mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Revert physics constraint to an empty implementation.
This commit is contained in:
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d65311dba0
commit
669bac65ef
@ -60,18 +60,16 @@ public class IkConstraint implements Updatable {
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bones = new Array(data.bones.size);
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for (BoneData boneData : data.bones)
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bones.add(skeleton.bones.get(boneData.index));
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target = skeleton.bones.get(data.target.index);
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}
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/** Copy constructor. */
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public IkConstraint (IkConstraint constraint, Skeleton skeleton) {
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public IkConstraint (IkConstraint constraint) {
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if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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data = constraint.data;
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bones = new Array(constraint.bones.size);
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for (Bone bone : constraint.bones)
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bones.add(skeleton.bones.get(bone.data.index));
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target = skeleton.bones.get(constraint.target.data.index);
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bones = new Array(constraint.bones);
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target = constraint.target;
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mix = constraint.mix;
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softness = constraint.softness;
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bendDirection = constraint.bendDirection;
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@ -65,9 +65,11 @@ public class PathConstraint implements Updatable {
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if (data == null) throw new IllegalArgumentException("data cannot be null.");
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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this.data = data;
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bones = new Array(data.bones.size);
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for (BoneData boneData : data.bones)
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bones.add(skeleton.bones.get(boneData.index));
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target = skeleton.slots.get(data.target.index);
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position = data.position;
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spacing = data.spacing;
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@ -77,14 +79,11 @@ public class PathConstraint implements Updatable {
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}
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/** Copy constructor. */
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public PathConstraint (PathConstraint constraint, Skeleton skeleton) {
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public PathConstraint (PathConstraint constraint) {
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if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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data = constraint.data;
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bones = new Array(constraint.bones.size);
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for (Bone bone : constraint.bones)
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bones.add(skeleton.bones.get(bone.data.index));
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target = skeleton.slots.get(constraint.target.data.index);
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bones = new Array(constraint.bones);
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target = constraint.target;
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position = constraint.position;
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spacing = constraint.spacing;
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mixRotate = constraint.mixRotate;
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@ -29,26 +29,15 @@
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package com.esotericsoftware.spine;
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import static com.esotericsoftware.spine.utils.SpineUtils.*;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Null;
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import com.esotericsoftware.spine.PhysicsConstraintData.NodeData;
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import com.esotericsoftware.spine.PhysicsConstraintData.SpringData;
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/** Stores the current pose for a physics constraint. A physics constraint applies physics to bones.
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* <p>
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* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
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public class PhysicsConstraint implements Updatable {
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static private final Vector2 temp = new Vector2();
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static private final float epsilon = 0.00001f;
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final PhysicsConstraintData data;
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final Array<Node> nodes;
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final Array<Spring> springs;
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float friction, gravity, wind, length, stiffness, damping, mix;
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final Array<Bone> bones;
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float mix;
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boolean active;
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@ -61,20 +50,10 @@ public class PhysicsConstraint implements Updatable {
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this.data = data;
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this.skeleton = skeleton;
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nodes = new Array(data.nodes.size);
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for (NodeData nodeData : data.nodes)
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nodes.add(new Node(nodeData, skeleton));
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bones = new Array(data.bones.size);
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for (BoneData boneData : data.bones)
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bones.add(skeleton.bones.get(boneData.index));
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springs = new Array(data.springs.size);
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for (SpringData springData : data.springs)
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springs.add(new Spring(springData, this, skeleton));
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friction = data.friction;
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gravity = data.gravity;
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wind = data.wind;
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length = data.length;
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stiffness = data.stiffness;
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damping = data.damping;
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mix = data.mix;
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}
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@ -83,21 +62,7 @@ public class PhysicsConstraint implements Updatable {
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if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
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data = constraint.data;
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skeleton = constraint.skeleton;
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nodes = new Array(constraint.nodes.size);
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for (Node node : constraint.nodes)
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nodes.add(new Node(node));
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springs = new Array(constraint.springs.size);
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for (Spring spring : constraint.springs)
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springs.add(new Spring(spring, this));
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friction = constraint.friction;
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gravity = constraint.gravity;
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wind = constraint.wind;
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length = constraint.length;
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stiffness = constraint.stiffness;
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damping = constraint.damping;
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bones = new Array(constraint.bones);
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mix = constraint.mix;
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}
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@ -105,21 +70,7 @@ public class PhysicsConstraint implements Updatable {
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remaining = 0;
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lastTime = skeleton.time;
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Object[] nodes = this.nodes.items;
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for (int i = 0, n = this.nodes.size; i < n; i++)
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((Node)nodes[i]).setToSetupPose();
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Object[] springs = this.springs.items;
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for (int i = 0, n = this.springs.size; i < n; i++)
