[csharp] Fixed differences in PathConstraint and IKConstraint between csharp and ref-impl. Just cosmetic and doc differences found. See #1294.

This commit is contained in:
Harald Csaszar 2019-03-13 20:07:12 +01:00
parent 1772aaa569
commit 8ba88687dd
2 changed files with 129 additions and 68 deletions

View File

@ -31,55 +31,20 @@
using System;
namespace Spine {
/// <summary>
/// <para>
/// Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
/// the last bone is as close to the target bone as possible.</para>
/// <para>
/// See <a href="http://esotericsoftware.com/spine-ik-constraints">IK constraints</a> in the Spine User Guide.</para>
/// </summary>
public class IkConstraint : IConstraint {
internal IkConstraintData data;
internal ExposedList<Bone> bones = new ExposedList<Bone>();
internal Bone target;
internal int bendDirection;
internal bool compress, stretch;
internal float mix;
public IkConstraintData Data { get { return data; } }
public int Order { get { return data.order; } }
/// <summary>The bones that will be modified by this IK constraint.</summary>
public ExposedList<Bone> Bones {
get { return bones; }
}
/// <summary>The bone that is the IK target.</summary>
public Bone Target {
get { return target; }
set { target = value; }
}
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
/// <summary>
/// When true and only a single bone is being constrained,
/// if the target is too close, the bone is scaled to reach it.</summary>
public bool Compress {
get { return compress; }
set { compress = value; }
}
/// <summary>
/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
/// If the parent bone has nonuniform scale, stretching is not applied.</summary>
public bool Stretch {
get { return stretch; }
set { stretch = value; }
}
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float Mix {
get { return mix; }
set { mix = value; }
}
internal float mix = 1;
public IkConstraint (IkConstraintData data, Skeleton skeleton) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
@ -96,6 +61,21 @@ namespace Spine {
target = skeleton.FindBone(data.target.name);
}
/// <summary>Copy constructor.</summary>
public IkConstraint (IkConstraint constraint, Skeleton skeleton) {
if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
data = constraint.data;
bones = new ExposedList<Bone>(constraint.Bones.Count);
foreach (Bone bone in constraint.Bones)
bones.Add(skeleton.Bones.Items[bone.data.index]);
target = skeleton.Bones.Items[constraint.target.data.index];
mix = constraint.mix;
bendDirection = constraint.bendDirection;
compress = constraint.compress;
stretch = constraint.stretch;
}
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Apply () {
Update();
@ -114,12 +94,61 @@ namespace Spine {
}
}
public int Order {
get { return data.order; }
}
/// <summary>The bones that will be modified by this IK constraint.</summary>
public ExposedList<Bone> Bones {
get { return bones; }
}
/// <summary>The bone that is the IK target.</summary>
public Bone Target {
get { return target; }
set { target = value; }
}
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float Mix {
get { return mix; }
set { mix = value; }
}
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
/// <summary>
/// When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it.</summary>
public bool Compress {
get { return compress; }
set { compress = value; }
}
/// <summary>
/// When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
/// and the parent bone has local nonuniform scale, stretch is not applied.</summary>
public bool Stretch {
get { return stretch; }
set { stretch = value; }
}
/// <summary>The IK constraint's setup pose data.</summary>
public IkConstraintData Data {
get { return data; }
}
override public string ToString () {
return data.name;
}
/// <summary>Applies 1 bone IK. The target is specified in the world coordinate system.</summary>
static public void Apply (Bone bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha) {
static public void Apply (Bone bone, float targetX, float targetY, bool compress, bool stretch, bool uniform,
float alpha) {
if (!bone.appliedValid) bone.UpdateAppliedTransform();
Bone p = bone.parent;
float id = 1 / (p.a * p.d - p.b * p.c);
@ -140,16 +169,14 @@ namespace Spine {
if (uniform) sy *= s;
}
}
bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX,
bone.ashearY);
bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
}
/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
/// possible. The target is specified in the world coordinate system.</summary>
/// <summary>Applies 2 bone IK. The target is specified in the world coordinate system.</summary>
/// <param name="child">A direct descendant of the parent bone.</param>
static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, float alpha) {
if (alpha == 0) {
child.UpdateWorldTransform ();
child.UpdateWorldTransform();
return;
}
if (!parent.appliedValid) parent.UpdateAppliedTransform();

