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

131 lines
5.5 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
* 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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*****************************************************************************/
using System;
namespace Spine {
using FromProperty = TransformConstraintData.FromProperty;
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 : Constraint<TransformConstraint, TransformConstraintData, TransformConstraintPose> {
internal readonly ExposedList<BonePose> bones;
internal Bone source;
public TransformConstraint (TransformConstraintData data, Skeleton skeleton)
: base(data, new TransformConstraintPose(), new TransformConstraintPose()) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
bones = new ExposedList<BonePose>(data.bones.Count);
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.bones.Items[boneData.index].constrained);
source = skeleton.bones.Items[data.source.index];
}
override public IConstraint Copy (Skeleton skeleton) {
var copy = new TransformConstraint(data, skeleton);
copy.pose.Set(pose);
return copy;
}
/// <summary>Applies the constraint to the constrained bones.</summary>
override public void Update (Skeleton skeleton, Physics physics) {
TransformConstraintPose p = applied;
if (p.mixRotate == 0 && p.mixX == 0 && p.mixY == 0 && p.mixScaleX == 0 && p.mixScaleY == 0 && p.mixShearY == 0) return;
TransformConstraintData data = this.data;
bool localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
float[] offsets = data.offsets;
BonePose source = this.source.applied;
if (localSource) source.ValidateLocalTransform(skeleton);
FromProperty[] fromItems = data.properties.Items;
int fn = data.properties.Count, update = skeleton.update;
BonePose[] bones = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
BonePose bone = bones[i];
if (localTarget)
bone.ModifyLocal(skeleton);
else
bone.ModifyWorld(update);
for (int f = 0; f < fn; f++) {
FromProperty from = fromItems[f];
float value = from.Value(skeleton, source, localSource, offsets) - 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(p) != 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(skeleton, p, bone, clamped, localTarget, additive);
}
}
}
}
}
override public void Sort (Skeleton skeleton) {
if (!data.localSource) skeleton.SortBone(source);
BonePose[] bones = this.bones.Items;
int boneCount = this.bones.Count;
bool worldTarget = !data.localTarget;
if (worldTarget) {
for (int i = 0; i < boneCount; i++)
skeleton.SortBone(bones[i].bone);
}
skeleton.updateCache.Add(this);
for (int i = 0; i < boneCount; i++) {
Bone bone = bones[i].bone;
skeleton.SortReset(bone.children);
skeleton.Constrained(bone);
}
for (int i = 0; i < boneCount; i++)
bones[i].bone.sorted = worldTarget;
}
override public bool IsSourceActive { get { return source.active; } }
/// <summary>The bones that will be modified by this transform constraint.</summary>
public ExposedList<BonePose> 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; } }
}
}