[libgdx] Physics update.

This commit is contained in:
Nathan Sweet 2022-10-18 12:20:14 -04:00
parent 2dd17f4228
commit 1e820253d1
5 changed files with 218 additions and 223 deletions

View File

@ -29,12 +29,13 @@
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.badlogic.gdx.utils.Null;
import com.esotericsoftware.spine.PhysicsConstraintData.Node;
import com.esotericsoftware.spine.PhysicsConstraintData.NodeData;
import com.esotericsoftware.spine.PhysicsConstraintData.Spring;
import com.esotericsoftware.spine.PhysicsConstraintData.SpringData;
/** Stores the current pose for a physics constraint. A physics constraint applies physics to bones.
@ -44,7 +45,7 @@ public class PhysicsConstraint implements Updatable {
final PhysicsConstraintData data;
final Array<Node> nodes;
final Array<Spring> springs;
float mix, length, strength, damping, gravity, wind;
float friction, gravity, wind, length, stiffness, damping, mix;
boolean active;
@ -66,12 +67,13 @@ public class PhysicsConstraint implements Updatable {
for (SpringData springData : data.springs)
springs.add(new Spring(springData, this, skeleton));
mix = data.mix;
length = data.length;
strength = data.strength;
damping = data.damping;
friction = data.friction;
gravity = data.gravity;
wind = data.wind;
length = data.length;
stiffness = data.stiffness;
damping = data.damping;
mix = data.mix;
}
/** Copy constructor. */
@ -88,12 +90,13 @@ public class PhysicsConstraint implements Updatable {
for (Spring spring : constraint.springs)
springs.add(new Spring(spring, this));
mix = constraint.mix;
length = constraint.length;
strength = constraint.strength;
damping = constraint.damping;
friction = constraint.friction;
gravity = constraint.gravity;
wind = constraint.wind;
length = constraint.length;
stiffness = constraint.stiffness;
damping = constraint.damping;
mix = constraint.mix;
}
public void setToSetupPose () {
@ -109,12 +112,13 @@ public class PhysicsConstraint implements Updatable {
((Spring)springs[i]).setToSetupPose();
PhysicsConstraintData data = this.data;
mix = data.mix;
length = data.length;
strength = data.strength;
damping = data.damping;
friction = data.friction;
gravity = data.gravity;
wind = data.wind;
length = data.length;
stiffness = data.stiffness;
damping = data.damping;
mix = data.mix;
}
/** Applies the constraint to the constrained bones. */
@ -177,37 +181,12 @@ public class PhysicsConstraint implements Updatable {
return springs;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
public float getMix () {
return mix;
public float getFriction () {
return friction;
}
public void setMix (float mix) {
this.mix = mix;
}
public float getLength () {
return length;
}
public void setLength (float length) {
this.length = length;
}
public float getStrength () {
return strength;
}
public void setStrength (float strength) {
this.strength = strength;
}
public float getDamping () {
return damping;
}
public void setDamping (float damping) {
this.damping = damping;
public void setFriction (float friction) {
this.friction = friction;
}
public float getGravity () {
@ -226,6 +205,39 @@ public class PhysicsConstraint implements Updatable {
this.wind = wind;
}
public float getLength () {
return length;
}
public void setLength (float length) {
this.length = length;
}
public float getStiffness () {
return stiffness;
}
public void setStiffness (float stiffness) {
this.stiffness = stiffness;
}
public float getDamping () {
return damping;
}
public void setDamping (float damping) {
this.damping = damping;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
public float getMix () {
return mix;
}
public void setMix (float mix) {
this.mix = mix;
}
public boolean isActive () {
return active;
}
@ -238,4 +250,117 @@ public class PhysicsConstraint implements Updatable {
public String toString () {
return data.name;
}
static public class Node {
public final NodeData data;
public @Null Bone parentBone;
public Bone[] bones;
/** Position relative to the parent bone, or world position if there is no parent bone. */
public float x, y;
public float massInverse, vx, vy;
Node (NodeData data) { // Editor.
this.data = data;
}
public Node (NodeData data, Skeleton skeleton) {
this.data = data;
parentBone = data.parentBone == -1 ? null : skeleton.bones.get(data.parentBone);
bones = new Bone[data.bones.length];
for (int i = 0, n = bones.length; i < n; i++)
bones[i] = skeleton.bones.get(data.bones[i]);
setToSetupPose();
}
public Node (Node node) {
this.data = node.data;
parentBone = node.parentBone;
bones = new Bone[node.bones.length];
arraycopy(node.bones, 0, bones, 0, bones.length);
x = node.x;
y = node.y;
vx = node.vx;
vy = node.vy;
}
public void setToSetupPose () {
x = data.x;
y = data.y;
vx = 0;
vy = 0;
}
public void update (PhysicsConstraint constraint) {
if (parentBone != null) {
vx = 0;
vy = 0;
return;
}
x += vx;
y += vy;
vx = vx * constraint.friction + constraint.wind;
vy = vy * constraint.friction - constraint.gravity;
}
}
static public class Spring {
public final SpringData data;
public Node node1, node2;
public Bone[] bones;
public float length, stiffness, damping;
Spring (SpringData data) { // Editor.
this.data = data;
}
public Spring (SpringData data, PhysicsConstraint constraint, Skeleton skeleton) {
this.data = data;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bones = new Bone[data.bones.length];
for (int i = 0, n = bones.length; i < n; i++)
bones[i] = skeleton.bones.get(data.bones[i]);
setToSetupPose();
}
public Spring (Spring spring, PhysicsConstraint constraint) {
this.data = spring.data;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bones = new Bone[spring.bones.length];
arraycopy(spring.bones, 0, bones, 0, bones.length);
length = spring.length;
stiffness = spring.stiffness;
damping = spring.damping;
}
public void setToSetupPose () {
length = data.length;
stiffness = data.stiffness;
damping = data.damping;
}
public void update () {
float x = node2.x - node1.x, y = node2.y - node1.y, d = (float)Math.sqrt(Math.max(x * x + y * y, 0.00001f));
if (data.rope && d <= length) return;
x /= d;
y /= d;
float m1 = node1.massInverse, m2 = node2.massInverse;
float i = (damping * (x * (node2.vx - node1.vx) + y * (node2.vy - node1.vy)) + stiffness * (d - length)) / (m1 + m2);
x *= i;
y *= i;
node1.vx += x * m1;
node1.vy += y * m1;
node2.vx -= x * m2;
node2.vy -= y * m2;
}
}
}

