Spring constraint -> physics constraint.

This commit is contained in:
Nathan Sweet 2021-10-09 15:38:36 -10:00
parent 02a85972de
commit 0c269a07d6
4 changed files with 50 additions and 50 deletions

View File

@ -31,11 +31,11 @@ package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array;
/** Stores the current pose for a spring constraint. A spring constraint applies physics to bones.
/** Stores the current pose for a physics constraint. A physics constraint applies physics to bones.
* <p>
* See <a href="http://esotericsoftware.com/spine-spring-constraints">Spring constraints</a> in the Spine User Guide. */
public class SpringConstraint implements Updatable {
final SpringConstraintData data;
* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
public class PhysicsConstraint implements Updatable {
final PhysicsConstraintData data;
final Array<Bone> bones;
// BOZO! - stiffness -> strength. stiffness, damping, rope, stretch -> move to spring.
float mix, friction, gravity, wind, stiffness, damping;
@ -43,7 +43,7 @@ public class SpringConstraint implements Updatable {
boolean active;
public SpringConstraint (SpringConstraintData data, Skeleton skeleton) {
public PhysicsConstraint (PhysicsConstraintData 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;
@ -62,7 +62,7 @@ public class SpringConstraint implements Updatable {
}
/** Copy constructor. */
public SpringConstraint (SpringConstraint constraint, Skeleton skeleton) {
public PhysicsConstraint (PhysicsConstraint constraint, Skeleton skeleton) {
if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
data = constraint.data;
@ -84,7 +84,7 @@ public class SpringConstraint implements Updatable {
}
/** The bones that will be modified by this spring constraint. */
/** The bones that will be modified by this physics constraint. */
public Array<Bone> getBones () {
return bones;
}
@ -158,8 +158,8 @@ public class SpringConstraint implements Updatable {
return active;
}
/** The spring constraint's setup pose data. */
public SpringConstraintData getData () {
/** The physics constraint's setup pose data. */
public PhysicsConstraintData getData () {
return data;
}

View File

@ -31,19 +31,19 @@ package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array;
/** Stores the setup pose for a {@link SpringConstraint}.
/** Stores the setup pose for a {@link PhysicsConstraint}.
* <p>
* See <a href="http://esotericsoftware.com/spine-spring-constraints">Spring constraints</a> in the Spine User Guide. */
public class SpringConstraintData extends ConstraintData {
* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
public class PhysicsConstraintData extends ConstraintData {
final Array<BoneData> bones = new Array();
float mix, friction, gravity, wind, stiffness, damping;
boolean rope, stretch;
public SpringConstraintData (String name) {
public PhysicsConstraintData (String name) {
super(name);
}
/** The bones that are constrained by this spring constraint. */
/** The bones that are constrained by this physics constraint. */
public Array<BoneData> getBones () {
return bones;
}

