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synced 2026-02-06 07:14:55 +08:00
[cpp] 4.3 porting WIP
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@ -30,84 +30,58 @@
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#ifndef Spine_PathConstraint_h
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#define Spine_PathConstraint_h
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#include <spine/Constraint.h>
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#include <spine/ConstraintData.h>
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#include <spine/PathConstraintData.h>
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#include <spine/PathConstraintPose.h>
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#include <spine/Vector.h>
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namespace spine {
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class PathConstraintData;
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class Skeleton;
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class PathAttachment;
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class Bone;
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class BonePose;
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class Slot;
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class Bone;
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class Skin;
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class Attachment;
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class SP_API PathConstraint : public Updatable {
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/// Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
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/// constrained bones so they follow a PathAttachment.
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///
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/// See https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide.
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class SP_API PathConstraint : public Constraint<PathConstraint, PathConstraintData, PathConstraintPose> {
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friend class Skeleton;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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friend class PathConstraintSpacingTimeline;
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RTTI_DECL
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RTTI_DECL
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public:
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static const float epsilon;
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static const int NONE, BEFORE, AFTER;
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PathConstraint(PathConstraintData &data, Skeleton &skeleton);
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virtual void update(Physics physics);
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virtual void update(Skeleton& skeleton, Physics physics);
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virtual int getOrder();
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virtual void sort(Skeleton& skeleton);
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PathConstraintData &getData();
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virtual bool isSourceActive();
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Vector<Bone *> &getBones();
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PathConstraintData &getData();
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Slot *getTarget();
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Vector<BonePose *> &getBones();
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void setTarget(Slot *inValue);
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Slot *getSlot();
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float getPosition();
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void setSlot(Slot *slot);
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void setPosition(float inValue);
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float getSpacing();
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void setSpacing(float inValue);
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float getMixRotate();
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void setMixRotate(float inValue);
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float getMixX();
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void setMixX(float inValue);
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float getMixY();
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void setMixY(float inValue);
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bool isActive();
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void setActive(bool inValue);
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void setToSetupPose();
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private:
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static const float EPSILON;
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static const int NONE;
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static const int BEFORE;
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static const int AFTER;
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PathConstraintData &_data;
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Vector<Bone *> _bones;
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Slot *_target;
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float _position, _spacing;
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float _mixRotate, _mixX, _mixY;
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Vector<BonePose *> _bones;
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Slot *_slot;
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Vector<float> _spaces;
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Vector<float> _positions;
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@ -116,17 +90,18 @@ namespace spine {
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Vector<float> _lengths;
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Vector<float> _segments;
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bool _active;
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Vector<float> &computeWorldPositions(Skeleton& skeleton, PathAttachment &path, int spacesCount, bool tangents);
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Vector<float> &computeWorldPositions(PathAttachment &path, int spacesCount, bool tangents);
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void addBeforePosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o);
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static void addBeforePosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o);
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void addAfterPosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o);
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static void addAfterPosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o);
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static void
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addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
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void addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
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Vector<float> &output, int o, bool tangents);
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void sortPathSlot(Skeleton& skeleton, Skin& skin, int slotIndex, Bone& slotBone);
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void sortPath(Skeleton& skeleton, Attachment* attachment, Bone& slotBone);
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};
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}
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@ -36,6 +36,8 @@
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namespace spine {
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/// Stores a pose for a path constraint.