View File

@ -29,11 +29,7 @@
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.badlogic.gdx.utils.Null;
/** Stores the setup pose for a {@link PhysicsConstraint}.
* <p>
@ -41,7 +37,7 @@ import com.badlogic.gdx.utils.Null;
public class PhysicsConstraintData extends ConstraintData {
final Array<NodeData> nodes = new Array();
final Array<SpringData> springs = new Array();
float mix, length, strength, damping, gravity, wind;
float friction, gravity, wind, length, stiffness, damping, mix;
public PhysicsConstraintData (String name) {
super(name);
@ -55,37 +51,12 @@ public class PhysicsConstraintData extends ConstraintData {
return springs;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
public float getMix () {
return mix;
public float getFriction () {
return friction;
}
public void setMix (float mix) {
this.mix = mix;
}
public float getLength () {
return length;
}
public void setLength (float length) {
this.length = length;
}
public float getStrength () {
return strength;
}
public void setStrength (float strength) {
this.strength = strength;
}
public float getDamping () {
return damping;
}
public void setDamping (float damping) {
this.damping = damping;
public void setFriction (float friction) {
this.friction = friction;
}
public float getGravity () {
@ -104,150 +75,49 @@ public class PhysicsConstraintData extends ConstraintData {
this.wind = wind;
}
public float getLength () {
return length;
}
public void setLength (float length) {
this.length = length;
}
public float getStiffness () {
return stiffness;
}
public void setStiffness (float stiffness) {
this.stiffness = stiffness;
}
public float getDamping () {
return damping;
}
public void setDamping (float damping) {
this.damping = damping;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
public float getMix () {
return mix;
}
public void setMix (float mix) {
this.mix = mix;
}
static public class NodeData {
public int parentBone = -1;
public int[] bones;
public float x, y;
}
static public class Node {
public final NodeData data;
public @Null Bone parentBone;
public Bone[] bones;
public float x, y, vx, vy, ax, ay;
Node (NodeData data) { // Editor.
this.data = data;
}
public Node (NodeData data, Skeleton skeleton) {
this.data = data;
parentBone = data.parentBone == -1 ? null : skeleton.bones.get(data.parentBone);
bones = new Bone[data.bones.length];
for (int i = 0, n = bones.length; i < n; i++)
bones[i] = skeleton.bones.get(data.bones[i]);
setToSetupPose();
}
public Node (Node node) {
this.data = node.data;
parentBone = node.parentBone;
bones = new Bone[node.bones.length];
arraycopy(node.bones, 0, bones, 0, bones.length);
x = node.x;
y = node.y;
vx = node.vx;
vy = node.vy;
ax = node.ax;
ay = node.ay;
}
public void setToSetupPose () {
x = data.x;
y = data.y;
vx = 0;
vy = 0;
ax = 0;
ay = 0;
}
public void update (PhysicsConstraint constraint) {
if (parentBone != null) {
vx = 0;
vy = 0;
ax = 0;
ay = 0;
return;
}
float friction = 0.98f;
vx += ax - constraint.wind / friction;
vy += ay - constraint.gravity / friction;
ax = 0;
ay = 0;
x += vx;
y += vy;
vx *= friction;
vy *= friction;
}
}
static public class SpringData {
public int node1, node2;
public int[] bones;
public float length, strength, damping;
public boolean rope, stretch;
}
static public class Spring {
public final SpringData data;
public Node node1, node2;
public Bone[] bones;
public float length, strength, damping;
Spring (SpringData data) { // Editor.
this.data = data;
}
public Spring (SpringData data, PhysicsConstraint constraint, Skeleton skeleton) {
this.data = data;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bones = new Bone[data.bones.length];
for (int i = 0, n = bones.length; i < n; i++)
bones[i] = skeleton.bones.get(data.bones[i]);
setToSetupPose();
}
public Spring (Spring spring, PhysicsConstraint constraint) {
this.data = spring.data;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bones = new Bone[spring.bones.length];
arraycopy(spring.bones, 0, bones, 0, bones.length);
length = spring.length;
strength = spring.strength;
damping = spring.damping;
}
public void setToSetupPose () {
length = data.length;
strength = data.strength;
damping = data.damping;
}
public void update () {
float strength = 1f;
float x = node2.x - node1.x, y = node2.y - node1.y;
float d = (float)Math.sqrt(Math.max(x * x + y * y, 0.00001f));
if (data.rope && d <= length) return;
Vector2 unit_vector = new Vector2(x / d, y / d);
float distance_error = unit_vector.dot(x, y) - length;
float distance_impulse = 0.33f * strength * distance_error;
float vx = node2.vx - node1.vx, vy = node2.vy - node1.vy;
float velocity_error = unit_vector.dot(vx, vy);
float velocity_impulse = 0.2f * velocity_error;
float impulse = -(distance_impulse + velocity_impulse);
Vector2 f = unit_vector.scl(impulse);
node1.ax -= f.x - vx * damping;
node1.ay -= f.y - vy * damping;
node2.ax += f.x - vx * damping;
node2.ay += f.y - vy * damping;
if (!data.stretch && node2.parentBone == null) {
node2.x = node1.x + length * x / d;
node2.y = node1.y + length * y / d;
}
}
public float length, stiffness, damping;
public boolean rope;
}
}

