/****************************************************************************** * 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 { Physics, Skeleton } from "./Skeleton.js"; import { TransformConstraintData } from "./TransformConstraintData.js"; import { Updatable } from "./Updatable.js"; import { Vector2, 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 implements Updatable { /** The transform constraint's setup pose data. */ data: TransformConstraintData; /** 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; mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0; temp = new Vector2(); active = false; constructor (data: TransformConstraintData, skeleton: Skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findBone(data.source.name); if (!target) throw new Error(`Couldn't find target bone ${data.source.name}.`); this.source = target; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; this.mixScaleX = data.mixScaleX; this.mixScaleY = data.mixScaleY; this.mixShearY = data.mixShearY; } isActive () { return this.active; } setToSetupPose () { const data = this.data; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; this.mixScaleX = data.mixScaleX; this.mixScaleY = data.mixScaleY; this.mixShearY = data.mixShearY; } update (physics: Physics) { if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return; const data = this.data; const localFrom = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp; const source = this.source; const fromItems = data.properties; const fn = data.properties.length; const bones = this.bones; for (let i = 0, n = this.bones.length; i < n; i++) { const bone = bones[i]; for (let f = 0; f < fn; f++) { const from = fromItems[f]; const value = from.value(data, source, localFrom) - from.offset; const toItems = from.to; for (let t = 0, tn = from.to.length; t < tn; t++) { var to = toItems[t]; if (to.mix(this) != 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(this, bone, clamped, localTarget, additive); } } } if (localTarget) bone.update(null); else bone.updateAppliedTransform(); } } }