mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[cpp] 4.3 porting WIP
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@ -48,6 +48,7 @@ namespace spine {
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class AnimationState;
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/// Stores a list of timelines to animate a skeleton's pose over time.
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class SP_API Animation : public SpineObject {
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friend class AnimationState;
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@ -97,35 +98,58 @@ namespace spine {
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friend class TwoColorTimeline;
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friend class Slider;
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public:
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Animation(const String &name, Vector<Timeline *> &timelines, float duration);
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~Animation();
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/// Applies all the animation's timelines to the specified skeleton.
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/// See also Timeline::apply(Skeleton&, float, float, Vector, float, MixPose, MixDirection)
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void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
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MixBlend blend, MixDirection direction, bool appliedPose);
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const String &getName();
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/// If the returned array or the timelines it contains are modified, setTimelines() must be called.
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Vector<Timeline *> &getTimelines();
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void setTimelines(Vector<Timeline *> &timelines);
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/// Returns true if this animation contains a timeline with any of the specified property IDs.
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bool hasTimeline(Vector<PropertyId> &ids);
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/// The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
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/// used to know when it has completed and when it should loop back to the start.
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float getDuration();
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void setDuration(float inValue);
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/// Applies the animation's timelines to the specified skeleton.
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///
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/// See Timeline::apply().
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/// @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton
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/// components the timelines may change.
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/// @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather
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/// than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
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/// @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after
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/// this time and interpolate between the frame values. If beyond the getDuration() and loop is
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/// true then the animation will repeat, else the last frame will be applied.
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/// @param loop If true, the animation repeats after the getDuration().
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/// @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines
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/// fire events.
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/// @param alpha 0 applies the current or setup values (depending on blend). 1 applies the timeline values. Between
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/// 0 and 1 applies values between the current or setup values and the timeline values. By adjusting
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/// alpha over time, an animation can be mixed in or out. alpha can also be useful to apply
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/// animations on top of each other (layering).
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/// @param blend Controls how mixing is applied when alpha < 1.
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/// @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions,
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/// such as DrawOrderTimeline or AttachmentTimeline.
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void apply(Skeleton &skeleton, float lastTime, float time, bool loop, Vector<Event *> *pEvents, float alpha,
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MixBlend blend, MixDirection direction, bool appliedPose);
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/// The animation's name, which is unique across all animations in the skeleton.
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const String &getName();
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/// @param target After the first and before the last entry.
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static int search(Vector<float> &values, float target);
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static int search(Vector<float> &values, float target, int step);
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Vector<int> &getBones();
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private:
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protected:
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Vector<Timeline *> _timelines;
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HashMap<PropertyId, bool> _timelineIds;
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Vector<int> _bones;
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@ -52,6 +52,7 @@ namespace spine {
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friend class PathConstraint;
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friend class PhysicsConstraint;
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friend class Skeleton;
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friend class Slider;
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friend class RegionAttachment;
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friend class PointAttachment;
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friend class AttachmentTimeline;
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@ -83,7 +84,11 @@ namespace spine {
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/// The immediate children of this bone.
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Vector<Bone*>& getChildren();
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static bool isYDown() { return yDown; }
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static void setYDown(bool value) { yDown = value; }
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private:
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static bool yDown;
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Bone* const _parent;
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Vector<Bone*> _children;
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bool _sorted;
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@ -51,6 +51,21 @@ namespace spine {
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friend class TranslateTimeline;
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class Skeleton;
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friend class FromProperty;
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friend class ToProperty;
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friend class FromRotate;
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friend class ToRotate;
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friend class FromX;
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friend class ToX;
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friend class FromY;
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friend class ToY;
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friend class FromScaleX;
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friend class ToScaleX;
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friend class FromScaleY;
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friend class ToScaleY;
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friend class FromShearY;
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friend class ToShearY;
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protected:
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float _x, _y, _rotation, _scaleX, _scaleY, _shearX, _shearY;
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@ -42,7 +42,7 @@ namespace spine {
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class SP_API Constraint : public Update {
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RTTI_DECL_NOPARENT
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friend class Skeleton;
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public:
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Constraint();
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virtual ~Constraint();
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@ -54,12 +54,14 @@ namespace spine {
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virtual bool isSourceActive() {
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return true;
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}
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virtual void pose() = 0;
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virtual void setupPose() = 0;
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// Inherited from Update
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virtual void update(Skeleton &skeleton, Physics physics) override = 0;
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protected:
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bool _active;
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};
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@ -74,14 +76,18 @@ namespace spine {
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virtual ~ConstraintGeneric() {
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}
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virtual ConstraintData &getData() override {
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return PosedGeneric<D, P, P>::getData();
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}
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virtual void pose() override {
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PosedGeneric<D, P, P>::pose();
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}
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virtual void setupPose() override {
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PosedGeneric<D, P, P>::setupPose();
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}
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};
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}// namespace spine
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@ -32,25 +32,42 @@
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#include <spine/SpineString.h>
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#include <spine/SpineObject.h>
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#include <spine/PosedData.h>
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#include <spine/RTTI.h>
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namespace spine {
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class Skeleton;
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class Constraint;
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/// Base class for all constraint data types.
