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https://github.com/EsotericSoftware/spine-runtimes.git
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347 lines
11 KiB
TypeScript
347 lines
11 KiB
TypeScript
/******************************************************************************
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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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import { ConstraintData } from "./ConstraintData.js";
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import { BoneData } from "./BoneData.js";
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import { TransformConstraint } from "./TransformConstraint.js";
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import { MathUtils } from "./Utils.js";
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import { Skeleton } from "./Skeleton.js";
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import { TransformConstraintPose } from "./TransformConstraintPose.js";
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import { BonePose } from "./BonePose.js";
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/** Stores the setup pose for a {@link TransformConstraint}.
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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 TransformConstraintData extends ConstraintData<TransformConstraint, TransformConstraintPose> {
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/** The bones that will be modified by this transform constraint. */
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bones = new Array<BoneData>();
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/** The bone whose world transform will be copied to the constrained bones. */
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public set source (source: BoneData) { this._source = source; }
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public get source () {
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if (!this._source) throw new Error("BoneData not set.")
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else return this._source;
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}
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private _source: BoneData | null = null;
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offsets = [0, 0, 0, 0, 0, 0];
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/** An offset added to the constrained bone X translation. */
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offsetX = 0;
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/** An offset added to the constrained bone Y translation. */
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offsetY = 0;
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/** Reads the source bone's local transform instead of its world transform. */
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localSource = false;
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/** Sets the constrained bones' local transforms instead of their world transforms. */
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localTarget = false;
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/** Adds the source bone transform to the constrained bones instead of setting it absolutely. */
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additive = false;
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/** Prevents constrained bones from exceeding the ranged defined by {@link ToProperty.offset} and {@link ToProperty.max}. */
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clamp = false;
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/** The mapping of transform properties to other transform properties. */
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readonly properties: Array<FromProperty> = [];
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constructor (name: string) {
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super(name, new TransformConstraintPose());
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}
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public create (skeleton: Skeleton) {
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return new TransformConstraint(this, skeleton);
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}
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/** An offset added to the constrained bone rotation. */
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getOffsetRotation () {
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return this.offsets[0];
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}
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setOffsetRotation (offsetRotation: number) {
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this.offsets[0] = offsetRotation;
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}
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/** An offset added to the constrained bone X translation. */
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getOffsetX () {
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return this.offsets[1];
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}
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setOffsetX (offsetX: number) {
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this.offsets[1] = offsetX;
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}
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/** An offset added to the constrained bone Y translation. */
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getOffsetY () {
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return this.offsets[2];
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}
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setOffsetY (offsetY: number) {
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this.offsets[2] = offsetY;
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}
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/** An offset added to the constrained bone scaleX. */
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getOffsetScaleX () {
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return this.offsets[3];
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}
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setOffsetScaleX (offsetScaleX: number) {
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this.offsets[3] = offsetScaleX;
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}
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/** An offset added to the constrained bone scaleY. */
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getOffsetScaleY () {
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return this.offsets[4];
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}
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setOffsetScaleY (offsetScaleY: number) {
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this.offsets[4] = offsetScaleY;
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}
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/** An offset added to the constrained bone shearY. */
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getOffsetShearY () {
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return this.offsets[5];
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}
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setOffsetShearY (offsetShearY: number) {
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this.offsets[5] = offsetShearY;
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}
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}
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/** Source property for a {@link TransformConstraint}. */
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export abstract class FromProperty {
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/** The value of this property that corresponds to {@link ToProperty#offset}. */
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offset = 0;
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/** Constrained properties. */
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readonly to: Array<ToProperty> = [];
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/** Reads this property from the specified bone. */
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abstract value (source: BonePose, local: boolean, offsets: Array<number>): number;
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}
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/** Constrained property for a {@link TransformConstraint}. */
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export abstract class ToProperty {
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/** The value of this property that corresponds to {@link FromProperty#offset}. */
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offset = 0;
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/** The maximum value of this property when {@link TransformConstraintData#clamp clamped}. */
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max = 0;
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/** The scale of the {@link FromProperty} value in relation to this property. */
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scale = 0;
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/** Reads the mix for this property from the specified constraint. */
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abstract mix (pose: TransformConstraintPose): number;
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/** Applies the value to this property. */
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abstract apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void;
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}
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export class FromRotate extends FromProperty {
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value (source: BonePose, local: boolean, offsets: Array<number>): number {
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if (local) return source.rotation + offsets[0];
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let value = Math.atan2(source.c, source.a) * MathUtils.radDeg
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+ (source.a * source.d - source.b * source.c > 0 ? offsets[0] : -offsets[0]);
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if (value < 0) value += 360;
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return value;
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}
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}
