/****************************************************************************** * 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 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 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(); 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; } } }