[cpp] 4.3 porting WIP

This commit is contained in:
Mario Zechner 2025-06-23 23:18:49 +02:00
parent d22ada68e5
commit fe46a6cfa8
32 changed files with 693 additions and 837 deletions

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@ -48,6 +48,7 @@ namespace spine {
class AnimationState;
/// Stores a list of timelines to animate a skeleton's pose over time.
class SP_API Animation : public SpineObject {
friend class AnimationState;
@ -97,35 +98,58 @@ namespace spine {
friend class TwoColorTimeline;
friend class Slider;
public:
Animation(const String &name, Vector<Timeline *> &timelines, float duration);
~Animation();
/// Applies all the animation's timelines to the specified skeleton.
/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
MixBlend blend, MixDirection direction, bool appliedPose);
const String &getName();
/// If the returned array or the timelines it contains are modified, setTimelines() must be called.
Vector<Timeline *> &getTimelines();
void setTimelines(Vector<Timeline *> &timelines);
/// Returns true if this animation contains a timeline with any of the specified property IDs.
bool hasTimeline(Vector<PropertyId> &ids);
/// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
/// used to know when it has completed and when it should loop back to the start.
float getDuration();
void setDuration(float inValue);
/// Applies the animation's timelines to the specified skeleton.
///
/// See Timeline::apply().
/// @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton
/// components the timelines may change.
/// @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather
/// than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
/// @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after
/// this time and interpolate between the frame values. If beyond the getDuration() and loop is
/// true then the animation will repeat, else the last frame will be applied.
/// @param loop If true, the animation repeats after the getDuration().
/// @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines
/// fire events.
/// @param alpha 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between
/// 0 and 1 applies values between the current or setup values and the timeline values. By adjusting
/// alpha over time, an animation can be mixed in or out. alpha can also be useful to apply
/// animations on top of each other (layering).
/// @param blend Controls how mixing is applied when alpha < 1.
/// @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions,
/// such as DrawOrderTimeline or AttachmentTimeline.
void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
MixBlend blend, MixDirection direction, bool appliedPose);
/// The animation's name, which is unique across all animations in the skeleton.
const String &getName();
/// @param target After the first and before the last entry.
static int search(Vector<float> &values, float target);
static int search(Vector<float> &values, float target, int step);
Vector<int> &getBones();
private:
protected:
Vector<Timeline *> _timelines;
HashMap<PropertyId, bool> _timelineIds;
Vector<int> _bones;

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@ -52,6 +52,7 @@ namespace spine {
friend class PathConstraint;
friend class PhysicsConstraint;
friend class Skeleton;
friend class Slider;
friend class RegionAttachment;
friend class PointAttachment;
friend class AttachmentTimeline;
@ -83,7 +84,11 @@ namespace spine {
/// The immediate children of this bone.
Vector<Bone*>& getChildren();
static bool isYDown() { return yDown; }
static void setYDown(bool value) { yDown = value; }
private:
static bool yDown;
Bone* const _parent;
Vector<Bone*> _children;
bool _sorted;

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@ -51,6 +51,21 @@ namespace spine {
friend class TranslateTimeline;
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class Skeleton;
friend class FromProperty;
friend class ToProperty;
friend class FromRotate;
friend class ToRotate;
friend class FromX;
friend class ToX;
friend class FromY;
friend class ToY;
friend class FromScaleX;
friend class ToScaleX;
friend class FromScaleY;
friend class ToScaleY;
friend class FromShearY;
friend class ToShearY;
protected:
float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY;

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@ -42,7 +42,7 @@ namespace spine {
class SP_API Constraint : public Update {
RTTI_DECL_NOPARENT
friend class Skeleton;
public:
Constraint();
virtual ~Constraint();
@ -54,12 +54,14 @@ namespace spine {
virtual bool isSourceActive() {
return true;
}
virtual void pose() = 0;
virtual void setupPose() = 0;
// Inherited from Update
virtual void update(Skeleton &skeleton, Physics physics) override = 0;
protected:
bool _active;
};
@ -74,14 +76,18 @@ namespace spine {
virtual ~ConstraintGeneric() {
}
virtual ConstraintData &getData() override {
return PosedGeneric<D, P, P>::getData();
}
virtual void pose() override {
PosedGeneric<D, P, P>::pose();
}
virtual void setupPose() override {
PosedGeneric<D, P, P>::setupPose();
}
};
}// namespace spine

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@ -32,25 +32,42 @@
#include <spine/SpineString.h>
#include <spine/SpineObject.h>
#include <spine/PosedData.h>
#include <spine/RTTI.h>
namespace spine {
class Skeleton;
class Constraint;
/// Base class for all constraint data types.
class SP_API ConstraintData : public SpineObject {
public:
RTTI_DECL_NOPARENT
ConstraintData(const String &name);
virtual ~ConstraintData();
const String &getName() const;
friend class Skeleton;
friend class Constraint;
public:
ConstraintData(const String &name) : SpineObject(name) {}
virtual ~ConstraintData() {}
virtual Constraint* create(Skeleton& skeleton) = 0;
private:
String _name;
virtual const String &getName() const = 0;
virtual const bool &isSkinRequired() const = 0;
};
/// Base class for all constraint data types.
template<class T, class P>
class SP_API ConstraintDataGeneric: public PosedDataGeneric<P>, public ConstraintData {
public:
ConstraintDataGeneric(const String &name) : PosedDataGeneric<P>(name), ConstraintData(name) {}
virtual ~ConstraintDataGeneric() {}
virtual Constraint* create(Skeleton& skeleton) = 0;
// Resolve ambiguity by forwarding to PosedData's implementation
virtual const String &getName() const override { return PosedDataGeneric<P>::getName(); }
virtual const bool &isSkinRequired() const override { return PosedDataGeneric<P>::isSkinRequired(); }
};
}
#endif /* Spine_ConstraintData_h */
#endif /* Spine_ConstraintData_h */

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@ -49,6 +49,24 @@ namespace spine {
RTTI_DECL
public:
IkConstraint(IkConstraintData &data, Skeleton &skeleton);
virtual IkConstraint* copy(Skeleton& skeleton);
virtual void update(Skeleton& skeleton, Physics physics) override;
virtual void sort(Skeleton& skeleton) override;
virtual bool isSourceActive() override;
IkConstraintData &getData();
Vector<BonePose *> &getBones();
Bone *getTarget();
void setTarget(Bone *inValue);
/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
/// in the world coordinate system.
static void
@ -61,24 +79,6 @@ namespace spine {
apply(Skeleton& skeleton, BonePose& parent, BonePose& child, float targetX, float targetY, int bendDirection, bool stretch, bool uniform,
float softness, float mix);
IkConstraint(IkConstraintData &data, Skeleton &skeleton);
virtual void update(Skeleton& skeleton, Physics physics) override;
virtual void sort(Skeleton& skeleton) override;
virtual bool isSourceActive() override;
virtual IkConstraint* copy(Skeleton& skeleton);
IkConstraintData &getData();
Vector<BonePose *> &getBones();
Bone *getTarget();
void setTarget(Bone *inValue);
private:
Vector<BonePose *> _bones;
Bone *_target;