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((Spring)springs[i]).setToSetupPose();
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PhysicsConstraintData data = this.data;
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friction = data.friction;
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gravity = data.gravity;
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wind = data.wind;
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length = data.length;
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stiffness = data.stiffness;
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damping = data.damping;
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mix = data.mix;
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}
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@ -127,129 +78,7 @@ public class PhysicsConstraint implements Updatable {
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public void update () {
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if (mix == 0) return;
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Object[] nodes = this.nodes.items;
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int nodeCount = this.nodes.size;
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Vector2 temp = PhysicsConstraint.temp;
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for (int i = 0; i < nodeCount; i++) {
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Node node = (Node)nodes[i];
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if (node.parentBone == null) continue;
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node.parentBone.localToWorld(temp.set(node.data.x, node.data.y));
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node.x = temp.x;
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node.y = temp.y;
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}
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Object[] springs = this.springs.items;
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int springCount = this.springs.size;
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remaining += Math.max(skeleton.time - lastTime, 0);
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lastTime = skeleton.time;
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while (remaining >= 0.016f) {
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remaining -= 0.016f;
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for (int i = 0; i < springCount; i++)
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((Spring)springs[i]).step();
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for (int i = 0; i < nodeCount; i++)
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((Node)nodes[i]).step(this);
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}
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if (mix == 1) {
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for (int i = 0; i < nodeCount; i++) {
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Node node = (Node)nodes[i];
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// BOZO
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if (node.parentBone != null) {
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node.parentBone.rotateWorld(node.offset);
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node.parentBone.updateAppliedTransform();
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}
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Object[] bones = node.bones;
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for (int ii = 0, nn = bones.length; ii < nn; ii++) {
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Bone bone = (Bone)bones[ii];
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bone.worldX = node.x;
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bone.worldY = node.y;
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bone.parent.worldToLocal(temp.set(node.x, node.y));
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bone.ax = temp.x;
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bone.ay = temp.y;
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}
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}
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} else {
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for (int i = 0; i < nodeCount; i++) {
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Node node = (Node)nodes[i];
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Object[] bones = node.bones;
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for (int ii = 0, nn = bones.length; ii < nn; ii++) {
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Bone bone = (Bone)bones[ii];
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bone.worldX = bone.worldX + (node.x - bone.worldX) * mix;
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bone.worldY = bone.worldY + (node.y - bone.worldY) * mix;
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bone.worldToLocal(temp.set(bone.worldX, bone.worldY));
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bone.ax = temp.x;
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bone.ay = temp.y;
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}
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}
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}
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}
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public Array<Node> getNodes () {
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return nodes;
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}
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public Array<Spring> getSprings () {
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return springs;
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}
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public float getFriction () {
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return friction;
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}
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public void setFriction (float friction) {
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this.friction = friction;
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}
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public float getGravity () {
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return gravity;
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}
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public void setGravity (float gravity) {
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this.gravity = gravity;
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}
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public float getWind () {
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return wind;
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}
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public void setWind (float wind) {
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this.wind = wind;
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}
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public float getLength () {
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return length;
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}
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public void setLength (float length) {
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this.length = length;
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}
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public float getStiffness () {
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return stiffness;
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}
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public void setStiffness (float stiffness) {
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this.stiffness = stiffness;
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}
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public float getDamping () {
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return damping;
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}
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public void setDamping (float damping) {
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this.damping = damping;
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}
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
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public float getMix () {
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return mix;
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}
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public void setMix (float mix) {
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this.mix = mix;
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// BOZO
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}
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public boolean isActive () {
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@ -264,172 +93,4 @@ public class PhysicsConstraint implements Updatable {
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public String toString () {
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return data.name;
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}
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static public class Node {
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public final NodeData data;
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public @Null Bone parentBone;
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public Bone[] bones;
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/** Position relative to the parent bone, or world position if there is no parent bone. */
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public float x, y;
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public float massInverse, vx, vy;
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public boolean reset;
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public float offset, velocity, wx, wy;
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Node (NodeData data) { // Editor.