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class SP_API ConstraintData : public SpineObject {
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public:
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RTTI_DECL_NOPARENT
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ConstraintData(const String &name);
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virtual ~ConstraintData();
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const String &getName() const;
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friend class Skeleton;
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friend class Constraint;
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public:
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ConstraintData(const String &name) : SpineObject(name) {}
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virtual ~ConstraintData() {}
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virtual Constraint* create(Skeleton& skeleton) = 0;
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private:
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String _name;
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virtual const String &getName() const = 0;
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virtual const bool &isSkinRequired() const = 0;
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};
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/// Base class for all constraint data types.
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template<class T, class P>
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class SP_API ConstraintDataGeneric: public PosedDataGeneric<P>, public ConstraintData {
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public:
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ConstraintDataGeneric(const String &name) : PosedDataGeneric<P>(name), ConstraintData(name) {}
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virtual ~ConstraintDataGeneric() {}
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virtual Constraint* create(Skeleton& skeleton) = 0;
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// Resolve ambiguity by forwarding to PosedData's implementation
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virtual const String &getName() const override { return PosedDataGeneric<P>::getName(); }
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virtual const bool &isSkinRequired() const override { return PosedDataGeneric<P>::isSkinRequired(); }
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};
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}
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#endif /* Spine_ConstraintData_h */
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#endif /* Spine_ConstraintData_h */
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@ -49,6 +49,24 @@ namespace spine {
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RTTI_DECL
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public:
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IkConstraint(IkConstraintData &data, Skeleton &skeleton);
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virtual IkConstraint* copy(Skeleton& skeleton);
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virtual void update(Skeleton& skeleton, Physics physics) override;
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virtual void sort(Skeleton& skeleton) override;
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virtual bool isSourceActive() override;
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IkConstraintData &getData();
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Vector<BonePose *> &getBones();
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Bone *getTarget();
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void setTarget(Bone *inValue);
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/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
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/// in the world coordinate system.
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static void
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@ -61,24 +79,6 @@ namespace spine {
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apply(Skeleton& skeleton, BonePose& parent, BonePose& child, float targetX, float targetY, int bendDirection, bool stretch, bool uniform,
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float softness, float mix);
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IkConstraint(IkConstraintData &data, Skeleton &skeleton);
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virtual void update(Skeleton& skeleton, Physics physics) override;
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virtual void sort(Skeleton& skeleton) override;
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virtual bool isSourceActive() override;
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virtual IkConstraint* copy(Skeleton& skeleton);
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IkConstraintData &getData();
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Vector<BonePose *> &getBones();
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Bone *getTarget();
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void setTarget(Bone *inValue);
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private:
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Vector<BonePose *> _bones;
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Bone *_target;
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@ -41,7 +41,7 @@ namespace spine {
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class BoneData;
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class IkConstraint;
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class SP_API IkConstraintData : public ConstraintData, public PosedDataGeneric<IkConstraintPose> {
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class SP_API IkConstraintData : public ConstraintDataGeneric<IkConstraint, IkConstraintPose> {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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@ -56,7 +56,7 @@ namespace spine {
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public:
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explicit IkConstraintData(const String &name);
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virtual Constraint* create(Skeleton& skeleton) override;
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/// The bones that are constrained by this IK Constraint.
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@ -48,7 +48,7 @@ namespace spine {
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/// Stores the setup pose for a PathConstraint.
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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 PathConstraintData : public ConstraintData, public PosedDataGeneric<PathConstraintPose> {
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class SP_API PathConstraintData : public ConstraintDataGeneric<PathConstraint, PathConstraintPose> {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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@ -67,7 +67,7 @@ namespace spine {
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public:
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explicit PathConstraintData(const String &name);
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virtual Constraint* create(Skeleton& skeleton) override;
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@ -66,14 +66,14 @@ namespace spine {
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bool isSourceActive() override;
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PhysicsConstraint* copy(Skeleton& skeleton);
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void reset(Skeleton& skeleton);
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/// Translates the physics constraint so next update() forces are applied as if the bone moved an additional amount in world space.
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void translate(float x, float y);
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/// Rotates the physics constraint so next update() forces are applied as if the bone rotated around the specified point in world space.
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void rotate(float x, float y, float degrees);
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void reset(Skeleton& skeleton);
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/// The bone constrained by this physics constraint.
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BonePose& getBone();
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void setBone(BonePose& bone);
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@ -41,7 +41,7 @@ namespace spine {
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/// Stores the setup pose for a PhysicsConstraint.
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///
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/// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide.