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@ -41,7 +41,7 @@ namespace spine {
class BoneData;
class IkConstraint;
class SP_API IkConstraintData : public ConstraintData, public PosedDataGeneric<IkConstraintPose> {
class SP_API IkConstraintData : public ConstraintDataGeneric<IkConstraint, IkConstraintPose> {
friend class SkeletonBinary;
friend class SkeletonJson;
@ -56,7 +56,7 @@ namespace spine {
public:
explicit IkConstraintData(const String &name);
virtual Constraint* create(Skeleton& skeleton) override;
/// The bones that are constrained by this IK Constraint.

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@ -48,7 +48,7 @@ namespace spine {
/// Stores the setup pose for a PathConstraint.
///
/// See https://esotericsoftware.com/spine-path-constraints Path constraints in the Spine User Guide.
class SP_API PathConstraintData : public ConstraintData, public PosedDataGeneric<PathConstraintPose> {
class SP_API PathConstraintData : public ConstraintDataGeneric<PathConstraint, PathConstraintPose> {
friend class SkeletonBinary;
friend class SkeletonJson;
@ -67,7 +67,7 @@ namespace spine {
public:
explicit PathConstraintData(const String &name);
virtual Constraint* create(Skeleton& skeleton) override;

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@ -66,14 +66,14 @@ namespace spine {
bool isSourceActive() override;
PhysicsConstraint* copy(Skeleton& skeleton);
void reset(Skeleton& skeleton);
/// Translates the physics constraint so next update() forces are applied as if the bone moved an additional amount in world space.
void translate(float x, float y);
/// Rotates the physics constraint so next update() forces are applied as if the bone rotated around the specified point in world space.
void rotate(float x, float y, float degrees);
void reset(Skeleton& skeleton);
/// The bone constrained by this physics constraint.
BonePose& getBone();
void setBone(BonePose& bone);

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@ -41,7 +41,7 @@ namespace spine {
/// Stores the setup pose for a PhysicsConstraint.
///
/// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide.
class SP_API PhysicsConstraintData : public ConstraintData, public PosedDataGeneric<PhysicsConstraintPose> {
class SP_API PhysicsConstraintData : public ConstraintDataGeneric<PhysicsConstraint, PhysicsConstraintPose> {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class PhysicsConstraint;

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@ -41,11 +41,13 @@ namespace spine {
virtual void setupPose() = 0;
virtual void resetConstrained() = 0;
virtual void pose() = 0;
virtual void constrained() = 0;
virtual void resetConstrained() = 0;
virtual bool isPoseEqualToApplied() const = 0;
};
template<class D, class P, class A>
@ -78,6 +80,7 @@ namespace spine {
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class InheritTimeline;
friend class Skeleton;
public:
PosedGeneric(D &data) : _data(data), _pose(), _constrained(), _applied(&_pose) {
@ -117,6 +120,10 @@ namespace spine {
_applied = &_constrained;
}
virtual bool isPoseEqualToApplied() const override {
return _applied == &_pose;
}
protected:
D &_data;
A _pose; ///< Stored as A type (concrete pose type) to match Java behavior

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@ -59,6 +59,7 @@ namespace spine {
friend class TranslateXTimeline;
friend class TranslateYTimeline;
friend class InheritTimeline;
friend class Skeleton;
public:
PosedData(const spine::String& name);

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@ -250,6 +250,8 @@ namespace spine {
void setColor(Color &color);
void setColor(float r, float g, float b, float a);
float getScaleX();
void setScaleX(float inValue);

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@ -35,26 +35,26 @@
namespace spine {
class Slot;
class Skeleton;
class ClippingAttachment;
class SP_API SkeletonClipping : public SpineObject {
public:
SkeletonClipping();
size_t clipStart(Slot &slot, ClippingAttachment *clip);
size_t clipStart(Skeleton &skeleton, Slot &slot, ClippingAttachment *clip);
void clipEnd(Slot &slot);
void clipEnd();
void
bool
clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength);
void
bool
clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength, float *uvs, size_t stride);
void
bool
clipTriangles(Vector<float> &vertices, Vector<unsigned short> &triangles, Vector<float> &uvs, size_t stride);
bool isClipping();

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@ -45,7 +45,7 @@ namespace spine {
/// Stores the setup pose for a PhysicsConstraint.
///
/// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide.
class SP_API SliderData : public ConstraintData, public PosedDataGeneric<SliderPose> {
class SP_API SliderData : public ConstraintDataGeneric<Slider, SliderPose> {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class Slider;
@ -76,6 +76,9 @@ namespace spine {
float getScale();
void setScale(float scale);
float getOffset();
void setOffset(float offset);
bool getLocal();
void setLocal(bool local);
@ -85,6 +88,7 @@ namespace spine {
bool _loop;
BoneData* _bone;
FromProperty* _property;
float _offset;
float _scale;
bool _local;
};

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@ -34,8 +34,11 @@
#include <spine/RTTI.h>
namespace spine {
class Slider;
/// Stores a pose for a slider.
class SP_API SliderPose : public Pose<SliderPose> {
friend class Slider;
private:
float _time, _mix;

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@ -97,7 +97,7 @@ namespace spine {
/// The bone this slot belongs to.
Bone &getBone();
void setupPose();
void setupPose() override;
private:
Skeleton &_skeleton;

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@ -49,7 +49,7 @@ namespace spine {
public:
TransformConstraint(TransformConstraintData& data, Skeleton& skeleton);
TransformConstraint copy(Skeleton& skeleton);
virtual TransformConstraint* copy(Skeleton& skeleton);
/// Applies the constraint to the constrained bones.
void update(Skeleton& skeleton, Physics physics) override;

