_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-csharp/PathConstraint.cs
2024-11-12 14:06:34 +08:00

519 lines
18 KiB
C#

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using System;
namespace Spine {
using Physics = Skeleton.Physics;
/// <summary>
/// <para>
/// Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
/// constrained bones so they follow a <see cref="PathAttachment"/>.</para>
/// <para>
/// See <a href="http://esotericsoftware.com/spine-path-constraints">Path constraints</a> in the Spine User Guide.</para>
/// </summary>
public class PathConstraint : IUpdatable {
const int NONE = -1, BEFORE = -2, AFTER = -3;
const float Epsilon = 0.00001f;
internal readonly PathConstraintData data;
internal readonly ExposedList<Bone> bones;
internal Slot target;
internal float position, spacing, mixRotate, mixX, mixY;
internal bool active;
internal readonly ExposedList<float> spaces = new ExposedList<float>(), positions = new ExposedList<float>();
internal readonly ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
internal readonly float[] segments = new float[10];
public PathConstraint (PathConstraintData 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<Bone>(data.Bones.Count);
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.bones.Items[boneData.index]);
target = skeleton.slots.Items[data.target.index];
position = data.position;
spacing = data.spacing;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
}
/// <summary>Copy constructor.</summary>
public PathConstraint (PathConstraint constraint, Skeleton skeleton)
: this(constraint.data, skeleton) {
position = constraint.position;
spacing = constraint.spacing;
mixRotate = constraint.mixRotate;
mixX = constraint.mixX;
mixY = constraint.mixY;
}
public static void ArraysFill (float[] a, int fromIndex, int toIndex, float val) {
for (int i = fromIndex; i < toIndex; i++)
a[i] = val;
}
public void SetToSetupPose () {
PathConstraintData data = this.data;
position = data.position;
spacing = data.spacing;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
}
public void Update (Physics physics) {
PathAttachment attachment = target.Attachment as PathAttachment;
if (attachment == null) return;
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY;
if (mixRotate == 0 && mixX == 0 && mixY == 0) return;
PathConstraintData data = this.data;
bool tangents = data.rotateMode == RotateMode.Tangent, scale = data.rotateMode == RotateMode.ChainScale;
int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
Bone[] bonesItems = this.bones.Items;
float[] spaces = this.spaces.Resize(spacesCount).Items, lengths = scale ? this.lengths.Resize(boneCount).Items : null;
float spacing = this.spacing;
switch (data.spacingMode) {
case SpacingMode.Percent:
if (scale) {
for (int i = 0, n = spacesCount - 1; i < n; i++) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
float x = setupLength * bone.a, y = setupLength * bone.c;
lengths[i] = (float)Math.Sqrt(x * x + y * y);
}
}
ArraysFill(spaces, 1, spacesCount, spacing);
break;
case SpacingMode.Proportional: {
float sum = 0;
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = spacing;
} else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = length;
sum += length;
}
}
if (sum > 0) {
sum = spacesCount / sum * spacing;
for (int i = 1; i < spacesCount; i++)
spaces[i] *= sum;
}
break;
}
default: {
bool lengthSpacing = data.spacingMode == SpacingMode.Length;
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = bonesItems[i];
float setupLength = bone.data.length;
if (setupLength < PathConstraint.Epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = spacing;
} else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
}
}
break;
}
}
float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents);
float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
bool tip;
if (offsetRotation == 0) {
tip = data.rotateMode == RotateMode.Chain;
} else {
tip = false;
Bone p = target.bone;
offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
}
for (int i = 0, p = 3; i < boneCount; i++, p += 3) {
Bone bone = bonesItems[i];
bone.worldX += (boneX - bone.worldX) * mixX;
bone.worldY += (boneY - bone.worldY) * mixY;
float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
float length = lengths[i];
if (length >= PathConstraint.Epsilon) {
float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (mixRotate > 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d, r, cos, sin;
if (tangents)
r = positions[p - 1];
else if (spaces[i + 1] < PathConstraint.Epsilon)
r = positions[p + 2];
else
r = MathUtils.Atan2(dy, dx);
r -= MathUtils.Atan2(c, a);
if (tip) {
cos = MathUtils.Cos(r);
sin = MathUtils.Sin(r);
float length = bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
} else
r += offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= mixRotate;
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;
}
bone.UpdateAppliedTransform();
}
}
float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents) {
Slot target = this.target;
float position = this.position;
float[] spaces = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
bool closed = path.Closed;
int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
float pathLength, multiplier;
if (!path.ConstantSpeed) {
float[] lengths = path.Lengths;
curveCount -= closed ? 1 : 2;
pathLength = lengths[curveCount];
if (data.positionMode == PositionMode.Percent) position *= pathLength;
switch (data.spacingMode) {
case SpacingMode.Percent:
multiplier = pathLength;
break;
case SpacingMode.Proportional:
multiplier = pathLength / spacesCount;
break;
default:
multiplier = 1;
break;
}
world = this.world.Resize(8).Items;
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
float space = spaces[i] * multiplier;
position += space;
float p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
} else if (p < 0) {
if (prevCurve != BEFORE) {
prevCurve = BEFORE;
path.ComputeWorldVertices(target, 2, 4, world, 0, 2);
}
AddBeforePosition(p, world, 0, output, o);
continue;
} else if (p > pathLength) {
if (prevCurve != AFTER) {
prevCurve = AFTER;
path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
}
AddAfterPosition(p - pathLength, world, 0, output, o);
continue;
}
// Determine curve containing position.
