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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 transform constraint. A transform constraint adjusts the world transform of the constrained
- /// bones to match that of the target bone.</para>
- /// <para>
- /// See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide.</para>
- /// </summary>
- public class TransformConstraint : IUpdatable {
- internal TransformConstraintData data;
- internal ExposedList<Bone> 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<Bone>();
- foreach (BoneData boneData in data.bones)
- bones.Add (skeleton.FindBone(boneData.name));
- target = skeleton.FindBone(data.target.name);
- }
- /// <summary>Copy constructor.</summary>
- 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<Bone>(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;
- }
- /// <summary>Applies the constraint to the constrained bones.</summary>
- 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);
- }
- }
- /// <summary>The bones that will be modified by this transform constraint.</summary>
- public ExposedList<Bone> Bones { get { return bones; } }
- /// <summary>The target bone whose world transform will be copied to the constrained bones.</summary>
- public Bone Target { get { return target; } set { target = 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>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary>
- public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
- /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary>
- public float ShearMix { get { return shearMix; } set { shearMix = value; } }
- public bool Active { get { return active; } }
- /// <summary>The transform constraint's setup pose data.</summary>
- public TransformConstraintData Data { get { return data; } }
- override public string ToString () {
- return data.name;
- }
- }
- }
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