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@ -55,7 +55,7 @@ namespace spine {
virtual ~FromProperty();
/// Reads this property from the specified bone.
virtual float value(BonePose& source, bool local, float* offsets) = 0;
virtual float value(Skeleton& skeleton, BonePose& source, bool local, float* offsets) = 0;
};
/// Constrained property for a TransformConstraint.
@ -78,79 +78,79 @@ namespace spine {
virtual float mix(TransformConstraintPose& pose) = 0;
/// Applies the value to this property.
virtual void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) = 0;
virtual void apply(Skeleton& skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) = 0;
};
class SP_API FromRotate : public FromProperty {
public:
float value(BonePose& source, bool local, float* offsets) override;
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToRotate : public ToProperty {
public:
float mix(TransformConstraintPose& pose) override;
void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromX : public FromProperty {
public:
float value(BonePose& source, bool local, float* offsets) override;
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToX : public ToProperty {
public:
float mix(TransformConstraintPose& pose) override;
void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromY : public FromProperty {
public:
float value(BonePose& source, bool local, float* offsets) override;
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToY : public ToProperty {
public:
float mix(TransformConstraintPose& pose) override;
void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromScaleX : public FromProperty {
public:
float value(BonePose& source, bool local, float* offsets) override;
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToScaleX : public ToProperty {
public:
float mix(TransformConstraintPose& pose) override;
void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromScaleY : public FromProperty {
public:
float value(BonePose& source, bool local, float* offsets) override;
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToScaleY : public ToProperty {
public:
float mix(TransformConstraintPose& pose) override;
void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
class SP_API FromShearY : public FromProperty {
public:
float value(BonePose& source, bool local, float* offsets) override;
float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
};
class SP_API ToShearY : public ToProperty {
public:
float mix(TransformConstraintPose& pose) override;
void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
void apply(Skeleton &skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) override;
};
/// Stores the setup pose for a TransformConstraint.
///
/// See https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide.
class SP_API TransformConstraintData : public ConstraintData, public PosedDataGeneric<TransformConstraintPose> {
class SP_API TransformConstraintData : public ConstraintDataGeneric<TransformConstraint, TransformConstraintPose> {
public:
RTTI_DECL
static const int ROTATION = 0, X = 1, Y = 2, SCALEX = 3, SCALEY = 4, SHEARY = 5;
@ -163,7 +163,7 @@ namespace spine {
public:
explicit TransformConstraintData(const String &name);
~TransformConstraintData();
virtual Constraint* create(Skeleton& skeleton) override;
/// The bones that will be modified by this transform constraint.

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@ -50,6 +50,7 @@ namespace spine {
friend class ToScaleY;
friend class FromShearY;
friend class ToShearY;
friend class TransformConstraint;
private:
float _mixRotate, _mixX, _mixY, _mixScaleX, _mixScaleY, _mixShearY;

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@ -36,6 +36,8 @@ using namespace spine;
RTTI_IMPL_NOPARENT(Bone)
bool Bone::yDown = true;
Bone::Bone(BoneData &data, Bone *parent) : PosedGeneric<BoneData, BoneLocal, BonePose>(data),
PosedActive(),
_parent(parent),

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@ -31,14 +31,4 @@
using namespace spine;
RTTI_IMPL_NOPARENT(ConstraintData)
ConstraintData::ConstraintData(const String &name) : _name(name) {
}
ConstraintData::~ConstraintData() {
}
const String &ConstraintData::getName() const {
return _name;
}
RTTI_IMPL_NOPARENT(ConstraintData)

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@ -41,22 +41,84 @@ using namespace spine;
RTTI_IMPL(IkConstraint, Constraint)
IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) : ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose>(data),
_target(skeleton._bones[data._target->getIndex()]) {
_bones.ensureCapacity(data._bones.size());
for (size_t i = 0; i < data._bones.size(); i++) {
BoneData *boneData = data._bones[i];
_bones.add(&skeleton._bones[boneData->getIndex()]->_constrained);
}
}
IkConstraint *IkConstraint::copy(Skeleton &skeleton) {
IkConstraint *copy = new (__FILE__, __LINE__) IkConstraint(_data, skeleton);
copy->_pose.set(_pose);
return copy;
}
void IkConstraint::update(Skeleton &skeleton, Physics physics) {
IkConstraintPose &p = _pose;
if (p._mix == 0) return;
BonePose &target = *_target->_applied;
switch (_bones.size()) {
case 1: {
apply(skeleton, *_bones[0], target._worldX, target._worldY, p._compress, p._stretch, _data._uniform, p._mix);
} break;
case 2: {
apply(skeleton, *_bones[0], *_bones[1], target._worldX, target._worldY, p._bendDirection, p._stretch, _data._uniform,
p._softness, p._mix);
} break;
}
}
void IkConstraint::sort(Skeleton &skeleton) {
skeleton.sortBone(_target);
Bone *parent = _bones[0]->_bone;
skeleton.sortBone(parent);
skeleton._updateCache.add(this);
parent->_sorted = false;
skeleton.sortReset(parent->_children);
skeleton.constrained(*parent);
if (_bones.size() > 1) skeleton.constrained(*_bones[1]->_bone);
}
IkConstraintData &IkConstraint::getData() {
return _data;
}
Vector<BonePose *> &IkConstraint::getBones() {
return _bones;
}
Bone *IkConstraint::getTarget() {
return _target;
}
void IkConstraint::setTarget(Bone *target) {
_target = target;
}
bool IkConstraint::isSourceActive() {
return _target->_active;
}
void IkConstraint::apply(Skeleton &skeleton, BonePose &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix) {
bone.modifyLocal(skeleton);
BonePose &p = bone._bone->getParent()->getAppliedPose();
BonePose &p = *bone._bone->_parent->_applied;
float pa = p._a, pb = p._b, pc = p._c, pd = p._d;
float rotationIK = -bone._shearX - bone._rotation, tx, ty;
switch (bone._inherit) {
case Inherit_OnlyTranslation:
tx = (targetX - bone._worldX) * MathUtil::sign(skeleton.getScaleX());
ty = (targetY - bone._worldY) * MathUtil::sign(skeleton.getScaleY());
tx = (targetX - bone._worldX) * MathUtil::sign(skeleton._scaleX);
ty = (targetY - bone._worldY) * MathUtil::sign(skeleton._scaleY);
break;
case Inherit_NoRotationOrReflection: {
float s = MathUtil::abs(pa * pd - pb * pc) / MathUtil::max(0.0001f, pa * pa + pc * pc);
float sa = pa / skeleton.getScaleX();
float sc = pc / skeleton.getScaleY();
pb = -sc * s * skeleton.getScaleX();
pd = sa * s * skeleton.getScaleY();
float sa = pa / skeleton._scaleX;
float sc = pc / skeleton._scaleY;
pb = -sc * s * skeleton._scaleX;
pd = sa * s * skeleton._scaleY;
rotationIK += MathUtil::atan2Deg(sc, sa);
// Fall through.
}
@ -88,7 +150,7 @@ void IkConstraint::apply(Skeleton &skeleton, BonePose &bone, float targetX, floa
default:
break;
}
float b = bone._bone->getData().getLength() * bone._scaleX;
float b = bone._bone->_data.getLength() * bone._scaleX;
if (b > 0.0001f) {
float dd = tx * tx + ty * ty;
if ((compress && dd < b * b) || (stretch && dd > b * b)) {
@ -134,7 +196,7 @@ void IkConstraint::apply(Skeleton &skeleton, BonePose &parent, BonePose &child,
cwx = a * child._x + b * child._y + parent._worldX;
cwy = c * child._x + d * child._y + parent._worldY;
}
BonePose &pp = parent._bone->getParent()->getAppliedPose();
BonePose &pp = *parent._bone->_parent->_applied;
a = pp._a;
b = pp._b;
c = pp._c;
@ -142,7 +204,7 @@ void IkConstraint::apply(Skeleton &skeleton, BonePose &parent, BonePose &child,
float id = a * d - b * c, x = cwx - pp._worldX, y = cwy - pp._worldY;
id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id;
float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
float l1 = MathUtil::sqrt(dx * dx + dy * dy), l2 = child._bone->getData().getLength() * csx, a1, a2;
float l1 = MathUtil::sqrt(dx * dx + dy * dy), l2 = child._bone->_data.getLength() * csx, a1, a2;
if (l1 < 0.0001f) {
apply(skeleton, parent, targetX, targetY, false, stretch, false, mix);
child._rotation = 0;
@ -163,7 +225,7 @@ void IkConstraint::apply(Skeleton &skeleton, BonePose &parent, BonePose &child,
dd = tx * tx + ty * ty;
}
}
outer:
if (u) {
l2 *= psx;
float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
@ -249,65 +311,3 @@ outer_break:
child._rotation += a2 * mix;
}
IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) : ConstraintGeneric<IkConstraint, IkConstraintData, IkConstraintPose>(data),
_target(skeleton.findBone(data.getTarget()->getName())) {
_bones.ensureCapacity(data.getBones().size());
for (size_t i = 0; i < data.getBones().size(); i++) {
BoneData *boneData = data.getBones()[i];
_bones.add(&skeleton.findBone(boneData->getName())->getAppliedPose());
}
}
void IkConstraint::update(Skeleton &skeleton, Physics physics) {
IkConstraintPose &p = *_applied;
if (p._mix == 0) return;
BonePose &target = _target->getAppliedPose();
switch (_bones.size()) {
case 1: {
apply(skeleton, *_bones[0], target._worldX, target._worldY, p._compress, p._stretch, _data._uniform, p._mix);
} break;
case 2: {
apply(skeleton, *_bones[0], *_bones[1], target._worldX, target._worldY, p._bendDirection, p._stretch, _data._uniform,
p._softness, p._mix);
} break;
}
}
IkConstraintData &IkConstraint::getData() {
return _data;
}
Vector<BonePose *> &IkConstraint::getBones() {
return _bones;
}
Bone *IkConstraint::getTarget() {
return _target;
}
void IkConstraint::setTarget(Bone *target) {
_target = target;
}
void IkConstraint::sort(Skeleton &skeleton) {
skeleton.sortBone(_target);
Bone *parent = _bones[0]->_bone;
skeleton.sortBone(parent);
skeleton._updateCache.add(this);
parent->_sorted = false;
skeleton.sortReset(parent->_children);
skeleton.constrained(*parent);
if (_bones.size() > 1) skeleton.constrained(*_bones[1]->_bone);
}
bool IkConstraint::isSourceActive() {
return _target->_active;
}
IkConstraint *IkConstraint::copy(Skeleton &skeleton) {
IkConstraint *copy = new IkConstraint(_data, skeleton);
copy->_pose.set(_pose);
return copy;
}

