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- /******************************************************************************
- * 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 {
- /// <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 {@link 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 PathConstraintData data;
- internal ExposedList<Bone> bones;
- internal Slot target;
- internal float position, spacing, rotateMix, translateMix;
- internal bool active;
- internal ExposedList<float> spaces = new ExposedList<float>(), positions = new ExposedList<float>();
- internal ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
- 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<Bone>(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;
- }
- /// <summary>Copy constructor.</summary>
- 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<Bone>(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;
- }
- /// <summary>Applies the constraint to the constrained bones.</summary>
- 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<float> 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));
- }
- }
- /// <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 RotateMix { get { return rotateMix; } set { rotateMix = value; } }
- /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary>
- public float TranslateMix { get { return translateMix; } set { translateMix = 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; } }
- }
- }
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