View File

@ -31,6 +31,14 @@
using System;
namespace Spine {
/// <summary>
/// <para>
/// Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
/// constrained bones so they follow a {@link PathAttachment}.</para>
/// <para>
/// See <a href="http://esotericsoftware.com/spine-path-constraints">Path constraints</a> in the Spine User Guide.</para>
/// </summary>
public class PathConstraint : IConstraint {
const int NONE = -1, BEFORE = -2, AFTER = -3;
const float Epsilon = 0.00001f;
@ -44,15 +52,6 @@ namespace Spine {
internal ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
internal float[] segments = new float[10];
public int Order { get { return data.order; } }
public float Position { get { return position; } set { position = value; } }
public float Spacing { get { return spacing; } set { spacing = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public ExposedList<Bone> Bones { get { return bones; } }
public Slot Target { get { return target; } set { target = value; } }
public PathConstraintData Data { get { return data; } }
public PathConstraint (PathConstraintData data, Skeleton skeleton) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
@ -67,11 +66,26 @@ namespace Spine {
translateMix = data.translateMix;
}
/// <summary>Copy constructor.</summary>
public PathConstraint (PathConstraint constraint, Skeleton skeleton) {
if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
data = constraint.data;
bones = new ExposedList<Bone>(constraint.Bones.Count);
foreach (Bone bone in constraint.Bones)
bones.Add(skeleton.Bones.Items[bone.data.index]);
target = skeleton.slots.Items[constraint.target.data.index];
position = constraint.position;
spacing = constraint.spacing;
rotateMix = constraint.rotateMix;
translateMix = constraint.translateMix;
}
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Apply () {
Update();
}
public void Update () {
PathAttachment attachment = target.Attachment as PathAttachment;
if (attachment == null) return;
@ -183,7 +197,7 @@ namespace Spine {
float[] spacesItems = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
bool closed = path.Closed;
int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
float pathLength = 0;
float pathLength = 0;
if (!path.ConstantSpeed) {
float[] lengths = path.Lengths;
@ -207,14 +221,14 @@ namespace Spine {
} else if (p < 0) {
if (prevCurve != BEFORE) {
prevCurve = BEFORE;
path.ComputeWorldVertices(target, 2, 4, world, 0);
path.ComputeWorldVertices(target, 2, 4, world, 0, 2);
}
AddBeforePosition(p, world, 0, output, o);
continue;
} else if (p > pathLength) {
if (prevCurve != AFTER) {
prevCurve = AFTER;
path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0);
path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
}
AddAfterPosition(p - pathLength, world, 0, output, o);
continue;
@ -235,10 +249,10 @@ namespace Spine {
if (curve != prevCurve) {
prevCurve = curve;
if (closed && curve == curveCount) {
path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0);
path.ComputeWorldVertices(target, 0, 4, world, 4);
path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
path.ComputeWorldVertices(target, 0, 4, world, 4, 2);
} else
path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0);
path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
}
AddCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], output, o,
tangents || (i > 0 && space < PathConstraint.Epsilon));
@ -250,15 +264,15 @@ namespace Spine {
if (closed) {
verticesLength += 2;
world = this.world.Resize(verticesLength).Items;
path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0);
path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4);
path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
} else {
curveCount--;
verticesLength -= 4;
world = this.world.Resize(verticesLength).Items;
path.ComputeWorldVertices(target, 2, verticesLength, world, 0);
path.ComputeWorldVertices(target, 2, verticesLength, world, 0, 2);
}
// Curve lengths.
@ -432,5 +446,25 @@ namespace Spine {
output[o + 2] = (float)Math.Atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
}
public int Order { get { return data.order; } }
/// <summary>The position along the path.</summary>
public float Position { get { return position; } set { position = value; } }
/// <summary>The spacing between bones.</summary>
public float Spacing { get { return spacing; } set { spacing = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translations.</summary>
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
/// <summary>The bones that will be modified by this path constraint.</summary>
public ExposedList<Bone> Bones { get { return bones; } }
/// <summary>The slot whose path attachment will be used to constrained the bones.</summary>
public Slot Target { get { return target; } set { target = value; } }
/// <summary>The path constraint's setup pose data.</summary>
public PathConstraintData Data { get { return data; } }
override public string ToString () {
return data.name;
}
}
}