View File

@ -36,8 +36,7 @@ using namespace spine;
RTTI_IMPL(IkConstraintData, ConstraintData)
IkConstraintData::IkConstraintData(const String &name) : ConstraintData(name),
PosedDataGeneric<IkConstraintPose>(name),
IkConstraintData::IkConstraintData(const String &name) : ConstraintDataGeneric<IkConstraint, IkConstraintPose>(name),
_target(NULL),
_uniform(false) {
}

View File

@ -37,8 +37,7 @@ using namespace spine;
RTTI_IMPL(PathConstraintData, ConstraintData)
PathConstraintData::PathConstraintData(const String &name) : ConstraintData(name),
PosedDataGeneric<PathConstraintPose>(name),
PathConstraintData::PathConstraintData(const String &name) : ConstraintDataGeneric<PathConstraint, PathConstraintPose>(name),
_slot(NULL),
_positionMode(PositionMode_Fixed),
_spacingMode(SpacingMode_Length),

View File

@ -47,35 +47,15 @@ PhysicsConstraint::PhysicsConstraint(PhysicsConstraintData &data, Skeleton &skel
_rotateOffset(0), _rotateLag(0), _rotateVelocity(0), _scaleOffset(0), _scaleLag(0), _scaleVelocity(0),
_remaining(0), _lastTime(0) {
_bone = &skeleton.getBones()[(size_t) data.getBone()->getIndex()]->getAppliedPose();
_bone = &skeleton._bones[(size_t) data._bone->getIndex()]->_constrained;
}
PhysicsConstraint *PhysicsConstraint::copy(Skeleton &skeleton) {
PhysicsConstraint *copy = new (__FILE__, __LINE__) PhysicsConstraint(_data, skeleton);
copy->_applied->set(*_applied);
copy->_pose.set(_pose);
return copy;
}
void PhysicsConstraint::sort(Skeleton &skeleton) {
Bone *bone = _bone->_bone;
skeleton.sortBone(bone);
skeleton._updateCache.add(this);
skeleton.sortReset(bone->_children);
skeleton.constrained(*bone);
}
bool PhysicsConstraint::isSourceActive() {
return _bone->_bone->isActive();
}
BonePose &PhysicsConstraint::getBone() {
return *_bone;
}
void PhysicsConstraint::setBone(BonePose &bone) {
_bone = &bone;
}
void PhysicsConstraint::reset(Skeleton &skeleton) {
_remaining = 0;
_lastTime = skeleton.getTime();
@ -94,14 +74,27 @@ void PhysicsConstraint::reset(Skeleton &skeleton) {
_scaleVelocity = 0;
}
void PhysicsConstraint::translate(float x, float y) {
_ux -= x;
_uy -= y;
_cx -= x;
_cy -= y;
}
void PhysicsConstraint::rotate(float x, float y, float degrees) {
float r = degrees * MathUtil::Deg_Rad, cosVal = MathUtil::cos(r), sinVal = MathUtil::sin(r);
float dx = _cx - x, dy = _cy - y;
translate(dx * cosVal - dy * sinVal - dx, dx * sinVal + dy * cosVal - dy);
}
void PhysicsConstraint::update(Skeleton &skeleton, Physics physics) {
PhysicsConstraintPose &p = *_applied;
float mix = p.getMix();
PhysicsConstraintPose &p = _pose;
float mix = p._mix;
if (mix == 0) return;
bool x = _data.getX() > 0, y = _data.getY() > 0, rotateOrShearX = _data._rotate > 0 || _data._shearX > 0, scaleX = _data.getScaleX() > 0;
bool x = _data._x > 0, y = _data._y > 0, rotateOrShearX = _data._rotate > 0 || _data._shearX > 0, scaleX = _data._scaleX > 0;
BonePose *bone = _bone;
float l = bone->_bone->getData().getLength(), t = _data.getStep(), z = 0;
float l = bone->_bone->_data.getLength(), t = _data._step, z = 0;
switch (physics) {
case Physics_None:
@ -110,9 +103,9 @@ void PhysicsConstraint::update(Skeleton &skeleton, Physics physics) {
reset(skeleton);
// Fall through.
case Physics_Update: {
float delta = MathUtil::max(skeleton.getTime() - _lastTime, 0.0f), aa = _remaining;
float delta = MathUtil::max(skeleton._time - _lastTime, 0.0f), aa = _remaining;
_remaining += delta;
_lastTime = skeleton.getTime();
_lastTime = skeleton._time;
float bx = bone->_worldX, by = bone->_worldY;
if (_reset) {
@ -120,9 +113,9 @@ void PhysicsConstraint::update(Skeleton &skeleton, Physics physics) {
_ux = bx;
_uy = by;
} else {
float a = _remaining, i = p.getInertia(), f = skeleton.getData()->getReferenceScale(), d = -1, m = 0, e = 0, qx = _data.getLimit() * delta,
qy = qx * MathUtil::abs(skeleton.getScaleY());
qx *= MathUtil::abs(skeleton.getScaleX());
float a = _remaining, i = p._inertia, f = skeleton._data.getReferenceScale(), d = -1, m = 0, e = 0, ax = 0, ay = 0,
qx = _data._limit * delta, qy = qx * MathUtil::abs(skeleton.getScaleY());
qx *= MathUtil::abs(skeleton._scaleX);
if (x || y) {
if (x) {
float u = (_ux - bx) * i;
@ -141,8 +134,9 @@ void PhysicsConstraint::update(Skeleton &skeleton, Physics physics) {
d = MathUtil::pow(p._damping, 60 * t);
m = t * p._massInverse;
e = p._strength;
float w = f * p._wind * skeleton.getScaleX(), g = f * p._gravity * skeleton.getScaleY(),
ax = w * skeleton.getWindX() + g * skeleton.getGravityX(), ay = w * skeleton.getWindY() + g * skeleton.getGravityY();
float w = f * p._wind, g = f * p._gravity;
ax = (w * skeleton._windX + g * skeleton._gravityX) * skeleton._scaleX;
ay = (w * skeleton._windY + g * skeleton._gravityY) * skeleton.getScaleY();
do {
if (x) {
_xVelocity += (ax - _xOffset * e) * m;
@ -197,10 +191,11 @@ void PhysicsConstraint::update(Skeleton &skeleton, Physics physics) {
d = MathUtil::pow(p._damping, 60 * t);
m = t * p._massInverse;
e = p._strength;
float w = f * p._wind, g = f * p._gravity;
ax = (w * skeleton._windX + g * skeleton._gravityX) * skeleton._scaleX;
ay = (w * skeleton._windY + g * skeleton._gravityY) * skeleton.getScaleY();
}
float rs = _rotateOffset, ss = _scaleOffset, h = l / f,
ax = p._wind * skeleton.getWindX() + p._gravity * skeleton.getGravityX(),
ay = p._wind * skeleton.getWindY() + p._gravity * skeleton.getGravityY();
float rs = _rotateOffset, ss = _scaleOffset, h = l / f;
while (true) {
a -= t;
if (scaleX) {
@ -277,18 +272,25 @@ void PhysicsConstraint::update(Skeleton &skeleton, Physics physics) {
_tx = l * bone->_a;
_ty = l * bone->_c;
}
// bone->modifyWorld(skeleton.getUpdate()); // TODO: Implement getUpdate method in Skeleton
bone->modifyWorld(skeleton._update);
}
void PhysicsConstraint::translate(float x, float y) {
_ux -= x;
_uy -= y;
_cx -= x;
_cy -= y;
void PhysicsConstraint::sort(Skeleton &skeleton) {
Bone *bone = _bone->_bone;
skeleton.sortBone(bone);
skeleton._updateCache.add(this);
skeleton.sortReset(bone->_children);
skeleton.constrained(*bone);
}
void PhysicsConstraint::rotate(float x, float y, float degrees) {
float r = degrees * MathUtil::Deg_Rad, cosVal = MathUtil::cos(r), sinVal = MathUtil::sin(r);
float dx = _cx - x, dy = _cy - y;
translate(dx * cosVal - dy * sinVal - dx, dx * sinVal + dy * cosVal - dy);
bool PhysicsConstraint::isSourceActive() {
return _bone->_bone->isActive();
}
BonePose &PhysicsConstraint::getBone() {
return *_bone;
}
void PhysicsConstraint::setBone(BonePose &bone) {
_bone = &bone;
}

View File

@ -36,8 +36,7 @@ using namespace spine;
RTTI_IMPL(PhysicsConstraintData, ConstraintData)
PhysicsConstraintData::PhysicsConstraintData(const String &name) : ConstraintData(name),
PosedDataGeneric<PhysicsConstraintPose>(name),
PhysicsConstraintData::PhysicsConstraintData(const String &name) : ConstraintDataGeneric<PhysicsConstraint, PhysicsConstraintPose>(name),
_bone(NULL),
_x(0), _y(0), _rotate(0), _scaleX(0), _shearX(0), _limit(0), _step(0),
_inertiaGlobal(false), _strengthGlobal(false), _dampingGlobal(false), _massGlobal(false),

