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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 com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.FloatArray;
import com.esotericsoftware.spine.PathConstraintData.PositionMode;
import com.esotericsoftware.spine.PathConstraintData.RotateMode;
import com.esotericsoftware.spine.PathConstraintData.SpacingMode;
import com.esotericsoftware.spine.attachments.Attachment;
import com.esotericsoftware.spine.attachments.PathAttachment;
/** Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
* constrained bones so they follow a {@link PathAttachment}.
* <p>
* See <a href="http://esotericsoftware.com/spine-path-constraints">Path constraints</a> in the Spine User Guide. */
public class PathConstraint implements Constraint {
static private final int NONE = -1, BEFORE = -2, AFTER = -3;
final PathConstraintData data;
final Array<Bone> bones;
Slot target;
float position, spacing, rotateMix, translateMix;
private final FloatArray spaces = new FloatArray(), positions = new FloatArray();
private final FloatArray world = new FloatArray(), curves = new FloatArray(), lengths = new FloatArray();
private final float[] segments = new float[10];
public PathConstraint (PathConstraintData 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;
bones = new Array(data.bones.size);
for (BoneData boneData : data.bones)
bones.add(skeleton.findBone(boneData.name));
target = skeleton.findSlot(data.target.name);
position = data.position;
spacing = data.spacing;
rotateMix = data.rotateMix;
translateMix = data.translateMix;
}
/** Copy constructor. */
public PathConstraint (PathConstraint 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.slots.get(constraint.target.data.index);
position = constraint.position;
spacing = constraint.spacing;
rotateMix = constraint.rotateMix;
translateMix = constraint.translateMix;
}
/** Applies the constraint to the constrained bones. */
public void apply () {
update();
}
@SuppressWarnings("null")
public void update () {
Attachment attachment = target.attachment;
if (!(attachment instanceof PathAttachment)) return;
float rotateMix = this.rotateMix, translateMix = this.translateMix;
boolean translate = translateMix > 0, rotate = rotateMix > 0;
if (!translate && !rotate) return;
PathConstraintData data = this.data;
SpacingMode spacingMode = data.spacingMode;
boolean lengthSpacing = spacingMode == SpacingMode.length;
RotateMode rotateMode = data.rotateMode;
boolean tangents = rotateMode == RotateMode.tangent, scale = rotateMode == RotateMode.chainScale;
int boneCount = this.bones.size, spacesCount = tangents ? boneCount : boneCount + 1;
Object[] bones = this.bones.items;
float[] spaces = this.spaces.setSize(spacesCount), lengths = null;
float spacing = this.spacing;
if (scale || lengthSpacing) {
if (scale) lengths = this.lengths.setSize(boneCount);
for (int i = 0, n = spacesCount - 1; i < n;) {
Bone bone = (Bone)bones[i];
float length = bone.data.length, x = length * bone.a, y = length * bone.c;
length = (float)Math.sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = lengthSpacing ? Math.max(0, length + spacing) : spacing;
}
} else {
for (int i = 1; i < spacesCount; i++)
spaces[i] = spacing;
}
float[] positions = computeWorldPositions((PathAttachment)attachment, spacesCount, tangents,
data.positionMode == PositionMode.percent, spacingMode == SpacingMode.percent);
float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
boolean tip;
if (offsetRotation == 0)
tip = rotateMode == RotateMode.chain;
else {
tip = false;
Bone p = target.bone;
offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
}
for (int i = 0, p = 3; i < boneCount; i++, p += 3) {
Bone bone = (Bone)bones[i];
bone.worldX += (boneX - bone.worldX) * translateMix;
bone.worldY += (boneY - bone.worldY) * translateMix;
float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
float length = lengths[i];
if (length != 0) {
float s = ((float)Math.sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (rotate) {
float a = bone.a, b = bone.b, c = bone.c, d = bone.d, r, cos, sin;
if (tangents)
r = positions[p - 1];
else if (spaces[i + 1] == 0)
r = positions[p + 2];
else
r = (float)Math.atan2(dy, dx);
r -= (float)Math.atan2(c, a);
if (tip) {
cos = (float)Math.cos(r);
sin = (float)Math.sin(r);
float length = bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * rotateMix;
boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
} else
r += offsetRotation;
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI) //
r += MathUtils.PI2;
r *= rotateMix;
cos = (float)Math.cos(r);
sin = (float)Math.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;
}
bone.appliedValid = false;
}
}
float[] computeWorldPositions (PathAttachment path, int spacesCount, boolean tangents, boolean percentPosition,
boolean percentSpacing) {
Slot target = this.target;
float position = this.position;
float[] spaces = this.spaces.items, out = this.positions.setSize(spacesCount * 3 + 2), world;
boolean closed = path.getClosed();
int verticesLength = path.getWorldVerticesLength(), curveCount = verticesLength / 6, prevCurve = NONE;
if (!path.getConstantSpeed()) {
float[] lengths = path.getLengths();
curveCount -= closed ? 1 : 2;
float pathLength = lengths[curveCount];
if (percentPosition) position *= pathLength;
if (percentSpacing) {
for (int i = 0; i < spacesCount; i++)
spaces[i] *= pathLength;
}
world = this.world.setSize(8);
for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
float space = spaces[i];
position += space;
float p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
} else if (p < 0) {
if (prevCurve != BEFORE) {
prevCurve = BEFORE;
path.computeWorldVertices(target, 2, 4, world, 0);
}
addBeforePosition(p, world, 0, out, o);
continue;
} else if (p > pathLength) {
if (prevCurve != AFTER) {
prevCurve = AFTER;
path.computeWorldVertices(target, verticesLength - 6, 4, world, 0);
}
addAfterPosition(p - pathLength, world, 0, out, o);
continue;
}
// Determine curve containing position.
