604 lines
17 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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
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*****************************************************************************/
package spine;
import spine.attachments.PathAttachment;
class PathConstraint implements Updatable {
private static inline var NONE:Int = -1;
private static inline var BEFORE:Int = -2;
private static inline var AFTER:Int = -3;
private static inline var epsilon:Float = 0.00001;
private var _data:PathConstraintData;
private var _bones:Array<Bone>;
public var target:Slot;
public var position:Float = 0;
public var spacing:Float = 0;
public var mixRotate:Float = 0;
public var mixX:Float = 0;
public var mixY:Float = 0;
private var _spaces(default, never):Array<Float> = new Array<Float>();
private var _positions(default, never):Array<Float> = new Array<Float>();
private var _world(default, never):Array<Float> = new Array<Float>();
private var _curves(default, never):Array<Float> = new Array<Float>();
private var _lengths(default, never):Array<Float> = new Array<Float>();
private var _segments(default, never):Array<Float> = new Array<Float>();
public var active:Bool = false;
public function new(data:PathConstraintData, skeleton:Skeleton) {
if (data == null)
throw new SpineException("data cannot be null.");
if (skeleton == null)
throw new SpineException("skeleton cannot be null.");
_data = data;
_bones = new Array<Bone>();
for (boneData in data.bones) {
_bones.push(skeleton.findBone(boneData.name));
}
target = skeleton.findSlot(data.target.name);
position = data.position;
spacing = data.spacing;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
}
public function isActive():Bool {
return active;
}
public function setToSetupPose () {
var data:PathConstraintData = _data;
position = data.position;
spacing = data.spacing;
mixRotate = data.mixRotate;
mixX = data.mixX;
mixY = data.mixY;
}
public function update(physics:Physics):Void {
var attachment:PathAttachment = cast(target.attachment, PathAttachment);
if (attachment == null)
return;
if (mixRotate == 0 && mixX == 0 && mixY == 0)
return;
var data:PathConstraintData = _data;
var fTangents:Bool = data.rotateMode == RotateMode.tangent,
fScale:Bool = data.rotateMode == RotateMode.chainScale;
var boneCount:Int = _bones.length;
var spacesCount:Int = fTangents ? boneCount : boneCount + 1;
ArrayUtils.resize(_spaces, spacesCount, 0);
if (fScale) {
ArrayUtils.resize(_lengths, boneCount, 0);
}
var bones:Array<Bone> = _bones;
var i:Int,
n:Int,
bone:Bone,
setupLength:Float,
x:Float,
y:Float,
length:Float;
switch (data.spacingMode) {
case SpacingMode.percent:
if (fScale) {
n = spacesCount - 1;
for (i in 0...n) {
bone = bones[i];
setupLength = bone.data.length;
x = setupLength * bone.a;
y = setupLength * bone.c;
_lengths[i] = Math.sqrt(x * x + y * y);
}
}
for (i in 1...spacesCount) {
_spaces[i] = spacing;
}
case SpacingMode.proportional:
var sum:Float = 0;
i = 0;
n = spacesCount - 1;
while (i < n) {
bone = bones[i];
setupLength = bone.data.length;
if (setupLength < PathConstraint.epsilon) {
if (fScale)
_lengths[i] = 0;
_spaces[++i] = spacing;
} else {
x = setupLength * bone.a;
y = setupLength * bone.c;
length = Math.sqrt(x * x + y * y);
if (fScale)
_lengths[i] = length;
_spaces[++i] = length;
sum += length;
}
}
if (sum > 0) {
sum = spacesCount / sum * spacing;
for (i in 1...spacesCount) {
_spaces[i] *= sum;
}
}
default:
var lengthSpacing:Bool = data.spacingMode == SpacingMode.length;
i = 0;
n = spacesCount - 1;
while (i < n) {
bone = bones[i];
setupLength = bone.data.length;
if (setupLength < PathConstraint.epsilon) {
if (fScale)
_lengths[i] = 0;
_spaces[++i] = spacing;
} else {
x = setupLength * bone.a;
y = setupLength * bone.c;
length = Math.sqrt(x * x + y * y);
if (fScale)
_lengths[i] = length;
_spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
}
}
}
var positions:Array<Float> = computeWorldPositions(attachment, spacesCount, fTangents);
