mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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301 lines
11 KiB
TypeScript
301 lines
11 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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module spine {
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/** Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
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* bones to match that of the target bone.
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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 TransformConstraint implements Updatable {
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/** The transform constraint's setup pose data. */
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data: TransformConstraintData;
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/** The bones that will be modified by this transform constraint. */
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bones: Array<Bone>;
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/** The target bone whose world transform will be copied to the constrained bones. */
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target: Bone;
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
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rotateMix = 0;
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained translations. */
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translateMix = 0;
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained scales. */
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scaleMix = 0;
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained scales. */
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shearMix = 0;
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temp = new Vector2();
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active = false;
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constructor (data: TransformConstraintData, skeleton: Skeleton) {
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if (data == null) throw new Error("data cannot be null.");
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if (skeleton == null) throw new Error("skeleton cannot be null.");
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this.data = data;
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this.rotateMix = data.rotateMix;
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this.translateMix = data.translateMix;
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this.scaleMix = data.scaleMix;
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this.shearMix = data.shearMix;
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this.bones = new Array<Bone>();
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for (let i = 0; i < data.bones.length; i++)
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this.bones.push(skeleton.findBone(data.bones[i].name));
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this.target = skeleton.findBone(data.target.name);
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}
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isActive () {
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return this.active;
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}
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/** Applies the constraint to the constrained bones. */
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apply () {
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this.update();
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}
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update () {
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if (this.data.local) {
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if (this.data.relative)
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this.applyRelativeLocal();
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else
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this.applyAbsoluteLocal();
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} else {
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if (this.data.relative)
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this.applyRelativeWorld();
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else
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this.applyAbsoluteWorld();
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}
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}
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applyAbsoluteWorld () {
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let rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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let target = this.target;
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let ta = target.a, tb = target.b, tc = target.c, td = target.d;
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let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
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let offsetRotation = this.data.offsetRotation * degRadReflect;
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let offsetShearY = this.data.offsetShearY * degRadReflect;
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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let modified = false;
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if (rotateMix != 0) {
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let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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let r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI)
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r += MathUtils.PI2;
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r *= rotateMix;
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let cos = Math.cos(r), sin = Math.sin(r);
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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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modified = true;
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}
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if (translateMix != 0) {
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let temp = this.temp;
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target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
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bone.worldX += (temp.x - bone.worldX) * translateMix;
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bone.worldY += (temp.y - bone.worldY) * translateMix;
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modified = true;
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}
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if (scaleMix > 0) {
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let s = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
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let ts = Math.sqrt(ta * ta + tc * tc);
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if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s;
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bone.a *= s;
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bone.c *= s;
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s = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
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ts = Math.sqrt(tb * tb + td * td);
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if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s;
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bone.b *= s;
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bone.d *= s;
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modified = true;
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}
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if (shearMix > 0) {
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let b = bone.b, d = bone.d;
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let by = Math.atan2(d, b);
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let r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI)
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r += MathUtils.PI2;
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r = by + (r + offsetShearY) * shearMix;
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let s = Math.sqrt(b * b + d * d);
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bone.b = Math.cos(r) * s;
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bone.d = Math.sin(r) * s;
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modified = true;
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}
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if (modified) bone.appliedValid = false;
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}
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}
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applyRelativeWorld () {
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let rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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let target = this.target;
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let ta = target.a, tb = target.b, tc = target.c, td = target.d;
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let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
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let offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect;
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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let modified = false;
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if (rotateMix != 0) {
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let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
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let r = Math.atan2(tc, ta) + offsetRotation;
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) r += MathUtils.PI2;
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r *= rotateMix;
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let cos = Math.cos(r), sin = Math.sin(r);
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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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modified = true;
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}
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if (translateMix != 0) {
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let temp = this.temp;
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target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
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bone.worldX += temp.x * translateMix;
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bone.worldY += temp.y * translateMix;
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modified = true;
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}
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if (scaleMix > 0) {
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let s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1;
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bone.a *= s;
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bone.c *= s;
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s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1;
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bone.b *= s;
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bone.d *= s;
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modified = true;
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}
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if (shearMix > 0) {
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let r = Math.atan2(td, tb) - Math.atan2(tc, ta);
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) r += MathUtils.PI2;
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let b = bone.b, d = bone.d;
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r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix;
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let s = Math.sqrt(b * b + d * d);
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bone.b = Math.cos(r) * s;
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bone.d = Math.sin(r) * s;
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modified = true;
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}
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if (modified) bone.appliedValid = false;
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}
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}
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applyAbsoluteLocal () {
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let rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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let target = this.target;
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if (!target.appliedValid) target.updateAppliedTransform();
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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if (!bone.appliedValid) bone.updateAppliedTransform();
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let rotation = bone.arotation;
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if (rotateMix != 0) {
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let r = target.arotation - rotation + this.data.offsetRotation;
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r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
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rotation += r * rotateMix;
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}
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let x = bone.ax, y = bone.ay;
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if (translateMix != 0) {
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x += (target.ax - x + this.data.offsetX) * translateMix;
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y += (target.ay - y + this.data.offsetY) * translateMix;
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}
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let scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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if (scaleMix != 0) {
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if (scaleX > 0.00001) scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX;
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if (scaleY > 0.00001) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY;
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}
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let shearY = bone.ashearY;
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if (shearMix != 0) {
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let r = target.ashearY - shearY + this.data.offsetShearY;
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r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360;
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bone.shearY += r * shearMix;
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}
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bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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}
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}
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applyRelativeLocal () {
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let rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
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let target = this.target;
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if (!target.appliedValid) target.updateAppliedTransform();
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let bones = this.bones;
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for (let i = 0, n = bones.length; i < n; i++) {
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let bone = bones[i];
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if (!bone.appliedValid) bone.updateAppliedTransform();
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let rotation = bone.arotation;
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if (rotateMix != 0) rotation += (target.arotation + this.data.offsetRotation) * rotateMix;
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let x = bone.ax, y = bone.ay;
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if (translateMix != 0) {
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x += (target.ax + this.data.offsetX) * translateMix;
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y += (target.ay + this.data.offsetY) * translateMix;
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}
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let scaleX = bone.ascaleX, scaleY = bone.ascaleY;
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if (scaleMix != 0) {
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if (scaleX > 0.00001) scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1;
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if (scaleY > 0.00001) scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1;
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}
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let shearY = bone.ashearY;
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if (shearMix != 0) shearY += (target.ashearY + this.data.offsetShearY) * shearMix;
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bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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}
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}
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}
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}
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