spine-runtimes/spine-ts/spine-core/src/TransformConstraint.ts
2025-04-05 13:42:13 -04:00

130 lines
4.9 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* 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.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Bone } from "./Bone.js";
import { Physics, Skeleton } from "./Skeleton.js";
import { TransformConstraintData } from "./TransformConstraintData.js";
import { Updatable } from "./Updatable.js";
import { Vector2, MathUtils } from "./Utils.js";
/** Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
* bones to match that of the source bone.
*
* See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */
export class TransformConstraint implements Updatable {
/** The transform constraint's setup pose data. */
data: TransformConstraintData;
/** The bones that will be modified by this transform constraint. */
bones: Array<Bone>;
/** The bone whose world transform will be copied to the constrained bones. */
source: Bone;
mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0;
temp = new Vector2();
active = false;
constructor (data: TransformConstraintData, skeleton: Skeleton) {
if (!data) throw new Error("data cannot be null.");
if (!skeleton) throw new Error("skeleton cannot be null.");
this.data = data;
this.bones = new Array<Bone>();
for (let i = 0; i < data.bones.length; i++) {
let bone = skeleton.findBone(data.bones[i].name);
if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`);
this.bones.push(bone);
}
let target = skeleton.findBone(data.source.name);
if (!target) throw new Error(`Couldn't find target bone ${data.source.name}.`);
this.source = target;
this.mixRotate = data.mixRotate;
this.mixX = data.mixX;
this.mixY = data.mixY;
this.mixScaleX = data.mixScaleX;
this.mixScaleY = data.mixScaleY;
this.mixShearY = data.mixShearY;
}
isActive () {
return this.active;
}
setToSetupPose () {
const data = this.data;
this.mixRotate = data.mixRotate;
this.mixX = data.mixX;
this.mixY = data.mixY;
this.mixScaleX = data.mixScaleX;
this.mixScaleY = data.mixScaleY;
this.mixShearY = data.mixShearY;
}
update (physics: Physics) {
if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return;
const data = this.data;
const localFrom = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
const source = this.source;
const fromItems = data.properties;
const fn = data.properties.length;
const bones = this.bones;
for (let i = 0, n = this.bones.length; i < n; i++) {
const bone = bones[i];
for (let f = 0; f < fn; f++) {
const from = fromItems[f];
const value = from.value(data, source, localFrom) - from.offset;
const toItems = from.to;
for (let t = 0, tn = from.to.length; t < tn; t++) {
var to = toItems[t];
if (to.mix(this) != 0) {
let clamped = to.offset + value * to.scale;
if (clamp) {
if (to.offset < to.max)
clamped = MathUtils.clamp(clamped, to.offset, to.max);
else
clamped = MathUtils.clamp(clamped, to.max, to.offset);
}
to.apply(this, bone, clamped, localTarget, additive);
}
}
}
if (localTarget)
bone.update(null);
else
bone.updateAppliedTransform();
}
}
}