/
TransformConstraint.java
372 lines (311 loc) · 12 KB
/
TransformConstraint.java
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.
*****************************************************************************/
package com.esotericsoftware.spine;
import static com.esotericsoftware.spine.utils.SpineUtils.*;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.Skeleton.Physics;
/** 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.
* <p>
* See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide. */
public class TransformConstraint implements Updatable {
final TransformConstraintData data;
final Array<Bone> bones;
Bone target;
float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
boolean active;
final Vector2 temp = new Vector2();
public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
this.data = data;
bones = new Array(data.bones.size);
for (BoneData boneData : data.bones)
bones.add(skeleton.bones.get(boneData.index));
target = skeleton.bones.get(data.target.index);
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
/** Copy constructor. */
public TransformConstraint (TransformConstraint constraint, Skeleton skeleton) {
this(constraint.data, skeleton);
mixRotate = constraint.mixRotate;
mixX = constraint.mixX;
mixY = constraint.mixY;
mixScaleX = constraint.mixScaleX;
mixScaleY = constraint.mixScaleY;
mixShearY = constraint.mixShearY;
}
public void setToSetupPose () {
TransformConstraintData data = this.data;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
/** Applies the constraint to the constrained bones. */
public void update (Physics physics) {
if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleY == 0 && mixShearY == 0) return;
if (data.local) {
if (data.relative)
applyRelativeLocal();
else
applyAbsoluteLocal();
} else {
if (data.relative)
applyRelativeWorld();
else
applyAbsoluteWorld();
}
}
private void applyAbsoluteWorld () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
boolean translate = mixX != 0 || mixY != 0;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? degRad : -degRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
Object[] bones = this.bones.items;
for (int i = 0, n = this.bones.size; i < n; i++) {
Bone bone = (Bone)bones[i];
if (mixRotate != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = atan2(tc, ta) - atan2(c, a) + offsetRotation;
if (r > PI)
r -= PI2;
else if (r < -PI) //
r += PI2;
r *= mixRotate;
float cos = cos(r), sin = 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;
}
if (translate) {
Vector2 temp = this.temp;
target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += (temp.x - bone.worldX) * mixX;
bone.worldY += (temp.y - bone.worldY) * mixY;
}
if (mixScaleX != 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) * mixScaleX) / s;
bone.a *= s;
bone.c *= s;
}
if (mixScaleY != 0) {
float 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) * mixScaleY) / s;
bone.b *= s;
bone.d *= s;
}
if (mixShearY > 0) {
float b = bone.b, d = bone.d;
float by = atan2(d, b);
float r = atan2(td, tb) - atan2(tc, ta) - (by - atan2(bone.c, bone.a));
if (r > PI)
r -= PI2;
else if (r < -PI) //
r += PI2;
r = by + (r + offsetShearY) * mixShearY;
float s = (float)Math.sqrt(b * b + d * d);
bone.b = cos(r) * s;
bone.d = sin(r) * s;
}
bone.updateAppliedTransform();
}
}
private void applyRelativeWorld () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
boolean translate = mixX != 0 || mixY != 0;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? degRad : -degRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
Object[] bones = this.bones.items;
for (int i = 0, n = this.bones.size; i < n; i++) {
Bone bone = (Bone)bones[i];
if (mixRotate != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = atan2(tc, ta) + offsetRotation;
if (r > PI)
r -= PI2;
else if (r < -PI) //
r += PI2;
r *= mixRotate;
float cos = cos(r), sin = 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;
}
if (translate) {
Vector2 temp = this.temp;
target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += temp.x * mixX;
bone.worldY += temp.y * mixY;
}
if (mixScaleX != 0) {
float s = ((float)Math.sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * mixScaleX + 1;
bone.a *= s;
bone.c *= s;
}
if (mixScaleY != 0) {
float s = ((float)Math.sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * mixScaleY + 1;
bone.b *= s;
bone.d *= s;
}
if (mixShearY > 0) {
float r = atan2(td, tb) - atan2(tc, ta);
if (r > PI)
r -= PI2;
else if (r < -PI) //
r += PI2;
float b = bone.b, d = bone.d;
r = atan2(d, b) + (r - PI / 2 + offsetShearY) * mixShearY;
float s = (float)Math.sqrt(b * b + d * d);
bone.b = cos(r) * s;
bone.d = sin(r) * s;
}
bone.updateAppliedTransform();
}
}
private void applyAbsoluteLocal () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
Bone target = this.target;
Object[] bones = this.bones.items;
for (int i = 0, n = this.bones.size; i < n; i++) {
Bone bone = (Bone)bones[i];
float rotation = bone.arotation;
if (mixRotate != 0) rotation += (target.arotation - rotation + data.offsetRotation) * mixRotate;
float x = bone.ax, y = bone.ay;
x += (target.ax - x + data.offsetX) * mixX;
y += (target.ay - y + data.offsetY) * mixY;
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (mixScaleX != 0 && scaleX != 0)
scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * mixScaleX) / scaleX;
if (mixScaleY != 0 && scaleY != 0)
scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * mixScaleY) / scaleY;
float shearY = bone.ashearY;
if (mixShearY != 0) shearY += (target.ashearY - shearY + data.offsetShearY) * mixShearY;
bone.updateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
private void applyRelativeLocal () {
float mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
Bone target = this.target;
Object[] bones = this.bones.items;
for (int i = 0, n = this.bones.size; i < n; i++) {
Bone bone = (Bone)bones[i];
float rotation = bone.arotation + (target.arotation + data.offsetRotation) * mixRotate;
float x = bone.ax + (target.ax + data.offsetX) * mixX;
float y = bone.ay + (target.ay + data.offsetY) * mixY;
float scaleX = bone.ascaleX * (((target.ascaleX - 1 + data.offsetScaleX) * mixScaleX) + 1);
float scaleY = bone.ascaleY * (((target.ascaleY - 1 + data.offsetScaleY) * mixScaleY) + 1);
float shearY = bone.ashearY + (target.ashearY + data.offsetShearY) * mixShearY;
bone.updateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
/** The bones that will be modified by this transform constraint. */
public Array<Bone> getBones () {
return bones;
}
/** The target bone whose world transform will be copied to the constrained bones. */
public Bone getTarget () {
return target;
}
public void setTarget (Bone target) {
if (target == null) throw new IllegalArgumentException("target cannot be null.");
this.target = target;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. */
public float getMixRotate () {
return mixRotate;
}
public void setMixRotate (float mixRotate) {
this.mixRotate = mixRotate;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. */
public float getMixX () {
return mixX;
}
public void setMixX (float mixX) {
this.mixX = mixX;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. */
public float getMixY () {
return mixY;
}
public void setMixY (float mixY) {
this.mixY = mixY;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained scale X. */
public float getMixScaleX () {
return mixScaleX;
}
public void setMixScaleX (float mixScaleX) {
this.mixScaleX = mixScaleX;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained scale X. */
public float getMixScaleY () {
return mixScaleY;
}
public void setMixScaleY (float mixScaleY) {
this.mixScaleY = mixScaleY;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y. */
public float getMixShearY () {
return mixShearY;
}
public void setMixShearY (float mixShearY) {
this.mixShearY = mixShearY;
}
public boolean isActive () {
return active;
}
/** The transform constraint's setup pose data. */
public TransformConstraintData getData () {
return data;
}
public String toString () {
return data.name;
}
}