Revert physics constraint to an empty implementation.

This commit is contained in:
Nathan Sweet 2023-07-28 12:54:56 -04:00
parent d65311dba0
commit 669bac65ef
8 changed files with 109 additions and 462 deletions

View File

@ -60,18 +60,16 @@ public class IkConstraint implements Updatable {
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 IkConstraint (IkConstraint constraint, Skeleton skeleton) {
public IkConstraint (IkConstraint 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;
mix = constraint.mix;
softness = constraint.softness;
bendDirection = constraint.bendDirection;

View File

@ -65,9 +65,11 @@ public class PathConstraint implements Updatable {
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.slots.get(data.target.index);
position = data.position;
spacing = data.spacing;
@ -77,14 +79,11 @@ public class PathConstraint implements Updatable {
}
/** Copy constructor. */
public PathConstraint (PathConstraint constraint, Skeleton skeleton) {
public PathConstraint (PathConstraint 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.slots.get(constraint.target.data.index);
bones = new Array(constraint.bones);
target = constraint.target;
position = constraint.position;
spacing = constraint.spacing;
mixRotate = constraint.mixRotate;

View File

@ -29,26 +29,15 @@
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.NodeData;
import com.esotericsoftware.spine.PhysicsConstraintData.SpringData;
/** Stores the current pose for a physics constraint. A physics constraint applies physics to bones.
* <p>
* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
public class PhysicsConstraint implements Updatable {
static private final Vector2 temp = new Vector2();
static private final float epsilon = 0.00001f;
final PhysicsConstraintData data;
final Array<Node> nodes;
final Array<Spring> springs;
float friction, gravity, wind, length, stiffness, damping, mix;
final Array<Bone> bones;
float mix;
boolean active;
@ -61,20 +50,10 @@ public class PhysicsConstraint implements Updatable {
this.data = data;
this.skeleton = skeleton;
nodes = new Array(data.nodes.size);
for (NodeData nodeData : data.nodes)
nodes.add(new Node(nodeData, skeleton));
bones = new Array(data.bones.size);
for (BoneData boneData : data.bones)
bones.add(skeleton.bones.get(boneData.index));
springs = new Array(data.springs.size);
for (SpringData springData : data.springs)
springs.add(new Spring(springData, this, skeleton));
friction = data.friction;
gravity = data.gravity;
wind = data.wind;
length = data.length;
stiffness = data.stiffness;
damping = data.damping;
mix = data.mix;
}
@ -83,21 +62,7 @@ public class PhysicsConstraint implements Updatable {
if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
data = constraint.data;
skeleton = constraint.skeleton;
nodes = new Array(constraint.nodes.size);
for (Node node : constraint.nodes)
nodes.add(new Node(node));
springs = new Array(constraint.springs.size);
for (Spring spring : constraint.springs)
springs.add(new Spring(spring, this));
friction = constraint.friction;
gravity = constraint.gravity;
wind = constraint.wind;
length = constraint.length;
stiffness = constraint.stiffness;
damping = constraint.damping;
bones = new Array(constraint.bones);
mix = constraint.mix;
}
@ -105,21 +70,7 @@ public class PhysicsConstraint implements Updatable {
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();
Object[] springs = this.springs.items;
for (int i = 0, n = this.springs.size; i < n; i++)
((Spring)springs[i]).setToSetupPose();
PhysicsConstraintData data = this.data;
friction = data.friction;
gravity = data.gravity;
wind = data.wind;
length = data.length;
stiffness = data.stiffness;
damping = data.damping;
mix = data.mix;
}
@ -127,129 +78,7 @@ public class PhysicsConstraint implements Updatable {
public void update () {
if (mix == 0) return;
Object[] nodes = this.nodes.items;
int nodeCount = this.nodes.size;
Vector2 temp = PhysicsConstraint.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 += Math.max(skeleton.time - lastTime, 0);
lastTime = skeleton.time;
while (remaining >= 0.016f) {
remaining -= 0.016f;
for (int i = 0; i < springCount; i++)
((Spring)springs[i]).step();
for (int i = 0; i < nodeCount; i++)
((Node)nodes[i]).step(this);
}
if (mix == 1) {
for (int i = 0; i < nodeCount; i++) {
Node node = (Node)nodes[i];
// BOZO
if (node.parentBone != null) {
node.parentBone.rotateWorld(node.offset);
node.parentBone.updateAppliedTransform();
}
Object[] bones = node.bones;
for (int ii = 0, nn = bones.length; ii < nn; ii++) {
Bone bone = (Bone)bones[ii];
bone.worldX = node.x;
bone.worldY = node.y;
bone.parent.worldToLocal(temp.set(node.x, node.y));
bone.ax = temp.x;
bone.ay = temp.y;
}
}
} else {
for (int i = 0; i < nodeCount; i++) {
Node node = (Node)nodes[i];
Object[] bones = node.bones;
for (int ii = 0, nn = bones.length; ii < nn; ii++) {
Bone bone = (Bone)bones[ii];