var boneX:Float = positions[0];
var boneY:Float = positions[1];
var offsetRotation:Float = data.offsetRotation;
var tip:Bool = false;
if (offsetRotation == 0) {
tip = data.rotateMode == RotateMode.chain;
} else {
tip = false;
var pa:Bone = target.bone;
offsetRotation *= pa.a * pa.d - pa.b * pa.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
}
i = 0;
var p:Int = 3;
while (i < boneCount) {
var bone:Bone = bones[i];
bone.worldX += (boneX - bone.worldX) * mixX;
bone.worldY += (boneY - bone.worldY) * mixY;
var x:Float = positions[p];
var y:Float = positions[p + 1];
var dx:Float = x - boneX;
var dy:Float = y - boneY;
if (fScale) {
var length = _lengths[i];
if (length != 0) {
var s:Float = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (mixRotate > 0) {
var a:Float = bone.a,
b:Float = bone.b,
c:Float = bone.c,
d:Float = bone.d,
r:Float,
cos:Float,
sin:Float;
if (fTangents) {
r = positions[p - 1];
} else if (_spaces[i + 1] == 0) {
r = positions[p + 2];
} else {
r = Math.atan2(dy, dx);
}
r -= Math.atan2(c, a);
if (tip) {
cos = Math.cos(r);
sin = Math.sin(r);
var length:Float = bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
} else {
r += offsetRotation;
}
if (r > Math.PI) {
r -= (Math.PI * 2);
} else if (r < -Math.PI) {
r += (Math.PI * 2);
}
r *= mixRotate;
cos = Math.cos(r);
sin = Math.sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
bone.updateAppliedTransform();
i++;
p += 3;
}
}
private function computeWorldPositions(path:PathAttachment, spacesCount:Int, tangents:Bool):Array<Float> {
var position:Float = this.position;
ArrayUtils.resize(_positions, spacesCount * 3 + 2, 0);
var out:Array<Float> = _positions, world:Array<Float>;
var closed:Bool = path.closed;
var verticesLength:Int = path.worldVerticesLength;
var curveCount:Int = Std.int(verticesLength / 6);
var prevCurve:Int = NONE;
var multiplier:Float, i:Int;
if (!path.constantSpeed) {
var lengths:Array<Float> = path.lengths;
curveCount -= closed ? 1 : 2;
var pathLength:Float = lengths[curveCount];
if (data.positionMode == PositionMode.percent)
position *= pathLength;
switch (data.spacingMode) {
case SpacingMode.percent:
multiplier = pathLength;
case SpacingMode.proportional:
multiplier = pathLength / spacesCount;
default:
multiplier = 1;
}
ArrayUtils.resize(_world, 8, 0);
world = _world;
var i:Int = 0;
var o:Int = 0;
var curve:Int = 0;
while (i < spacesCount) {
var space:Float = _spaces[i] * multiplier;
position += space;
var p:Float = position;
if (closed) {
p %= pathLength;
if (p < 0)
p += pathLength;
curve = 0;
} else if (p < 0) {
if (prevCurve != BEFORE) {
prevCurve = BEFORE;
path.computeWorldVertices(target, 2, 4, world, 0, 2);
}
addBeforePosition(p, world, 0, out, o);
continue;
} else if (p > pathLength) {
if (prevCurve != AFTER) {
prevCurve = AFTER;
path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2);
}
addAfterPosition(p - pathLength, world, 0, out, o);
continue;
}
// Determine curve containing position.
while (true) {
var length:Float = lengths[curve];
if (p > length) {
curve++;
continue;
}
if (curve == 0) {
p /= length;
} else {
var prev:Float = lengths[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve != prevCurve) {
prevCurve = curve;
if (closed && curve == curveCount) {
path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2);
path.computeWorldVertices(target, 0, 4, world, 4, 2);
} else {
path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2);
}
}
addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
i++;
o += 3;
}
return out;
}
// World vertices.
if (closed) {
verticesLength += 2;
ArrayUtils.resize(_world, verticesLength, 0);
world = _world;
path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2);
path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
} else {
curveCount--;
verticesLength -= 4;
ArrayUtils.resize(_world, verticesLength, 0);
world = _world;
path.computeWorldVertices(target, 2, verticesLength, world, 0, 2);
}
// Curve lengths.
