_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/PhysicsConstraint.cs

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
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* 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
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*
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*****************************************************************************/
using System;
namespace Spine {
using Physics = Skeleton.Physics;
/// <summary>
/// Stores the current pose for a physics constraint. A physics constraint applies physics to bones.
/// <para>
/// See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide.</para>
/// </summary>
public class PhysicsConstraint : IUpdatable {
internal readonly PhysicsConstraintData data;
public Bone bone;
internal float inertia, strength, damping, massInverse, wind, gravity, mix;
bool reset = true;
float ux, uy, cx, cy, tx, ty;
float xOffset, xVelocity;
float yOffset, yVelocity;
float rotateOffset, rotateVelocity;
float scaleOffset, scaleVelocity;
internal bool active;
readonly Skeleton skeleton;
float remaining, lastTime;
public PhysicsConstraint (PhysicsConstraintData data, Skeleton skeleton) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
bone = skeleton.bones.Items[data.bone.index];
inertia = data.inertia;
strength = data.strength;
damping = data.damping;
massInverse = data.massInverse;
wind = data.wind;
gravity = data.gravity;
mix = data.mix;
}
/// <summary>Copy constructor.</summary>
public PhysicsConstraint (PhysicsConstraint constraint, Skeleton skeleton)
: this(constraint.data, skeleton) {
inertia = constraint.inertia;
strength = constraint.strength;
damping = constraint.damping;
massInverse = constraint.massInverse;
wind = constraint.wind;
gravity = constraint.gravity;
mix = constraint.mix;
}
public void Reset () {
remaining = 0;
lastTime = skeleton.time;
reset = true;
xOffset = 0;
xVelocity = 0;
yOffset = 0;
yVelocity = 0;
rotateOffset = 0;
rotateVelocity = 0;
scaleOffset = 0;
scaleVelocity = 0;
}
public void SetToSetupPose () {
PhysicsConstraintData data = this.data;
inertia = data.inertia;
strength = data.strength;
damping = data.damping;
massInverse = data.massInverse;
wind = data.wind;
gravity = data.gravity;
mix = data.mix;
}
/// <summary>
/// Translates the physics constraint so next <see cref="Update(Physics)"/> forces are applied as if the bone moved an additional
/// amount in world space.
/// </summary>
public void Translate (float x, float y) {
ux -= x;
uy -= y;
cx -= x;
cy -= y;
}
/// <summary>
/// Rotates the physics constraint so next <see cref="Update(Physics)"/> forces are applied as if the bone rotated around the
/// specified point in world space.
/// </summary>
public void Rotate (float x, float y, float degrees) {
float r = degrees * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r);
float dx = cx - x, dy = cy - y;
Translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
}
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Update (Physics physics) {
float mix = this.mix;
if (mix == 0) return;
bool x = data.x > 0, y = data.y > 0, rotateOrShearX = data.rotate > 0 || data.shearX > 0, scaleX = data.scaleX > 0;
Bone bone = this.bone;
float l = bone.data.length;
switch (physics) {
case Physics.None:
return;
case Physics.Reset:
Reset();
goto case Physics.Update; // Fall through.
case Physics.Update:
Skeleton skeleton = this.skeleton;
float delta = Math.Max(skeleton.time - lastTime, 0);
remaining += delta;
lastTime = skeleton.time;
float bx = bone.worldX, by = bone.worldY;
if (reset) {
reset = false;
ux = bx;
uy = by;
} else {
float a = remaining, i = inertia, t = data.step, f = skeleton.data.referenceScale, d = -1;
float qx = data.limit * delta, qy = qx * Math.Abs(skeleton.ScaleY);
qx *= Math.Abs(skeleton.ScaleX);
if (x || y) {
if (x) {
float u = (ux - bx) * i;
xOffset += u > qx ? qx : u < -qx ? -qx : u;
ux = bx;
}
if (y) {
float u = (uy - by) * i;
