/****************************************************************************** * 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 * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { /// /// /// 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 TransformConstraintData data; internal ExposedList bones; internal Bone target; internal float rotateMix, translateMix, scaleMix, shearMix; 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; rotateMix = data.rotateMix; translateMix = data.translateMix; scaleMix = data.scaleMix; shearMix = data.shearMix; bones = new ExposedList(); foreach (BoneData boneData in data.bones) bones.Add (skeleton.FindBone(boneData.name)); target = skeleton.FindBone(data.target.name); } /// Copy constructor. public TransformConstraint (TransformConstraint 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.Bones.Items[constraint.target.data.index]; rotateMix = constraint.rotateMix; translateMix = constraint.translateMix; scaleMix = constraint.scaleMix; shearMix = constraint.shearMix; } /// Applies the constraint to the constrained bones. public void Apply () { Update(); } public void Update () { if (data.local) { if (data.relative) ApplyRelativeLocal(); else ApplyAbsoluteLocal(); } else { if (data.relative) ApplyRelativeWorld(); else ApplyAbsoluteWorld(); } } void ApplyAbsoluteWorld () { float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; 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; var bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) { Bone bone = bones.Items[i]; bool modified = false; if (rotateMix != 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 *= rotateMix; 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; modified = true; } if (translateMix != 0) { 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) * translateMix; bone.worldY += (ty - bone.worldY) * translateMix; modified = true; } if (scaleMix > 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) * scaleMix) / s; bone.a *= s; bone.c *= s; 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) * scaleMix) / s; bone.b *= s; bone.d *= s; modified = true; } if (shearMix > 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) * shearMix; float s = (float)Math.Sqrt(b * b + d * d); bone.b = MathUtils.Cos(r) * s; bone.d = MathUtils.Sin(r) * s; modified = true; } if (modified) bone.appliedValid = false; } } void ApplyRelativeWorld () { float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; 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; var bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) { Bone bone = bones.Items[i]; bool modified = false; if (rotateMix != 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 *= rotateMix; 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; modified = true; } if (translateMix != 0) { 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 * translateMix; bone.worldY += ty * translateMix; modified = true; } if (scaleMix > 0) { float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1; bone.a *= s; bone.c *= s; s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1; bone.b *= s; bone.d *= s; modified = true; } if (shearMix > 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) * shearMix; float s = (float)Math.Sqrt(b * b + d * d); bone.b = MathUtils.Cos(r) * s; bone.d = MathUtils.Sin(r) * s; modified = true; } if (modified) bone.appliedValid = false; } } void ApplyAbsoluteLocal () { float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; Bone target = this.target; if (!target.appliedValid) target.UpdateAppliedTransform(); var bonesItems = this.bones.Items; for (int i = 0, n = this.bones.Count; i < n; i++) { Bone bone = bonesItems[i]; if (!bone.appliedValid) bone.UpdateAppliedTransform(); float rotation = bone.arotation; if (rotateMix != 0) { float r = target.arotation - rotation + data.offsetRotation; r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; rotation += r * rotateMix; } float x = bone.ax, y = bone.ay; if (translateMix != 0) { x += (target.ax - x + data.offsetX) * translateMix; y += (target.ay - y + data.offsetY) * translateMix; } float scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (scaleMix != 0) { if (scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX; if (scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY; } float shearY = bone.ashearY; if (shearMix != 0) { float r = target.ashearY - shearY + data.offsetShearY; r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360; shearY += r * shearMix; } bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } void ApplyRelativeLocal () { float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; Bone target = this.target; if (!target.appliedValid) target.UpdateAppliedTransform(); var bonesItems = this.bones.Items; for (int i = 0, n = this.bones.Count; i < n; i++) { Bone bone = bonesItems[i]; if (!bone.appliedValid) bone.UpdateAppliedTransform(); float rotation = bone.arotation; if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix; float x = bone.ax, y = bone.ay; if (translateMix != 0) { x += (target.ax + data.offsetX) * translateMix; y += (target.ay + data.offsetY) * translateMix; } float scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (scaleMix != 0) { scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1; scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1; } float shearY = bone.ashearY; if (shearMix != 0) shearY += (target.ashearY + data.offsetShearY) * shearMix; 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 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; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained scales. public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } } /// A percentage (0-1) that controls the mix between the constrained and unconstrained scales. public float ShearMix { get { return shearMix; } set { shearMix = 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; } } }