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class SP_API PathConstraintPose : public Pose<PathConstraintPose> {
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friend class PathConstraint;
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RTTI_DECL
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private:
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@ -89,6 +89,8 @@ namespace spine {
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friend class IkConstraintTimeline;
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friend class PathConstraint;
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friend class PathConstraintMixTimeline;
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friend class PathConstraintPositionTimeline;
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@ -206,7 +208,7 @@ namespace spine {
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Vector<Bone *> &getBones();
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Vector<Updatable *> &getUpdateCacheList();
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Vector<Update *> &getUpdateCacheList();
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Vector<Slot *> &getSlots();
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@ -280,7 +282,7 @@ namespace spine {
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Vector<TransformConstraint *> _transformConstraints;
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Vector<PathConstraint *> _pathConstraints;
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Vector<PhysicsConstraint *> _physicsConstraints;
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Vector<Updatable *> _updateCache;
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Vector<Update *> _updateCache;
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Skin *_skin;
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Color _color;
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float _scaleX, _scaleY;
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@ -45,6 +45,7 @@ namespace spine {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class PathConstraint;
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friend class AttachmentTimeline;
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friend class RGBATimeline;
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friend class RGBTimeline;
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@ -30,259 +30,235 @@
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#include <spine/PathConstraint.h>
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#include <spine/Bone.h>
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#include <spine/BonePose.h>
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#include <spine/PathAttachment.h>
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#include <spine/PathConstraintData.h>
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#include <spine/PathConstraintPose.h>
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#include <spine/Skeleton.h>
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#include <spine/Slot.h>
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#include <spine/MathUtil.h>
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#include <spine/BoneData.h>
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#include <spine/SlotData.h>
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#include <spine/SkeletonData.h>
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using namespace spine;
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RTTI_IMPL(PathConstraint, Updatable)
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RTTI_IMPL_NOPARENT(PathConstraint)
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const float PathConstraint::EPSILON = 0.00001f;
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const float PathConstraint::epsilon = 0.00001f;
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const int PathConstraint::NONE = -1;
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const int PathConstraint::BEFORE = -2;
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const int PathConstraint::AFTER = -3;
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PathConstraint::PathConstraint(PathConstraintData &data, Skeleton &skeleton) : Updatable(),
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_data(data),
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_target(skeleton.findSlot(
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data.getTarget()->getName())),
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_position(data.getPosition()),
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_spacing(data.getSpacing()),
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_mixRotate(data.getMixRotate()),
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_mixX(data.getMixX()),
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_mixY(data.getMixY()),
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_active(false) {
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_bones.ensureCapacity(_data.getBones().size());
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for (size_t i = 0; i < _data.getBones().size(); i++) {
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BoneData *boneData = _data.getBones()[i];
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_bones.add(skeleton.findBone(boneData->getName()));
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PathConstraint::PathConstraint(PathConstraintData &data, Skeleton &skeleton) :
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Constraint<PathConstraint, PathConstraintData, PathConstraintPose>(data),
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_slot(skeleton._slots.buffer()[data._slot->_index]) {
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_bones.ensureCapacity(data.getBones().size());
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for (size_t i = 0; i < data.getBones().size(); i++) {
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BoneData *boneData = data.getBones()[i];
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_bones.add(&skeleton.findBone(boneData->getName())->getAppliedPose());
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}
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_segments.setSize(10, 0);
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}
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void PathConstraint::update(Physics) {
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Attachment *baseAttachment = _target->getAttachment();
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void PathConstraint::update(Skeleton& skeleton, Physics physics) {
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Attachment *baseAttachment = _slot->getAppliedPose().getAttachment();
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if (baseAttachment == NULL || !baseAttachment->getRTTI().instanceOf(PathAttachment::rtti)) {
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return;
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}
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PathAttachment *attachment = static_cast<PathAttachment *>(baseAttachment);
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PathAttachment *pathAttachment = static_cast<PathAttachment *>(baseAttachment);
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float mixRotate = _mixRotate, mixX = _mixX, mixY = _mixY;