ArrayUtils.resize(_curves, curveCount, 0);
var curves:Array<Float> = _curves;
var pathLength:Float = 0;
var x1:Float = world[0],
y1:Float = world[1],
cx1:Float = 0,
cy1:Float = 0,
cx2:Float = 0,
cy2:Float = 0,
x2:Float = 0,
y2:Float = 0;
var tmpx:Float, tmpy:Float, dddfx:Float, dddfy:Float, ddfx:Float, ddfy:Float, dfx:Float, dfy:Float;
var i:Int = 0;
var w:Int = 2;
while (i < curveCount) {
cx1 = world[w];
cy1 = world[w + 1];
cx2 = world[w + 2];
cy2 = world[w + 3];
x2 = world[w + 4];
y2 = world[w + 5];
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
curves[i] = pathLength;
x1 = x2;
y1 = y2;
i++;
w += 6;
}
if (data.positionMode == PositionMode.percent)
position *= pathLength;
switch (data.spacingMode) {
case SpacingMode.percent:
multiplier = pathLength;
case SpacingMode.proportional:
multiplier = pathLength / spacesCount;
default:
multiplier = 1;
}
var segments:Array<Float> = _segments;
var curveLength:Float = 0;
var segment:Int;
i = 0;
var o:Int = 0;
var segment:Int = 0;
while (i < spacesCount) {
var space = _spaces[i] * multiplier;
position += space;
var p = position;
if (closed) {
p %= pathLength;
if (p < 0)
p += pathLength;
} else if (p < 0) {
addBeforePosition(p, world, 0, out, o);
i++;
o += 3;
continue;
} else if (p > pathLength) {
addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
i++;
o += 3;
continue;
}
// Determine curve containing position.
var curve = 0;
while (true) {
var length = curves[curve];
if (p > length) {
curve++;
continue;
}
if (curve == 0) {
p /= length;
} else {
var prev = curves[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
// Curve segment lengths.
if (curve != prevCurve) {
prevCurve = curve;
var ii:Int = curve * 6;
x1 = world[ii];
y1 = world[ii + 1];
cx1 = world[ii + 2];
cy1 = world[ii + 3];
cx2 = world[ii + 4];
cy2 = world[ii + 5];
x2 = world[ii + 6];
y2 = world[ii + 7];
tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
segments[0] = curveLength;
for (ii in 1...8) {
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[ii] = curveLength;
}
dfx += ddfx;
dfy += ddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[8] = curveLength;
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[9] = curveLength;
segment = 0;
}
// Weight by segment length.
p *= curveLength;
while (true) {
var length = segments[segment];
if (p > length) {
segment++;
continue;
}
if (segment == 0) {
p /= length;
} else {
var prev = segments[segment - 1];
p = segment + (p - prev) / (length - prev);
}
break;
}
addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
i++;
o += 3;
}
return out;
}
private function addBeforePosition(p:Float, temp:Array<Float>, i:Int, out:Array<Float>, o:Int):Void {
var x1:Float = temp[i];
var y1:Float = temp[i + 1];
var dx:Float = temp[i + 2] - x1;
var dy:Float = temp[i + 3] - y1;
var r:Float = Math.atan2(dy, dx);
out[o] = x1 + p * Math.cos(r);
out[o + 1] = y1 + p * Math.sin(r);
out[o + 2] = r;
}
private function addAfterPosition(p:Float, temp:Array<Float>, i:Int, out:Array<Float>, o:Int):Void {
var x1:Float = temp[i + 2];
var y1:Float = temp[i + 3];
var dx:Float = x1 - temp[i];
var dy:Float = y1 - temp[i + 1];
var r:Float = Math.atan2(dy, dx);
out[o] = x1 + p * Math.cos(r);
out[o + 1] = y1 + p * Math.sin(r);
out[o + 2] = r;
}
private function addCurvePosition(p:Float, x1:Float, y1:Float, cx1:Float, cy1:Float, cx2:Float, cy2:Float, x2:Float, y2:Float, out:Array<Float>, o:Int,
tangents:Bool):Void {
if (p == 0 || Math.isNaN(p)) {
out[o] = x1;
out[o + 1] = y1;
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
return;
}
var tt:Float = p * p;
var ttt:Float = tt * p;
var u:Float = 1 - p;
var uu:Float = u * u;
var uuu:Float = uu * u;
var ut:Float = u * p;
var ut3:Float = ut * 3;
var uut3:Float = u * ut3;
var utt3:Float = ut3 * p;
var x:Float = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt,
y:Float = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
out[o] = x;
out[o + 1] = y;
if (tangents) {
if (p < 0.001) {
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
} else {
out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
}
}
public var bones(get, never):Array<Bone>;
private function get_bones():Array<Bone> {
return _bones;
}
public var data(get, never):PathConstraintData;
private function get_data():PathConstraintData {
return _data;
}
public function toString():String {
return _data.name != null ? _data.name : "PathConstraint?";
}
}