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@ -37,7 +37,7 @@ import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Null;
import com.esotericsoftware.spine.PhysicsConstraintData.Node;
import com.esotericsoftware.spine.PhysicsConstraint.Node;
import com.esotericsoftware.spine.Skin.SkinEntry;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;

View File

@ -38,8 +38,8 @@ import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.esotericsoftware.spine.PhysicsConstraintData.Node;
import com.esotericsoftware.spine.PhysicsConstraintData.Spring;
import com.esotericsoftware.spine.PhysicsConstraint.Node;
import com.esotericsoftware.spine.PhysicsConstraint.Spring;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.BoundingBoxAttachment;
import com.esotericsoftware.spine.attachments.ClippingAttachment;

View File

@ -170,16 +170,16 @@ class SkeletonViewerUI {
loopCheckbox.setChecked(true);
loadScaleSlider.setValue(1);
loadScaleSlider.setSnapToValues(new float[] {0.5f, 1, 1.5f, 2, 2.5f}, 0.09f);
loadScaleSlider.setSnapToValues(0.09f, 0.5f, 1, 1.5f, 2, 2.5f);
zoomSlider.setValue(1);
zoomSlider.setSnapToValues(new float[] {1, 2}, 0.30f);
zoomSlider.setSnapToValues(0.30f, 1, 2);
xScaleSlider.setValue(1);
xScaleSlider.setSnapToValues(new float[] {-1.5f, -1, -0.5f, 0.5f, 1, 1.5f}, 0.12f);
xScaleSlider.setSnapToValues(0.12f, -1.5f, -1, -0.5f, 0.5f, 1, 1.5f);
yScaleSlider.setValue(1);
yScaleSlider.setSnapToValues(new float[] {-1.5f, -1, -0.5f, 0.5f, 1, 1.5f}, 0.12f);
yScaleSlider.setSnapToValues(0.12f, -1.5f, -1, -0.5f, 0.5f, 1, 1.5f);
skinList.getSelection().setRequired(false);
skinList.getSelection().setToggle(true);
@ -188,10 +188,10 @@ class SkeletonViewerUI {
animationList.getSelection().setToggle(true);
mixSlider.setValue(0.3f);
mixSlider.setSnapToValues(new float[] {1, 1.5f, 2, 2.5f, 3, 3.5f}, 0.12f);
mixSlider.setSnapToValues(0.12f, 1, 1.5f, 2, 2.5f, 3, 3.5f);
speedSlider.setValue(1);
speedSlider.setSnapToValues(new float[] {0.5f, 0.75f, 1, 1.25f, 1.5f, 2, 2.5f}, 0.09f);
speedSlider.setSnapToValues(0.09f, 0.5f, 0.75f, 1, 1.25f, 1.5f, 2, 2.5f);
alphaSlider.setValue(1);
alphaSlider.setDisabled(true);