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PathConstraintPose& p = *_applied;
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float mixRotate = p._mixRotate, mixX = p._mixX, mixY = p._mixY;
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if (mixRotate == 0 && mixX == 0 && mixY == 0) return;
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PathConstraintData &data = _data;
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bool tangents = data._rotateMode == RotateMode_Tangent, scale = data._rotateMode == RotateMode_ChainScale;
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PathConstraintData& data = _data;
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bool tangents = data.getRotateMode() == RotateMode_Tangent, scale = data.getRotateMode() == RotateMode_ChainScale;
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size_t boneCount = _bones.size();
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size_t spacesCount = tangents ? boneCount : boneCount + 1;
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BonePose** bones = _bones.buffer();
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_spaces.setSize(spacesCount, 0);
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if (scale) _lengths.setSize(boneCount, 0);
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float spacing = _spacing;
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float* spaces = _spaces.buffer();
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float* lengths = NULL;
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if (scale) {
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_lengths.setSize(boneCount, 0);
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lengths = _lengths.buffer();
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}
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float spacing = p._spacing;
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switch (data._spacingMode) {
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switch (data.getSpacingMode()) {
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case SpacingMode_Percent: {
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if (scale) {
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for (size_t i = 0, n = spacesCount - 1; i < n; i++) {
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Bone *boneP = _bones[i];
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Bone &bone = *boneP;
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float setupLength = bone._data.getLength();
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float x = setupLength * bone._a;
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float y = setupLength * bone._c;
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_lengths[i] = MathUtil::sqrt(x * x + y * y);
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BonePose* bone = bones[i];
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float setupLength = bone->_bone->getData().getLength();
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float x = setupLength * bone->_a;
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float y = setupLength * bone->_c;
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lengths[i] = MathUtil::sqrt(x * x + y * y);
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}
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}
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for (size_t i = 1; i < spacesCount; ++i) {
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_spaces[i] = spacing;
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for (size_t i = 1; i < spacesCount; i++) {
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spaces[i] = spacing;
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}
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break;
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}
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case SpacingMode_Proportional: {
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float sum = 0;
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for (size_t i = 0, n = spacesCount - 1; i < n;) {
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Bone *boneP = _bones[i];
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Bone &bone = *boneP;
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float setupLength = bone._data.getLength();
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if (setupLength < PathConstraint::EPSILON) {
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if (scale) _lengths[i] = 0;
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_spaces[++i] = spacing;
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BonePose* bone = bones[i];
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float setupLength = bone->_bone->getData().getLength();
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if (setupLength < epsilon) {
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if (scale) lengths[i] = 0;
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spaces[++i] = spacing;
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} else {
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float x = setupLength * bone._a, y = setupLength * bone._c;
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float x = setupLength * bone->_a, y = setupLength * bone->_c;
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float length = MathUtil::sqrt(x * x + y * y);
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if (scale) _lengths[i] = length;
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_spaces[++i] = length;
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if (scale) lengths[i] = length;
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spaces[++i] = length;
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sum += length;
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}
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}
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if (sum > 0) {
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sum = spacesCount / sum * spacing;
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for (size_t i = 1; i < spacesCount; i++) {
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_spaces[i] *= sum;
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spaces[i] *= sum;
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}
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}
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break;
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}
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default: {
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bool lengthSpacing = data._spacingMode == SpacingMode_Length;
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bool lengthSpacing = data.getSpacingMode() == SpacingMode_Length;
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for (size_t i = 0, n = spacesCount - 1; i < n;) {
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Bone *boneP = _bones[i];
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Bone &bone = *boneP;
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float setupLength = bone._data.getLength();
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if (setupLength < PathConstraint::EPSILON) {
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if (scale) _lengths[i] = 0;