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this.data = data;
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}
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public Node (NodeData data, Skeleton skeleton) {
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this.data = data;
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parentBone = data.parentBone == -1 ? null : skeleton.bones.get(data.parentBone);
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bones = new Bone[data.bones.length];
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for (int i = 0, n = bones.length; i < n; i++)
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bones[i] = skeleton.bones.get(data.bones[i]);
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setToSetupPose();
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}
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public Node (Node node) {
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this.data = node.data;
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parentBone = node.parentBone;
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bones = new Bone[node.bones.length];
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arraycopy(node.bones, 0, bones, 0, bones.length);
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x = node.x;
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y = node.y;
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vx = node.vx;
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vy = node.vy;
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}
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public void setToSetupPose () {
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x = data.x;
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y = data.y;
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vx = 0;
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vy = 0;
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offset = 0;
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velocity = 0;
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reset = true;
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}
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public void step (PhysicsConstraint constraint) {
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// BOZO
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if (parentBone != null) {
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float strength = 0.1f;
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float damping = 0.9f;
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float wind = 0;
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float gravity = 0;// -0.0048f;
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float mass = 4;
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float length = parentBone.data.length, x = length * parentBone.a, y = length * parentBone.c;
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length = (float)Math.sqrt(x * x + y * y);
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float r = atan2(parentBone.c, parentBone.a) - offset * degRad;
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float cos = (float)Math.cos(r), sin = (float)Math.sin(r);
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{
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float tx = parentBone.worldX + length * cos, ty = parentBone.worldY + length * sin;
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if (reset)
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reset = false;
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else {
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if (wx - tx != 0 || wy - ty != 0) {
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float diff = new Vector2(length, 0).rotateRad(r).add(wx - parentBone.worldX, wy - parentBone.worldY)
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.angleRad() - r;
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offset += diff * radDeg;
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}
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}
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wx = tx;
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wy = ty;
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}
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velocity += ((((offset % 360) + 540) % 360) - 180) * strength / mass;
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r += offset * degRad;
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velocity += (length * sin * wind - length * cos * gravity) * mass;
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offset -= velocity;
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velocity *= damping;
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}
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if (parentBone != null) return;
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x += vx;
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y += vy;
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vx = vx * constraint.friction + constraint.wind;
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vy = vy * constraint.friction - constraint.gravity;
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}
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}
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static public class Spring implements Updatable {
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public final SpringData data;
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public final PhysicsConstraint constraint;
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public Node node1, node2;
