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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp] Fixed differences in TransformConstraint between csharp and ref-impl, potential bug fixed. See #1294.
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@ -31,21 +31,19 @@
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using System;
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using System;
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namespace Spine {
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namespace Spine {
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/// <summary>
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/// <para>
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/// Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
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/// bones to match that of the target bone.</para>
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/// <para>
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/// See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide.</para>
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/// </summary>
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public class TransformConstraint : IConstraint {
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public class TransformConstraint : IConstraint {
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internal TransformConstraintData data;
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internal TransformConstraintData data;
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internal ExposedList<Bone> bones;
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internal ExposedList<Bone> bones;
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internal Bone target;
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internal Bone target;
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internal float rotateMix, translateMix, scaleMix, shearMix;
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internal float rotateMix, translateMix, scaleMix, shearMix;
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public TransformConstraintData Data { get { return data; } }
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public int Order { get { return data.order; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public Bone Target { get { return target; } set { target = value; } }
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public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
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public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
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public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
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public float ShearMix { get { return shearMix; } set { shearMix = value; } }
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public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
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public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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@ -57,11 +55,27 @@ namespace Spine {
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bones = new ExposedList<Bone>();
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bones = new ExposedList<Bone>();
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foreach (BoneData boneData in data.bones)
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foreach (BoneData boneData in data.bones)
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bones.Add (skeleton.FindBone (boneData.name));
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bones.Add (skeleton.FindBone(boneData.name));
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target = skeleton.FindBone(data.target.name);
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target = skeleton.FindBone(data.target.name);
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}
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}
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/// <summary>Copy constructor.</summary>
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public TransformConstraint (TransformConstraint constraint, Skeleton skeleton) {
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if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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data = constraint.data;
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bones = new ExposedList<Bone>(constraint.Bones.Count);
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foreach (Bone bone in constraint.Bones)
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bones.Add(skeleton.Bones.Items[bone.data.index]);
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target = skeleton.Bones.Items[constraint.target.data.index];
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rotateMix = constraint.rotateMix;
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translateMix = constraint.translateMix;
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scaleMix = constraint.scaleMix;
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shearMix = constraint.shearMix;
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}
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/// <summary>Applies the constraint to the constrained bones.</summary>
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public void Apply () {
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public void Apply () {
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Update();
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Update();
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}
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}
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@ -116,13 +130,11 @@ namespace Spine {
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if (scaleMix > 0) {
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if (scaleMix > 0) {
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float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
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float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
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//float ts = (float)Math.sqrt(ta * ta + tc * tc);
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if (s != 0) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s;
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if (s > 0.00001f) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s;
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bone.a *= s;
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bone.a *= s;
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bone.c *= s;
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bone.c *= s;
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s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
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s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
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//ts = (float)Math.Sqrt(tb * tb + td * td);
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if (s != 0) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s;
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if (s > 0.00001f) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s;
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bone.b *= s;
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bone.b *= s;
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bone.d *= s;
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bone.d *= s;
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modified = true;
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modified = true;
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@ -231,15 +243,15 @@ namespace Spine {
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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if (scaleMix != 0) {
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if (scaleMix != 0) {
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if (scaleX > 0.00001f) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX;
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if (scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX;
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if (scaleY > 0.00001f) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY;
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if (scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY;
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}
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}
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float shearY = bone.ashearY;
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float shearY = bone.ashearY;
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if (shearMix != 0) {
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if (shearMix != 0) {
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float r = target.ashearY - shearY + data.offsetShearY;
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float r = target.ashearY - shearY + data.offsetShearY;
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
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bone.shearY += r * shearMix;
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shearY += r * shearMix;
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}
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}
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bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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@ -266,8 +278,8 @@ namespace Spine {
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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if (scaleMix != 0) {
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if (scaleMix != 0) {
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if (scaleX > 0.00001f) scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1;
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scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1;
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if (scaleY > 0.00001f) scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1;
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scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1;
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}
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}
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float shearY = bone.ashearY;
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float shearY = bone.ashearY;
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@ -277,6 +289,22 @@ namespace Spine {
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}
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}
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}
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}
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public int Order { get { return data.order; } }
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/// <summary>The bones that will be modified by this transform constraint.</summary>
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public ExposedList<Bone> Bones { get { return bones; } }
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/// <summary>The target bone whose world transform will be copied to the constrained bones.</summary>
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public Bone Target { get { return target; } set { target = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
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public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary>
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public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary>
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public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scales.</summary>
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public float ShearMix { get { return shearMix; } set { shearMix = value; } }
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/// <summary>The transform constraint's setup pose data.</summary>
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public TransformConstraintData Data { get { return data; } }
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override public string ToString () {
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override public string ToString () {
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return data.name;
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return data.name;
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}
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}
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