for (;; curve++) {
float length = lengths[curve];
if (p > length) continue;
if (curve == 0)
p /= length;
else {
float prev = lengths[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve != prevCurve) {
prevCurve = curve;
if (closed && curve == curveCount) {
path.computeWorldVertices(target, verticesLength - 4, 4, world, 0);
path.computeWorldVertices(target, 0, 4, world, 4);
} else
path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0);
}
addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o,
tangents || (i > 0 && space == 0));
}
return out;
}
// World vertices.
if (closed) {
verticesLength += 2;
world = this.world.setSize(verticesLength);
path.computeWorldVertices(target, 2, verticesLength - 4, world, 0);
path.computeWorldVertices(target, 0, 2, world, verticesLength - 4);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
} else {
curveCount--;
verticesLength -= 4;
world = this.world.setSize(verticesLength);
path.computeWorldVertices(target, 2, verticesLength, world, 0);
}
// Curve lengths.
float[] curves = this.curves.setSize(curveCount);
float pathLength = 0;
float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
cx1 = world[w];
cy1 = world[w + 1];
cx2 = world[w + 2];
cy2 = world[w + 3];
x2 = world[w + 4];
y2 = world[w + 5];
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375f;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.75f + tmpx + dddfx * 0.16666667f;
dfy = (cy1 - y1) * 0.75f + tmpy + dddfy * 0.16666667f;
pathLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
pathLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
pathLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
pathLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
curves[i] = pathLength;
x1 = x2;
y1 = y2;
}
if (percentPosition) position *= pathLength;
if (percentSpacing) {
for (int i = 0; i < spacesCount; i++)
spaces[i] *= pathLength;
}
float[] segments = this.segments;
float curveLength = 0;
for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
float space = spaces[i];
position += space;
float p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
} else if (p < 0) {
addBeforePosition(p, world, 0, out, o);
continue;
} else if (p > pathLength) {
addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
continue;
}
// Determine curve containing position.
for (;; curve++) {
float length = curves[curve];
if (p > length) continue;
if (curve == 0)
p /= length;
else {
float prev = curves[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
// Curve segment lengths.
if (curve != prevCurve) {
prevCurve = curve;
int ii = curve * 6;
x1 = world[ii];
y1 = world[ii + 1];
cx1 = world[ii + 2];
cy1 = world[ii + 3];
cx2 = world[ii + 4];
cy2 = world[ii + 5];
x2 = world[ii + 6];
y2 = world[ii + 7];
tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006f;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
curveLength = (float)Math.sqrt(dfx * dfx + dfy * dfy);
segments[0] = curveLength;
for (ii = 1; ii < 8; ii++) {
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
curveLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
segments[ii] = curveLength;
}
dfx += ddfx;
dfy += ddfy;
curveLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
segments[8] = curveLength;
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
curveLength += (float)Math.sqrt(dfx * dfx + dfy * dfy);
segments[9] = curveLength;
segment = 0;
}
// Weight by segment length.
p *= curveLength;
for (;; segment++) {
float length = segments[segment];
if (p > length) continue;
if (segment == 0)
p /= length;
else {
float prev = segments[segment - 1];
p = segment + (p - prev) / (length - prev);
}
break;
}
addCurvePosition(p * 0.1f, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
}
return out;
}
private void addBeforePosition (float p, float[] temp, int i, float[] out, int o) {
float x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = (float)Math.atan2(dy, dx);
out[o] = x1 + p * (float)Math.cos(r);
out[o + 1] = y1 + p * (float)Math.sin(r);
out[o + 2] = r;
}
private void addAfterPosition (float p, float[] temp, int i, float[] out, int o) {
float x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = (float)Math.atan2(dy, dx);
out[o] = x1 + p * (float)Math.cos(r);
out[o + 1] = y1 + p * (float)Math.sin(r);
out[o + 2] = r;
}
private void addCurvePosition (float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
float[] out, int o, boolean tangents) {
if (p == 0 || Float.isNaN(p)) p = 0.0001f;
float tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
float ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
float x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
out[o] = x;
out[o + 1] = y;
if (tangents) out[o + 2] = (float)Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
public int getOrder () {
return data.order;
}
/** The position along the path. */
public float getPosition () {
return position;
}
public void setPosition (float position) {
this.position = position;
}
/** The spacing between bones. */
public float getSpacing () {
return spacing;
}
public void setSpacing (float spacing) {
this.spacing = spacing;
}
/** 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;
}
/** The bones that will be modified by this path constraint. */
public Array<Bone> getBones () {
return bones;
}
/** The slot whose path attachment will be used to constrained the bones. */
public Slot getTarget () {
return target;
}
public void setTarget (Slot target) {
this.target = target;
}
/** The path constraint's setup pose data. */
public PathConstraintData getData () {
return data;
}
public String toString () {
return data.name;
}
}
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