spine-runtimes/spine-lua/TransformConstraint.lua

344 lines
11 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes License Agreement
-- Last updated January 1, 2020. Replaces all prior versions.
--
-- Copyright (c) 2013-2020, 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
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--
-- 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.
--
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-------------------------------------------------------------------------------
local setmetatable = setmetatable
local utils = require "spine-lua.utils"
local math_pi = math.pi
local math_pi2 = math.pi * 2
local math_atan2 = math.atan2
local math_sqrt = math.sqrt
local math_acos = math.acos
local math_sin = math.sin
local math_cos = math.cos
local table_insert = table.insert
local math_deg = math.deg
local math_rad = math.rad
local math_abs = math.abs
local math_floor = math.floor
local TransformConstraint = {}
TransformConstraint.__index = TransformConstraint
function TransformConstraint.new (data, skeleton)
if not data then error("data cannot be nil", 2) end
if not skeleton then error("skeleton cannot be nil", 2) end
local self = {
data = data,
bones = {},
target = nil,
rotateMix = data.rotateMix, translateMix = data.translateMix, scaleMix = data.scaleMix, shearMix = data.shearMix,
temp = { 0, 0 },
active = false
}
setmetatable(self, TransformConstraint)
for _,bone in ipairs(data.bones) do
table_insert(self.bones, skeleton:findBone(bone.name))
end
self.target = skeleton:findBone(data.target.name)
return self
end
function TransformConstraint:apply ()
self:update()
end
function TransformConstraint:update ()
if self.data.local_ then
if self.data.relative then
self:applyRelativeLocal()
else
self:applyAbsoluteLocal()
end
else
if self.data.relative then
self:applyRelativeWorld()
else
self:applyAbsoluteWorld()
end
end
end
function TransformConstraint:applyAbsoluteWorld ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
local ta = target.a
local tb = target.b
local tc = target.c
local td = target.d
local degRadReflect = 0;
if ta * td - tb * tc > 0 then degRadReflect = utils.degRad else degRadReflect = -utils.degRad end
local offsetRotation = self.data.offsetRotation * degRadReflect
local offsetShearY = self.data.offsetShearY * degRadReflect
local bones = self.bones
for _, bone in ipairs(bones) do
local modified = false
if rotateMix ~= 0 then
local a = bone.a
local b = bone.b
local c = bone.c
local d = bone.d
local r = math_atan2(tc, ta) - math_atan2(c, a) + offsetRotation
if r > math_pi then
r = r - math_pi2
elseif r < -math_pi then
r = r + math_pi2
end
r = r * rotateMix
local cos = math_cos(r)
local sin = math_sin(r)
bone.a = cos * a - sin * c
bone.b = cos * b - sin * d
bone.c = sin * a + cos * c
bone.d = sin * b + cos * d
modified = true
end
if translateMix ~= 0 then
local temp = self.temp
temp[1] = self.data.offsetX
temp[2] = self.data.offsetY
target:localToWorld(temp)
bone.worldX = bone.worldX + (temp[1] - bone.worldX) * translateMix
bone.worldY = bone.worldY + (temp[2] - bone.worldY) * translateMix
modified = true
end
if scaleMix > 0 then
local s = math_sqrt(bone.a * bone.a + bone.c * bone.c)
local ts = math_sqrt(ta * ta + tc * tc)
if s > 0.00001 then
s = (s + (ts - s + self.data.offsetScaleX) * scaleMix) / s
end
bone.a = bone.a * s
bone.c = bone.c * s
s = math_sqrt(bone.b * bone.b + bone.d * bone.d)
ts = math_sqrt(tb * tb + td * td)
if s > 0.00001 then
s = (s + (ts - s + self.data.offsetScaleY) * scaleMix) / s
end
bone.b = bone.b * s
bone.d = bone.d * s
modified = true
end
if shearMix > 0 then
local b = bone.b
local d = bone.d
local by = math_atan2(d, b)
local r = math_atan2(td, tb) - math_atan2(tc, ta) - (by - math_atan2(bone.c, bone.a))
if r > math_pi then
r = r - math_pi2
elseif r < -math_pi then
r = r + math_pi2
end
r = by + (r + offsetShearY) * shearMix
local s = math_sqrt(b * b + d * d)
bone.b = math_cos(r) * s
bone.d = math_sin(r) * s
modified = true
end
if modified then bone.appliedValid = false end
end
end
function TransformConstraint:applyRelativeWorld ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
local ta = target.a
local tb = target.b
