313 lines
12 KiB
C#
313 lines
12 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* 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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using Physics = Skeleton.Physics;
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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 readonly TransformConstraintData data;
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internal readonly ExposedList<Bone> bones;
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internal Bone target;
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internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
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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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bones = new ExposedList<Bone>();
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foreach (BoneData boneData in data.bones)
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bones.Add(skeleton.bones.Items[boneData.index]);
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target = skeleton.bones.Items[data.target.index];
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mixRotate = data.mixRotate;
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mixX = data.mixX;
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mixY = data.mixY;
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mixScaleX = data.mixScaleX;
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mixScaleY = data.mixScaleY;
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mixShearY = data.mixShearY;
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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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: this(constraint.data, skeleton) {
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mixRotate = constraint.mixRotate;
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mixX = constraint.mixX;
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mixY = constraint.mixY;
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mixScaleX = constraint.mixScaleX;
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mixScaleY = constraint.mixScaleY;
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mixShearY = constraint.mixShearY;
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}
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public void SetToSetupPose () {
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TransformConstraintData data = this.data;
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mixRotate = data.mixRotate;
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mixX = data.mixX;
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mixY = data.mixY;
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mixScaleX = data.mixScaleX;
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mixScaleY = data.mixScaleY;
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mixShearY = data.mixShearY;
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}
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public void Update (Physics physics) {
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if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleY == 0 && mixShearY == 0) return;
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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 mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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bool translate = mixX != 0 || mixY != 0;
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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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Bone[] bones = this.bones.Items;
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for (int i = 0, n = this.bones.Count; i < n; i++) {
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Bone bone = bones[i];
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if (mixRotate != 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) //
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r += MathUtils.PI2;
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r *= mixRotate;
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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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}
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if (translate) {
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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) * mixX;
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bone.worldY += (ty - bone.worldY) * mixY;
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}
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if (mixScaleX != 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) * mixScaleX) / s;
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bone.a *= s;
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bone.c *= s;
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}
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if (mixScaleY != 0) {
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float 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) * mixScaleY) / s;
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bone.b *= s;
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bone.d *= s;
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}
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if (mixShearY > 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) //
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r += MathUtils.PI2;
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r = by + (r + offsetShearY) * mixShearY;
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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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}
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bone.UpdateAppliedTransform();
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}
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}
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void ApplyRelativeWorld () {
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float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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bool translate = mixX != 0 || mixY != 0;
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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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Bone[] bones = this.bones.Items;
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for (int i = 0, n = this.bones.Count; i < n; i++) {
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Bone bone = bones[i];
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if (mixRotate != 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) //
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r += MathUtils.PI2;
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r *= mixRotate;
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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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}
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if (translate) {
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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 * mixX;
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bone.worldY += ty * mixY;
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}
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if (mixScaleX != 0) {
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float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * mixScaleX + 1;
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bone.a *= s;
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bone.c *= s;
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}
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if (mixScaleY != 0) {
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float s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * mixScaleY + 1;
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bone.b *= s;
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bone.d *= s;
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}
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if (mixShearY > 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) //
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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) * mixShearY;
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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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}
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bone.UpdateAppliedTransform();
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}
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}
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void ApplyAbsoluteLocal () {
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float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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Bone target = this.target;
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Bone[] bones = this.bones.Items;
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for (int i = 0, n = this.bones.Count; i < n; i++) {
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Bone bone = bones[i];
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float rotation = bone.arotation;
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if (mixRotate != 0) rotation += (target.arotation - rotation + data.offsetRotation) * mixRotate;
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float x = bone.ax, y = bone.ay;
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x += (target.ax - x + data.offsetX) * mixX;
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y += (target.ay - y + data.offsetY) * mixY;
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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if (mixScaleX != 0 && scaleX != 0)
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scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * mixScaleX) / scaleX;
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if (mixScaleY != 0 && scaleY != 0)
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scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * mixScaleY) / scaleY;
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float shearY = bone.ashearY;
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if (mixShearY != 0) shearY += (target.ashearY - shearY + data.offsetShearY) * mixShearY;
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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 mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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Bone target = this.target;
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Bone[] bones = this.bones.Items;
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for (int i = 0, n = this.bones.Count; i < n; i++) {
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Bone bone = bones[i];
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float rotation = bone.arotation + (target.arotation + data.offsetRotation) * mixRotate;
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float x = bone.ax + (target.ax + data.offsetX) * mixX;
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float y = bone.ay + (target.ay + data.offsetY) * mixY;
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float scaleX = bone.ascaleX * (((target.ascaleX - 1 + data.offsetScaleX) * mixScaleX) + 1);
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float scaleY = bone.ascaleY * (((target.ascaleY - 1 + data.offsetScaleY) * mixScaleY) + 1);
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float shearY = bone.ashearY + (target.ashearY + data.offsetShearY) * mixShearY;
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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 rotation.</summary>
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public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
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public float MixX { get { return mixX; } set { mixX = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
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public float MixY { get { return mixY; } set { mixY = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
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public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
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public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
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public float MixShearY { get { return mixShearY; } set { mixShearY = 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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