mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 14:54:53 +08:00
- spine-cpp/spine-cpp was moved into spine-cpp directory, so spine-cpp/spine-cpp/src -> spine-cpp/src, spine-cpp/spine-cpp/include -> spine-cpp/include - Added scaffold for DebugPrinter to be used by runtime comparison tests - Added build.sh
141 lines
5.2 KiB
C++
141 lines
5.2 KiB
C++
/******************************************************************************
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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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#include <spine/TransformConstraint.h>
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#include <spine/Bone.h>
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#include <spine/BonePose.h>
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#include <spine/Skeleton.h>
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#include <spine/TransformConstraintData.h>
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#include <spine/MathUtil.h>
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#include <spine/BoneData.h>
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using namespace spine;
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RTTI_IMPL(TransformConstraint, Constraint)
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TransformConstraint::TransformConstraint(TransformConstraintData &data, Skeleton &skeleton) : ConstraintGeneric<TransformConstraint, TransformConstraintData, TransformConstraintPose>(data) {
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_bones.ensureCapacity(data.getBones().size());
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for (size_t i = 0; i < data.getBones().size(); i++) {
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BoneData *boneData = data.getBones()[i];
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_bones.add(&skeleton._bones[boneData->getIndex()]->_constrained);
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}
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_source = skeleton._bones[data._source->getIndex()];
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}
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TransformConstraint *TransformConstraint::copy(Skeleton &skeleton) {
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TransformConstraint *copy = new (__FILE__, __LINE__) TransformConstraint(_data, skeleton);
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copy->_pose.set(_pose);
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return copy;
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}
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/// Applies the constraint to the constrained bones.
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void TransformConstraint::update(Skeleton &skeleton, Physics physics) {
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TransformConstraintPose &p = *_applied;
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if (p._mixRotate == 0 && p._mixX == 0 && p._mixY == 0 && p._mixScaleX == 0 && p._mixScaleY == 0 && p._mixShearY == 0) return;
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TransformConstraintData &data = _data;
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bool localSource = data._localSource, localTarget = data._localTarget, additive = data._additive, clamp = data._clamp;
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float *offsets = data._offsets;
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BonePose &source = *_source->_applied;
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if (localSource) {
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source.validateLocalTransform(skeleton);
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}
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FromProperty **fromItems = data._properties.buffer();
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size_t fn = data._properties.size();
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int update = skeleton._update;
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BonePose **bones = _bones.buffer();
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for (size_t i = 0, n = _bones.size(); i < n; i++) {
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BonePose *bone = bones[i];
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if (localTarget) {
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bone->modifyLocal(skeleton);
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} else {
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bone->modifyWorld(update);
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}
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for (size_t f = 0; f < fn; f++) {
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FromProperty *from = fromItems[f];
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float value = from->value(skeleton, source, localSource, offsets) - from->_offset;
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Array<ToProperty *> &toProps = from->_to;
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ToProperty **toItems = toProps.buffer();
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for (size_t t = 0, tn = toProps.size(); t < tn; t++) {
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ToProperty *to = toItems[t];
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if (to->mix(p) != 0) {
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float clamped = to->_offset + value * to->_scale;
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if (clamp) {
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if (to->_offset < to->_max)
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clamped = MathUtil::clamp(clamped, to->_offset, to->_max);
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else
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clamped = MathUtil::clamp(clamped, to->_max, to->_offset);
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}
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to->apply(skeleton, p, *bone, clamped, localTarget, additive);
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}
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}
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}
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}
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}
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void TransformConstraint::sort(Skeleton &skeleton) {
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if (!_data._localSource) skeleton.sortBone(_source);
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BonePose **bones = _bones.buffer();
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size_t boneCount = _bones.size();
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bool worldTarget = !_data._localTarget;
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if (worldTarget) {
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for (size_t i = 0; i < boneCount; i++)
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skeleton.sortBone(bones[i]->_bone);
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}
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skeleton._updateCache.add(this);
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for (size_t i = 0; i < boneCount; i++) {
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Bone *bone = bones[i]->_bone;
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skeleton.sortReset(bone->_children);
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skeleton.constrained(*bone);
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}
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for (size_t i = 0; i < boneCount; i++)
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bones[i]->_bone->_sorted = worldTarget;
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}
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bool TransformConstraint::isSourceActive() {
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return _source->_active;
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}
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/// The bones that will be modified by this transform constraint.
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Array<BonePose *> &TransformConstraint::getBones() {
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return _bones;
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}
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/// The bone whose world transform will be copied to the constrained bones.
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Bone *TransformConstraint::getSource() {
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return _source;
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}
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void TransformConstraint::setSource(Bone *source) {
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_source = source;
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} |