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/******************************************************************************
 * 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.
 *****************************************************************************/

package com.esotericsoftware.spine;

import static com.esotericsoftware.spine.utils.SpineUtils.*;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;

/** Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
 * bones to match that of the target bone.
 * 

* See Transform constraints in the Spine User Guide. */ public class TransformConstraint implements Constraint { final TransformConstraintData data; final Array bones; Bone target; float rotateMix, translateMix, scaleMix, shearMix; final Vector2 temp = new Vector2(); public TransformConstraint (TransformConstraintData data, Skeleton skeleton) { if (data == null) throw new IllegalArgumentException("data cannot be null."); if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null."); this.data = data; rotateMix = data.rotateMix; translateMix = data.translateMix; scaleMix = data.scaleMix; shearMix = data.shearMix; bones = new Array(data.bones.size); for (BoneData boneData : data.bones) bones.add(skeleton.findBone(boneData.name)); target = skeleton.findBone(data.target.name); } /** Copy constructor. */ public TransformConstraint (TransformConstraint constraint, Skeleton skeleton) { if (constraint == null) throw new IllegalArgumentException("constraint cannot be null."); if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null."); data = constraint.data; bones = new Array(constraint.bones.size); for (Bone bone : constraint.bones) bones.add(skeleton.bones.get(bone.data.index)); target = skeleton.bones.get(constraint.target.data.index); rotateMix = constraint.rotateMix; translateMix = constraint.translateMix; scaleMix = constraint.scaleMix; shearMix = constraint.shearMix; } /** Applies the constraint to the constrained bones. */ public void apply () { update(); } public void update () { if (data.local) { if (data.relative) applyRelativeLocal(); else applyAbsoluteLocal(); } else { if (data.relative) applyRelativeWorld(); else applyAbsoluteWorld(); } } private 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 ? degRad : -degRad; float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect; Array bones = this.bones; for (int i = 0, n = bones.size; i < n; i++) { Bone bone = bones.get(i); boolean modified = false; if (rotateMix != 0) { float a = bone.a, b = bone.b, c = bone.c, d = bone.d; float r = atan2(tc, ta) - atan2(c, a) + offsetRotation; if (r > PI) r -= PI2; else if (r < -PI) r += PI2; r *= rotateMix; float cos = cos(r), sin = 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) { Vector2 temp = this.temp; target.localToWorld(temp.set(data.offsetX, data.offsetY)); bone.worldX += (temp.x - bone.worldX) * translateMix; bone.worldY += (temp.y - bone.worldY) * translateMix; modified = true; } if (scaleMix > 0) { float s = (float)Math.sqrt(bone.a * bone.a + bone.c * bone.c); if (s != 0) 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); if (s != 0) 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 = atan2(d, b); float r = atan2(td, tb) - atan2(tc, ta) - (by - atan2(bone.c, bone.a)); if (r > PI) r -= PI2; else if (r < -PI) r += PI2; r = by + (r + offsetShearY) * shearMix; float s = (float)Math.sqrt(b * b + d * d); bone.b = cos(r) * s; bone.d = sin(r) * s; modified = true; } if (modified) bone.appliedValid = false; } } private 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 ? degRad : -degRad; float offsetRotation = data.offsetRotation * degRadReflect, offsetShearY = data.offsetShearY * degRadReflect; Array bones = this.bones; for (int i = 0, n = bones.size; i < n; i++) { Bone bone = bones.get(i); boolean modified = false; if (rotateMix != 0) { float a = bone.a, b = bone.b, c = bone.c, d = bone.d; float r = atan2(tc, ta) + offsetRotation; if (r > PI) r -= PI2; else if (r < -PI) r += PI2; r *= rotateMix; float cos = cos(r), sin = 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) { Vector2 temp = this.temp; target.localToWorld(temp.set(data.offsetX, data.offsetY)); bone.worldX += temp.x * translateMix; bone.worldY += temp.y * 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 = atan2(td, tb) - atan2(tc, ta); if (r > PI) r -= PI2; else if (r < -PI) r += PI2; float b = bone.b, d = bone.d; r = atan2(d, b) + (r - PI / 2 + offsetShearY) * shearMix; float s = (float)Math.sqrt(b * b + d * d); bone.b = cos(r) * s; bone.d = sin(r) * s; modified = true; } if (modified) bone.appliedValid = false; } } private void applyAbsoluteLocal () { float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; Bone target = this.target; if (!target.appliedValid) target.updateAppliedTransform(); Array bones = this.bones; for (int i = 0, n = bones.size; i < n; i++) { Bone bone = bones.get(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) scaleX = (scaleX + (target.ascaleX - scaleX + data.offsetScaleX) * scaleMix) / scaleX; if (scaleY != 0) 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); } } private void applyRelativeLocal () { float rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; Bone target = this.target; if (!target.appliedValid) target.updateAppliedTransform(); Array bones = this.bones; for (int i = 0, n = bones.size; i < n; i++) { Bone bone = bones.get(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) { scaleX *= ((target.ascaleX - 1 + data.offsetScaleX) * scaleMix) + 1; 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); } } public int getOrder () { return data.order; } /** The bones that will be modified by this transform constraint. */ public Array getBones () { return bones; } /** The target bone whose world transform will be copied to the constrained bones. */ public Bone getTarget () { return target; } public void setTarget (Bone target) { this.target = target; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ public float getRotateMix () { return rotateMix; } public void setRotateMix (float rotateMix) { this.rotateMix = rotateMix; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained translations. */ public float getTranslateMix () { return translateMix; } public void setTranslateMix (float translateMix) { this.translateMix = translateMix; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained scales. */ public float getScaleMix () { return scaleMix; } public void setScaleMix (float scaleMix) { this.scaleMix = scaleMix; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained scales. */ public float getShearMix () { return shearMix; } public void setShearMix (float shearMix) { this.shearMix = shearMix; } /** The transform constraint's setup pose data. */ public TransformConstraintData getData () { return data; } public String toString () { return data.name; } }





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