File diff suppressed because it is too large Load Diff

View File

@ -41,7 +41,7 @@ SkeletonClipping::SkeletonClipping() : _clipAttachment(NULL) {
_clippedUVs.ensureCapacity(128);
}
size_t SkeletonClipping::clipStart(Slot &slot, ClippingAttachment *clip) {
size_t SkeletonClipping::clipStart(Skeleton &skeleton, Slot &slot, ClippingAttachment *clip) {
if (_clipAttachment != NULL) {
return 0;
}
@ -49,8 +49,11 @@ size_t SkeletonClipping::clipStart(Slot &slot, ClippingAttachment *clip) {
_clipAttachment = clip;
int n = (int) clip->getWorldVerticesLength();
if (n < 6) {
return 0;
}
_clippingPolygon.setSize(n, 0);
clip->computeWorldVertices(slot, 0, n, _clippingPolygon, 0, 2);
clip->computeWorldVertices(skeleton, slot, 0, n, _clippingPolygon.buffer(), 0, 2);
makeClockwise(_clippingPolygon);
_clippingPolygons = &_triangulator.decompose(_clippingPolygon, _triangulator.triangulate(_clippingPolygon));
@ -82,7 +85,7 @@ void SkeletonClipping::clipEnd() {
_clippingPolygon.clear();
}
void SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles,
bool SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles,
size_t trianglesLength) {
Vector<float> &clipOutput = _clipOutput;
Vector<float> &clippedVertices = _clippedVertices;
@ -94,11 +97,11 @@ void SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles,
clippedVertices.clear();
_clippedUVs.clear();
clippedTriangles.clear();
bool clipped = false;
int stride = 2;
size_t i = 0;
continue_outer:
for (; i < trianglesLength; i += 3) {
for (int i = 0; i < trianglesLength; i += 3) {
int vertexOffset = triangles[i] * stride;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
@ -113,6 +116,7 @@ continue_outer:
if (clip(x1, y1, x2, y2, x3, y3, &(*polygons[p]), &clipOutput)) {
size_t clipOutputLength = clipOutput.size();
if (clipOutputLength == 0) continue;
clipped = true;
size_t clipOutputCount = clipOutputLength >> 1;
clippedVertices.setSize(s + clipOutputCount * 2, 0);
@ -148,19 +152,19 @@ continue_outer:
clippedTriangles[s + 1] = (unsigned short) (index + 1);
clippedTriangles[s + 2] = (unsigned short) (index + 2);
index += 3;
i += 3;
goto continue_outer;
break;
}
}
}
return clipped;
}
void SkeletonClipping::clipTriangles(Vector<float> &vertices, Vector<unsigned short> &triangles, Vector<float> &uvs,
bool SkeletonClipping::clipTriangles(Vector<float> &vertices, Vector<unsigned short> &triangles, Vector<float> &uvs,
size_t stride) {
clipTriangles(vertices.buffer(), triangles.buffer(), triangles.size(), uvs.buffer(), stride);
return clipTriangles(vertices.buffer(), triangles.buffer(), triangles.size(), uvs.buffer(), stride);
}
void SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles,
bool SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles,
size_t trianglesLength, float *uvs, size_t stride) {
Vector<float> &clipOutput = _clipOutput;
Vector<float> &clippedVertices = _clippedVertices;
@ -172,10 +176,9 @@ void SkeletonClipping::clipTriangles(float *vertices, unsigned short *triangles,
clippedVertices.clear();
_clippedUVs.clear();
clippedTriangles.clear();
bool clipped = false;
size_t i = 0;
continue_outer:
for (; i < trianglesLength; i += 3) {
for (int i = 0; i < trianglesLength; i += 3) {
int vertexOffset = triangles[i] * (int) stride;
float x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
float u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
@ -193,6 +196,7 @@ continue_outer:
if (clip(x1, y1, x2, y2, x3, y3, &(*polygons[p]), &clipOutput)) {
size_t clipOutputLength = clipOutput.size();
if (clipOutputLength == 0) continue;
clipped = true;
float d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
float d = 1 / (d0 * d2 + d1 * (y1 - y3));
@ -246,10 +250,11 @@ continue_outer:
clippedTriangles[s + 2] = (unsigned short) (index + 2);
index += 3;
i += 3;
goto continue_outer;
break;
}
}
}
return clipped;
}
bool SkeletonClipping::isClipping() {

View File

@ -35,13 +35,13 @@ using namespace spine;
RTTI_IMPL(SliderData, ConstraintData)
SliderData::SliderData(const String &name) : ConstraintData(name),
PosedDataGeneric<SliderPose>(name),
SliderData::SliderData(const String &name) : ConstraintDataGeneric<Slider, SliderPose>(name),
_animation(NULL),
_additive(false),
_loop(false),
_bone(NULL),
_property(NULL),
_offset(0.0f),
_scale(0.0f),
_local(false) {
}
@ -98,6 +98,14 @@ void SliderData::setScale(float scale) {
_scale = scale;
}
float SliderData::getOffset() {
return _offset;
}
void SliderData::setOffset(float offset) {
_offset = offset;
}
bool SliderData::getLocal() {
return _local;
}

