FiE-Game/Assets/Spine/SpineCSharp/TransformConstraint.cs
2023-07-25 00:52:50 +05:00

284 lines
11 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace Spine {
public class TransformConstraint : IConstraint {
internal TransformConstraintData data;
internal ExposedList<Bone> bones;
internal Bone target;
internal float rotateMix, translateMix, scaleMix, shearMix;
public TransformConstraintData Data { get { return data; } }
public int Order { get { return data.order; } }
public ExposedList<Bone> Bones { get { return bones; } }
public Bone Target { get { return target; } set { target = value; } }
public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
public float ScaleMix { get { return scaleMix; } set { scaleMix = value; } }
public float ShearMix { get { return shearMix; } set { shearMix = value; } }
public TransformConstraint (TransformConstraintData data, Skeleton skeleton) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.data = data;
rotateMix = data.rotateMix;
translateMix = data.translateMix;
scaleMix = data.scaleMix;
shearMix = data.shearMix;
bones = new ExposedList<Bone>();
foreach (BoneData boneData in data.bones)
bones.Add (skeleton.FindBone (boneData.name));
target = skeleton.FindBone(data.target.name);
}
public void Apply () {
Update();
}
public void Update () {
if (data.local) {
if (data.relative)
ApplyRelativeLocal();
else
ApplyAbsoluteLocal();
} else {
if (data.relative)
ApplyRelativeWorld();
else
ApplyAbsoluteWorld();
}
}
void ApplyAbsoluteWorld () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
var bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones.Items[i];
bool modified = false;
if (rotateMix != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) - MathUtils.Atan2(c, a) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r *= rotateMix;
float cos = MathUtils.Cos(r), sin = MathUtils.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;
}
if (translateMix != 0) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += (tx - bone.worldX) * translateMix;
bone.worldY += (ty - bone.worldY) * translateMix;
modified = true;
}
if (scaleMix > 0) {
float s = (float)Math.Sqrt(bone.a * bone.a + bone.c * bone.c);
//float ts = (float)Math.sqrt(ta * ta + tc * tc);
if (s > 0.00001f) s = (s + ((float)Math.Sqrt(ta * ta + tc * tc) - s + data.offsetScaleX) * scaleMix) / s;
bone.a *= s;
bone.c *= s;
s = (float)Math.Sqrt(bone.b * bone.b + bone.d * bone.d);
//ts = (float)Math.Sqrt(tb * tb + td * td);
if (s > 0.00001f) s = (s + ((float)Math.Sqrt(tb * tb + td * td) - s + data.offsetScaleY) * scaleMix) / s;
bone.b *= s;
bone.d *= s;
modified = true;
}
if (shearMix > 0) {
float b = bone.b, d = bone.d;
float by = MathUtils.Atan2(d, b);
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta) - (by - MathUtils.Atan2(bone.c, bone.a));
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r = by + (r + offsetShearY) * shearMix;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
modified = true;
}
if (modified) bone.appliedValid = false;
}
}
void ApplyRelativeWorld () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
float ta = target.a, tb = target.b, tc = target.c, td = target.d;
float degRadReflect = ta * td - tb * tc > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect;
var bones = this.bones;
for (int i = 0, n = bones.Count; i < n; i++) {
Bone bone = bones.Items[i];
bool modified = false;
if (rotateMix != 0) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float r = MathUtils.Atan2(tc, ta) + offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
r *= rotateMix;
float cos = MathUtils.Cos(r), sin = MathUtils.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;
}
if (translateMix != 0) {
float tx, ty; //Vector2 temp = this.temp;
target.LocalToWorld(data.offsetX, data.offsetY, out tx, out ty); //target.localToWorld(temp.set(data.offsetX, data.offsetY));
bone.worldX += tx * translateMix;
bone.worldY += ty * translateMix;
modified = true;
}
if (scaleMix > 0) {
float s = ((float)Math.Sqrt(ta * ta + tc * tc) - 1 + data.offsetScaleX) * scaleMix + 1;
bone.a *= s;
bone.c *= s;
s = ((float)Math.Sqrt(tb * tb + td * td) - 1 + data.offsetScaleY) * scaleMix + 1;
bone.b *= s;
bone.d *= s;
modified = true;
}
if (shearMix > 0) {
float r = MathUtils.Atan2(td, tb) - MathUtils.Atan2(tc, ta);
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) r += MathUtils.PI2;
float b = bone.b, d = bone.d;
r = MathUtils.Atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * shearMix;
float s = (float)Math.Sqrt(b * b + d * d);
bone.b = MathUtils.Cos(r) * s;
bone.d = MathUtils.Sin(r) * s;
modified = true;
}
if (modified) bone.appliedValid = false;
}
}
void ApplyAbsoluteLocal () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
if (!target.appliedValid) target.UpdateAppliedTransform();
var bonesItems = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (!bone.appliedValid) bone.UpdateAppliedTransform();
float rotation = bone.arotation;
if (rotateMix != 0) {
float r = target.arotation - rotation + data.offsetRotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
rotation += r * rotateMix;
}
float x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax - x + data.offsetX) * translateMix;
y += (target.ay - y + data.offsetY) * translateMix;
}
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix > 0) {
if (scaleX > 0.00001f) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX;
if (scaleY > 0.00001f) scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * scaleMix) / scaleY;
}
float shearY = bone.ashearY;
if (shearMix > 0) {
float r = target.ashearY - shearY + data.offsetShearY;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone.shearY += r * shearMix;
}
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
void ApplyRelativeLocal () {
float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
Bone target = this.target;
if (!target.appliedValid) target.UpdateAppliedTransform();
var bonesItems = this.bones.Items;
for (int i = 0, n = this.bones.Count; i < n; i++) {
Bone bone = bonesItems[i];
if (!bone.appliedValid) bone.UpdateAppliedTransform();
float rotation = bone.arotation;
if (rotateMix != 0) rotation += (target.arotation + data.offsetRotation) * rotateMix;
float x = bone.ax, y = bone.ay;
if (translateMix != 0) {
x += (target.ax + data.offsetX) * translateMix;
y += (target.ay + data.offsetY) * translateMix;
}
float scaleX = bone.ascaleX, scaleY = bone.ascaleY;
if (scaleMix > 0) {
if (scaleX > 0.00001f) scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1;
if (scaleY > 0.00001f) scaleY *= ((target.ascaleY - 1 + data.offsetScaleY) * scaleMix) + 1;
}
float shearY = bone.ashearY;
if (shearMix > 0) shearY += (target.ashearY + data.offsetShearY) * shearMix;
bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
}
}
override public string ToString () {
return data.name;
}
}
}