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_spaces[++i] = spacing;
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BonePose* bone = bones[i];
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float setupLength = bone->_bone->getData().getLength();
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if (setupLength < epsilon) {
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if (scale) lengths[i] = 0;
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spaces[++i] = spacing;
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} else {
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float x = setupLength * bone._a, y = setupLength * bone._c;
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float x = setupLength * bone->_a, y = setupLength * bone->_c;
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float length = MathUtil::sqrt(x * x + y * y);
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if (scale) _lengths[i] = length;
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_spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
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if (scale) lengths[i] = length;
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spaces[++i] = (lengthSpacing ? MathUtil::max(0.0f, setupLength + spacing) : spacing) * length / setupLength;
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}
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}
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}
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}
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Vector<float> &positions = computeWorldPositions(*attachment, (int) spacesCount, tangents);
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float boneX = positions[0];
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float boneY = positions[1];
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float offsetRotation = data.getOffsetRotation();
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Vector<float> &positions = computeWorldPositions(skeleton, *pathAttachment, (int) spacesCount, tangents);
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float* positionsBuffer = positions.buffer();
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float boneX = positionsBuffer[0], boneY = positionsBuffer[1], offsetRotation = data.getOffsetRotation();
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bool tip;
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if (offsetRotation == 0) {
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tip = data._rotateMode == RotateMode_Chain;
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} else {
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if (offsetRotation == 0)
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tip = data.getRotateMode() == RotateMode_Chain;
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else {
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tip = false;
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Bone &p = _target->getBone();
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offsetRotation *= p.getA() * p.getD() - p.getB() * p.getC() > 0 ? MathUtil::Deg_Rad : -MathUtil::Deg_Rad;
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BonePose& bone = _slot->getBone().getAppliedPose();
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offsetRotation *= bone._a * bone._d - bone._b * bone._c > 0 ? MathUtil::Deg_Rad : -MathUtil::Deg_Rad;
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}
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for (size_t i = 0, p = 3; i < boneCount; i++, p += 3) {
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Bone *boneP = _bones[i];
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Bone &bone = *boneP;
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bone._worldX += (boneX - bone._worldX) * mixX;
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bone._worldY += (boneY - bone._worldY) * mixY;
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float x = positions[p];
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float y = positions[p + 1];
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float dx = x - boneX;
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float dy = y - boneY;
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for (size_t i = 0, ip = 3; i < boneCount; i++, ip += 3) {
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// int u = skeleton.update; // TODO: Add int update field to Skeleton class
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int u = 1; // Temporary placeholder until Skeleton.update is implemented
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BonePose* bone = bones[i];
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bone->_worldX += (boneX - bone->_worldX) * mixX;
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bone->_worldY += (boneY - bone->_worldY) * mixY;
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float x = positionsBuffer[ip], y = positionsBuffer[ip + 1], dx = x - boneX, dy = y - boneY;
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if (scale) {
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float length = _lengths[i];
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if (length >= PathConstraint::EPSILON) {
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float length = lengths[i];
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if (length >= epsilon) {
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float s = (MathUtil::sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
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bone._a *= s;
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bone._c *= s;
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bone->_a *= s;
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bone->_c *= s;
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}
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}
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boneX = x;
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boneY = y;
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if (mixRotate > 0) {
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float a = bone._a, b = bone._b, c = bone._c, d = bone._d, r, cos, sin;
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float a = bone->_a, b = bone->_b, c = bone->_c, d = bone->_d, r, cos, sin;
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if (tangents)
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r = positions[p - 1];
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else if (_spaces[i + 1] < PathConstraint::EPSILON)
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r = positions[p + 2];
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r = positionsBuffer[ip - 1];
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else if (spaces[i + 1] < epsilon)
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r = positionsBuffer[ip + 2];
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else
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r = MathUtil::atan2(dy, dx);
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r -= MathUtil::atan2(c, a);
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if (tip) {
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cos = MathUtil::cos(r);
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sin = MathUtil::sin(r);
