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313 lines
12 KiB
313 lines
12 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, 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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using System; |
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namespace Spine { |
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/// <summary> |
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/// <para> |
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/// Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained |
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/// bones to match that of the target bone.</para> |
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/// <para> |
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/// See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide.</para> |
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/// </summary> |
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public class TransformConstraint : IUpdatable { |
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internal TransformConstraintData data; |
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internal ExposedList<Bone> bones; |
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internal Bone target; |
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internal float rotateMix, translateMix, scaleMix, shearMix; |
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internal bool active; |
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public TransformConstraint (TransformConstraintData data, Skeleton skeleton) { |
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if (data == null) throw new ArgumentNullException("data", "data cannot be null."); |
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); |
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this.data = data; |
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rotateMix = data.rotateMix; |
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translateMix = data.translateMix; |
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scaleMix = data.scaleMix; |
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shearMix = data.shearMix; |
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bones = new ExposedList<Bone>(); |
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foreach (BoneData boneData in data.bones) |
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bones.Add (skeleton.FindBone(boneData.name)); |
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target = skeleton.FindBone(data.target.name); |
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} |
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/// <summary>Copy constructor.</summary> |
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public TransformConstraint (TransformConstraint constraint, Skeleton skeleton) { |
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if (constraint == null) throw new ArgumentNullException("constraint cannot be null."); |
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); |
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data = constraint.data; |
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bones = new ExposedList<Bone>(constraint.Bones.Count); |
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foreach (Bone bone in constraint.Bones) |
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bones.Add(skeleton.Bones.Items[bone.data.index]); |
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target = skeleton.Bones.Items[constraint.target.data.index]; |
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rotateMix = constraint.rotateMix; |
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translateMix = constraint.translateMix; |
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scaleMix = constraint.scaleMix; |
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shearMix = constraint.shearMix; |
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} |
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/// <summary>Applies the constraint to the constrained bones.</summary> |
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public void Apply () { |
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Update(); |
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} |
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public void Update () { |
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if (data.local) { |
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if (data.relative) |
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ApplyRelativeLocal(); |
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else |
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ApplyAbsoluteLocal(); |
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} else { |
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if (data.relative) |
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ApplyRelativeWorld(); |
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else |
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ApplyAbsoluteWorld(); |
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} |
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} |
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void ApplyAbsoluteWorld () { |
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float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; |
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Bone target = this.target; |
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float ta = target.a, tb = target.b, tc = target.c, td = target.d; |
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float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad; |
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float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect; |
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var bones = this.bones; |
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for (int i = 0, n = bones.Count; i < n; i++) { |
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Bone bone = bones.Items[i]; |
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bool modified = false; |
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if (rotateMix != 0) { |
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d; |
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float r = MathUtils.Atan2(tc, ta) - MathUtils.Atan2(c, a) + offsetRotation; |
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if (r > MathUtils.PI) |
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r -= MathUtils.PI2; |
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else if (r < -MathUtils.PI) r += MathUtils.PI2; |
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r *= rotateMix; |
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float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r); |
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bone.a = cos * a - sin * c; |
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bone.b = cos * b - sin * d; |
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bone.c = sin * a + cos * c; |
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bone.d = sin * b + cos * d; |
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modified = true; |
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} |
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if (translateMix != 0) { |
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float tx, ty; //Vector2 temp = this.temp; |
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target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY)); |
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bone.worldX += (tx - bone.worldX) * translateMix; |
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bone.worldY += (ty - bone.worldY) * translateMix; |
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modified = true; |
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} |
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if (scaleMix > 0) { |
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float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c); |
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if (s != 0) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s; |
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bone.a *= s; |
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bone.c *= s; |
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s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d); |
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if (s != 0) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s; |
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bone.b *= s; |
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bone.d *= s; |
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modified = true; |
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} |
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if (shearMix > 0) { |
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float b = bone.b, d = bone.d; |
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float by = MathUtils.Atan2(d, b); |
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float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a)); |
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if (r > MathUtils.PI) |
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r -= MathUtils.PI2; |
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else if (r < -MathUtils.PI) r += MathUtils.PI2; |
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r = by + (r + offsetShearY) * shearMix; |
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float s = (float)Math.Sqrt(b * b + d * d); |
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bone.b = MathUtils.Cos(r) * s; |
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bone.d = MathUtils.Sin(r) * s; |
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modified = true; |
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} |
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if (modified) bone.appliedValid = false; |
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} |
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} |
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void ApplyRelativeWorld () { |
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float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; |
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Bone target = this.target; |
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float ta = target.a, tb = target.b, tc = target.c, td = target.d; |
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float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad; |
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float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect; |
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var bones = this.bones; |