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public Bone bone;
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public float length, stiffness, damping;
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Spring (SpringData data, PhysicsConstraint constraint) { // Editor.
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this.data = data;
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this.constraint = constraint;
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}
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public Spring (SpringData data, PhysicsConstraint constraint, Skeleton skeleton) {
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this.data = data;
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this.constraint = constraint;
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node1 = constraint.nodes.get(data.node1);
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node2 = constraint.nodes.get(data.node2);
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bone = skeleton.bones.get(data.bone);
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setToSetupPose();
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}
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public Spring (Spring spring, PhysicsConstraint constraint) {
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this.data = spring.data;
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this.constraint = constraint;
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node1 = constraint.nodes.get(data.node1);
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node2 = constraint.nodes.get(data.node2);
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bone = spring.bone;
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length = spring.length;
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stiffness = spring.stiffness;
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damping = spring.damping;
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}
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public void setToSetupPose () {
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length = data.length;
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stiffness = data.stiffness;
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damping = data.damping;
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}
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public void step () {
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float x = node2.x - node1.x, y = node2.y - node1.y, d = (float)Math.sqrt(Math.max(x * x + y * y, 0.00001f));
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if (data.rope && d <= length) return;
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x /= d;
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y /= d;
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float m1 = node1.massInverse, m2 = node2.massInverse;
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float i = (damping * (x * (node2.vx - node1.vx) + y * (node2.vy - node1.vy)) + stiffness * (d - length)) / (m1 + m2);
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x *= i;
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y *= i;
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node1.vx += x * m1;
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node1.vy += y * m1;
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node2.vx -= x * m2;
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node2.vy -= y * m2;
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}
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public void update () {
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float dx = node2.x - node1.x, dy = node2.y - node1.y;
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float s = (float)Math.sqrt(dx * dx + dy * dy) / length, r = atan2(dy, dx), sin = sin(r), cos = cos(r);
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if (constraint.mix == 1) {
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bone.updateWorldTransform(bone.ax, bone.ay,
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atan2Deg(bone.a * sin - bone.c * cos, bone.d * cos - bone.b * sin) + bone.arotation - bone.ashearX,
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bone.ascaleX * s, bone.ascaleY, bone.ashearX, bone.ashearY);
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} else {
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// BOZO
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}
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}
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public boolean isActive () {
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return constraint.active;
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}
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}
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}
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@ -35,20 +35,42 @@ import com.badlogic.gdx.utils.Array;
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* <p>
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* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
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public class PhysicsConstraintData extends ConstraintData {
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final Array<NodeData> nodes = new Array();
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final Array<SpringData> springs = new Array();
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float friction, gravity, wind, length, stiffness, damping, mix;
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final Array<BoneData> bones = new Array();
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float speed = 1, mass = 1;