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float length = bone._data.getLength();
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float length = bone->_bone->getData().getLength();
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boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
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boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
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} else
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r += offsetRotation;
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if (r > MathUtil::Pi)
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r -= MathUtil::Pi_2;
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else if (r < -MathUtil::Pi)
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r += MathUtil::Pi_2;
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r *= mixRotate;
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cos = MathUtil::cos(r);
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sin = MathUtil::sin(r);
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bone._a = cos * a - sin * c;
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bone._b = cos * b - sin * d;
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bone._c = sin * a + cos * c;
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bone._d = sin * b + cos * d;
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bone->_a = cos * a - sin * c;
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bone->_b = cos * b - sin * d;
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bone->_c = sin * a + cos * c;
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bone->_d = sin * b + cos * d;
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}
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bone.updateAppliedTransform();
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bone->modifyWorld(u);
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}
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||||
}
|
||||
|
||||
int PathConstraint::getOrder() {
|
||||
return (int) _data.getOrder();
|
||||
|
||||
void PathConstraint::sort(Skeleton& skeleton) {
|
||||
int slotIndex = _slot->getData().getIndex();
|
||||
Bone& slotBone = _slot->getBone();
|
||||
if (skeleton.getSkin() != NULL) sortPathSlot(skeleton, *skeleton.getSkin(), slotIndex, slotBone);
|
||||
if (skeleton.getData()->getDefaultSkin() != NULL && skeleton.getData()->getDefaultSkin() != skeleton.getSkin())
|
||||
sortPathSlot(skeleton, *skeleton.getData()->getDefaultSkin(), slotIndex, slotBone);
|
||||
sortPath(skeleton, _slot->getAppliedPose().getAttachment(), slotBone);
|
||||
BonePose** bones = _bones.buffer();
|
||||
size_t boneCount = _bones.size();
|
||||
for (size_t i = 0; i < boneCount; i++) {
|
||||
Bone* bone = bones[i]->_bone;
|
||||
skeleton.sortBone(bone);
|
||||
// skeleton.constrained(bone); // TODO: Add constrained() method to Skeleton class
|
||||
}
|
||||
skeleton._updateCache.add(this);
|
||||
for (size_t i = 0; i < boneCount; i++)
|
||||
skeleton.sortReset(bones[i]->_bone->getChildren());
|
||||
for (size_t i = 0; i < boneCount; i++)
|
||||
bones[i]->_bone->_sorted = true;
|
||||
}
|
||||
|
||||
float PathConstraint::getPosition() {
|
||||
return _position;
|
||||
}
|
||||
|
||||
void PathConstraint::setPosition(float inValue) {
|
||||
_position = inValue;
|
||||
}
|
||||
|
||||
float PathConstraint::getSpacing() {
|
||||
return _spacing;
|
||||
}
|
||||
|
||||
void PathConstraint::setSpacing(float inValue) {
|
||||
_spacing = inValue;
|
||||
}
|
||||
|
||||
float PathConstraint::getMixRotate() {
|
||||
return _mixRotate;
|
||||
}
|
||||
|
||||
void PathConstraint::setMixRotate(float inValue) {
|
||||
_mixRotate = inValue;
|
||||
}
|
||||
|
||||
float PathConstraint::getMixX() {
|
||||
return _mixX;
|
||||
}
|
||||
|
||||
void PathConstraint::setMixX(float inValue) {
|
||||
_mixX = inValue;
|
||||
}
|
||||
|
||||
float PathConstraint::getMixY() {
|
||||
return _mixY;
|
||||
}
|
||||
|
||||
void PathConstraint::setMixY(float inValue) {
|
||||
_mixY = inValue;
|
||||
}
|
||||
|
||||
Vector<Bone *> &PathConstraint::getBones() {
|
||||
return _bones;
|
||||
}
|
||||
|
||||
Slot *PathConstraint::getTarget() {
|
||||
return _target;
|
||||
}
|
||||
|
||||
void PathConstraint::setTarget(Slot *inValue) {
|
||||
_target = inValue;
|
||||
bool PathConstraint::isSourceActive() {
|
||||
return _slot->getBone().isActive();
|
||||
}
|
||||
|
||||
PathConstraintData &PathConstraint::getData() {
|
||||
return _data;
|
||||
}
|
||||
|
||||
Vector<BonePose *> &PathConstraint::getBones() {
|
||||
return _bones;
|
||||
}
|
||||
|
||||
Slot *PathConstraint::getSlot() {
|
||||
return _slot;
|
||||
}
|
||||
|
||||
void PathConstraint::setSlot(Slot *slot) {
|
||||
if (slot == NULL) throw;
|
||||
_slot = slot;
|
||||
}
|
||||
|
||||
Vector<float> &
|
||||
PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, bool tangents) {
|
||||
Slot &target = *_target;
|
||||
float position = _position;
|
||||
PathConstraint::computeWorldPositions(Skeleton& skeleton, PathAttachment &path, int spacesCount, bool tangents) {
|
||||
Slot &slot = *_slot;
|
||||
float position = _applied->_position;
|
||||
float* spaces = _spaces.buffer();
|
||||
_positions.setSize(spacesCount * 3 + 2, 0);
|
||||
Vector<float> &out = _positions;
|
||||
float* outBuffer = out.buffer();
|
||||
Vector<float> &world = _world;
|
||||
bool closed = path.isClosed();
|
||||
int verticesLength = (int) path.getWorldVerticesLength();
|
||||
@ -292,12 +268,13 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
float pathLength;
|
||||
if (!path.isConstantSpeed()) {
|
||||
Vector<float> &lengths = path.getLengths();
|
||||
float* lengthsBuffer = lengths.buffer();
|
||||
curveCount -= closed ? 1 : 2;
|
||||
pathLength = lengths[curveCount];
|
||||
if (_data._positionMode == PositionMode_Percent) position *= pathLength;
|
||||
pathLength = lengthsBuffer[curveCount];
|
||||
if (_data.getPositionMode() == PositionMode_Percent) position *= pathLength;
|
||||
|
||||
float multiplier = 0;
|
||||
switch (_data._spacingMode) {
|
||||
switch (_data.getSpacingMode()) {
|
||||
case SpacingMode_Percent:
|
||||
multiplier = pathLength;
|
||||
break;
|
||||
@ -309,8 +286,9 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
}
|
||||
|
||||
world.setSize(8, 0);
|
||||
float* worldBuffer = world.buffer();
|
||||
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
|
||||
float space = _spaces[i] * multiplier;
|
||||
float space = spaces[i] * multiplier;
|
||||
position += space;
|
||||
float p = position;
|
||||
|
||||
@ -321,48 +299,41 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
} else if (p < 0) {
|
||||
if (prevCurve != BEFORE) {
|
||||
prevCurve = BEFORE;
|
||||
path.computeWorldVertices(target, 2, 4, world, 0);
|
||||
path.computeWorldVertices(skeleton, *_slot, 2, 4, world, 0, 2);
|
||||
}
|
||||
|
||||
addBeforePosition(p, world, 0, out, o);
|
||||
|
||||
continue;
|
||||
} else if (p > pathLength) {
|
||||
if (prevCurve != AFTER) {
|
||||
prevCurve = AFTER;
|
||||
path.computeWorldVertices(target, verticesLength - 6, 4, world, 0);
|
||||
path.computeWorldVertices(skeleton, *_slot, verticesLength - 6, 4, world, 0, 2);
|
||||
}
|
||||
|
||||
addAfterPosition(p - pathLength, world, 0, out, o);
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
// Determine curve containing position.