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for (int i = 0, n = bones.Count; i < n; i++) { |
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Bone bone = bones.Items[i]; |
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bool modified = false; |
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if (rotateMix != 0) { |
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d; |
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float r = MathUtils.Atan2(tc, ta) + offsetRotation; |
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if (r > MathUtils.PI) |
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r -= MathUtils.PI2; |
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else if (r < -MathUtils.PI) r += MathUtils.PI2; |
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r *= rotateMix; |
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float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r); |
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bone.a = cos * a - sin * c; |
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bone.b = cos * b - sin * d; |
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bone.c = sin * a + cos * c; |
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bone.d = sin * b + cos * d; |
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modified = true; |
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} |
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if (translateMix != 0) { |
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float tx, ty; //Vector2 temp = this.temp; |
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target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY)); |
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bone.worldX += tx * translateMix; |
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bone.worldY += ty * translateMix; |
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modified = true; |
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} |
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if (scaleMix > 0) { |
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float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1; |
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bone.a *= s; |
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bone.c *= s; |
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s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1; |
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bone.b *= s; |
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bone.d *= s; |
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modified = true; |
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} |
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if (shearMix > 0) { |
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float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta); |
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if (r > MathUtils.PI) |
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r -= MathUtils.PI2; |
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else if (r < -MathUtils.PI) r += MathUtils.PI2; |
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float b = bone.b, d = bone.d; |
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r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix; |
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float s = (float)Math.Sqrt(b * b + d * d); |
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bone.b = MathUtils.Cos(r) * s; |
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bone.d = MathUtils.Sin(r) * s; |
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modified = true; |
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} |
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if (modified) bone.appliedValid = false; |
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} |
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} |
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void ApplyAbsoluteLocal () { |
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float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; |
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Bone target = this.target; |
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if (!target.appliedValid) target.UpdateAppliedTransform(); |
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var bonesItems = this.bones.Items; |
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for (int i = 0, n = this.bones.Count; i < n; i++) { |
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Bone bone = bonesItems[i]; |
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if (!bone.appliedValid) bone.UpdateAppliedTransform(); |
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float rotation = bone.arotation; |
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if (rotateMix != 0) { |
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float r = target.arotation - rotation + data.offsetRotation; |
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; |
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rotation += r * rotateMix; |
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} |
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float x = bone.ax, y = bone.ay; |
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if (translateMix != 0) { |
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x += (target.ax - x + data.offsetX) * translateMix; |
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y += (target.ay - y + data.offsetY) * translateMix; |
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} |
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY; |
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if (scaleMix != 0) { |
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if (scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX; |
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if (scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY; |
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} |
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float shearY = bone.ashearY; |
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if (shearMix != 0) { |
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float r = target.ashearY - shearY + data.offsetShearY; |
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; |
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shearY += r * shearMix; |
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} |
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bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); |
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} |
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} |
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void ApplyRelativeLocal () { |
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float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; |
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Bone target = this.target; |
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if (!target.appliedValid) target.UpdateAppliedTransform(); |
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var bonesItems = this.bones.Items; |
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for (int i = 0, n = this.bones.Count; i < n; i++) { |
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Bone bone = bonesItems[i]; |
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if (!bone.appliedValid) bone.UpdateAppliedTransform(); |
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float rotation = bone.arotation; |
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if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix; |
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float x = bone.ax, y = bone.ay; |
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if (translateMix != 0) { |
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x += (target.ax + data.offsetX) * translateMix; |
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y += (target.ay + data.offsetY) * translateMix; |
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} |
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY; |
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if (scaleMix != 0) { |
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scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1; |
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scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1; |
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} |
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float shearY = bone.ashearY; |
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if (shearMix != 0) shearY += (target.ashearY + data.offsetShearY) * shearMix; |
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bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); |
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} |
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} |
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/// <summary>The bones that will be modified by this transform constraint.</summary> |
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public ExposedList<Bone> Bones { get { return bones; } } |
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/// <summary>The target bone whose world transform will be copied to the constrained bones.</summary> |
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public Bone Target { get { return target; } set { target = value; } } |
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary> |
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public float RotateMix { get { return rotateMix; } set { rotateMix = value; } } |
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary> |
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public float TranslateMix { get { return translateMix; } set { translateMix = value; } } |
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary> |
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public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } } |
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary> |
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public float ShearMix { get { return shearMix; } set { shearMix = value; } } |
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public bool Active { get { return active; } } |
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/// <summary>The transform constraint's setup pose data.</summary> |
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public TransformConstraintData Data { get { return data; } } |
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override public string ToString () { |
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return data.name; |
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} |
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} |
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}
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