mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
129 lines
4.8 KiB
Haxe
129 lines
4.8 KiB
Haxe
/******************************************************************************
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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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package 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 https://esotericsoftware.com/spine-transform-constraints Transform constraints in the Spine User Guide */
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class TransformConstraint extends Constraint<TransformConstraint, TransformConstraintData, TransformConstraintPose> {
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/** The bones that will be modified by this transform constraint. */
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public final bones:Array<BonePose>;
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/** The target bone whose world transform will be copied to the constrained bones. */
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public var source:Bone;
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public function new(data:TransformConstraintData, skeleton:Skeleton) {
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super(data, new TransformConstraintPose(), new TransformConstraintPose());
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if (skeleton == null) throw new SpineException("skeleton cannot be null.");
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bones = new Array<BonePose>();
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for (boneData in data.bones)
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bones.push(skeleton.bones[boneData.index].constrained);
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source = skeleton.bones[data.source.index];
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}
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public function copy(skeleton:Skeleton) {
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var copy = new 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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public function update(skeleton:Skeleton, physics:Physics):Void {
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var 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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var localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
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var offsets = data.offsets;
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var source = this.source.applied;
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if (localSource) source.validateLocalTransform(skeleton);
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var fromItems = data.properties;
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var fn = data.properties.length, update = skeleton.update;
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var bones = this.bones;
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var i = 0, n = this.bones.length;
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var update = skeleton._update;
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while (i < n) {
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var 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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var f = 0;
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while (f < fn) {
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var from = fromItems[f];
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var value = from.value(skeleton, source, localSource, offsets) - from.offset;
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var toItems = from.to;
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var t = 0, tn = from.to.length;
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while (t < tn) {
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var to = toItems[t];
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if (to.mix(p) != 0) {
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var 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 = MathUtils.clamp(clamped, to.offset, to.max);
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else
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clamped = MathUtils.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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t++;
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}
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f++;
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}
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i++;
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}
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}
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public function sort (skeleton:Skeleton) {
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if (!data.localSource) skeleton.sortBone(source);
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var bones = this.bones;
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var boneCount = this.bones.length;
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var worldTarget = !data.localTarget;
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if (worldTarget) {
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for (i in 0...boneCount)
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skeleton.sortBone(bones[i].bone);
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}
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skeleton._updateCache.push(this);
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for (i in 0...boneCount) {
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var 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 (i in 0...boneCount)
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bones[i].bone.sorted = worldTarget;
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}
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override public function isSourceActive () {
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return source.active;
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}
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}
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