for (; ; curve++) {
float length = lengths[curve];
if (p > length) continue;
if (curve == 0)
p /= length;
else {
float prev = lengths[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve != prevCurve) {
prevCurve = curve;
if (closed && curve == curveCount) {
path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
path.ComputeWorldVertices(target, 0, 4, world, 4, 2);
} else
path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
}
AddCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], output, o,
tangents || (i > 0 && space < PathConstraint.Epsilon));
}
return output;
}
// World vertices.
if (closed) {
verticesLength += 2;
world = this.world.Resize(verticesLength).Items;
path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
} else {
curveCount--;
verticesLength -= 4;
world = this.world.Resize(verticesLength).Items;
path.ComputeWorldVertices(target, 2, verticesLength, world, 0, 2);
}
// Curve lengths.
float[] curves = this.curves.Resize(curveCount).Items;
pathLength = 0;
float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
cx1 = world[w];
cy1 = world[w + 1];
cx2 = world[w + 2];
cy2 = world[w + 3];
x2 = world[w + 4];
y2 = world[w + 5];
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375f;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.75f + tmpx + dddfx * 0.16666667f;
dfy = (cy1 - y1) * 0.75f + tmpy + dddfy * 0.16666667f;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
curves[i] = pathLength;
x1 = x2;
y1 = y2;
}
if (data.positionMode == PositionMode.Percent) position *= pathLength;
switch (data.spacingMode) {
case SpacingMode.Percent:
multiplier = pathLength;
break;
case SpacingMode.Proportional:
multiplier = pathLength / spacesCount;
break;
default:
multiplier = 1;
break;
}
float[] segments = this.segments;
float curveLength = 0;
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
float space = spaces[i] * multiplier;
position += space;
float p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
} else if (p < 0) {
AddBeforePosition(p, world, 0, output, o);
continue;
} else if (p > pathLength) {
AddAfterPosition(p - pathLength, world, verticesLength - 4, output, o);
continue;
}
// Determine curve containing position.
for (; ; curve++) {
float length = curves[curve];
if (p > length) continue;
if (curve == 0)
p /= length;
else {
float prev = curves[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
// Curve segment lengths.
if (curve != prevCurve) {
prevCurve = curve;
int ii = curve * 6;
x1 = world[ii];
y1 = world[ii + 1];
cx1 = world[ii + 2];
cy1 = world[ii + 3];
cx2 = world[ii + 4];
cy2 = world[ii + 5];
x2 = world[ii + 6];
y2 = world[ii + 7];
tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006f;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
curveLength = (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[0] = curveLength;
for (ii = 1; ii < 8; ii++) {
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[ii] = curveLength;
}
dfx += ddfx;
dfy += ddfy;
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[8] = curveLength;
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
segments[9] = curveLength;
segment = 0;
}
// Weight by segment length.
p *= curveLength;
for (; ; segment++) {
float length = segments[segment];
if (p > length) continue;
if (segment == 0)
p /= length;
else {
float prev = segments[segment - 1];
p = segment + (p - prev) / (length - prev);
}
break;
}
AddCurvePosition(p * 0.1f, x1, y1, cx1, cy1, cx2, cy2, x2, y2, output, o, tangents || (i > 0 && space < PathConstraint.Epsilon));
}
return output;
}
static void AddBeforePosition (float p, float[] temp, int i, float[] output, int o) {
float x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = MathUtils.Atan2(dy, dx);
output[o] = x1 + p * MathUtils.Cos(r);
output[o + 1] = y1 + p * MathUtils.Sin(r);
output[o + 2] = r;
}
static void AddAfterPosition (float p, float[] temp, int i, float[] output, int o) {
float x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = MathUtils.Atan2(dy, dx);
output[o] = x1 + p * MathUtils.Cos(r);
output[o + 1] = y1 + p * MathUtils.Sin(r);
output[o + 2] = r;
}
static void AddCurvePosition (float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
float[] output, int o, bool tangents) {
if (p < PathConstraint.Epsilon || float.IsNaN(p)) {
output[o] = x1;
output[o + 1] = y1;
output[o + 2] = (float)Math.Atan2(cy1 - y1, cx1 - x1);
return;
}
float tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
float ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
float x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
output[o] = x;
output[o + 1] = y;
if (tangents) {
if (p < 0.001f)
output[o + 2] = (float)Math.Atan2(cy1 - y1, cx1 - x1);
else
output[o + 2] = (float)Math.Atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
}
/// <summary>The position along the path.</summary>
public float Position { get { return position; } set { position = value; } }
/// <summary>The spacing between bones.</summary>
public float Spacing { get { return spacing; } set { spacing = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
public float MixX { get { return mixX; } set { mixX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
public float MixY { get { return mixY; } set { mixY = value; } }
/// <summary>The bones that will be modified by this path constraint.</summary>
public ExposedList<Bone> Bones { get { return bones; } }
/// <summary>The slot whose path attachment will be used to constrained the bones.</summary>
public Slot Target { get { return target; } set { target = value; } }
public bool Active { get { return active; } }
/// <summary>The path constraint's setup pose data.</summary>
public PathConstraintData Data { get { return data; } }
override public string ToString () {
return data.name;
}
}
}