spine-runtimes/spine-ts/spine-core/src/TransformConstraintData.ts
2025-06-10 17:42:39 +02:00

347 lines
11 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
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*
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* 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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import { ConstraintData } from "./ConstraintData.js";
import { BoneData } from "./BoneData.js";
import { TransformConstraint } from "./TransformConstraint.js";
import { MathUtils } from "./Utils.js";
import { Skeleton } from "./Skeleton.js";
import { TransformConstraintPose } from "./TransformConstraintPose.js";
import { BonePose } from "./BonePose.js";
/** Stores the setup pose for a {@link TransformConstraint}.
*
* See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */
export class TransformConstraintData extends ConstraintData<TransformConstraint, TransformConstraintPose> {
/** The bones that will be modified by this transform constraint. */
bones = new Array<BoneData>();
/** The bone whose world transform will be copied to the constrained bones. */
public set source (source: BoneData) { this._source = source; }
public get source () {
if (!this._source) throw new Error("BoneData not set.")
else return this._source;
}
private _source: BoneData | null = null;
offsets = [0, 0, 0, 0, 0, 0];
/** An offset added to the constrained bone X translation. */
offsetX = 0;
/** An offset added to the constrained bone Y translation. */
offsetY = 0;
/** Reads the source bone's local transform instead of its world transform. */
localSource = false;
/** Sets the constrained bones' local transforms instead of their world transforms. */
localTarget = false;
/** Adds the source bone transform to the constrained bones instead of setting it absolutely. */
additive = false;
/** Prevents constrained bones from exceeding the ranged defined by {@link ToProperty.offset} and {@link ToProperty.max}. */
clamp = false;
/** The mapping of transform properties to other transform properties. */
readonly properties: Array<FromProperty> = [];
constructor (name: string) {
super(name, new TransformConstraintPose());
}
public create (skeleton: Skeleton) {
return new TransformConstraint(this, skeleton);
}
/** An offset added to the constrained bone rotation. */
getOffsetRotation () {
return this.offsets[0];
}
setOffsetRotation (offsetRotation: number) {
this.offsets[0] = offsetRotation;
}
/** An offset added to the constrained bone X translation. */
getOffsetX () {
return this.offsets[1];
}
setOffsetX (offsetX: number) {
this.offsets[1] = offsetX;
}
/** An offset added to the constrained bone Y translation. */
getOffsetY () {
return this.offsets[2];
}
setOffsetY (offsetY: number) {
this.offsets[2] = offsetY;
}
/** An offset added to the constrained bone scaleX. */
getOffsetScaleX () {
return this.offsets[3];
}
setOffsetScaleX (offsetScaleX: number) {
this.offsets[3] = offsetScaleX;
}
/** An offset added to the constrained bone scaleY. */
getOffsetScaleY () {
return this.offsets[4];
}
setOffsetScaleY (offsetScaleY: number) {
this.offsets[4] = offsetScaleY;
}
/** An offset added to the constrained bone shearY. */
getOffsetShearY () {
return this.offsets[5];
}
setOffsetShearY (offsetShearY: number) {
this.offsets[5] = offsetShearY;
}
}
/** Source property for a {@link TransformConstraint}. */
export abstract class FromProperty {
/** The value of this property that corresponds to {@link ToProperty#offset}. */
offset = 0;
/** Constrained properties. */
readonly to: Array<ToProperty> = [];
/** Reads this property from the specified bone. */
abstract value (source: BonePose, local: boolean, offsets: Array<number>): number;
}
/** Constrained property for a {@link TransformConstraint}. */
export abstract class ToProperty {
/** The value of this property that corresponds to {@link FromProperty#offset}. */
offset = 0;
/** The maximum value of this property when {@link TransformConstraintData#clamp clamped}. */
max = 0;
/** The scale of the {@link FromProperty} value in relation to this property. */
scale = 0;
/** Reads the mix for this property from the specified constraint. */
abstract mix (pose: TransformConstraintPose): number;
/** Applies the value to this property. */
abstract apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void;
}
export class FromRotate extends FromProperty {
value (source: BonePose, local: boolean, offsets: Array<number>): number {
