spine-runtimes/spine-csharp/src/TransformConstraint.cs

154 lines
6.8 KiB
C#

/******************************************************************************
* 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
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*
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*****************************************************************************/
using System;
namespace Spine {
using FromProperty = TransformConstraintData.FromProperty;
using Physics = Skeleton.Physics;
using ToProperty = TransformConstraintData.ToProperty;
/// <summary>
/// <para>
/// 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.</para>
/// <para>
/// See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide.</para>
/// </summary>
public class TransformConstraint : IUpdatable {
internal readonly TransformConstraintData data;
internal readonly ExposedList<Bone> bones;
internal Bone source;
internal float mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY;
internal bool active;
public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.data = data;
bones = new ExposedList<Bone>();
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.bones.Items[boneData.index]);
source = skeleton.bones.Items[data.source.index];
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
/// <summary>Copy constructor.</summary>
public TransformConstraint (TransformConstraint constraint, Skeleton skeleton)
: this(constraint.data, skeleton) {
mixRotate = constraint.mixRotate;
mixX = constraint.mixX;
mixY = constraint.mixY;
mixScaleX = constraint.mixScaleX;
mixScaleY = constraint.mixScaleY;
mixShearY = constraint.mixShearY;
}
public void SetToSetupPose () {
TransformConstraintData data = this.data;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
mixScaleX = data.mixScaleX;
mixScaleY = data.mixScaleY;
mixShearY = data.mixShearY;
}
public void Update (Physics physics) {
if (mixRotate == 0 && mixX == 0 && mixY == 0 && mixScaleX == 0 && mixScaleY == 0 && mixShearY == 0) return;
TransformConstraintData data = this.data;
bool localFrom = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
Bone source = this.source;
FromProperty[] fromItems = data.properties.Items;
int fn = data.properties.Count;
Bone[] bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
var bone = bones[i];
for (int f = 0; f < fn; f++) {
FromProperty from = fromItems[f];
float value = from.Value(data, source, localFrom) - 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(this) != 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(this, bone, clamped, localTarget, additive);
}
}
}
if (localTarget)
bone.Update(Skeleton.Physics.None); // note: reference implementation passes null, ignored parameter
else
bone.UpdateAppliedTransform();
}
}
/// <summary>The bones that will be modified by this transform constraint.</summary>
public ExposedList<Bone> Bones { get { return bones; } }
/// <summary>The bone whose world transform will be copied to the constrained bones.</summary>
public Bone Source { get { return source; } set { source = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
public float MixRotate { get { return mixRotate; } set { mixRotate = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation X.</summary>
public float MixX { get { return mixX; } set { mixX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y.</summary>
public float MixY { get { return mixY; } set { mixY = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale X.</summary>
public float MixScaleX { get { return mixScaleX; } set { mixScaleX = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y.</summary>
public float MixScaleY { get { return mixScaleY; } set { mixScaleY = value; } }
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y.</summary>
public float MixShearY { get { return mixShearY; } set { mixShearY = value; } }
public bool Active { get { return active; } }
/// <summary>The transform constraint's setup pose data.</summary>
public TransformConstraintData Data { get { return data; } }
override public string ToString () {
return data.name;
}
}
}