View File

@ -46,33 +46,32 @@ TransformConstraint::TransformConstraint(TransformConstraintData &data, Skeleton
_bones.ensureCapacity(data.getBones().size());
for (size_t i = 0; i < data.getBones().size(); i++) {
BoneData *boneData = data.getBones()[i];
_bones.add(&skeleton.findBone(boneData->getName())->getAppliedPose());
_bones.add(&skeleton._bones[boneData->getIndex()]->_constrained);
}
_source = skeleton.findBone(data.getSource()->getName());
_source = skeleton._bones[data._source->getIndex()];
}
TransformConstraint TransformConstraint::copy(Skeleton &skeleton) {
TransformConstraint copy(_data, skeleton);
copy._applied->set(*_applied);
TransformConstraint *TransformConstraint::copy(Skeleton &skeleton) {
TransformConstraint *copy = new (__FILE__, __LINE__) TransformConstraint(_data, skeleton);
copy->_pose.set(_pose);
return copy;
}
/// Applies the constraint to the constrained bones.
void TransformConstraint::update(Skeleton &skeleton, Physics physics) {
TransformConstraintPose &p = *_applied;
if (p.getMixRotate() == 0 && p.getMixX() == 0 && p.getMixY() == 0 && p.getMixScaleX() == 0 && p.getMixScaleY() == 0 && p.getMixShearY() == 0) return;
if (p._mixRotate == 0 && p._mixX == 0 && p._mixY == 0 && p._mixScaleX == 0 && p._mixScaleY == 0 && p._mixShearY == 0) return;
TransformConstraintData &data = _data;
bool localSource = data.getLocalSource(), localTarget = data.getLocalTarget(), additive = data.getAdditive(), clamp = data.getClamp();
float *offsets = data._offsets;// Access friend field directly
BonePose &source = _source->getAppliedPose();
bool localSource = data._localSource, localTarget = data._localTarget, additive = data._additive, clamp = data._clamp;
float *offsets = data._offsets;
BonePose &source = *_source->_applied;
if (localSource) {
source.validateLocalTransform(skeleton);
}
Vector<FromProperty *> &properties = data.getProperties();
FromProperty **fromItems = properties.buffer();
size_t fn = properties.size();
FromProperty **fromItems = data._properties.buffer();
size_t fn = data._properties.size();
int update = skeleton._update;
BonePose **bones = _bones.buffer();
for (size_t i = 0, n = _bones.size(); i < n; i++) {
@ -84,7 +83,7 @@ void TransformConstraint::update(Skeleton &skeleton, Physics physics) {
}
for (size_t f = 0; f < fn; f++) {
FromProperty *from = fromItems[f];
float value = from->value(source, localSource, offsets) - from->offset;
float value = from->value(skeleton, source, localSource, offsets) - from->offset;
Vector<ToProperty *> &toProps = from->to;
ToProperty **toItems = toProps.buffer();
for (size_t t = 0, tn = toProps.size(); t < tn; t++) {
@ -97,7 +96,7 @@ void TransformConstraint::update(Skeleton &skeleton, Physics physics) {
else
clamped = MathUtil::clamp(clamped, to->max, to->offset);
}
to->apply(p, *bone, clamped, localTarget, additive);
to->apply(skeleton, p, *bone, clamped, localTarget, additive);
}
}
}
@ -105,10 +104,10 @@ void TransformConstraint::update(Skeleton &skeleton, Physics physics) {
}
void TransformConstraint::sort(Skeleton &skeleton) {
if (!_data.getLocalSource()) skeleton.sortBone(_source);
if (!_data._localSource) skeleton.sortBone(_source);
BonePose **bones = _bones.buffer();
size_t boneCount = _bones.size();
bool worldTarget = !_data.getLocalTarget();
bool worldTarget = !_data._localTarget;
if (worldTarget) {
for (size_t i = 0; i < boneCount; i++)
skeleton.sortBone(bones[i]->_bone);
@ -116,7 +115,7 @@ void TransformConstraint::sort(Skeleton &skeleton) {
skeleton._updateCache.add(this);
for (size_t i = 0; i < boneCount; i++) {
Bone *bone = bones[i]->_bone;
skeleton.sortReset(bone->getChildren());
skeleton.sortReset(bone->_children);
skeleton.constrained(*bone);
}
for (size_t i = 0; i < boneCount; i++)
@ -124,7 +123,7 @@ void TransformConstraint::sort(Skeleton &skeleton) {
}
bool TransformConstraint::isSourceActive() {
return _source->isActive();
return _source->_active;
}
/// The bones that will be modified by this transform constraint.

