Sin(degrees), cos = (float)Math.Cos(degrees); float ra = a, rb = b; a = cos * ra - sin * c; b = cos * rb - sin * d; c = sin * ra + cos * c; d = sin * rb + cos * d; } override public string ToString () { return bone.data.name; } } }