/****************************************************************************** * 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. *****************************************************************************/ import { Bone } from "./Bone.js"; import { BonePose } from "./BonePose.js"; import { Constraint } from "./Constraint.js"; import { Physics } from "./Physics.js"; import { Skeleton } from "./Skeleton.js"; import { TransformConstraintData } from "./TransformConstraintData.js"; import { TransformConstraintPose } from "./TransformConstraintPose.js"; import { MathUtils } from "./Utils.js"; /** 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](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */ export class TransformConstraint extends Constraint { /** The bones that will be modified by this transform constraint. */ bones: Array; /** The bone whose world transform will be copied to the constrained bones. */ source: Bone; constructor (data: TransformConstraintData, skeleton: Skeleton) { super(data, new TransformConstraintPose(), new TransformConstraintPose()); if (!skeleton) throw new Error("skeleton cannot be null."); this.bones = new Array(); for (const boneData of data.bones) this.bones.push(skeleton.bones[boneData.index].constrained); const source = skeleton.bones[data.source.index]; if (source == null) throw new Error("source cannot be null."); this.source = source; } public copy (skeleton: Skeleton) { var copy = new TransformConstraint(this.data, skeleton); copy.pose.set(this.pose); return copy; } update (skeleton: Skeleton, physics: Physics) { const p = this.applied; if (p.mixRotate == 0 && p.mixX == 0 && p.mixY == 0 && p.mixScaleX == 0 && p.mixScaleY == 0 && p.mixShearY == 0) return; const data = this.data; const localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp; const offsets = data.offsets; const source = this.source.applied; if (localSource) source.validateLocalTransform(skeleton); const fromItems = data.properties; const fn = data.properties.length, update = skeleton._update; const bones = this.bones; for (let i = 0, n = this.bones.length; i < n; i++) { const bone = bones[i]; if (localTarget) bone.modifyLocal(skeleton); else bone.modifyWorld(update); for (let f = 0; f < fn; f++) { const from = fromItems[f]; const value = from.value(skeleton, source, localSource, offsets) - from.offset; const toItems = from.to; for (let t = 0, tn = from.to.length; t < tn; t++) { const to = toItems[t]; if (to.mix(p) !== 0) { let 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); } } } } } sort (skeleton: Skeleton) { if (!this.data.localSource) skeleton.sortBone(this.source); const bones = this.bones; const boneCount = this.bones.length; const worldTarget = !this.data.localTarget; if (worldTarget) { for (let i = 0; i < boneCount; i++) skeleton.sortBone(bones[i].bone); } skeleton._updateCache.push(this); for (let i = 0; i < boneCount; i++) { const bone = bones[i].bone; skeleton.sortReset(bone.children); skeleton.constrained(bone); } for (let i = 0; i < boneCount; i++) bones[i].bone.sorted = worldTarget; } isSourceActive () { return this.source.active; } }