/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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
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*****************************************************************************/
using System;
namespace Spine {
using Physics = Skeleton.Physics;
///
///
/// Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
/// bones to match that of the target bone.
///
/// See Transform constraints in the Spine User Guide.
///
public class TransformConstraint : IUpdatable {
internal readonly TransformConstraintData data;
internal readonly ExposedList bones;
internal Bone target;
internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
internal bool active;
public TransformConstraint (TransformConstraintData 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;
bones = new ExposedList();
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.bones.Items[boneData.index]);
target = skeleton.bones.Items[data.target.index];
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
/// Copy constructor.
public TransformConstraint (TransformConstraint constraint, Skeleton skeleton)
: this(constraint.data, skeleton) {
mixRotate = constraint.mixRotate;
mixX = constraint.mixX;
mixY = constraint.mixY;
mixScaleX = constraint.mixScaleX;
mixScaleY = constraint.mixScaleY;
mixShearY = constraint.mixShearY;
}
public void SetToSetupPose () {
TransformConstraintData data = this.data;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
public void Update (Physics physics) {
if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleY == 0 && mixShearY == 0) return;
if (data.local) {
if (data.relative)
ApplyRelativeLocal();
else
ApplyAbsoluteLocal();
} else {
if (data.relative)
ApplyRelativeWorld();
else
ApplyAbsoluteWorld();
}
}
void ApplyAbsoluteWorld () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
bool translate = mixX != 0 || mixY != 0;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
Bone[] bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
if (mixRotate != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) - MathUtils.Atan2(c, a) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= mixRotate;
float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
if (translate) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += (tx - bone.worldX) * mixX;
bone.worldY += (ty - bone.worldY) * mixY;
}
if (mixScaleX != 0) {
float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
if (s != 0) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * mixScaleX) / s;
bone.a *= s;
bone.c *= s;
}
if (mixScaleY != 0) {
float s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
if (s != 0) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * mixScaleY) / s;
bone.b *= s;
bone.d *= s;
}
if (mixShearY > 0) {
float b = bone.b, d = bone.d;
float by = MathUtils.Atan2(d, b);
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a));
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r = by + (r + offsetShearY) * mixShearY;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
}
bone.UpdateAppliedTransform();
}
}
void ApplyRelativeWorld () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
bool translate = mixX != 0 || mixY != 0;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
Bone[] bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
if (mixRotate != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= mixRotate;
float cos = MathUtils.Cos(r), sin = MathUtils.Sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
if (translate) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += tx * mixX;
bone.worldY += ty * mixY;
}
if (mixScaleX != 0) {
float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * mixScaleX + 1;
bone.a *= s;
bone.c *= s;
}
if (mixScaleY != 0) {
float s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * mixScaleY + 1;
bone.b *= s;
bone.d *= s;
}
if (mixShearY > 0) {
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta);
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
float b = bone.b, d = bone.d;
r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
}
bone.UpdateAppliedTransform();
}
}
void ApplyAbsoluteLocal () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
Bone target = this.target;
Bone[] bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
float rotation = bone.arotation;
if (mixRotate != 0) rotation += (target.arotation - rotation + data.offsetRotation) * mixRotate;
float x = bone.ax, y = bone.ay;
x += (target.ax - x + data.offsetX) * mixX;
y += (target.ay - y + data.offsetY) * mixY;
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (mixScaleX != 0 && scaleX != 0)
scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * mixScaleX) / scaleX;
if (mixScaleY != 0 && scaleY != 0)
scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * mixScaleY) / scaleY;
float shearY = bone.ashearY;
if (mixShearY != 0) shearY += (target.ashearY - shearY + data.offsetShearY) * mixShearY;
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
void ApplyRelativeLocal () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
Bone target = this.target;
Bone[] bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bones[i];
float rotation = bone.arotation + (target.arotation + data.offsetRotation) * mixRotate;
float x = bone.ax + (target.ax + data.offsetX) * mixX;
float y = bone.ay + (target.ay + data.offsetY) * mixY;
float scaleX = bone.ascaleX * (((target.ascaleX - 1 + data.offsetScaleX) * mixScaleX) + 1);
float scaleY = bone.ascaleY * (((target.ascaleY - 1 + data.offsetScaleY) * mixScaleY) + 1);
float shearY = bone.ashearY + (target.ashearY + data.offsetShearY) * mixShearY;
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
/// The bones that will be modified by this transform constraint.
public ExposedList Bones { get { return bones; } }
/// The target bone whose world transform will be copied to the constrained bones.
public Bone Target { get { return target; } set { target = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.
public float MixX { get { return mixX; } set { mixX = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.
public float MixY { get { return mixY; } set { mixY = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.
public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.
public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.
public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
public bool Active { get { return active; } }
/// The transform constraint's setup pose data.
public TransformConstraintData Data { get { return data; } }
override public string ToString () {
return data.name;
}
}
}