local tc = target.c
local td = target.d
local degRadReflect = 0;
if ta * td - tb * tc > 0 then degRadReflect = utils.degRad else degRadReflect = -utils.degRad end
local offsetRotation = self.data.offsetRotation * degRadReflect
local offsetShearY = self.data.offsetShearY * degRadReflect
local bones = self.bones
for _, bone in ipairs(bones) do
local modified = false
if rotateMix ~= 0 then
local a = bone.a
local b = bone.b
local c = bone.c
local d = bone.d
local r = math_atan2(tc, ta) + offsetRotation
if r > math_pi then
r = r - math_pi2
elseif r < -math_pi then
r = r + math_pi2
end
r = r * rotateMix
local cos = math_cos(r)
local sin = math_sin(r)
bone.a = cos * a - sin * c
bone.b = cos * b - sin * d
bone.c = sin * a + cos * c
bone.d = sin * b + cos * d
modified = true
end
if translateMix ~= 0 then
local temp = self.temp
temp[1] = self.data.offsetX
temp[2] = self.data.offsetY
target:localToWorld(temp)
bone.worldX = bone.worldX + temp[1] * translateMix
bone.worldY = bone.worldY + temp[2] * translateMix
modified = true
end
if scaleMix > 0 then
local s = (math_sqrt(ta * ta + tc * tc) - 1 + self.data.offsetScaleX) * scaleMix + 1
bone.a = bone.a * s
bone.c = bone.c * s
s = (math_sqrt(tb * tb + td * td) - 1 + self.data.offsetScaleY) * scaleMix + 1
bone.b = bone.b * s
bone.d = bone.d * s
modified = true
end
if shearMix > 0 then
local r = math_atan2(td, tb) - math_atan2(tc, ta)
if r > math_pi then
r = r - math_pi2
elseif r < -math_pi then
r = r + math_pi2
end
local b = bone.b
local d = bone.d
r = math_atan2(d, b) + (r - math_pi / 2 + offsetShearY) * shearMix;
local s = math_sqrt(b * b + d * d)
bone.b = math_cos(r) * s
bone.d = math_sin(r) * s
modified = true
end
if modified then bone.appliedValid = false end
end
end
function TransformConstraint:applyAbsoluteLocal ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
if not target.appliedValid then target:updatedAppliedTransform() end
local bones = self.bones
for _, bone in ipairs(bones) do
local modified = false
if not bone.appliedValid then bone:updateAppliedTransform() end
local rotation = bone.arotation
if rotateMix ~= 0 then
local r = target.arotation - rotation + self.data.offsetRotation
r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
rotation = rotation + r * rotateMix
end
local x = bone.ax
local y = bone.ay
if translateMix ~= 0 then
x = x + (target.ax - x + self.data.offsetX) * translateMix
y = x + (target.ay - y + self.data.offsetY) * translateMix
end
local scaleX = bone.ascaleX
local scaleY = bone.ascaleY
if scaleMix ~= 0 then
if scaleX > 0.00001 then
scaleX = (scaleX + (target.ascaleX - scaleX + self.data.offsetScaleX) * scaleMix) / scaleX
end
if scaleY > 0.00001 then
scaleY = (scaleY + (target.ascaleY - scaleY + self.data.offsetScaleY) * scaleMix) / scaleY
end
end
local shearY = bone.ashearY
if shearMix ~= 0 then
local r = target.ashearY - shearY + self.data.offsetShearY
r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
bone.shearY = bone.shearY + r * shearMix
end
bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
end
end
function TransformConstraint:applyRelativeLocal ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
if not target.appliedValid then target:updateAppliedTransform() end
local bones = self.bones
for _, bone in ipairs(bones) do
if not bone.appliedValid then bone:updateAppliedTransform() end
local rotation = bone.arotation
if rotateMix ~= 0 then rotation = rotation + (target.arotation + self.data.offsetRotation) * rotateMix end
local x = bone.ax
local y = bone.ay
if translateMix ~= 0 then
x = x + (target.ax + self.data.offsetX) * translateMix
y = y + (target.ay + self.data.offsetY) * translateMix
end
local scaleX = bone.ascaleX
local scaleY = bone.ascaleY
if scaleMix ~= 0 then
if scaleX > 0.00001 then
scaleX = scaleX * (((target.ascaleX - 1 + self.data.offsetScaleX) * scaleMix) + 1)
end
if scaleY > 0.00001 then
scaleY = scaleY * (((target.ascaleY - 1 + self.data.offsetScaleY) * scaleMix) + 1)
end
end
local shearY = bone.ashearY
if shearMix ~= 0 then shearY = shearY + (target.ashearY + self.data.offsetShearY) * shearMix end
bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY)
end
end
return TransformConstraint