/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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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*
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*****************************************************************************/
using System;
namespace Spine {
///
///
/// 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 {@link PathAttachment}.
///
/// See Path constraints in the Spine User Guide.
///
public class PathConstraint : IUpdatable {
const int NONE = -1, BEFORE = -2, AFTER = -3;
const float Epsilon = 0.00001f;
internal PathConstraintData data;
internal ExposedList bones;
internal Slot target;
internal float position, spacing, rotateMix, translateMix;
internal bool active;
internal ExposedList spaces = new ExposedList(), positions = new ExposedList();
internal ExposedList world = new ExposedList(), curves = new ExposedList(), lengths = new ExposedList();
internal 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(data.Bones.Count);
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.FindBone(boneData.name));
target = skeleton.FindSlot(data.target.name);
position = data.position;
spacing = data.spacing;
rotateMix = data.rotateMix;
translateMix = data.translateMix;
}
/// Copy constructor.
public PathConstraint (PathConstraint constraint, Skeleton skeleton) {
if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
data = constraint.data;
bones = new ExposedList(constraint.Bones.Count);
foreach (Bone bone in constraint.Bones)
bones.Add(skeleton.Bones.Items[bone.data.index]);
target = skeleton.slots.Items[constraint.target.data.index];
position = constraint.position;
spacing = constraint.spacing;
rotateMix = constraint.rotateMix;
translateMix = constraint.translateMix;
}
/// Applies the constraint to the constrained bones.
public void Apply () {
Update();
}
public void Update () {
PathAttachment attachment = target.Attachment as PathAttachment;
if (attachment == null) return;
float rotateMix = this.rotateMix, translateMix = this.translateMix;
bool translate = translateMix > 0, rotate = rotateMix > 0;
if (!translate && !rotate) return;
PathConstraintData data = this.data;
bool percentSpacing = data.spacingMode == SpacingMode.Percent;
RotateMode rotateMode = data.rotateMode;
bool tangents = rotateMode == RotateMode.Tangent, scale = rotateMode == RotateMode.ChainScale;
int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
Bone[] bonesItems = this.bones.Items;
ExposedList spaces = this.spaces.Resize(spacesCount), lengths = null;
float spacing = this.spacing;
if (scale || !percentSpacing) {
if (scale) lengths = this.lengths.Resize(boneCount);
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.Items[i] = 0;
spaces.Items[++i] = 0;
} else if (percentSpacing) {
if (scale) {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
lengths.Items[i] = length;
}
spaces.Items[++i] = spacing;
} else {
float x = setupLength * bone.a, y = setupLength * bone.c;
float length = (float)Math.Sqrt(x * x + y * y);
if (scale) lengths.Items[i] = length;
spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
}
}
} else {
for (int i = 1; i < spacesCount; i++)
spaces.Items[i] = spacing;
}
float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents,
data.positionMode == PositionMode.Percent, percentSpacing);
float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
bool tip;
if (offsetRotation == 0) {
tip = 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) * translateMix;
bone.worldY += (boneY - bone.worldY) * translateMix;
float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
float length = lengths.Items[i];
if (length >= PathConstraint.Epsilon) {
float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (rotate) {
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.Items[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) * rotateMix;
boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
} else
r += offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= rotateMix;
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.appliedValid = false;
}
}
float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
bool percentSpacing) {
Slot target = this.target;
float position = this.position;
float[] spacesItems = 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 = 0;
if (!path.ConstantSpeed) {
float[] lengths = path.Lengths;
curveCount -= closed ? 1 : 2;
pathLength = lengths[curveCount];
if (percentPosition) position *= pathLength;
if (percentSpacing) {
for (int i = 1; i < spacesCount; i++)
spacesItems[i] *= pathLength;
}
world = this.world.Resize(8).Items;
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
float space = spacesItems[i];
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 (percentPosition)
position *= pathLength;
else
position *= pathLength / path.lengths[curveCount - 1];
if (percentSpacing) {
for (int i = 1; i < spacesCount; i++)
spacesItems[i] *= pathLength;
}
float[] segments = this.segments;
float curveLength = 0;
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
float space = spacesItems[i];
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));
}
}
/// The position along the path.
public float Position { get { return position; } set { position = value; } }
/// The spacing between bones.
public float Spacing { get { return spacing; } set { spacing = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
/// A percentage (0-1) that controls the mix between the constrained and unconstrained translations.
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
/// The bones that will be modified by this path constraint.
public ExposedList Bones { get { return bones; } }
/// The slot whose path attachment will be used to constrained the bones.
public Slot Target { get { return target; } set { target = value; } }
public bool Active { get { return active; } }
/// The path constraint's setup pose data.
public PathConstraintData Data { get { return data; } }
}
}