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float strength, friction, damping, inertia, wind, gravity, mix;
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boolean translate, rotate, scale, shear;
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public PhysicsConstraintData (String name) {
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super(name);
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}
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public Array<NodeData> getNodes () {
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return nodes;
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/** The bones that are constrained by this physics constraint. */
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public Array<BoneData> getBones () {
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return bones;
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}
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public Array<SpringData> getSprings () {
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return springs;
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public float getSpeed () {
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return speed;
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}
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public void setSpeed (float speed) {
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this.speed = speed;
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}
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public float getMass () {
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return mass;
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}
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public void setMass (float mass) {
|
||||
this.mass = mass;
|
||||
}
|
||||
|
||||
public float getStrength () {
|
||||
return strength;
|
||||
}
|
||||
|
||||
public void setStrength (float strength) {
|
||||
this.strength = strength;
|
||||
}
|
||||
|
||||
public float getFriction () {
|
||||
@ -59,12 +81,20 @@ public class PhysicsConstraintData extends ConstraintData {
|
||||
this.friction = friction;
|
||||
}
|
||||
|
||||
public float getGravity () {
|
||||
return gravity;
|
||||
public float getDamping () {
|
||||
return damping;
|
||||
}
|
||||
|
||||
public void setGravity (float gravity) {
|
||||
this.gravity = gravity;
|
||||
public void setDamping (float damping) {
|
||||
this.damping = damping;
|
||||
}
|
||||
|
||||
public float getInertia () {
|
||||
return inertia;
|
||||
}
|
||||
|
||||
public void setInertia (float inertia) {
|
||||
this.inertia = inertia;
|
||||
}
|
||||
|
||||
public float getWind () {
|
||||
@ -75,28 +105,44 @@ public class PhysicsConstraintData extends ConstraintData {
|
||||
this.wind = wind;
|
||||
}
|
||||
|
||||
public float getLength () {
|
||||
return length;
|
||||
public float getGravity () {
|
||||
return gravity;
|
||||
}
|
||||
|
||||
public void setLength (float length) {
|
||||
this.length = length;
|
||||
public void setGravity (float gravity) {
|
||||
this.gravity = gravity;
|
||||
}
|
||||
|
||||
public float getStiffness () {
|
||||
return stiffness;
|
||||
public boolean getTranslate () {
|
||||
return translate;
|
||||
}
|
||||
|
||||
public void setStiffness (float stiffness) {
|
||||
this.stiffness = stiffness;
|
||||
public void setTranslate (boolean translate) {
|
||||
this.translate = translate;
|
||||
}
|
||||
|
||||
public float getDamping () {
|
||||
return damping;
|
||||
public boolean getRotate () {
|
||||
return rotate;
|
||||
}
|
||||
|
||||
public void setDamping (float damping) {
|
||||
this.damping = damping;
|
||||
public void setRotate (boolean rotate) {
|
||||
this.rotate = rotate;
|
||||
}
|
||||
|
||||
public boolean getScale () {
|
||||
return scale;
|
||||
}
|
||||
|
||||
public void setScale (boolean scale) {
|
||||
this.scale = scale;
|
||||
}
|
||||
|
||||
public boolean getShear () {
|
||||
return shear;
|
||||
}
|
||||
|
||||
public void setShear (boolean shear) {
|
||||
this.shear = shear;
|
||||
}
|
||||
|
||||
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
|
||||
@ -107,16 +153,4 @@ public class PhysicsConstraintData extends ConstraintData {
|
||||
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 SpringData {
|
||||
public int node1, node2, bone;
|
||||
public float length, stiffness, damping;
|
||||
public boolean rope;
|
||||
}
|
||||
}
|
||||
|
||||
@ -37,8 +37,6 @@ import com.badlogic.gdx.utils.Array;
|
||||
import com.badlogic.gdx.utils.FloatArray;
|
||||
import com.badlogic.gdx.utils.Null;
|
||||
|
||||
import com.esotericsoftware.spine.PhysicsConstraint.Node;
|
||||
import com.esotericsoftware.spine.PhysicsConstraint.Spring;
|
||||
import com.esotericsoftware.spine.Skin.SkinEntry;
|
||||
import com.esotericsoftware.spine.attachments.Attachment;
|
||||
import com.esotericsoftware.spine.attachments.MeshAttachment;
|
||||
@ -143,15 +141,15 @@ public class Skeleton {
|
||||
|
||||
ikConstraints = new Array(skeleton.ikConstraints.size);
|
||||
for (IkConstraint ikConstraint : skeleton.ikConstraints)
|
||||
ikConstraints.add(new IkConstraint(ikConstraint, this));
|
||||
ikConstraints.add(new IkConstraint(ikConstraint));
|
||||
|
||||
transformConstraints = new Array(skeleton.transformConstraints.size);
|
||||
for (TransformConstraint transformConstraint : skeleton.transformConstraints)
|
||||
transformConstraints.add(new TransformConstraint(transformConstraint, this));
|
||||
transformConstraints.add(new TransformConstraint(transformConstraint));
|
||||
|
||||
pathConstraints = new Array(skeleton.pathConstraints.size);
|
||||
for (PathConstraint pathConstraint : skeleton.pathConstraints)
|
||||