View File

@ -40,8 +40,7 @@ using namespace spine;
RTTI_IMPL(TransformConstraintData, ConstraintData)
TransformConstraintData::TransformConstraintData(const String &name) : ConstraintData(name),
PosedDataGeneric<TransformConstraintPose>(name),
TransformConstraintData::TransformConstraintData(const String &name) : ConstraintDataGeneric<TransformConstraint, TransformConstraintPose>(name),
_source(NULL),
_localSource(false),
_localTarget(false),
@ -148,53 +147,42 @@ Vector<FromProperty *> &TransformConstraintData::getProperties() {
return _properties;
}
// ============================================================================
// Property Classes
// ============================================================================
// No RTTI for FromProperty
FromProperty::FromProperty() : SpineObject(), offset(0) {
}
FromProperty::~FromProperty() {
}
// No RTTI for ToProperty
ToProperty::ToProperty() : offset(0), max(0), scale(1) {
}
ToProperty::~ToProperty() {
}
// No RTTI for FromRotate
float FromRotate::value(BonePose &source, bool local, float *offsets) {
if (local) return source.getRotation() + offsets[TransformConstraintData::ROTATION];
float value = MathUtil::atan2(source._c, source._a) * MathUtil::Rad_Deg + (source._a * source._d - source._b * source._c > 0 ? offsets[TransformConstraintData::ROTATION] : -offsets[TransformConstraintData::ROTATION]);
float FromRotate::value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) {
if (local) return source._rotation + offsets[TransformConstraintData::ROTATION];
float value = MathUtil::atan2(source._c / skeleton.getScaleY(), source._a / skeleton.getScaleX()) * MathUtil::Rad_Deg
+ (source._a * source._d - source._b * source._c > 0 ? offsets[TransformConstraintData::ROTATION] : -offsets[TransformConstraintData::ROTATION]);
if (value < 0) value += 360;
return value;
}
// No RTTI for ToRotate
float ToRotate::mix(TransformConstraintPose &pose) {
return pose._mixRotate;
}
void ToRotate::apply(TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
void ToRotate::apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
if (local) {
if (!additive) value -= bone.getRotation();
bone.setRotation(bone.getRotation() + value * pose._mixRotate);
if (!additive) value -= bone._rotation;
bone._rotation += value * pose._mixRotate;
} else {
float a = bone._a, b = bone._b, c = bone._c, d = bone._d;
value *= MathUtil::Deg_Rad;
if (!additive) value -= MathUtil::atan2(c, a);
if (value > MathUtil::Pi)
value -= MathUtil::Pi * 2;
else if (value < -MathUtil::Pi)
value += MathUtil::Pi * 2;
value -= MathUtil::Pi_2;
else if (value < -MathUtil::Pi) //
value += MathUtil::Pi_2;
value *= pose._mixRotate;
float cosVal = MathUtil::cos(value), sinVal = MathUtil::sin(value);
bone._a = cosVal * a - sinVal * c;
@ -204,74 +192,64 @@ void ToRotate::apply(TransformConstraintPose &pose, BonePose &bone, float value,
}
}
// No RTTI for FromX
float FromX::value(BonePose &source, bool local, float *offsets) {
return local ? source.getX() + offsets[TransformConstraintData::X] : offsets[TransformConstraintData::X] * source._a + offsets[TransformConstraintData::Y] * source._b + source.getWorldX();
float FromX::value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) {
return local ? source._x + offsets[TransformConstraintData::X] : (offsets[TransformConstraintData::X] * source._a + offsets[TransformConstraintData::Y] * source._b + source._worldX) / skeleton.getScaleX();
}
// No RTTI for ToX
float ToX::mix(TransformConstraintPose &pose) {
return pose._mixX;
}
void ToX::apply(TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
void ToX::apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
if (local) {
if (!additive) value -= bone.getX();
bone.setX(bone.getX() + value * pose._mixX);
if (!additive) value -= bone._x;
bone._x += value * pose._mixX;
} else {
if (!additive) value -= bone.getWorldX();
bone.setWorldX(bone.getWorldX() + value * pose._mixX);
if (!additive) value -= bone._worldX;
bone._worldX += value * pose._mixX;
}
}
// No RTTI for FromY
float FromY::value(BonePose &source, bool local, float *offsets) {
return local ? source.getY() + offsets[TransformConstraintData::Y] : offsets[TransformConstraintData::X] * source._c + offsets[TransformConstraintData::Y] * source._d + source.getWorldY();
float FromY::value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) {
return local ? source._y + offsets[TransformConstraintData::Y] : (offsets[TransformConstraintData::X] * source._c + offsets[TransformConstraintData::Y] * source._d + source._worldY) / skeleton.getScaleY();
}
// No RTTI for ToY
float ToY::mix(TransformConstraintPose &pose) {
return pose._mixY;
}
void ToY::apply(TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
void ToY::apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
if (local) {
if (!additive) value -= bone.getY();
bone.setY(bone.getY() + value * pose._mixY);
if (!additive) value -= bone._y;
bone._y += value * pose._mixY;
} else {
if (!additive) value -= bone.getWorldY();
