[libgdx] Physics update.

Still WIP, but close.
This commit is contained in:
Nathan Sweet 2023-10-01 01:05:11 -04:00
parent ae85b7223d
commit 831ec8f622
3 changed files with 153 additions and 165 deletions

View File

@ -1,16 +1,16 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
@ -23,31 +23,32 @@
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import static com.badlogic.gdx.math.Interpolation.*;
import static com.esotericsoftware.spine.utils.SpineUtils.*;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.Skeleton.Physics;
// BOZO - Physics steps/something in metrics view.
/** 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 {
final PhysicsConstraintData data;
final Array<Bone> bones;
State[] states = {};
public Bone bone;
float mix;
boolean reset = true;
float beforeX, beforeY, afterX, afterY, tipX, tipY;
float xOffset, xVelocity;
float yOffset, yVelocity;
float rotateOffset, rotateVelocity;
float scaleOffset, scaleVelocity;
boolean active;
final Skeleton skeleton;
@ -59,10 +60,7 @@ public class PhysicsConstraint implements Updatable {
this.data = data;
this.skeleton = skeleton;
bones = new Array(data.bones.size);
for (BoneData boneData : data.bones)
bones.add(skeleton.bones.get(boneData.index));
bone = skeleton.bones.get(data.bone.index);
mix = data.mix;
}
@ -71,36 +69,23 @@ public class PhysicsConstraint implements Updatable {
if (constraint == null) throw new IllegalArgumentException("constraint cannot be null.");
data = constraint.data;
skeleton = constraint.skeleton;
bones = new Array(constraint.bones);
bone = constraint.bone;
mix = constraint.mix;
}
/** Caches information about bones. Must be called if {@link PathConstraintData#getBones()} is modified. */
public void updateBones () {
int count = 0;
if (data.x) count = 1;
if (data.y) count++;
if (data.rotate) count++;
if (data.scaleX) count++;
if (data.shearX) count++;
count *= bones.size * 2;
if (states.length != count) {
states = new State[count];
for (int i = 0; i < count; i++)
states[i] = new State();
}
}
public void reset () {
remaining = 0;
lastTime = skeleton.time;
for (int i = 0, n = states.length; i < n; i++) {
State state = states[i];
state.last = false;
state.offset = 0;
state.velocity = 0;
}
reset = true;
xOffset = 0;
xVelocity = 0;
yOffset = 0;
yVelocity = 0;
rotateOffset = 0;
rotateVelocity = 0;
scaleOffset = 0;
scaleVelocity = 0;
}
public void setToSetupPose () {
@ -112,112 +97,127 @@ public class PhysicsConstraint implements Updatable {
/** Applies the constraint to the constrained bones. */
public void update (Physics physics) {
float mix = this.mix;
if (mix == 0) return;
data.rotate = true; // BOZO - Remove.
updateBones(); // BOZO - Remove.
Object[] bones = this.bones.items;
int boneCount = this.bones.size;
boolean x = data.x, y = data.y, rotateOrShear = data.rotate || data.shearX, scaleX = data.scaleX;
Bone bone = this.bone;
switch (physics) {
case none:
return;
case reset:
reset();
// Fall through.
break;
case update:
for (int i = 0; i < boneCount; i++) {
Bone bone = (Bone)bones[i];
if (data.rotate) {
Vector2 tip = bone.localToWorld(new Vector2(bone.data.length, 0));
State state = states[i];
if (!state.last)
state.last = true;
else if (state.x != bone.worldX || state.y != bone.worldY) {
float angleToOldTip = new Vector2(state.tipx, state.tipy).sub(bone.worldX, bone.worldY).angleDeg()
+ state.offset - bone.getWorldRotationX();
angleToOldTip -= (16384 - (int)(16384.499999999996 - angleToOldTip / 360)) * 360;
state.offset = linear.apply(0, angleToOldTip, data.inertia);
// if (angleToOldTip > 0.0001f || angleToOldTip < -0.0001f) //
// System.out.println(angleToOldTip);
// if (applyShear) {
// if (rotationOffset > 0)
// rotationOffset = Math.max(0, rotationOffset - shearOffset);
// else
// rotationOffset = Math.min(0, rotationOffset - shearOffset);
// }
remaining += Math.max(skeleton.time - lastTime, 0);
lastTime = skeleton.time;
float length = bone.data.length, br = atan2(bone.c, bone.a);
float wind = data.wind, gravity = data.gravity, strength = data.strength, friction = data.friction, mass = data.mass;
float damping = data.damping, step = data.step;
boolean angle = rotateOrShear || scaleX;
float cos = 0, sin = 0;
