Changed physics to match new plan.

This commit is contained in:
Nathan Sweet 2021-10-09 21:22:50 -10:00
parent 0c269a07d6
commit c33326e872
6 changed files with 245 additions and 138 deletions

View File

@ -79,6 +79,15 @@ public class IkConstraint implements Updatable {
stretch = constraint.stretch;
}
public void setToSetupPose () {
IkConstraintData data = this.data;
mix = data.mix;
softness = data.softness;
bendDirection = data.bendDirection;
compress = data.compress;
stretch = data.stretch;
}
/** Applies the constraint to the constrained bones. */
public void update () {
if (mix == 0) return;

View File

@ -91,6 +91,15 @@ public class PathConstraint implements Updatable {
mixY = constraint.mixY;
}
public void setToSetupPose () {
PathConstraintData data = this.data;
position = data.position;
spacing = data.spacing;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
}
/** Applies the constraint to the constrained bones. */
public void update () {
Attachment attachment = target.attachment;

View File

@ -31,15 +31,19 @@ package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array;
import com.esotericsoftware.spine.PhysicsConstraintData.Node;
import com.esotericsoftware.spine.PhysicsConstraintData.NodeData;
import com.esotericsoftware.spine.PhysicsConstraintData.Spring;
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 {
final PhysicsConstraintData data;
final Array<Bone> bones;
// BOZO! - stiffness -> strength. stiffness, damping, rope, stretch -> move to spring.
float mix, friction, gravity, wind, stiffness, damping;
boolean rope, stretch;
final Array<Node> nodes;
final Array<Spring> springs;
float mix, length, strength, damping, gravity, wind;
boolean active;
@ -47,18 +51,21 @@ public class PhysicsConstraint 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;
nodes = new Array(data.nodes.size);
for (NodeData nodeData : data.nodes)
nodes.add(new Node(nodeData, skeleton));
springs = new Array(data.springs.size);
for (SpringData springData : data.springs)
springs.add(new Spring(springData, this, skeleton));
mix = data.mix;
friction = data.friction;
length = data.length;
strength = data.strength;
damping = data.damping;
gravity = data.gravity;
wind = data.wind;
stiffness = data.stiffness;
damping = data.damping;
rope = data.rope;
stretch = data.stretch;
bones = new Array(data.bones.size);
for (BoneData boneData : data.bones)
bones.add(skeleton.bones.get(boneData.index));
}
/** Copy constructor. */
@ -66,27 +73,52 @@ public class PhysicsConstraint implements Updatable {
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));
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));
mix = constraint.mix;
friction = constraint.friction;
length = constraint.length;
strength = constraint.strength;
damping = constraint.damping;
gravity = constraint.gravity;
wind = constraint.wind;
stiffness = constraint.stiffness;
damping = constraint.damping;
rope = constraint.rope;
stretch = constraint.stretch;
}
public void setToSetupPose () {
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;
mix = data.mix;
length = data.length;
strength = data.strength;
damping = data.damping;
gravity = data.gravity;
wind = data.wind;
}
/** Applies the constraint to the constrained bones. */
public void update () {
// BOZO! - Physics.
}
/** The bones that will be modified by this physics constraint. */
public Array<Bone> getBones () {
return bones;
public Array<Node> getNodes () {
return nodes;
}
public Array<Spring> getSprings () {
return springs;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
@ -98,12 +130,28 @@ public class PhysicsConstraint implements Updatable {
this.mix = mix;
}
public float getFriction () {
return friction;
public float getLength () {
return length;
}
public void setFriction (float friction) {
this.friction = friction;
public void setLength (float length) {
this.length = length;
}
public float getStrength () {
return strength;
}
public void setStrength (float strength) {
this.strength = strength;
}
public float getDamping () {
return damping;
}
public void setDamping (float damping) {
this.damping = damping;
}
public float getGravity () {
@ -122,38 +170,6 @@ public class PhysicsConstraint implements Updatable {
this.wind = wind;
}
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;
}
public boolean getRope () {
return rope;
}
public void setRope (boolean rope) {
this.rope = rope;
}
public boolean getStretch () {
return stretch;
}
public void setStretch (boolean stretch) {
this.stretch = stretch;
}
public boolean isActive () {
return active;
}