pathConstraints.add(new PathConstraint(pathConstraint, this));
|
||||
pathConstraints.add(new PathConstraint(pathConstraint));
|
||||
|
||||
physicsConstraints = new Array(skeleton.physicsConstraints.size);
|
||||
for (PhysicsConstraint physicsConstraint : skeleton.physicsConstraints)
|
||||
@ -343,44 +341,25 @@ public class Skeleton {
|
||||
constraint.active = !constraint.data.skinRequired || (skin != null && skin.constraints.contains(constraint.data, true));
|
||||
if (!constraint.active) return;
|
||||
|
||||
Object[] nodes = constraint.nodes.items;
|
||||
int nodeCount = constraint.nodes.size;
|
||||
for (int i = 0; i < nodeCount; i++) {
|
||||
Node node = (Node)nodes[i];
|
||||
sortBone(node.parentBone);
|
||||
// for (Bone bone : node.bones)
|
||||
// sortBone(bone);
|
||||
Object[] constrained = constraint.bones.items;
|
||||
int boneCount = constraint.bones.size;
|
||||
for (int i = 0; i < boneCount; i++) {
|
||||
if (((Bone)constrained[i]).active) {
|
||||
constraint.active = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!constraint.active) return;
|
||||
|
||||
for (int i = 0; i < boneCount; i++)
|
||||
sortBone((Bone)constrained[i]);
|
||||
|
||||
updateCache.add(constraint);
|
||||
|
||||
for (int i = 0; i < nodeCount; i++) {
|
||||
Node node = (Node)nodes[i];
|
||||
sortReset(node.parentBone.children);
|
||||
}
|
||||
|
||||
// for (int i = 0; i < nodeCount; i++) {
|
||||
// Node node = (Node)nodes[i];
|
||||
// for (Bone bone : node.bones)
|
||||
// sortReset(bone.children);
|
||||
// }
|
||||
// for (int i = 0; i < nodeCount; i++) {
|
||||
// Node node = (Node)nodes[i];
|
||||
// for (Bone bone : node.bones)
|
||||
// bone.sorted = true;
|
||||
// }
|
||||
//
|
||||
// Object[] springs = constraint.springs.items;
|
||||
// for (int i = 0, n = constraint.springs.size; i < n; i++) {
|
||||
// Spring spring = (Spring)springs[i];
|
||||
// if (spring.bone == null) continue;
|
||||
// sortBone(spring.bone);
|
||||
// updateCache.add(spring);
|
||||
// sortReset(spring.bone.children);
|
||||
// spring.bone.sorted = true;
|
||||
// for (Bone child : spring.bone.children)
|
||||
// sortBone(child);
|
||||
// }
|
||||
for (int i = 0; i < boneCount; i++)
|
||||
sortReset(((Bone)constrained[i]).children);
|
||||
for (int i = 0; i < boneCount; i++)
|
||||
((Bone)constrained[i]).sorted = true;
|
||||
}
|
||||
|
||||
private void sortBone (Bone bone) {
|
||||
|
||||
@ -38,8 +38,6 @@ import com.badlogic.gdx.math.Vector2;
|
||||
import com.badlogic.gdx.utils.Array;
|
||||
import com.badlogic.gdx.utils.FloatArray;
|
||||
|
||||
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;
|
||||
@ -57,7 +55,7 @@ public class SkeletonRendererDebug {
|
||||
|
||||
private final ShapeRenderer shapes;
|
||||
private boolean drawBones = true, drawRegionAttachments = true, drawBoundingBoxes = true, drawPoints = true;
|
||||
private boolean drawMeshHull = true, drawMeshTriangles = true, drawPaths = true, drawClipping = true, drawPhysics = true;
|
||||
private boolean drawMeshHull = true, drawMeshTriangles = true, drawPaths = true, drawClipping = true;
|
||||
private final SkeletonBounds bounds = new SkeletonBounds();
|
||||
private final FloatArray vertices = new FloatArray(32);
|
||||
private float scale = 1;
|
||||
@ -238,22 +236,6 @@ public class SkeletonRendererDebug {
|
||||
}
|
||||
}
|
||||
|
||||
if (drawPhysics) {
|
||||
Array<PhysicsConstraint> physicsConstraints = skeleton.physicsConstraints;
|
||||
for (int i = 0, n = physicsConstraints.size; i < n; i++) {
|
||||
PhysicsConstraint constraint = physicsConstraints.get(i);
|
||||
if (constraint.mix <= 0) continue;
|
||||
for (Spring spring : constraint.springs) {
|
||||
shapes.setColor(Color.GOLDENROD);
|
||||
shapes.line(spring.node1.x, spring.node1.y, spring.node2.x, spring.node2.y);
|
||||
}
|
||||
for (Node node : constraint.nodes) {
|
||||
shapes.setColor(Color.GREEN);
|
||||
shapes.circle(node.x, node.y, 8);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
shapes.end();
|
||||
shapes.begin(ShapeType.Filled);
|
||||
|
||||
@ -322,10 +304,6 @@ public class SkeletonRendererDebug {
|
||||
drawClipping = clipping;
|
||||
}
|
||||
|
||||
public void setPhysics (boolean physics) {
|
||||
drawPhysics = physics;
|
||||
}
|
||||
|
||||
public void setPremultipliedAlpha (boolean premultipliedAlpha) {
|
||||
this.premultipliedAlpha = premultipliedAlpha;
|
||||
}
|
||||
|
||||
@ -57,21 +57,20 @@ public class TransformConstraint implements Updatable {
|
||||
mixScaleX = data.mixScaleX;
|
||||
mixScaleY = data.mixScaleY;
|
||||
mixShearY = data.mixShearY;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
/** Copy constructor. */
|
||||
public TransformConstraint (TransformConstraint constraint, Skeleton skeleton) {
|
||||
public TransformConstraint (TransformConstraint constraint) {
|
||||
if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
|
||||
if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
|
||||
data = constraint.data;
|
||||
bones = new Array(constraint.bones.size);
|
||||
for (Bone bone : constraint.bones)
|
||||
bones.add(skeleton.bones.get(bone.data.index));
|
||||
target = skeleton.bones.get(constraint.target.data.index);
|
||||
bones = new Array(constraint.bones);
|
||||
target = constraint.target;
|
||||
mixRotate = constraint.mixRotate;
|
||||
mixX = constraint.mixX;
|
||||
mixY = constraint.mixY;
|
||||
|
||||
@ -48,7 +48,6 @@ import com.badlogic.gdx.math.Affine2;
|
||||
import com.badlogic.gdx.math.MathUtils;
|
||||
import com.badlogic.gdx.math.Matrix4;
|
||||
import com.badlogic.gdx.utils.Null;
|
||||
import com.badlogic.gdx.utils.NumberUtils;
|
||||
|
||||
/** A batch that renders polygons and performs tinting using a light and dark color.
|
||||
* <p>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user