View File

@ -55,7 +55,7 @@ public class Skeleton {
final Array<IkConstraint> ikConstraints;
final Array<TransformConstraint> transformConstraints;
final Array<PathConstraint> pathConstraints;
final Array<SpringConstraint> springConstraints;
final Array<PhysicsConstraint> physicsConstraints;
final Array<Updatable> updateCache = new Array();
@Null Skin skin;
final Color color;
@ -101,9 +101,9 @@ public class Skeleton {
for (PathConstraintData pathConstraintData : data.pathConstraints)
pathConstraints.add(new PathConstraint(pathConstraintData, this));
springConstraints = new Array(data.springConstraints.size);
for (SpringConstraintData springConstraintData : data.springConstraints)
springConstraints.add(new SpringConstraint(springConstraintData, this));
physicsConstraints = new Array(data.physicsConstraints.size);
for (PhysicsConstraintData physicsConstraintData : data.physicsConstraints)
physicsConstraints.add(new PhysicsConstraint(physicsConstraintData, this));
color = new Color(1, 1, 1, 1);
@ -150,9 +150,9 @@ public class Skeleton {
for (PathConstraint pathConstraint : skeleton.pathConstraints)
pathConstraints.add(new PathConstraint(pathConstraint, this));
springConstraints = new Array(skeleton.springConstraints.size);
for (SpringConstraint springConstraint : skeleton.springConstraints)
springConstraints.add(new SpringConstraint(springConstraint, this));
physicsConstraints = new Array(skeleton.physicsConstraints.size);
for (PhysicsConstraint physicsConstraint : skeleton.physicsConstraints)
physicsConstraints.add(new PhysicsConstraint(physicsConstraint, this));
skin = skeleton.skin;
color = new Color(skeleton.color);
@ -188,10 +188,10 @@ public class Skeleton {
}
int ikCount = ikConstraints.size, transformCount = transformConstraints.size, pathCount = pathConstraints.size,
springCount = springConstraints.size;
physicsCount = physicsConstraints.size;
Object[] ikConstraints = this.ikConstraints.items, transformConstraints = this.transformConstraints.items,
pathConstraints = this.pathConstraints.items, springConstraints = this.springConstraints.items;
int constraintCount = ikCount + transformCount + pathCount + springCount;
pathConstraints = this.pathConstraints.items, physicsConstraints = this.physicsConstraints.items;
int constraintCount = ikCount + transformCount + pathCount + physicsCount;
outer:
for (int i = 0; i < constraintCount; i++) {
for (int ii = 0; ii < ikCount; ii++) {
@ -215,10 +215,10 @@ public class Skeleton {
continue outer;
}
}
for (int ii = 0; ii < springCount; ii++) {
SpringConstraint constraint = (SpringConstraint)springConstraints[ii];
for (int ii = 0; ii < physicsCount; ii++) {
PhysicsConstraint constraint = (PhysicsConstraint)physicsConstraints[ii];
if (constraint.data.order == i) {
sortSpringConstraint(constraint);
sortPhysicsConstraint(constraint);
continue outer;
}
}
@ -333,7 +333,7 @@ public class Skeleton {
}
}
private void sortSpringConstraint (SpringConstraint constraint) {
private void sortPhysicsConstraint (PhysicsConstraint constraint) {
constraint.active = !constraint.data.skinRequired || (skin != null && skin.constraints.contains(constraint.data, true));
if (!constraint.active) return;
@ -467,10 +467,10 @@ public class Skeleton {
constraint.mixY = data.mixY;
}
Object[] springConstraints = this.springConstraints.items;
for (int i = 0, n = this.springConstraints.size; i < n; i++) {
SpringConstraint constraint = (SpringConstraint)springConstraints[i];
SpringConstraintData data = constraint.data;
Object[] physicsConstraints = this.physicsConstraints.items;
for (int i = 0, n = this.physicsConstraints.size; i < n; i++) {
PhysicsConstraint constraint = (PhysicsConstraint)physicsConstraints[i];
PhysicsConstraintData data = constraint.data;
constraint.mix = data.mix;
constraint.friction = data.friction;
constraint.gravity = data.gravity;
@ -686,18 +686,18 @@ public class Skeleton {
return null;
}
/** The skeleton's spring constraints. */
public Array<SpringConstraint> getSpringConstraints () {
return springConstraints;
/** The skeleton's physics constraints. */
public Array<PhysicsConstraint> getPhysicsConstraints () {
return physicsConstraints;
}
/** Finds a spring constraint by comparing each spring constraint's name. It is more efficient to cache the results of this
/** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this
* method than to call it repeatedly. */
public @Null SpringConstraint findSpringConstraint (String constraintName) {
public @Null PhysicsConstraint findPhysicsConstraint (String constraintName) {
if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null.");
Object[] springConstraints = this.springConstraints.items;
for (int i = 0, n = this.springConstraints.size; i < n; i++) {
SpringConstraint constraint = (SpringConstraint)springConstraints[i];
Object[] physicsConstraints = this.physicsConstraints.items;
for (int i = 0, n = this.physicsConstraints.size; i < n; i++) {
PhysicsConstraint constraint = (PhysicsConstraint)physicsConstraints[i];
if (constraint.data.name.equals(constraintName)) return constraint;
}
return null;

View File

@ -47,7 +47,7 @@ public class SkeletonData {
final Array<IkConstraintData> ikConstraints = new Array();
final Array<TransformConstraintData> transformConstraints = new Array();
final Array<PathConstraintData> pathConstraints = new Array();
final Array<SpringConstraintData> springConstraints = new Array();
final Array<PhysicsConstraintData> physicsConstraints = new Array();
float x, y, width, height;
@Null String version, hash;
@ -216,20 +216,20 @@ public class SkeletonData {
return null;
}
// --- Spring constraints
// --- Physics constraints
/** The skeleton's spring constraints. */
public Array<SpringConstraintData> getSpringConstraints () {
return springConstraints;
/** The skeleton's physics constraints. */
public Array<PhysicsConstraintData> getPhysicsConstraints () {
return physicsConstraints;
}
/** Finds a spring constraint by comparing each spring constraint's name. It is more efficient to cache the results of this
/** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this
* method than to call it multiple times. */
public @Null SpringConstraintData findSpringConstraint (String constraintName) {
public @Null PhysicsConstraintData findPhysicsConstraint (String constraintName) {
if (constraintName == null) throw new IllegalArgumentException("constraintName cannot be null.");
Object[] springConstraints = this.springConstraints.items;
for (int i = 0, n = this.springConstraints.size; i < n; i++) {
SpringConstraintData constraint = (SpringConstraintData)springConstraints[i];
Object[] physicsConstraints = this.physicsConstraints.items;
for (int i = 0, n = this.physicsConstraints.size; i < n; i++) {
PhysicsConstraintData constraint = (PhysicsConstraintData)physicsConstraints[i];
if (constraint.name.equals(constraintName)) return constraint;
}
return null;