diff --git a/spine-csharp/src/IkConstraint.cs b/spine-csharp/src/IkConstraint.cs
index cb7b05efb..d995a292c 100644
--- a/spine-csharp/src/IkConstraint.cs
+++ b/spine-csharp/src/IkConstraint.cs
@@ -31,55 +31,20 @@
using System;
namespace Spine {
+ ///
+ ///
+ /// 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.
+ ///
+ /// See IK constraints in the Spine User Guide.
+ ///
public class IkConstraint : IConstraint {
internal IkConstraintData data;
internal ExposedList bones = new ExposedList();
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; } }
-
- /// The bones that will be modified by this IK constraint.
- public ExposedList Bones {
- get { return bones; }
- }
-
- /// The bone that is the IK target.
- public Bone Target {
- get { return target; }
- set { target = value; }
- }
-
- /// Controls the bend direction of the IK bones, either 1 or -1.
- public int BendDirection {
- get { return bendDirection; }
- set { bendDirection = value; }
- }
-
- ///
- /// When true and only a single bone is being constrained,
- /// if the target is too close, the bone is scaled to reach it.
- public bool Compress {
- get { return compress; }
- set { compress = value; }
- }
-
- ///
- /// 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.
- public bool Stretch {
- get { return stretch; }
- set { stretch = value; }
- }
-
- /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.
- 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);
}
+ /// Copy constructor.
+ 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(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;
+ }
+
/// Applies the constraint to the constrained bones.
public void Apply () {
Update();
@@ -114,12 +94,61 @@ namespace Spine {
}
}
+
+ public int Order {
+ get { return data.order; }
+ }
+
+ /// The bones that will be modified by this IK constraint.
+ public ExposedList Bones {
+ get { return bones; }
+ }
+
+ /// The bone that is the IK target.
+ public Bone Target {
+ get { return target; }
+ set { target = value; }
+ }
+
+ /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.
+ public float Mix {
+ get { return mix; }
+ set { mix = value; }
+ }
+
+ /// Controls the bend direction of the IK bones, either 1 or -1.
+ public int BendDirection {
+ get { return bendDirection; }
+ set { bendDirection = value; }
+ }
+
+ ///
+ /// When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it.
+ public bool Compress {
+ get { return compress; }
+ set { compress = value; }
+ }
+
+ ///
+ /// 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.
+ public bool Stretch {
+ get { return stretch; }
+ set { stretch = value; }
+ }
+
+ /// The IK constraint's setup pose data.
+ public IkConstraintData Data {
+ get { return data; }
+ }
+
override public string ToString () {
return data.name;
}
/// Applies 1 bone IK. The target is specified in the world coordinate system.
- 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);
}
- /// 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.
+ /// Applies 2 bone IK. The target is specified in the world coordinate system.
/// A direct descendant of the parent bone.
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();
diff --git a/spine-csharp/src/PathConstraint.cs b/spine-csharp/src/PathConstraint.cs
index d27b74c19..d5771cbb8 100644
--- a/spine-csharp/src/PathConstraint.cs
+++ b/spine-csharp/src/PathConstraint.cs
@@ -31,6 +31,14 @@
using System;
namespace Spine {
+
+ ///
+ ///
+ /// 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}.
+ ///
+ /// See Path constraints in the Spine User Guide.
+ ///
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 world = new ExposedList(), curves = new ExposedList(), lengths = new ExposedList();
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 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;
}
+ /// Copy constructor.
+ 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(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;
+ }
+
/// Applies the constraint to the constrained bones.
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; } }
+ /// The position along the path.
+ public float Position { get { return position; } set { position = value; } }
+ /// The spacing between bones.
+ public float Spacing { get { return spacing; } set { spacing = value; } }
+ /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.
+ public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
+ /// A percentage (0-1) that controls the mix between the constrained and unconstrained translations.
+ public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
+ /// The bones that will be modified by this path constraint.
+ public ExposedList Bones { get { return bones; } }
+ /// The slot whose path attachment will be used to constrained the bones.
+ public Slot Target { get { return target; } set { target = value; } }
+ /// The path constraint's setup pose data.
+ public PathConstraintData Data { get { return data; } }
+
+ override public string ToString () {
+ return data.name;
+ }
}
}