[libgdx] Physics WIP.

This commit is contained in:
Nathan Sweet 2022-01-31 11:12:38 -04:00
parent f07d1aef43
commit 4a869294ac
3 changed files with 122 additions and 14 deletions

View File

@ -29,6 +29,7 @@
package com.esotericsoftware.spine;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.PhysicsConstraintData.Node;
@ -47,10 +48,15 @@ public class PhysicsConstraint implements Updatable {
boolean active;
private final Skeleton skeleton;
float remaining, lastTime;
final Vector2 temp = new Vector2();
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;
this.skeleton = skeleton;
nodes = new Array(data.nodes.size);
for (NodeData nodeData : data.nodes)
@ -69,10 +75,10 @@ public class PhysicsConstraint implements Updatable {
}
/** Copy constructor. */
public PhysicsConstraint (PhysicsConstraint constraint, Skeleton skeleton) {
public PhysicsConstraint (PhysicsConstraint constraint) {
if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
data = constraint.data;
skeleton = constraint.skeleton;
nodes = new Array(constraint.nodes.size);
for (Node node : constraint.nodes)
@ -91,6 +97,9 @@ public class PhysicsConstraint implements Updatable {
}
public void setToSetupPose () {
remaining = 0;
lastTime = skeleton.time;
Object[] nodes = this.nodes.items;
for (int i = 0, n = this.nodes.size; i < n; i++)
((Node)nodes[i]).setToSetupPose();
@ -110,7 +119,29 @@ public class PhysicsConstraint implements Updatable {
/** Applies the constraint to the constrained bones. */
public void update () {
// BOZO! - Physics.
Object[] nodes = this.nodes.items;
int nodeCount = this.nodes.size;
Vector2 temp = this.temp;
for (int i = 0; i < nodeCount; i++) {
Node node = (Node)nodes[i];
if (node.parentBone == null) continue;
node.parentBone.localToWorld(temp.set(node.data.x, node.data.y));
node.x = temp.x;
node.y = temp.y;
}
Object[] springs = this.springs.items;
int springCount = this.springs.size;
remaining += lastTime - skeleton.time;
lastTime = skeleton.time;
while (remaining > 0.016f) {
remaining -= 0.016f;
for (int i = 0; i < springCount; i++)
((Spring)springs[i]).update();
for (int i = 0; i < nodeCount; i++)
((Node)nodes[i]).update(this);
}
}
public Array<Node> getNodes () {

View File

@ -31,6 +31,7 @@ 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;
@ -111,9 +112,13 @@ public class PhysicsConstraintData extends ConstraintData {
static public class Node {
public final NodeData data;
public final @Null Bone parentBone;
public final Bone[] bones;
public float x, y, px, py, ax, ay;
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;
@ -134,8 +139,8 @@ public class PhysicsConstraintData extends ConstraintData {
arraycopy(node.bones, 0, bones, 0, bones.length);
x = node.x;
y = node.y;
px = node.px;
py = node.py;
vx = node.vx;
vy = node.vy;
ax = node.ax;
ay = node.ay;
}
@ -143,11 +148,30 @@ public class PhysicsConstraintData extends ConstraintData {
public void setToSetupPose () {
x = data.x;
y = data.y;
px = x;
py = 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 {
@ -159,10 +183,14 @@ public class PhysicsConstraintData extends ConstraintData {
static public class Spring {
public final SpringData data;
public final Node node1, node2;
public final Bone[] bones;
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;
@ -192,5 +220,34 @@ public class PhysicsConstraintData extends ConstraintData {
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;
}
}
}
}

View File

@ -60,8 +60,9 @@ public class Skeleton {
final Array<Updatable> updateCache = new Array();
@Null Skin skin;
final Color color;
float scaleX = 1, scaleY = 1;
float x, y;
float scaleX = 1, scaleY = 1;
float time;
public Skeleton (SkeletonData data) {
if (data == null) throw new IllegalArgumentException("data cannot be null.");
@ -153,12 +154,15 @@ public class Skeleton {
physicsConstraints = new Array(skeleton.physicsConstraints.size);
for (PhysicsConstraint physicsConstraint : skeleton.physicsConstraints)
physicsConstraints.add(new PhysicsConstraint(physicsConstraint, this));
physicsConstraints.add(new PhysicsConstraint(physicsConstraint));
skin = skeleton.skin;
color = new Color(skeleton.color);
x = skeleton.x;
y = skeleton.y;
scaleX = skeleton.scaleX;
scaleY = skeleton.scaleY;
time = skeleton.time;
updateCache();
}
@ -791,6 +795,22 @@ public class Skeleton {
this.y = y;
}
/** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}.
* <p>
* See {@link #update(float)}. */
public float getTime () {
return time;
}
public void setTime (float time) {
this.time = time;
}
/** Increments the skeleton's {@link #time}. */
public void update (float delta) {
time += delta;
}
public String toString () {
return data.name != null ? data.name : super.toString();
}