bone.setWorldY(bone.getWorldY() + value * pose._mixY);
if (!additive) value -= bone._worldY;
bone._worldY += value * pose._mixY;
}
}
// No RTTI for FromScaleX
float FromScaleX::value(BonePose &source, bool local, float *offsets) {
return (local ? source.getScaleX() : MathUtil::sqrt(source._a * source._a + source._c * source._c)) + offsets[TransformConstraintData::SCALEX];
float FromScaleX::value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) {
if (local) return source._scaleX + offsets[TransformConstraintData::SCALEX];
float a = source._a / skeleton.getScaleX(), c = source._c / skeleton.getScaleY();
return MathUtil::sqrt(a * a + c * c) + offsets[TransformConstraintData::SCALEX];
}
// No RTTI for ToScaleX
float ToScaleX::mix(TransformConstraintPose &pose) {
return pose._mixScaleX;
}
void ToScaleX::apply(TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
void ToScaleX::apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
if (local) {
if (additive)
bone.setScaleX(bone.getScaleX() * (1 + ((value - 1) * pose._mixScaleX)));
else if (bone.getScaleX() != 0)
bone.setScaleX(bone.getScaleX() * (1 + (value / bone.getScaleX() - 1) * pose._mixScaleX));
bone._scaleX *= 1 + ((value - 1) * pose._mixScaleX);
else if (bone._scaleX != 0) //
bone._scaleX = 1 + (value / bone._scaleX - 1) * pose._mixScaleX;
} else {
float s;
if (additive)
s = 1 + (value - 1) * pose._mixScaleX;
else {
s = MathUtil::sqrt(bone._a * bone._a + bone._c * bone._c);
s = MathUtil::sqrt(bone._a * bone._a + bone._c * bone._c) / skeleton.getScaleX();
if (s != 0) s = 1 + (value / s - 1) * pose._mixScaleX;
}
bone._a *= s;
@ -279,30 +257,28 @@ void ToScaleX::apply(TransformConstraintPose &pose, BonePose &bone, float value,
}
}
// No RTTI for FromScaleY
float FromScaleY::value(BonePose &source, bool local, float *offsets) {
return (local ? source.getScaleY() : MathUtil::sqrt(source._b * source._b + source._d * source._d)) + offsets[TransformConstraintData::SCALEY];
float FromScaleY::value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) {
if (local) return source._scaleY + offsets[TransformConstraintData::SCALEY];
float b = source._b / skeleton.getScaleX(), d = source._d / skeleton.getScaleY();
return MathUtil::sqrt(b * b + d * d) + offsets[TransformConstraintData::SCALEY];
}
// No RTTI for ToScaleY
float ToScaleY::mix(TransformConstraintPose &pose) {
return pose._mixScaleY;
}
void ToScaleY::apply(TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
void ToScaleY::apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
if (local) {
if (additive)
bone.setScaleY(bone.getScaleY() * (1 + ((value - 1) * pose._mixScaleY)));
else if (bone.getScaleY() != 0)
bone.setScaleY(bone.getScaleY() * (1 + (value / bone.getScaleY() - 1) * pose._mixScaleY));
bone._scaleY *= 1 + ((value - 1) * pose._mixScaleY);
else if (bone._scaleY != 0) //
bone._scaleY = 1 + (value / bone._scaleY - 1) * pose._mixScaleY;
} else {
float s;
if (additive)
s = 1 + (value - 1) * pose._mixScaleY;
else {
s = MathUtil::sqrt(bone._b * bone._b + bone._d * bone._d);
s = MathUtil::sqrt(bone._b * bone._b + bone._d * bone._d) / skeleton.getScaleY();
if (s != 0) s = 1 + (value / s - 1) * pose._mixScaleY;
}
bone._b *= s;
@ -310,22 +286,20 @@ void ToScaleY::apply(TransformConstraintPose &pose, BonePose &bone, float value,
}
}
// No RTTI for FromShearY
float FromShearY::value(BonePose &source, bool local, float *offsets) {
return (local ? source.getShearY() : (MathUtil::atan2(source._d, source._b) - MathUtil::atan2(source._c, source._a)) * MathUtil::Rad_Deg - 90) + offsets[TransformConstraintData::SHEARY];
float FromShearY::value(Skeleton &skeleton, BonePose &source, bool local, float *offsets) {
if (local) return source._shearY + offsets[TransformConstraintData::SHEARY];
float sx = 1 / skeleton.getScaleX(), sy = 1 / skeleton.getScaleY();
return (MathUtil::atan2(source._d * sy, source._b * sx) - MathUtil::atan2(source._c * sy, source._a * sx)) * MathUtil::Rad_Deg - 90 + offsets[TransformConstraintData::SHEARY];
}
// No RTTI for ToShearY
float ToShearY::mix(TransformConstraintPose &pose) {
return pose._mixShearY;
}
void ToShearY::apply(TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
void ToShearY::apply(Skeleton &skeleton, TransformConstraintPose &pose, BonePose &bone, float value, bool local, bool additive) {
if (local) {
if (!additive) value -= bone.getShearY();
bone.setShearY(bone.getShearY() + value * pose._mixShearY);
if (!additive) value -= bone._shearY;
bone._shearY += value * pose._mixShearY;
} else {
float b = bone._b, d = bone._d, by = MathUtil::atan2(d, b);
value = (value + 90) * MathUtil::Deg_Rad;
@ -334,9 +308,9 @@ void ToShearY::apply(TransformConstraintPose &pose, BonePose &bone, float value,
else {
value -= by - MathUtil::atan2(bone._c, bone._a);
if (value > MathUtil::Pi)
value -= MathUtil::Pi * 2;
else if (value < -MathUtil::Pi)
value += MathUtil::Pi * 2;
value -= MathUtil::Pi_2;
else if (value < -MathUtil::Pi) //
value += MathUtil::Pi_2;
}
value = by + value * pose._mixShearY;
float s = MathUtil::sqrt(b * b + d * d);