/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { using FromProperty = TransformConstraintData.FromProperty; using ToProperty = TransformConstraintData.ToProperty; /// /// /// Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained /// bones to match that of the source bone. /// /// See Transform constraints in the Spine User Guide. /// public class TransformConstraint : Constraint { internal readonly ExposedList bones; internal Bone source; public TransformConstraint (TransformConstraintData data, Skeleton skeleton) : base(data, new TransformConstraintPose(), new TransformConstraintPose()) { if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); bones = new ExposedList(data.bones.Count); foreach (BoneData boneData in data.bones) bones.Add(skeleton.bones.Items[boneData.index].constrained); source = skeleton.bones.Items[data.source.index]; } override public IConstraint Copy (Skeleton skeleton) { var copy = new TransformConstraint(data, skeleton); copy.pose.Set(pose); return copy; } /// Applies the constraint to the constrained bones. override public void Update (Skeleton skeleton, Physics physics) { TransformConstraintPose p = applied; if (p.mixRotate == 0 && p.mixX == 0 && p.mixY == 0 && p.mixScaleX == 0 && p.mixScaleY == 0 && p.mixShearY == 0) return; TransformConstraintData data = this.data; bool localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp; float[] offsets = data.offsets; BonePose source = this.source.applied; if (localSource) source.ValidateLocalTransform(skeleton); FromProperty[] fromItems = data.properties.Items; int fn = data.properties.Count, update = skeleton.update; BonePose[] bones = this.bones.Items; for (int i = 0, n = this.bones.Count; i < n; i++) { BonePose bone = bones[i]; if (localTarget) bone.ModifyLocal(skeleton); else bone.ModifyWorld(update); for (int f = 0; f < fn; f++) { FromProperty from = fromItems[f]; float value = from.Value(skeleton, source, localSource, offsets) - from.offset; ToProperty[] toItems = from.to.Items; for (int t = 0, tn = from.to.Count; t < tn; t++) { var to = (ToProperty)toItems[t]; if (to.Mix(p) != 0) { float clamped = to.offset + value * to.scale; if (clamp) { if (to.offset < to.max) clamped = MathUtils.Clamp(clamped, to.offset, to.max); else clamped = MathUtils.Clamp(clamped, to.max, to.offset); } to.Apply(skeleton, p, bone, clamped, localTarget, additive); } } } } } override public void Sort (Skeleton skeleton) { if (!data.localSource) skeleton.SortBone(source); BonePose[] bones = this.bones.Items; int boneCount = this.bones.Count; bool worldTarget = !data.localTarget; if (worldTarget) { for (int i = 0; i < boneCount; i++) skeleton.SortBone(bones[i].bone); } skeleton.updateCache.Add(this); for (int i = 0; i < boneCount; i++) { Bone bone = bones[i].bone; skeleton.SortReset(bone.children); skeleton.Constrained(bone); } for (int i = 0; i < boneCount; i++) bones[i].bone.sorted = worldTarget; } override public bool IsSourceActive { get { return source.active; } } /// The bones that will be modified by this transform constraint. public ExposedList Bones { get { return bones; } } /// The bone whose world transform will be copied to the constrained bones. public Bone Source { get { return source; } set { source = value; } } } }