|
||||
for (;; curve++) {
|
||||
float length = lengths[curve];
|
||||
float length = lengthsBuffer[curve];
|
||||
if (p > length) continue;
|
||||
|
||||
if (curve == 0)
|
||||
p /= length;
|
||||
else {
|
||||
float prev = lengths[curve - 1];
|
||||
float prev = lengthsBuffer[curve - 1];
|
||||
p = (p - prev) / (length - prev);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
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(skeleton, *_slot, verticesLength - 4, 4, world, 0, 2);
|
||||
path.computeWorldVertices(skeleton, *_slot, 0, 4, world, 4, 2);
|
||||
} else
|
||||
path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0);
|
||||
path.computeWorldVertices(skeleton, *_slot, 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],
|
||||
out, o, tangents || (i > 0 && space < EPSILON));
|
||||
addCurvePosition(p, worldBuffer[0], worldBuffer[1], worldBuffer[2], worldBuffer[3], worldBuffer[4], worldBuffer[5], worldBuffer[6], worldBuffer[7],
|
||||
out, o, tangents || (i > 0 && space < epsilon));
|
||||
}
|
||||
return out;
|
||||
}
|
||||
@ -371,29 +342,32 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
if (closed) {
|
||||
verticesLength += 2;
|
||||
world.setSize(verticesLength, 0);
|
||||
path.computeWorldVertices(target, 2, verticesLength - 4, world, 0);
|
||||
path.computeWorldVertices(target, 0, 2, world, verticesLength - 4);
|
||||
world[verticesLength - 2] = world[0];
|
||||
world[verticesLength - 1] = world[1];
|
||||
float* worldBuffer = world.buffer();
|
||||
path.computeWorldVertices(skeleton, *_slot, 2, verticesLength - 4, world, 0, 2);
|
||||
path.computeWorldVertices(skeleton, *_slot, 0, 2, world, verticesLength - 4, 2);
|
||||
worldBuffer[verticesLength - 2] = worldBuffer[0];
|
||||
worldBuffer[verticesLength - 1] = worldBuffer[1];
|
||||
} else {
|
||||
curveCount--;
|
||||
verticesLength -= 4;
|
||||
world.setSize(verticesLength, 0);
|
||||
path.computeWorldVertices(target, 2, verticesLength, world, 0);
|
||||
path.computeWorldVertices(skeleton, *_slot, 2, verticesLength, world, 0, 2);
|
||||
}
|
||||
float* worldBuffer = world.buffer();
|
||||
|
||||
// Curve lengths.
|
||||
_curves.setSize(curveCount, 0);
|
||||
float* curvesBuffer = _curves.buffer();
|
||||
pathLength = 0;
|
||||
float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
|
||||
float x1 = worldBuffer[0], y1 = worldBuffer[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
|
||||
float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
|
||||
for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
|
||||
cx1 = world[w];
|
||||
cy1 = world[w + 1];
|
||||
cx2 = world[w + 2];
|
||||
cy2 = world[w + 3];
|
||||
x2 = world[w + 4];
|
||||
y2 = world[w + 5];
|
||||
cx1 = worldBuffer[w];
|
||||
cy1 = worldBuffer[w + 1];
|
||||
cx2 = worldBuffer[w + 2];
|
||||
cy2 = worldBuffer[w + 3];
|
||||
x2 = worldBuffer[w + 4];
|
||||
y2 = worldBuffer[w + 5];
|
||||
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
|
||||
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
|
||||
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
|
||||
@ -414,15 +388,15 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
dfx += ddfx + dddfx;
|
||||
dfy += ddfy + dddfy;
|
||||
pathLength += MathUtil::sqrt(dfx * dfx + dfy * dfy);
|
||||
_curves[i] = pathLength;
|
||||
curvesBuffer[i] = pathLength;
|
||||
x1 = x2;
|
||||
y1 = y2;
|
||||
}
|
||||
|
||||
if (_data._positionMode == PositionMode_Percent) position *= pathLength;
|
||||
if (_data.getPositionMode() == PositionMode_Percent) position *= pathLength;
|
||||
|
||||
float multiplier = 0;
|
||||
switch (_data._spacingMode) {
|
||||
switch (_data.getSpacingMode()) {
|
||||
case SpacingMode_Percent:
|
||||
multiplier = pathLength;
|
||||
break;
|
||||
@ -432,10 +406,11 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
default:
|
||||
multiplier = 1;
|
||||
}
|
||||
float* segmentsBuffer = _segments.buffer();
|
||||
|
||||
float curveLength = 0;
|
||||
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
|
||||
float space = _spaces[i] * multiplier;
|
||||
float space = spaces[i] * multiplier;
|
||||
position += space;
|
||||
float p = position;
|
||||
|
||||
@ -443,6 +418,7 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
p = MathUtil::fmod(p, pathLength);
|
||||
if (p < 0) p += pathLength;
|
||||
curve = 0;
|
||||
segment = 0;
|
||||
} else if (p < 0) {
|
||||
addBeforePosition(p, world, 0, out, o);
|
||||
continue;
|
||||
@ -453,12 +429,12 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
|
||||
// Determine curve containing position.