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export class ToRotate extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixRotate;
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}
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apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.rotation;
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bone.rotation += value * pose.mixRotate;
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} else {
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const a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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value *= MathUtils.degRad;
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if (!additive) value -= Math.atan2(c, a);
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if (value > MathUtils.PI)
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value -= MathUtils.PI2;
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else if (value < -MathUtils.PI) //
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value += MathUtils.PI2;
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value *= pose.mixRotate;
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const cos = Math.cos(value), sin = Math.sin(value);
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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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}
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}
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export class FromX extends FromProperty {
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value (source: BonePose, local: boolean, offsets: Array<number>): number {
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return local ? source.x + offsets[1] : offsets[1] * source.a + offsets[2] * source.b + source.worldX;
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}
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}
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export class ToX extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixX;
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}
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apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.x;
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bone.x += value * pose.mixX;
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} else {
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if (!additive) value -= bone.worldX;
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bone.worldX += value * pose.mixX;
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}
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}
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}
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export class FromY extends FromProperty {
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value (source: BonePose, local: boolean, offsets: Array<number>): number {
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return local ? source.y + offsets[2] : offsets[1] * source.c + offsets[2] * source.d + source.worldY;
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}
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}
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export class ToY extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixY;
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}
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apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.y;
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bone.y += value * pose.mixY;
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} else {
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if (!additive) value -= bone.worldY;
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bone.worldY += value * pose.mixY;
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}
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}
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}
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export class FromScaleX extends FromProperty {
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value (source: BonePose, local: boolean, offsets: Array<number>): number {
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return local ? source.scaleX : Math.sqrt(source.a * source.a + source.c * source.c) + offsets[3];
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}
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}
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export class ToScaleX extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixScaleX;
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}
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apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (additive)
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bone.scaleX *= 1 + ((value - 1) * pose.mixScaleX);
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else if (bone.scaleX != 0) //
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bone.scaleX = 1 + (value / bone.scaleX - 1) * pose.mixScaleX;
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} else {
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let s: number;
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if (additive)
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s = 1 + (value - 1) * pose.mixScaleX;
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else {
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s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
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if (s != 0) s = 1 + (value / s - 1) * pose.mixScaleX;
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}
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bone.a *= s;
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bone.c *= s;
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}
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}
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}
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export class FromScaleY extends FromProperty {
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value (source: BonePose, local: boolean, offsets: Array<number>): number {
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return local ? source.scaleY : Math.sqrt(source.b * source.b + source.d * source.d) + offsets[4];
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}
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}
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export class ToScaleY extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixScaleY;
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}
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apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (additive)
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bone.scaleY *= 1 + ((value - 1) * pose.mixScaleY);
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else if (bone.scaleY != 0) //
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bone.scaleY = 1 + (value / bone.scaleY - 1) * pose.mixScaleY;
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} else {
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let s: number;
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if (additive)
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s = 1 + (value - 1) * pose.mixScaleY;
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else {
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s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
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if (s != 0) s = 1 + (value / s - 1) * pose.mixScaleY;
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}
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bone.b *= s;
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bone.d *= s;
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}
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}
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}
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export class FromShearY extends FromProperty {
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value (source: BonePose, local: boolean, offsets: Array<number>): number {
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return (local ? source.shearY : (Math.atan2(source.d, source.b) - Math.atan2(source.c, source.a)) * MathUtils.radDeg - 90) + offsets[5];
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}
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}
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export class ToShearY extends ToProperty {
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mix (pose: TransformConstraintPose): number {
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return pose.mixShearY;
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}
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apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
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if (local) {
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if (!additive) value -= bone.shearY;
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bone.shearY += value * pose.mixShearY;
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} else {
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const b = bone.b, d = bone.d, by = Math.atan2(d, b);
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value = (value + 90) * MathUtils.degRad;
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if (additive)
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value -= MathUtils.PI / 2;
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else {
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value -= by - Math.atan2(bone.c, bone.a);
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if (value > MathUtils.PI)
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value -= MathUtils.PI2;
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else if (value < -MathUtils.PI)
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value += MathUtils.PI2;
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}
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value = by + value * pose.mixShearY;
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const s = Math.sqrt(b * b + d * d);
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bone.b = Math.cos(value) * s;
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bone.d = Math.sin(value) * s;
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}
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}
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}
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