while (remaining >= step) {
remaining -= step;
if (x) {
xVelocity += (wind - xOffset * strength - friction * xVelocity) * mass;
xOffset += xVelocity * step;
xVelocity *= damping;
}
if (y) {
yVelocity += (-gravity - yOffset * strength - friction * yVelocity) * mass;
yOffset += yVelocity * step;
yVelocity *= damping;
}
if (angle) {
float r = br + rotateOffset * degRad;
cos = cos(r);
sin = sin(r);
}
if (rotateOrShear) {
rotateVelocity += (length * (-wind * sin - gravity * cos) - rotateOffset * strength - friction * rotateVelocity)
* mass;
rotateOffset += rotateVelocity * step;
rotateVelocity *= damping;
}
if (scaleX) {
scaleVelocity += (wind * cos - gravity * sin - scaleOffset * strength - friction * scaleVelocity) * mass;
scaleOffset += scaleVelocity * step;
scaleVelocity *= damping;
}
}
float bx = bone.worldX, by = bone.worldY;
if (reset)
reset = false;
else {
float i = data.inertia;
if (x) {
xOffset += (beforeX - bx) * i;
bone.worldX += xOffset * mix;
}
if (y) {
yOffset += (beforeY - by) * i;
bone.worldY += yOffset * mix;
}
if (rotateOrShear) {
if (length == 0)
rotateOffset = 0;
else {
float r = (atan2(afterY - bone.worldY + tipY, afterX - bone.worldX + tipX) - br) * radDeg;
rotateOffset += (r - (16384 - (int)(16384.499999999996 - r / 360)) * 360) * i;
}
}
if (scaleX) {
if (length == 0)
scaleOffset = 0;
else {
float r = br + rotateOffset * degRad;
scaleOffset += ((afterX - bone.worldX) * cos(r) + (afterY - bone.worldY) * sin(r)) * i / length;
}
tip = bone.localToWorld(new Vector2(bone.data.length, 0));
// if (bone.worldX!=271.64316f)
// System.out.println(bone.worldX);
if (bone.worldY != 662.5888f) System.out.println(bone.worldY);
// System.out.println(bone.worldY);
state.x = bone.worldX;
state.y = bone.worldY;
state.tipx = tip.x;
state.tipy = tip.y;
}
// BOZO - Update physics x, y, scaleX, shearX.
}
beforeX = bx;
beforeY = by;
afterX = bone.worldX;
afterY = bone.worldY;
tipX = length * bone.a;
tipY = length * bone.c;
break;
case pose:
if (x) bone.worldX += xOffset * mix;
if (y) bone.worldY += yOffset * mix;
}
boolean angle = data.rotate || data.scaleX || data.shearX;
remaining += Math.max(skeleton.time - lastTime, 0);
lastTime = skeleton.time;
float step = 0.016f; // BOZO - Keep fixed step? Make it configurable?
float cos = 0, sin = 0;
while (remaining >= step) {
remaining -= step;
for (int i = 0; i < boneCount; i++) {
Bone bone = (Bone)bones[i];
if (angle) {
float r = bone.getWorldRotationX() * degRad;
cos = (float)Math.cos(r);
sin = (float)Math.sin(r);
}
if (rotateOrShear) {
float r = rotateOffset * mix;
if (data.shearX) {
if (data.rotate) {
State state = states[i];
// BOZO - Keep length affecting rotation? Calculate world length?
float windForce = bone.data.length * 0.5f * (-data.wind * sin - data.gravity * cos);
float springForce = state.offset * data.strength;
float frictionForce = data.friction * state.velocity;
state.velocity += (windForce - springForce - frictionForce) / data.mass;
state.offset += state.velocity * step;
state.velocity *= data.damping;
r *= 0.5f;
bone.rotateWorld(r);
}
}
float t = (float)Math.tan(r * degRad);
bone.b += bone.a * t;
bone.d += bone.c * t;
} else
bone.rotateWorld(r);
}
if (mix == 1) {
for (int i = 0; i < boneCount; i++) {
Bone bone = (Bone)bones[i];
if (angle) {
float r = bone.getWorldRotationX() * degRad;
cos = (float)Math.cos(r);
sin = (float)Math.sin(r);
}
if (data.rotate) {
State state = states[i];
bone.rotateWorld(state.offset);
bone.updateAppliedTransform();
}
}
} else {
// BOZO - PhysicsConstraint mix.
if (scaleX) {
float s = 1 + scaleOffset * mix;
bone.a *= s;
bone.c *= s;
}
bone.updateAppliedTransform();
}
public void step () {
// BOZO - PhysicsConstraint#step.
/** The bone constrained by this physics constraint. */
public Bone getBone () {
return bone;
}
/** The bones that will be modified by this physics constraint. */
public Array<Bone> getBones () {
return bones;
public void setBone (Bone bone) {
this.bone = bone;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
@ -241,9 +241,4 @@ public class PhysicsConstraint implements Updatable {
public String toString () {
return data.name;
}
static class State {
boolean last;
float x, y, tipx, tipy, offset, velocity;
}
}

