mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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130 lines
4.9 KiB
TypeScript
130 lines
4.9 KiB
TypeScript
/******************************************************************************
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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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import { Bone } from "./Bone.js";
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import { Physics, Skeleton } from "./Skeleton.js";
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import { TransformConstraintData } from "./TransformConstraintData.js";
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import { Updatable } from "./Updatable.js";
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import { Vector2, MathUtils } from "./Utils.js";
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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 source 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 bone whose world transform will be copied to the constrained bones. */
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source: Bone;
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mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 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) throw new Error("data cannot be null.");
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if (!skeleton) throw new Error("skeleton cannot be null.");
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this.data = data;
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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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let bone = skeleton.findBone(data.bones[i].name);
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if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`);
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this.bones.push(bone);
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}
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let target = skeleton.findBone(data.source.name);
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if (!target) throw new Error(`Couldn't find target bone ${data.source.name}.`);
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this.source = target;
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this.mixRotate = data.mixRotate;
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this.mixX = data.mixX;
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this.mixY = data.mixY;
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this.mixScaleX = data.mixScaleX;
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this.mixScaleY = data.mixScaleY;
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this.mixShearY = data.mixShearY;
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}
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isActive () {
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return this.active;
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}
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setToSetupPose () {
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const data = this.data;
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this.mixRotate = data.mixRotate;
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this.mixX = data.mixX;
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this.mixY = data.mixY;
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this.mixScaleX = data.mixScaleX;
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this.mixScaleY = data.mixScaleY;
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this.mixShearY = data.mixShearY;
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}
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update (physics: Physics) {
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if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return;
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const data = this.data;
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const localFrom = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
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const source = this.source;
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const fromItems = data.properties;
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const fn = data.properties.length;
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const bones = this.bones;
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for (let i = 0, n = this.bones.length; i < n; i++) {
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const bone = bones[i];
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for (let f = 0; f < fn; f++) {
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const from = fromItems[f];
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const value = from.value(data, source, localFrom) - from.offset;
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const toItems = from.to;
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for (let t = 0, tn = from.to.length; t < tn; t++) {
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var to = toItems[t];
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if (to.mix(this) != 0) {
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let 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(this, bone, clamped, localTarget, additive);
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}
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}
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}
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if (localTarget)
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bone.update(null);
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else
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bone.updateAppliedTransform();
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}
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}
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}
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