View File

@ -29,23 +29,29 @@
package com.esotericsoftware.spine;
import static com.esotericsoftware.spine.utils.SpineUtils.*;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Null;
/** 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 mix, friction, gravity, wind, stiffness, damping;
boolean rope, stretch;
final Array<NodeData> nodes = new Array();
final Array<SpringData> springs = new Array();
float mix, length, strength, damping, gravity, wind;
public PhysicsConstraintData (String name) {
super(name);
}
/** The bones that are constrained by this physics constraint. */
public Array<BoneData> getBones () {
return bones;
public Array<NodeData> getNodes () {
return nodes;
}
public Array<SpringData> getSprings () {
return springs;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
@ -57,12 +63,28 @@ public class PhysicsConstraintData extends ConstraintData {
this.mix = mix;
}
public float getFriction () {
return friction;
public float getLength () {
return length;
}
public void setFriction (float friction) {
this.friction = friction;
public void setLength (float length) {
this.length = length;
}
public float getStrength () {
return strength;
}
public void setStrength (float strength) {
this.strength = strength;
}
public float getDamping () {
return damping;
}
public void setDamping (float damping) {
this.damping = damping;
}
public float getGravity () {
@ -81,35 +103,94 @@ public class PhysicsConstraintData extends ConstraintData {
this.wind = wind;
}
public float getStiffness () {
return stiffness;
static public class NodeData {
public int parentBone = -1;
public int[] bones;
public float x, y;
}
public void setStiffness (float stiffness) {
this.stiffness = stiffness;
static public class Node {
public final NodeData data;
public final @Null Bone parentBone;
public final Bone[] bones;
public float x, y, px, py, ax, ay;
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;
px = node.px;
py = node.py;
ax = node.ax;
ay = node.ay;
}
public void setToSetupPose () {
x = data.x;
y = data.y;
px = x;
py = y;
ax = 0;
ay = 0;
}
}
public float getDamping () {
return damping;
static public class SpringData {
public int node1, node2;
public int[] bones;
public float length, strength, damping;
public boolean rope, stretch;
}
public void setDamping (float damping) {
this.damping = damping;
}
static public class Spring {
public final SpringData data;
public final Node node1, node2;
public final Bone[] bones;
public float length, strength, damping;
public boolean getRope () {
return rope;
}
public Spring (SpringData data, PhysicsConstraint constraint, Skeleton skeleton) {
this.data = data;
public void setRope (boolean rope) {
this.rope = rope;
}
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
public boolean getStretch () {
return stretch;
}
bones = new Bone[data.bones.length];
for (int i = 0, n = bones.length; i < n; i++)
bones[i] = skeleton.bones.get(data.bones[i]);
public void setStretch (boolean stretch) {
this.stretch = stretch;
setToSetupPose();
}
public Spring (Spring spring, PhysicsConstraint constraint) {
this.data = spring.data;
node1 = constraint.nodes.get(data.node1);
node2 = constraint.nodes.get(data.node2);
bones = new Bone[spring.bones.length];
arraycopy(spring.bones, 0, bones, 0, bones.length);
length = spring.length;
strength = spring.strength;
damping = spring.damping;
}
public void setToSetupPose () {
length = data.length;
strength = data.strength;
damping = data.damping;
}
}
}

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@ -37,6 +37,7 @@ import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Null;
import com.esotericsoftware.spine.PhysicsConstraintData.Node;
import com.esotericsoftware.spine.Skin.SkinEntry;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.MeshAttachment;
@ -337,17 +338,29 @@ 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++)
sortBone((Bone)constrained[i]);
Object[] nodes = constraint.nodes.items;
int nodeCount = constraint.nodes.size;
for (int i = 0; i < nodeCount; i++) {
Node node = (Node)nodes[i];
if (node.parentBone != null) sortBone(node.parentBone);
for (Bone bone : node.bones)
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;
for (int i = 0; i < nodeCount; i++) {
Node node = (Node)nodes[i];
if (node.parentBone != null) sortReset(node.parentBone.children);
for (Bone bone : node.bones)
sortReset(bone.children);
}
for (int i = 0; i < nodeCount; i++) {
Node node = (Node)nodes[i];
if (node.parentBone != null) node.parentBone.sorted = true;
for (Bone bone : node.bones)
bone.sorted = true;
}
}
private void sortBone (Bone bone) {
@ -435,51 +448,20 @@ public class Skeleton {
((Bone)bones[i]).setToSetupPose();
Object[] ikConstraints = this.ikConstraints.items;
for (int i = 0, n = this.ikConstraints.size; i < n; i++) {
IkConstraint constraint = (IkConstraint)ikConstraints[i];
constraint.mix = constraint.data.mix;
constraint.softness = constraint.data.softness;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
for (int i = 0, n = this.ikConstraints.size; i < n; i++)
((IkConstraint)ikConstraints[i]).setToSetupPose();
Object[] transformConstraints = this.transformConstraints.items;
for (int i = 0, n = this.transformConstraints.size; i < n; i++) {
TransformConstraint constraint = (TransformConstraint)transformConstraints[i];
TransformConstraintData data = constraint.data;
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
constraint.mixScaleX = data.mixScaleX;
constraint.mixScaleY = data.mixScaleY;
constraint.mixShearY = data.mixShearY;
}
for (int i = 0, n = this.transformConstraints.size; i < n; i++)
((TransformConstraint)transformConstraints[i]).setToSetupPose();
Object[] pathConstraints = this.pathConstraints.items;
for (int i = 0, n = this.pathConstraints.size; i < n; i++) {
PathConstraint constraint = (PathConstraint)pathConstraints[i];
PathConstraintData data = constraint.data;
constraint.position = data.position;
constraint.spacing = data.spacing;
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
}
for (int i = 0, n = this.pathConstraints.size; i < n; i++)
((PathConstraint)pathConstraints[i]).setToSetupPose();
Object[] physicsConstraints = this.physicsConstraints.items;
for (int i = 0, n = this.physicsConstraints.size; i < n; i++) {
PhysicsConstraint constraint = (PhysicsConstraint)physicsConstraints[i];
PhysicsConstraintData data = constraint.data;
constraint.mix = data.mix;
constraint.friction = data.friction;
constraint.gravity = data.gravity;
constraint.wind = data.wind;
constraint.stiffness = data.stiffness;
constraint.damping = data.damping;
constraint.rope = data.rope;
constraint.stretch = data.stretch;
}
for (int i = 0, n = this.physicsConstraints.size; i < n; i++)
((PhysicsConstraint)physicsConstraints[i]).setToSetupPose();
}
/** Sets the slots and draw order to their setup pose values. */

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@ -80,6 +80,16 @@ public class TransformConstraint implements Updatable {
mixShearY = constraint.mixShearY;
}
public void setToSetupPose () {
TransformConstraintData data = this.data;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
/** Applies the constraint to the constrained bones. */
public void update () {
if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleX == 0 && mixShearY == 0) return;