yOffset += u > qy ? qy : u < -qy ? -qy : u;
uy = by;
}
if (a >= t) {
d = (float)Math.Pow(damping, 60 * t);
float m = massInverse * t, e = strength, w = wind * f, g = (Bone.yDown ? -gravity : gravity) * f;
do {
if (x) {
xVelocity += (w - xOffset * e) * m;
xOffset += xVelocity * t;
xVelocity *= d;
}
if (y) {
yVelocity -= (g + yOffset * e) * m;
yOffset += yVelocity * t;
yVelocity *= d;
}
a -= t;
} while (a >= t);
}
if (x) bone.worldX += xOffset * mix * data.x;
if (y) bone.worldY += yOffset * mix * data.y;
}
if (rotateOrShearX || scaleX) {
float ca = (float)Math.Atan2(bone.c, bone.a), c, s, mr = 0;
float dx = cx - bone.worldX, dy = cy - bone.worldY;
if (dx > qx)
dx = qx;
else if (dx < -qx)
dx = -qx;
if (dy > qy)
dy = qy;
else if (dy < -qy)
dy = -qy;
if (rotateOrShearX) {
mr = (data.rotate + data.shearX) * mix;
float r = (float)Math.Atan2(dy + ty, dx + tx) - ca - rotateOffset * mr;
rotateOffset += (r - (float)Math.Ceiling(r * MathUtils.InvPI2 - 0.5f) * MathUtils.PI2) * i;
r = rotateOffset * mr + ca;
c = (float)Math.Cos(r);
s = (float)Math.Sin(r);
if (scaleX) {
r = l * bone.WorldScaleX;
if (r > 0) scaleOffset += (dx * c + dy * s) * i / r;
}
} else {
c = (float)Math.Cos(ca);
s = (float)Math.Sin(ca);
float r = l * bone.WorldScaleX;
if (r > 0) scaleOffset += (dx * c + dy * s) * i / r;
}
a = remaining;
if (a >= t) {
if (d == -1) d = (float)Math.Pow(damping, 60 * t);
float m = massInverse * t, e = strength, w = wind, g = (Bone.yDown ? -gravity : gravity), h = l / f;
while (true) {
a -= t;
if (scaleX) {
scaleVelocity += (w * c - g * s - scaleOffset * e) * m;
scaleOffset += scaleVelocity * t;
scaleVelocity *= d;
}
if (rotateOrShearX) {
rotateVelocity -= ((w * s + g * c) * h + rotateOffset * e) * m;
rotateOffset += rotateVelocity * t;
rotateVelocity *= d;
if (a < t) break;
float r = rotateOffset * mr + ca;
c = (float)Math.Cos(r);
s = (float)Math.Sin(r);
} else if (a < t) //
break;
}
}
}
remaining = a;
}
cx = bone.worldX;
cy = bone.worldY;
break;
case Physics.Pose:
if (x) bone.worldX += xOffset * mix * data.x;
if (y) bone.worldY += yOffset * mix * data.y;
break;
}
if (rotateOrShearX) {
float o = rotateOffset * mix, s, c, a;
if (data.shearX > 0) {
float r = 0;
if (data.rotate > 0) {
r = o * data.rotate;
s = (float)Math.Sin(r);
c = (float)Math.Cos(r);
a = bone.b;
bone.b = c * a - s * bone.d;
bone.d = s * a + c * bone.d;
}
r += o * data.shearX;
s = (float)Math.Sin(r);
c = (float)Math.Cos(r);
a = bone.a;
bone.a = c * a - s * bone.c;
bone.c = s * a + c * bone.c;
} else {
o *= data.rotate;
s = (float)Math.Sin(o);
c = (float)Math.Cos(o);
a = bone.a;
bone.a = c * a - s * bone.c;
bone.c = s * a + c * bone.c;
a = bone.b;
bone.b = c * a - s * bone.d;
bone.d = s * a + c * bone.d;
}
}
if (scaleX) {
float s = 1 + scaleOffset * mix * data.scaleX;
bone.a *= s;
bone.c *= s;
}
if (physics != Physics.Pose) {
tx = l * bone.a;
ty = l * bone.c;
}
bone.UpdateAppliedTransform();
}
/// <summary>The bone constrained by this physics constraint.</summary>
public Bone Bone { get { return bone; } set { bone = value; } }
public float Inertia { get { return inertia; } set { inertia = value; } }
public float Strength { get { return strength; } set { strength = value; } }
public float Damping { get { return damping; } set { damping = value; } }
public float MassInverse { get { return massInverse; } set { massInverse = value; } }
public float Wind { get { return wind; } set { wind = value; } }
public float Gravity { get { return gravity; } set { gravity = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained poses.</summary>
public float Mix { get { return mix; } set { mix = value; } }
public bool Active { get { return active; } }
/// <summary>The physics constraint's setup pose data.</summary>
public PhysicsConstraintData getData () {
return data;
}
/// <summary>The physics constraint's setup pose data.</summary>
public PhysicsConstraintData Data { get { return data; } }
override public string ToString () {
return data.name;
}
}
}