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class SP_API PhysicsConstraintData : public ConstraintData, public PosedDataGeneric<PhysicsConstraintPose> {
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class SP_API PhysicsConstraintData : public ConstraintDataGeneric<PhysicsConstraint, PhysicsConstraintPose> {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class PhysicsConstraint;
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@ -41,11 +41,13 @@ namespace spine {
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virtual void setupPose() = 0;
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virtual void resetConstrained() = 0;
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virtual void pose() = 0;
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virtual void constrained() = 0;
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virtual void resetConstrained() = 0;
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virtual bool isPoseEqualToApplied() const = 0;
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};
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template<class D, class P, class A>
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@ -78,6 +80,7 @@ namespace spine {
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class InheritTimeline;
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friend class Skeleton;
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public:
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PosedGeneric(D &data) : _data(data), _pose(), _constrained(), _applied(&_pose) {
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@ -117,6 +120,10 @@ namespace spine {
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_applied = &_constrained;
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}
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virtual bool isPoseEqualToApplied() const override {
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return _applied == &_pose;
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}
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protected:
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D &_data;
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A _pose; ///< Stored as A type (concrete pose type) to match Java behavior
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@ -59,6 +59,7 @@ namespace spine {
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friend class TranslateXTimeline;
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friend class TranslateYTimeline;
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friend class InheritTimeline;
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friend class Skeleton;
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public:
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PosedData(const spine::String& name);
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@ -250,6 +250,8 @@ namespace spine {
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void setColor(Color &color);
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void setColor(float r, float g, float b, float a);
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float getScaleX();
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void setScaleX(float inValue);
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@ -35,26 +35,26 @@
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namespace spine {
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class Slot;
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class Skeleton;
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class ClippingAttachment;
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class SP_API SkeletonClipping : public SpineObject {
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public:
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SkeletonClipping();
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size_t clipStart(Slot &slot, ClippingAttachment *clip);
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size_t clipStart(Skeleton &skeleton, Slot &slot, ClippingAttachment *clip);
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void clipEnd(Slot &slot);
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void clipEnd();
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void
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bool
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clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength);
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void
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bool
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clipTriangles(float *vertices, unsigned short *triangles, size_t trianglesLength, float *uvs, size_t stride);
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void
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bool
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clipTriangles(Vector<float> &vertices, Vector<unsigned short> &triangles, Vector<float> &uvs, size_t stride);
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bool isClipping();
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@ -45,7 +45,7 @@ namespace spine {
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/// Stores the setup pose for a PhysicsConstraint.
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///
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/// See https://esotericsoftware.com/spine-physics-constraints Physics constraints in the Spine User Guide.
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class SP_API SliderData : public ConstraintData, public PosedDataGeneric<SliderPose> {
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class SP_API SliderData : public ConstraintDataGeneric<Slider, SliderPose> {
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friend class SkeletonBinary;
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friend class SkeletonJson;
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friend class Slider;
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@ -76,6 +76,9 @@ namespace spine {
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float getScale();
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void setScale(float scale);
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float getOffset();
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void setOffset(float offset);
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bool getLocal();
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void setLocal(bool local);
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@ -85,6 +88,7 @@ namespace spine {
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bool _loop;
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BoneData* _bone;
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FromProperty* _property;
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float _offset;
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float _scale;
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bool _local;
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};
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#include <spine/RTTI.h>
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namespace spine {
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class Slider;
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/// Stores a pose for a slider.
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class SP_API SliderPose : public Pose<SliderPose> {
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friend class Slider;
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private:
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float _time, _mix;
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@ -97,7 +97,7 @@ namespace spine {
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/// The bone this slot belongs to.
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Bone &getBone();
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void setupPose();
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void setupPose() override;
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private:
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Skeleton &_skeleton;
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@ -49,7 +49,7 @@ namespace spine {
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public:
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TransformConstraint(TransformConstraintData& data, Skeleton& skeleton);
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TransformConstraint copy(Skeleton& skeleton);
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virtual TransformConstraint* copy(Skeleton& skeleton);
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/// Applies the constraint to the constrained bones.
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void update(Skeleton& skeleton, Physics physics) override;
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@ -55,7 +55,7 @@ namespace spine {
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virtual ~FromProperty();
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/// Reads this property from the specified bone.
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virtual float value(BonePose& source, bool local, float* offsets) = 0;
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virtual float value(Skeleton& skeleton, BonePose& source, bool local, float* offsets) = 0;
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};
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/// Constrained property for a TransformConstraint.
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@ -78,79 +78,79 @@ namespace spine {
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virtual float mix(TransformConstraintPose& pose) = 0;
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/// Applies the value to this property.
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virtual void apply(TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) = 0;
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virtual void apply(Skeleton& skeleton, TransformConstraintPose& pose, BonePose& bone, float value, bool local, bool additive) = 0;
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};
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class SP_API FromRotate : public FromProperty {
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public:
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float value(BonePose& source, bool local, float* offsets) override;
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float value(Skeleton &skeleton, BonePose& source, bool local, float* offsets) override;
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};
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class SP_API ToRotate : public ToProperty {
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public:
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float mix(TransformConstraintPose& pose) override;
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||||
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.
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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),
|
||||
|
||||
@ -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)
|
||||
@ -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;
|
||||
}
|
||||
|
||||
@ -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) {
|
||||
}
|
||||
|
||||
@ -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),
|
||||
|
||||
@ -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;
|
||||
}
|
||||
@ -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
@ -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() {
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
@ -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.
|
||||
|
||||
@ -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);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user