|
||||
for (;; curve++) {
|
||||
float length = _curves[curve];
|
||||
float length = curvesBuffer[curve];
|
||||
if (p > length) continue;
|
||||
if (curve == 0)
|
||||
p /= length;
|
||||
else {
|
||||
float prev = _curves[curve - 1];
|
||||
float prev = curvesBuffer[curve - 1];
|
||||
p = (p - prev) / (length - prev);
|
||||
}
|
||||
break;
|
||||
@ -468,14 +444,14 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
if (curve != prevCurve) {
|
||||
prevCurve = curve;
|
||||
int ii = curve * 6;
|
||||
x1 = world[ii];
|
||||
y1 = world[ii + 1];
|
||||
cx1 = world[ii + 2];
|
||||
cy1 = world[ii + 3];
|
||||
cx2 = world[ii + 4];
|
||||
cy2 = world[ii + 5];
|
||||
x2 = world[ii + 6];
|
||||
y2 = world[ii + 7];
|
||||
x1 = worldBuffer[ii];
|
||||
y1 = worldBuffer[ii + 1];
|
||||
cx1 = worldBuffer[ii + 2];
|
||||
cy1 = worldBuffer[ii + 3];
|
||||
cx2 = worldBuffer[ii + 4];
|
||||
cy2 = worldBuffer[ii + 5];
|
||||
x2 = worldBuffer[ii + 6];
|
||||
y2 = worldBuffer[ii + 7];
|
||||
tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
|
||||
tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
|
||||
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
|
||||
@ -485,104 +461,111 @@ PathConstraint::computeWorldPositions(PathAttachment &path, int spacesCount, boo
|
||||
dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
|
||||
dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
|
||||
curveLength = MathUtil::sqrt(dfx * dfx + dfy * dfy);
|
||||
_segments[0] = curveLength;
|
||||
segmentsBuffer[0] = curveLength;
|
||||
for (ii = 1; ii < 8; ii++) {
|
||||
dfx += ddfx;
|
||||
dfy += ddfy;
|
||||
ddfx += dddfx;
|
||||
ddfy += dddfy;
|
||||
curveLength += MathUtil::sqrt(dfx * dfx + dfy * dfy);
|
||||
_segments[ii] = curveLength;
|
||||
segmentsBuffer[ii] = curveLength;
|
||||
}
|
||||
dfx += ddfx;
|
||||
dfy += ddfy;
|
||||
curveLength += MathUtil::sqrt(dfx * dfx + dfy * dfy);
|
||||
_segments[8] = curveLength;
|
||||
segmentsBuffer[8] = curveLength;
|
||||
dfx += ddfx + dddfx;
|
||||
dfy += ddfy + dddfy;
|
||||
curveLength += MathUtil::sqrt(dfx * dfx + dfy * dfy);
|
||||
_segments[9] = curveLength;
|
||||
segmentsBuffer[9] = curveLength;
|
||||
segment = 0;
|
||||
}
|
||||
|
||||
// Weight by segment length.
|
||||
p *= curveLength;
|
||||
for (;; segment++) {
|
||||
float length = _segments[segment];
|
||||
float length = segmentsBuffer[segment];
|
||||
if (p > length) continue;
|
||||
if (segment == 0)
|
||||
p /= length;
|
||||
else {
|
||||
float prev = _segments[segment - 1];
|
||||
float prev = segmentsBuffer[segment - 1];
|
||||
p = segment + (p - prev) / (length - prev);
|
||||
}
|
||||
break;
|
||||
}
|
||||
addCurvePosition(p * 0.1f, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o,
|
||||
tangents || (i > 0 && space < EPSILON));
|
||||
tangents || (i > 0 && space < epsilon));
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
void PathConstraint::addBeforePosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o) {
|
||||
float x1 = temp[i];
|
||||
float y1 = temp[i + 1];
|
||||
float dx = temp[i + 2] - x1;
|
||||
float dy = temp[i + 3] - y1;
|
||||
float r = MathUtil::atan2(dy, dx);
|
||||
output[o] = x1 + p * MathUtil::cos(r);
|
||||
output[o + 1] = y1 + p * MathUtil::sin(r);
|
||||
output[o + 2] = r;
|
||||
float* tempBuffer = temp.buffer();
|
||||
float* outBuffer = output.buffer();
|
||||
float x1 = tempBuffer[i], y1 = tempBuffer[i + 1], dx = tempBuffer[i + 2] - x1, dy = tempBuffer[i + 3] - y1, r = MathUtil::atan2(dy, dx);
|
||||
outBuffer[o] = x1 + p * MathUtil::cos(r);
|
||||
outBuffer[o + 1] = y1 + p * MathUtil::sin(r);
|
||||
outBuffer[o + 2] = r;
|
||||
}
|
||||
|
||||
void PathConstraint::addAfterPosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o) {
|
||||
