mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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293 lines
10 KiB
TypeScript
293 lines
10 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Bone } from "./Bone.js";
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import { Physics, Skeleton } from "./Skeleton.js";
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import { TransformConstraintData } from "./TransformConstraintData.js";
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import { Updatable } from "./Updatable.js";
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import { Vector2, MathUtils } from "./Utils.js";
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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 target bone.
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*
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* See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */
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export class TransformConstraint implements Updatable {
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/** The transform constraint's setup pose data. */
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data: TransformConstraintData;
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/** The bones that will be modified by this transform constraint. */
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bones: Array<Bone>;
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/** The target bone whose world transform will be copied to the constrained bones. */
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target: Bone;
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mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0;
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temp = new Vector2();
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active = false;
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constructor (data: TransformConstraintData, skeleton: Skeleton) {
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if (!data) throw new Error("data cannot be null.");
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if (!skeleton) throw new Error("skeleton cannot be null.");
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this.data = data;
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this.bones = new Array<Bone>();
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for (let i = 0; i < data.bones.length; i++) {
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let bone = skeleton.findBone(data.bones[i].name);
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if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`);
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this.bones.push(bone);
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}
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let target = skeleton.findBone(data.target.name);
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if (!target) throw new Error(`Couldn't find target bone ${data.target.name}.`);
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this.target = target;
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this.mixRotate = data.mixRotate;
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this.mixX = data.mixX;
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this.mixY = data.mixY;
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this.mixScaleX = data.mixScaleX;
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this.mixScaleY = data.mixScaleY;
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this.mixShearY = data.mixShearY;
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}
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isActive () {
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return this.active;
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}
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setToSetupPose () {
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const data = this.data;
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this.mixRotate = data.mixRotate;
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this.mixX = data.mixX;
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this.mixY = data.mixY;
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this.mixScaleX = data.mixScaleX;
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this.mixScaleY = data.mixScaleY;
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this.mixShearY = data.mixShearY;
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}
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update (physics: Physics) {
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if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return;
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if (this.data.local) {
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if (this.data.relative)
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this.applyRelativeLocal();
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else
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this.applyAbsoluteLocal();
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} else {
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if (this.data.relative)
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this.applyRelativeWorld();
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else
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this.applyAbsoluteWorld();
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}
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}
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applyAbsoluteWorld () {
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let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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let translate = mixX != 0 || mixY != 0;
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let target = this.target;
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let ta = target.a, tb = target.b, tc = target.c, td = target.d;
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let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
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let offsetRotation = this.data.offsetRotation * degRadReflect;
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let offsetShearY = this.data.offsetShearY * degRadReflect;
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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if (mixRotate != 0) {
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let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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let r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) //
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r += MathUtils.PI2;
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r *= mixRotate;
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let cos = Math.cos(r), sin = Math.sin(r);
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bone.a = cos * a - sin * c;
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bone.b = cos * b - sin * d;
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bone.c = sin * a + cos * c;
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bone.d = sin * b + cos * d;
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}
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if (translate) {
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let temp = this.temp;
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target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
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bone.worldX += (temp.x - bone.worldX) * mixX;
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bone.worldY += (temp.y - bone.worldY) * mixY;
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}
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if (mixScaleX != 0) {
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let s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
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if (s != 0) s = (s + (Math.sqrt(ta * ta + tc * tc) - s + this.data.offsetScaleX) * mixScaleX) / s;
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bone.a *= s;
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bone.c *= s;
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}
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if (mixScaleY != 0) {
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let s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
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if (s != 0) s = (s + (Math.sqrt(tb * tb + td * td) - s + this.data.offsetScaleY) * mixScaleY) / s;
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bone.b *= s;
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bone.d *= s;
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}
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if (mixShearY > 0) {
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let b = bone.b, d = bone.d;
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let by = Math.atan2(d, b);
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let r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) //
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r += MathUtils.PI2;
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r = by + (r + offsetShearY) * mixShearY;
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let s = Math.sqrt(b * b + d * d);
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bone.b = Math.cos(r) * s;
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bone.d = Math.sin(r) * s;
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}
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bone.updateAppliedTransform();
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}
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}
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applyRelativeWorld () {
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let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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let translate = mixX != 0 || mixY != 0;
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let target = this.target;
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let ta = target.a, tb = target.b, tc = target.c, td = target.d;
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let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
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let offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect;
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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if (mixRotate != 0) {
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let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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let r = Math.atan2(tc, ta) + offsetRotation;
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) //
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r += MathUtils.PI2;
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r *= mixRotate;
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let cos = Math.cos(r), sin = Math.sin(r);
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bone.a = cos * a - sin * c;
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bone.b = cos * b - sin * d;
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bone.c = sin * a + cos * c;
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bone.d = sin * b + cos * d;
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}
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if (translate) {
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let temp = this.temp;
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target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
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bone.worldX += temp.x * mixX;
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bone.worldY += temp.y * mixY;
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}
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if (mixScaleX != 0) {
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let s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * mixScaleX + 1;
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bone.a *= s;
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bone.c *= s;
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}
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if (mixScaleY != 0) {
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let s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * mixScaleY + 1;
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bone.b *= s;
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bone.d *= s;
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}
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if (mixShearY > 0) {
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let r = Math.atan2(td, tb) - Math.atan2(tc, ta);
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) //
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r += MathUtils.PI2;
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let b = bone.b, d = bone.d;
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r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY;
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let s = Math.sqrt(b * b + d * d);
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bone.b = Math.cos(r) * s;
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bone.d = Math.sin(r) * s;
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}
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bone.updateAppliedTransform();
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}
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}
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applyAbsoluteLocal () {
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let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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let target = this.target;
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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let rotation = bone.arotation;
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if (mixRotate != 0) rotation += (target.arotation - rotation + this.data.offsetRotation) * mixRotate;
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let x = bone.ax, y = bone.ay;
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x += (target.ax - x + this.data.offsetX) * mixX;
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y += (target.ay - y + this.data.offsetY) * mixY;
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let scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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if (mixScaleX != 0 && scaleX != 0)
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scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * mixScaleX) / scaleX;
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if (mixScaleY != 0 && scaleY != 0)
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scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * mixScaleY) / scaleY;
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let shearY = bone.ashearY;
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if (mixShearY != 0) shearY += (target.ashearY - shearY + this.data.offsetShearY) * mixShearY;
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bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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}
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}
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applyRelativeLocal () {
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let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX,
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mixScaleY = this.mixScaleY, mixShearY = this.mixShearY;
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let target = this.target;
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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let rotation = bone.arotation + (target.arotation + this.data.offsetRotation) * mixRotate;
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let x = bone.ax + (target.ax + this.data.offsetX) * mixX;
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let y = bone.ay + (target.ay + this.data.offsetY) * mixY;
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let scaleX = bone.ascaleX * (((target.ascaleX - 1 + this.data.offsetScaleX) * mixScaleX) + 1);
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let scaleY = bone.ascaleY * (((target.ascaleY - 1 + this.data.offsetScaleY) * mixScaleY) + 1);
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let shearY = bone.ashearY + (target.ashearY + this.data.offsetShearY) * mixShearY;
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bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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}
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}
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}
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