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

313 lines
13 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
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*
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*****************************************************************************/
using System;
namespace Spine {
public class TransformConstraintData : ConstraintData<TransformConstraint, TransformConstraintPose> {
public const int ROTATION = 0, X = 1, Y = 2, SCALEX = 3, SCALEY = 4, SHEARY = 5;
internal readonly ExposedList<BoneData> bones = new ExposedList<BoneData>();
internal BoneData source;
internal float[] offsets = new float[6];
internal bool localSource, localTarget, additive, clamp;
internal readonly ExposedList<FromProperty> properties = new ExposedList<FromProperty>();
public TransformConstraintData (string name)
: base(name, new TransformConstraintPose()) {
}
override public IConstraint Create (Skeleton skeleton) {
return new TransformConstraint(this, skeleton);
}
/// <summary>The bones that will be modified by this transform constraint.</summary>
public ExposedList<BoneData> Bones { get { return bones; } }
/// <summary>The bone whose world transform will be copied to the constrained bones.</summary>
public BoneData Source {
get { return source; }
set {
if (source == null) throw new ArgumentNullException("Source", "source cannot be null.");
source = value;
}
}
/// <summary>An offset added to the constrained bone rotation.</summary>
public float OffsetRotation { get { return offsets[ROTATION]; } set { offsets[ROTATION] = value; } }
/// <summary>An offset added to the constrained bone X translation.</summary>
public float OffsetX { get { return offsets[X]; } set { offsets[X] = value; } }
/// <summary>An offset added to the constrained bone Y translation.</summary>
public float OffsetY { get { return offsets[Y]; } set { offsets[Y] = value; } }
/// <summary>An offset added to the constrained bone scaleX.</summary>
public float OffsetScaleX { get { return offsets[SCALEX]; } set { offsets[SCALEX] = value; } }
/// <summary>An offset added to the constrained bone scaleY.</summary>
public float OffsetScaleY { get { return offsets[SCALEY]; } set { offsets[SCALEY] = value; } }
/// <summary>An offset added to the constrained bone shearY.</summary>
public float OffsetShearY { get { return offsets[SHEARY]; } set { offsets[SHEARY] = value; } }
/// <summary>Reads the source bone's local transform instead of its world transform.</summary>
public bool LocalSource { get { return localSource; } set { localSource = value; } }
/// <summary>Sets the constrained bones' local transforms instead of their world transforms.</summary>
public bool LocalTarget { get { return localTarget; } set { localTarget = value; } }
/// <summary>Adds the source bone transform to the constrained bones instead of setting it absolutely.</summary>
public bool Additive { get { return additive; } set { additive = value; } }
/// <summary>Prevents constrained bones from exceeding the ranged defined by <see cref="ToProperty.offset"/> and
/// <see cref="ToProperty.max"/>.</summary>
public bool Clamp { get { return clamp; } set { clamp = value; } }
/// <summary>The mapping of transform properties to other transform properties.</summary>
public ExposedList<FromProperty> Properties {
get { return properties; }
}
/// <summary>Source property for a <see cref="TransformConstraint"/>.</summary>
abstract public class FromProperty {
/// <summary>The value of this property that corresponds to <see cref="ToProperty.offset"/>.</summary>
public float offset;
/// <summary>Constrained properties.</summary>
public readonly ExposedList<ToProperty> to = new ExposedList<ToProperty>(1);
/// <summary>Reads this property from the specified bone.</summary>
abstract public float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets);
}
///<summary>Constrained property for a <see cref="TransformConstraint"/>.</summary>
abstract public class ToProperty {
/// <summary>The value of this property that corresponds to <see cref="FromProperty.offset"/>.</summary>
public float offset;
/// <summary>The maximum value of this property when <see cref="TransformConstraintData.clamp"/> clamped.</summary>
public float max;
/// <summary>The scale of the <see cref="FromProperty"/> value in relation to this property.</summary>
public float scale;
/// <summary>Reads the mix for this property from the specified pose.</summary>
public abstract float Mix (TransformConstraintPose pose);
/// <summary>Applies the value to this property.</summary>
public abstract void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local, bool additive);
}
public class FromRotate : FromProperty {
public override float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets) {
if (local) return source.rotation + offsets[ROTATION];
float sx = skeleton.scaleX, sy = skeleton.ScaleY;
float value = MathUtils.Atan2(source.c / sy, source.a / sx) * MathUtils.RadDeg
+ ((source.a * source.d - source.b * source.c) * sx * sy > 0 ? offsets[ROTATION] : -offsets[ROTATION]);
if (value < 0) value += 360;
return value;
}
}
public class ToRotate : ToProperty {
public override float Mix (TransformConstraintPose pose) {
return pose.mixRotate;
}