float x1 = temp[i + 2];
|
||||
float y1 = temp[i + 3];
|
||||
float dx = x1 - temp[i];
|
||||
float dy = y1 - temp[i + 1];
|
||||
float r = MathUtil::atan2(dy, dx);
|
||||
output[o] = x1 + p * MathUtil::cos(r);
|
||||
output[o + 1] = y1 + p * MathUtil::sin(r);
|
||||
output[o + 2] = r;
|
||||
float* tempBuffer = temp.buffer();
|
||||
float* outBuffer = output.buffer();
|
||||
float x1 = tempBuffer[i + 2], y1 = tempBuffer[i + 3], dx = x1 - tempBuffer[i], dy = y1 - tempBuffer[i + 1], r = MathUtil::atan2(dy, dx);
|
||||
outBuffer[o] = x1 + p * MathUtil::cos(r);
|
||||
outBuffer[o + 1] = y1 + p * MathUtil::sin(r);
|
||||
outBuffer[o + 2] = r;
|
||||
}
|
||||
|
||||
void PathConstraint::addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2,
|
||||
float y2, Vector<float> &output, int o, bool tangents) {
|
||||
if (p < EPSILON || MathUtil::isNan(p)) {
|
||||
output[o] = x1;
|
||||
output[o + 1] = y1;
|
||||
output[o + 2] = MathUtil::atan2(cy1 - y1, cx1 - x1);
|
||||
float* outBuffer = output.buffer();
|
||||
if (p < epsilon || MathUtil::isNan(p)) {
|
||||
outBuffer[o] = x1;
|
||||
outBuffer[o + 1] = y1;
|
||||
outBuffer[o + 2] = MathUtil::atan2(cy1 - y1, cx1 - x1);
|
||||
return;
|
||||
}
|
||||
|
||||
float tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
|
||||
float ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
|
||||
float x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
|
||||
output[o] = x;
|
||||
output[o + 1] = y;
|
||||
outBuffer[o] = x;
|
||||
outBuffer[o + 1] = y;
|
||||
if (tangents) {
|
||||
if (p < 0.001)
|
||||
output[o + 2] = MathUtil::atan2(cy1 - y1, cx1 - x1);
|
||||
if (p < 0.001f)
|
||||
outBuffer[o + 2] = MathUtil::atan2(cy1 - y1, cx1 - x1);
|
||||
else
|
||||
output[o + 2] = MathUtil::atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt),
|
||||
outBuffer[o + 2] = MathUtil::atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt),
|
||||
x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
|
||||
}
|
||||
}
|
||||
|
||||
bool PathConstraint::isActive() {
|
||||
return _active;
|
||||
void PathConstraint::sortPathSlot(Skeleton& skeleton, Skin& skin, int slotIndex, Bone& slotBone) {
|
||||
// Object[] entries = skin.attachments.orderedItems().items;
|
||||
// for (int i = 0, n = skin.attachments.size; i < n; i++) {
|
||||
// var entry = (SkinEntry)entries[i];
|
||||
// if (entry.slotIndex == slotIndex) sortPath(skeleton, entry.attachment, slotBone);
|
||||
// }
|
||||
// TODO: Implement when Skin API is available
|
||||
}
|
||||
|
||||
void PathConstraint::setActive(bool inValue) {
|
||||
_active = inValue;
|
||||
}
|
||||
|
||||
void PathConstraint::setToSetupPose() {
|
||||
PathConstraintData &data = this->_data;
|
||||
this->_position = data._position;
|
||||
this->_spacing = data._spacing;
|
||||
this->_mixRotate = data._mixRotate;
|
||||
this->_mixX = data._mixX;
|
||||
this->_mixY = data._mixY;
|
||||
}
|
||||
void PathConstraint::sortPath(Skeleton& skeleton, Attachment* attachment, Bone& slotBone) {
|
||||
if (attachment == NULL || !attachment->getRTTI().instanceOf(PathAttachment::rtti)) return;
|
||||
PathAttachment* pathAttachment = static_cast<PathAttachment*>(attachment);
|
||||
// int[] pathBones = pathAttachment.getBones();
|
||||
// if (pathBones == null)
|
||||
// skeleton.sortBone(slotBone);
|
||||
// else {
|
||||
// Bone[] bones = skeleton.bones.items;
|
||||
// for (int i = 0, n = pathBones.length; i < n;) {
|
||||
// int nn = pathBones[i++];
|
||||
// nn += i;
|
||||
// while (i < nn)
|
||||
// skeleton.sortBone(bones[pathBones[i++]]);
|
||||
// }
|
||||
// }
|
||||
// TODO: Implement when PathAttachment::getBones() API is available
|
||||
skeleton.sortBone(&slotBone);
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user