spine-runtimes/spine-ts/spine-core/src/TransformConstraint.ts

134 lines
5.2 KiB
TypeScript

/******************************************************************************
* 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
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Bone } from "./Bone.js";
import { BonePose } from "./BonePose.js";
import { Constraint } from "./Constraint.js";
import { Physics } from "./Physics.js";
import { Skeleton } from "./Skeleton.js";
import { TransformConstraintData } from "./TransformConstraintData.js";
import { TransformConstraintPose } from "./TransformConstraintPose.js";
import { MathUtils } from "./Utils.js";
/** 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.
*
* See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */
export class TransformConstraint extends Constraint<TransformConstraint, TransformConstraintData, TransformConstraintPose> {
/** The bones that will be modified by this transform constraint. */
bones: Array<BonePose>;
/** The bone whose world transform will be copied to the constrained bones. */
source: Bone;
constructor (data: TransformConstraintData, skeleton: Skeleton) {
super(data, new TransformConstraintPose(), new TransformConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.bones = new Array<BonePose>();
for (const boneData of data.bones)
this.bones.push(skeleton.bones[boneData.index].constrained);
const source = skeleton.bones[data.source.index];
if (source == null) throw new Error("source cannot be null.");
this.source = source;
}
public copy (skeleton: Skeleton) {
var copy = new TransformConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update (skeleton: Skeleton, physics: Physics) {
const p = this.applied;
if (p.mixRotate == 0 && p.mixX == 0 && p.mixY == 0 && p.mixScaleX == 0 && p.mixScaleY == 0 && p.mixShearY == 0) return;
const data = this.data;
const localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
const offsets = data.offsets;
const source = this.source.applied;
if (localSource) source.validateLocalTransform(skeleton);
const fromItems = data.properties;
const fn = data.properties.length, update = skeleton._update;
const bones = this.bones;
for (let i = 0, n = this.bones.length; i < n; i++) {
const bone = bones[i];
if (localTarget)
bone.modifyLocal(skeleton);
else
bone.modifyWorld(update);
for (let f = 0; f < fn; f++) {
const from = fromItems[f];
const value = from.value(skeleton, source, localSource, offsets) - from.offset;
const toItems = from.to;
for (let t = 0, tn = from.to.length; t < tn; t++) {
const to = toItems[t];
if (to.mix(p) !== 0) {
let 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);
}
}
}
}
}
sort (skeleton: Skeleton) {
if (!this.data.localSource) skeleton.sortBone(this.source);
const bones = this.bones;
const boneCount = this.bones.length;
const worldTarget = !this.data.localTarget;
if (worldTarget) {
for (let i = 0; i < boneCount; i++)
skeleton.sortBone(bones[i].bone);
}
skeleton._updateCache.push(this);
for (let i = 0; i < boneCount; i++) {
const bone = bones[i].bone;
skeleton.sortReset(bone.children);
skeleton.constrained(bone);
}
for (let i = 0; i < boneCount; i++)
bones[i].bone.sorted = worldTarget;
}
isSourceActive () {
return this.source.active;
}
}