bone.worldX = bone.worldX + (node.x - bone.worldX) * mix;
bone.worldY = bone.worldY + (node.y - bone.worldY) * mix;
bone.worldToLocal(temp.set(bone.worldX, bone.worldY));
bone.ax = temp.x;
bone.ay = temp.y;
}
}
}
}
public Array<Node> getNodes () {
return nodes;
}
public Array<Spring> getSprings () {
return springs;
}
public float getFriction () {
return friction;
}
public void setFriction (float friction) {
this.friction = friction;
}
public float getGravity () {
return gravity;
}
public void setGravity (float gravity) {
this.gravity = gravity;
}
public float getWind () {
return wind;
}
public void setWind (float wind) {
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;
// BOZO
}
public boolean isActive () {
@ -264,172 +93,4 @@ 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;
public boolean reset;
public float offset, velocity, wx, wy;
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;
offset = 0;
velocity = 0;
reset = true;
}
public void step (PhysicsConstraint constraint) {
// BOZO
if (parentBone != null) {
float strength = 0.1f;
float damping = 0.9f;
float wind = 0;
float gravity = 0;// -0.0048f;
float mass = 4;
float length = parentBone.data.length, x = length * parentBone.a, y = length * parentBone.c;
length = (float)Math.sqrt(x * x + y * y);
float r = atan2(parentBone.c, parentBone.a) - offset * degRad;
float cos = (float)Math.cos(r), sin = (float)Math.sin(r);
{
float tx = parentBone.worldX + length * cos, ty = parentBone.worldY + length * sin;
if (reset)
reset = false;
else {
if (wx - tx != 0 || wy - ty != 0) {
float diff = new Vector2(length, 0).rotateRad(r).add(wx - parentBone.worldX, wy - parentBone.worldY)
.angleRad() - r;
offset += diff * radDeg;
}
}
wx = tx;
wy = ty;
}
velocity += ((((offset % 360) + 540) % 360) - 180) * strength / mass;
r += offset * degRad;
velocity += (length * sin * wind - length * cos * gravity) * mass;
offset -= velocity;
velocity *= damping;
}
if (parentBone != null) return;
x += vx;
y += vy;
vx = vx * constraint.friction + constraint.wind;
vy = vy * constraint.friction - constraint.gravity;
}
}
static public class Spring implements Updatable {
public final SpringData data;
public final PhysicsConstraint constraint;
public Node node1, node2;
public Bone bone;
public float length, stiffness, damping;
Spring (SpringData data, PhysicsConstraint constraint) { // Editor.
this.data = data;
this.constraint = constraint;
}
public Spring (SpringData data, PhysicsConstraint constraint, Skeleton skeleton) {
this.data = data;
this.constraint = constraint;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bone = skeleton.bones.get(data.bone);
setToSetupPose();
}
public Spring (Spring spring, PhysicsConstraint constraint) {
this.data = spring.data;
this.constraint = constraint;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bone = spring.bone;
length = spring.length;
stiffness = spring.stiffness;
damping = spring.damping;
}
public void setToSetupPose () {
length = data.length;
stiffness = data.stiffness;
damping = data.damping;
}
public void step () {
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;
}
public void update () {
float dx = node2.x - node1.x, dy = node2.y - node1.y;
float s = (float)Math.sqrt(dx * dx + dy * dy) / length, r = atan2(dy, dx), sin = sin(r), cos = cos(r);
if (constraint.mix == 1) {
bone.updateWorldTransform(bone.ax, bone.ay,
atan2Deg(bone.a * sin - bone.c * cos, bone.d * cos - bone.b * sin) + bone.arotation - bone.ashearX,
bone.ascaleX * s, bone.ascaleY, bone.ashearX, bone.ashearY);
} else {
// BOZO
}
}
public boolean isActive () {
return constraint.active;
}
}
}

View File

@ -35,20 +35,42 @@ import com.badlogic.gdx.utils.Array;
* <p>
* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
public class PhysicsConstraintData extends ConstraintData {
final Array<NodeData> nodes = new Array();
final Array<SpringData> springs = new Array();
float friction, gravity, wind, length, stiffness, damping, mix;
final Array<BoneData> bones = new Array();
float speed = 1, mass = 1;
float strength, friction, damping, inertia, wind, gravity, mix;
boolean translate, rotate, scale, shear;
public PhysicsConstraintData (String name) {
super(name);
}
public Array<NodeData> getNodes () {
return nodes;
/** The bones that are constrained by this physics constraint. */
public Array<BoneData> getBones () {
return bones;
}
public Array<SpringData> getSprings () {
return springs;
public float getSpeed () {
return speed;
}
public void setSpeed (float speed) {
this.speed = speed;
}
public float getMass () {
return mass;
}
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;
}
}

View File

@ -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) {

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@ -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;
}

View File

@ -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;

View File

@ -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>