View File

@ -1,16 +1,16 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
@ -23,20 +23,18 @@
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array;
/** Stores the setup pose for a {@link PhysicsConstraint}.
* <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<BoneData> bones = new Array();
float speed = 1, mass = 1; // BOZO - Keep speed?
BoneData bone;
float step = 1 / 60f, mass = 1;
float strength, friction, damping, inertia, wind, gravity, mix;
boolean x, y, rotate, scaleX, shearX;
@ -44,17 +42,21 @@ public class PhysicsConstraintData extends ConstraintData {
super(name);
}
/** The bones that are constrained by this physics constraint. */
public Array<BoneData> getBones () {
return bones;
/** The bone constrained by this physics constraint. */
public BoneData getBone () {
return bone;
}
public float getSpeed () {
return speed;
public void setBone (BoneData bone) {
this.bone = bone;
}
public void setSpeed (float speed) {
this.speed = speed;
public float getStep () {
return step;
}
public void setStep (float step) {
this.step = step;
}
public float getMass () {

View File

@ -341,25 +341,16 @@ public class Skeleton {
constraint.active = !constraint.data.skinRequired || (skin != null && skin.constraints.contains(constraint.data, true));
if (!constraint.active) return;
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;
}
}
Bone bone = constraint.bone;
constraint.active = bone.active;
if (!constraint.active) return;
for (int i = 0; i < boneCount; i++)
sortBone((Bone)constrained[i]);
sortBone(bone);
updateCache.add(constraint);
for (int i = 0; i < boneCount; i++)
sortReset(((Bone)constrained[i]).children);
for (int i = 0; i < boneCount; i++)
((Bone)constrained[i]).sorted = true;
sortReset(bone.children);
bone.sorted = true;
}
private void sortBone (Bone bone) {
@ -839,13 +830,13 @@ public class Skeleton {
/** Physics are not updated or applied. */
none,
/** Physics are not updated but the pose from physics is applied. */
pose,
/** Physics are reset to the current pose. */
reset,
/** Physics are updated and the pose from physics is applied. */
update,
/** Physics are reset to the current pose. */
reset
/** Physics are not updated but the pose from physics is applied. */
pose
}
}