if (local) return source.rotation + offsets[0];
let value = Math.atan2(source.c, source.a) * MathUtils.radDeg
+ (source.a * source.d - source.b * source.c > 0 ? offsets[0] : -offsets[0]);
if (value < 0) value += 360;
return value;
}
}
export class ToRotate extends ToProperty {
mix (pose: TransformConstraintPose): number {
return pose.mixRotate;
}
apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
if (local) {
if (!additive) value -= bone.rotation;
bone.rotation += value * pose.mixRotate;
} else {
const a = bone.a, b = bone.b, c = bone.c, d = bone.d;
value *= MathUtils.degRad;
if (!additive) value -= Math.atan2(c, a);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI) //
value += MathUtils.PI2;
value *= pose.mixRotate;
const cos = Math.cos(value), sin = Math.sin(value);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
}
}
export class FromX extends FromProperty {
value (source: BonePose, local: boolean, offsets: Array<number>): number {
return local ? source.x + offsets[1] : offsets[1] * source.a + offsets[2] * source.b + source.worldX;
}
}
export class ToX extends ToProperty {
mix (pose: TransformConstraintPose): number {
return pose.mixX;
}
apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
if (local) {
if (!additive) value -= bone.x;
bone.x += value * pose.mixX;
} else {
if (!additive) value -= bone.worldX;
bone.worldX += value * pose.mixX;
}
}
}
export class FromY extends FromProperty {
value (source: BonePose, local: boolean, offsets: Array<number>): number {
return local ? source.y + offsets[2] : offsets[1] * source.c + offsets[2] * source.d + source.worldY;
}
}
export class ToY extends ToProperty {
mix (pose: TransformConstraintPose): number {
return pose.mixY;
}
apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
if (local) {
if (!additive) value -= bone.y;
bone.y += value * pose.mixY;
} else {
if (!additive) value -= bone.worldY;
bone.worldY += value * pose.mixY;
}
}
}
export class FromScaleX extends FromProperty {
value (source: BonePose, local: boolean, offsets: Array<number>): number {
return local ? source.scaleX : Math.sqrt(source.a * source.a + source.c * source.c) + offsets[3];
}
}
export class ToScaleX extends ToProperty {
mix (pose: TransformConstraintPose): number {
return pose.mixScaleX;
}
apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
if (local) {
if (additive)
bone.scaleX *= 1 + ((value - 1) * pose.mixScaleX);
else if (bone.scaleX != 0) //
bone.scaleX = 1 + (value / bone.scaleX - 1) * pose.mixScaleX;
} else {
let s: number;
if (additive)
s = 1 + (value - 1) * pose.mixScaleX;
else {
s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
if (s != 0) s = 1 + (value / s - 1) * pose.mixScaleX;
}
bone.a *= s;
bone.c *= s;
}
}
}
export class FromScaleY extends FromProperty {
value (source: BonePose, local: boolean, offsets: Array<number>): number {
return local ? source.scaleY : Math.sqrt(source.b * source.b + source.d * source.d) + offsets[4];
}
}
export class ToScaleY extends ToProperty {
mix (pose: TransformConstraintPose): number {
return pose.mixScaleY;
}
apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
if (local) {
if (additive)
bone.scaleY *= 1 + ((value - 1) * pose.mixScaleY);
else if (bone.scaleY != 0) //
bone.scaleY = 1 + (value / bone.scaleY - 1) * pose.mixScaleY;
} else {
let s: number;
if (additive)
s = 1 + (value - 1) * pose.mixScaleY;
else {
s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
if (s != 0) s = 1 + (value / s - 1) * pose.mixScaleY;
}
bone.b *= s;
bone.d *= s;
}
}
}
export class FromShearY extends FromProperty {
value (source: BonePose, local: boolean, offsets: Array<number>): number {
return (local ? source.shearY : (Math.atan2(source.d, source.b) - Math.atan2(source.c, source.a)) * MathUtils.radDeg - 90) + offsets[5];
}
}
export class ToShearY extends ToProperty {
mix (pose: TransformConstraintPose): number {
return pose.mixShearY;
}
apply (pose: TransformConstraintPose, bone: BonePose, value: number, local: boolean, additive: boolean): void {
if (local) {
if (!additive) value -= bone.shearY;
bone.shearY += value * pose.mixShearY;
} else {
const b = bone.b, d = bone.d, by = Math.atan2(d, b);
value = (value + 90) * MathUtils.degRad;
if (additive)
value -= MathUtils.PI / 2;
else {
value -= by - Math.atan2(bone.c, bone.a);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI)
value += MathUtils.PI2;
}
value = by + value * pose.mixShearY;
const s = Math.sqrt(b * b + d * d);
bone.b = Math.cos(value) * s;
bone.d = Math.sin(value) * s;
}
}
}