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154 lines
6.8 KiB
C#
154 lines
6.8 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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using FromProperty = TransformConstraintData.FromProperty;
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using Physics = Skeleton.Physics;
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using ToProperty = TransformConstraintData.ToProperty;
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/// <summary>
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/// <para>
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/// Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
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/// bones to match that of the source bone.</para>
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/// <para>
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/// See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide.</para>
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/// </summary>
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public class TransformConstraint : IUpdatable {
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internal readonly TransformConstraintData data;
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internal readonly ExposedList<Bone> bones;
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internal Bone source;
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internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
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internal bool active;
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public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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this.data = data;
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bones = new ExposedList<Bone>();
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foreach (BoneData boneData in data.bones)
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bones.Add(skeleton.bones.Items[boneData.index]);
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source = skeleton.bones.Items[data.source.index];
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mixRotate = data.mixRotate;
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mixX = data.mixX;
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mixY = data.mixY;
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mixScaleX = data.mixScaleX;
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mixScaleY = data.mixScaleY;
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mixShearY = data.mixShearY;
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}
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/// <summary>Copy constructor.</summary>
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public TransformConstraint (TransformConstraint constraint, Skeleton skeleton)
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: this(constraint.data, skeleton) {
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mixRotate = constraint.mixRotate;
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mixX = constraint.mixX;
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mixY = constraint.mixY;
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mixScaleX = constraint.mixScaleX;
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mixScaleY = constraint.mixScaleY;
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mixShearY = constraint.mixShearY;
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}
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public void SetToSetupPose () {
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TransformConstraintData data = this.data;
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mixRotate = data.mixRotate;
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mixX = data.mixX;
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mixY = data.mixY;
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mixScaleX = data.mixScaleX;
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mixScaleY = data.mixScaleY;
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mixShearY = data.mixShearY;
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}
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public void Update (Physics physics) {
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if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleY == 0 && mixShearY == 0) return;
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TransformConstraintData data = this.data;
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bool localFrom = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
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Bone source = this.source;
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FromProperty[] fromItems = data.properties.Items;
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int fn = data.properties.Count;
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Bone[] bones = this.bones.Items;
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for (int i = 0, n = this.bones.Count; i < n; i++) {
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var bone = bones[i];
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for (int f = 0; f < fn; f++) {
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FromProperty from = fromItems[f];
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float value = from.Value(data, source, localFrom) - from.offset;
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ToProperty[] toItems = from.to.Items;
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for (int t = 0, tn = from.to.Count; t < tn; t++) {
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var to = (ToProperty)toItems[t];
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if (to.Mix(this) != 0) {
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float clamped = to.offset + value * to.scale;
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if (clamp) {
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if (to.offset < to.max)
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clamped = MathUtils.Clamp(clamped, to.offset, to.max);
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else
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clamped = MathUtils.Clamp(clamped, to.max, to.offset);
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}
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to.Apply(this, bone, clamped, localTarget, additive);
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}
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}
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}
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if (localTarget)
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bone.Update(Skeleton.Physics.None); // note: reference implementation passes null, ignored parameter
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else
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bone.UpdateAppliedTransform();
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}
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}
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/// <summary>The bones that will be modified by this transform constraint.</summary>
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public ExposedList<Bone> Bones { get { return bones; } }
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/// <summary>The bone whose world transform will be copied to the constrained bones.</summary>
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public Bone Source { get { return source; } set { source = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
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public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
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public float MixX { get { return mixX; } set { mixX = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
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public float MixY { get { return mixY; } set { mixY = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
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public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
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public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
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public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
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public bool Active { get { return active; } }
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/// <summary>The transform constraint's setup pose data.</summary>
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public TransformConstraintData Data { get { return data; } }
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override public string ToString () {
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return data.name;
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}
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}
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}
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