public override void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local,
bool additive) {
if (local)
bone.rotation += (additive ? value : value - bone.rotation) * pose.mixRotate;
else {
float sx = skeleton.scaleX, sy = skeleton.ScaleY, ix = 1 / sx, iy = 1 / sy;
float a = bone.a * ix, b = bone.b * ix, c = bone.c * iy, d = bone.d * iy;
value *= MathUtils.DegRad;
if (!additive) value -= MathUtils.Atan2(c, a);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI) //
value += MathUtils.PI2;
value *= pose.mixRotate;
float cos = MathUtils.Cos(value), sin = MathUtils.Sin(value);
bone.a = (cos * a - sin * c) * sx;
bone.b = (cos * b - sin * d) * sx;
bone.c = (sin * a + cos * c) * sy;
bone.d = (sin * b + cos * d) * sy;
}
}
}
public class FromX : FromProperty {
public override float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets) {
return local ? source.x + offsets[X] : (offsets[X] * source.a + offsets[Y] * source.b + source.worldX) / skeleton.scaleX;
}
}
public class ToX : ToProperty {
public override float Mix (TransformConstraintPose pose) {
return pose.mixX;
}
public override void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local,
bool additive) {
if (local)
bone.x += (additive ? value : value - bone.x) * pose.mixX;
else {
if (!additive) value -= bone.worldX / skeleton.scaleX;
bone.worldX += value * pose.mixX * skeleton.scaleX;
}
}
}
public class FromY : FromProperty {
public override float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets) {
return local ? source.y + offsets[Y] : (offsets[X] * source.c + offsets[Y] * source.d + source.worldY) / skeleton.ScaleY;
}
}
public class ToY : ToProperty {
public override float Mix (TransformConstraintPose pose) {
return pose.mixY;
}
public override void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local,
bool additive) {
if (local)
bone.y += (additive ? value : value - bone.y) * pose.mixY;
else {
float skeletonScaleY = skeleton.ScaleY;
if (!additive) value -= bone.worldY / skeletonScaleY;
bone.worldY += value * pose.mixY * skeletonScaleY;
}
}
}
public class FromScaleX : FromProperty {
public override float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets) {
if (local) return source.scaleX + offsets[SCALEX];
float a = source.a / skeleton.scaleX, c = source.c / skeleton.ScaleY;
return (float)Math.Sqrt(a * a + c * c) + offsets[SCALEX];
}
}
public class ToScaleX : ToProperty {
public override float Mix (TransformConstraintPose pose) {
return pose.mixScaleX;
}
public override void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local,
bool additive) {
if (local) {
if (additive)
bone.scaleX *= 1 + (value - 1) * pose.mixScaleX;
else if (bone.scaleX != 0) //
bone.scaleX += (value - bone.scaleX) * pose.mixScaleX;
} else if (additive) {
float s = 1 + (value - 1) * pose.mixScaleX;
bone.a *= s;
bone.c *= s;
} else {
float a = bone.a / skeleton.scaleX, c = bone.c / skeleton.ScaleY, s = (float)Math.Sqrt(a * a + c * c);
if (s != 0) {
s = 1 + (value - s) * pose.mixScaleX / s;
bone.a *= s;
bone.c *= s;
}
}
}
}
public class FromScaleY : FromProperty {
public override float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets) {
if (local) return source.scaleY + offsets[SCALEY];
float b = source.b / skeleton.scaleX, d = source.d / skeleton.ScaleY;
return (float)Math.Sqrt(b * b + d * d) + offsets[SCALEY];
}
}
public class ToScaleY : ToProperty {
public override float Mix (TransformConstraintPose pose) {
return pose.mixScaleY;
}
public override void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local,
bool additive) {
if (local) {
if (additive)
bone.scaleY *= 1 + (value - 1) * pose.mixScaleY;
else if (bone.scaleY != 0) //
bone.scaleY += (value - bone.scaleY) * pose.mixScaleY;
} else if (additive) {
float s = 1 + (value - 1) * pose.mixScaleY;
bone.b *= s;
bone.d *= s;
} else {
float b = bone.b / skeleton.scaleX, d = bone.d / skeleton.ScaleY, s = (float)Math.Sqrt(b * b + d * d);
if (s != 0) {
s = 1 + (value - s) * pose.mixScaleY / s;
bone.b *= s;
bone.d *= s;
}
}
}
}
public class FromShearY : FromProperty {
public override float Value (Skeleton skeleton, BonePose source, bool local, float[] offsets) {
if (local) return source.shearY + offsets[SHEARY];
float ix = 1 / skeleton.scaleX, iy = 1 / skeleton.ScaleY;
return (MathUtils.Atan2(source.d * iy, source.b * ix) - MathUtils.Atan2(source.c * iy, source.a * ix)) * MathUtils.RadDeg - 90 + offsets[SHEARY];
}
}
public class ToShearY : ToProperty {
public override float Mix (TransformConstraintPose pose) {
return pose.mixShearY;
}
public override void Apply (Skeleton skeleton, TransformConstraintPose pose, BonePose bone, float value, bool local,
bool additive) {
if (local) {
if (!additive) value -= bone.shearY;
bone.shearY += value * pose.mixShearY;
} else {
float sx = skeleton.scaleX, sy = skeleton.ScaleY, b = bone.b / sx, d = bone.d / sy, by = MathUtils.Atan2(d, b);
value = (value + 90) * MathUtils.DegRad;
if (additive)
value -= MathUtils.PI / 2;
else {
value -= by - MathUtils.Atan2(bone.c / sy, bone.a / sx);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI) //
value += MathUtils.PI2;
}
value = by + value * pose.mixShearY;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(value) * s * sx;
bone.d = MathUtils.Sin(value) * s * sy;
}
}
}
}
}