Bladeren bron

[lua] Ported 3.6 changes of TransformConstraint

badlogic 8 jaren geleden
bovenliggende
commit
946a97d67a
1 gewijzigde bestanden met toevoegingen van 188 en 8 verwijderingen
  1. 188 8
      spine-lua/TransformConstraint.lua

+ 188 - 8
spine-lua/TransformConstraint.lua

@@ -71,6 +71,22 @@ function TransformConstraint:apply ()
 end
 
 function TransformConstraint:update ()
+	if self.data.local_ then
+		if self.data.relative then
+			self:applyRelativeLocal()
+		else
+			self:applyAbsoluteLocal()
+		end
+	else
+		if self.data.relative then
+			self:applyRelativeWorld()
+		else
+			self:applyAbsoluteWorld()
+		end
+	end
+end
+
+function TransformConstraint:applyAbsoluteWorld ()
 	local rotateMix = self.rotateMix
 	local translateMix = self.translateMix
 	local scaleMix = self.scaleMix
@@ -119,19 +135,17 @@ function TransformConstraint:update ()
 		end
 
 		if scaleMix > 0 then
-			local bs = math_sqrt(bone.a * bone.a + bone.c * bone.c)
+			local s = math_sqrt(bone.a * bone.a + bone.c * bone.c)
 			local ts = math_sqrt(ta * ta + tc * tc)
-			local s = 0
-			if bs > 0.00001 then
-				s = (bs + (ts - bs + self.data.offsetScaleX) * scaleMix) / bs
+			if s > 0.00001 then
+				s = (s + (ts - s + self.data.offsetScaleX) * scaleMix) / s
 			end
 			bone.a = bone.a * s
 			bone.c = bone.c * s
-			bs = math_sqrt(bone.b * bone.b + bone.d * bone.d)
+			s = math_sqrt(bone.b * bone.b + bone.d * bone.d)
 			ts = math_sqrt(tb * tb + td * td)
-			s = 0
-			if bs > 0.00001 then
-				s = (bs + (ts - bs + self.data.offsetScaleY) * scaleMix) / bs
+			if s > 0.00001 then
+				s = (s + (ts - s + self.data.offsetScaleY) * scaleMix) / s
 			end
 			bone.b = bone.b * s
 			bone.d = bone.d * s
@@ -159,4 +173,170 @@ function TransformConstraint:update ()
 	end
 end
 
+function TransformConstraint:applyRelativeWorld ()
+	local rotateMix = self.rotateMix
+	local translateMix = self.translateMix
+	local scaleMix = self.scaleMix
+	local shearMix = self.shearMix
+	local target = self.target
+	local ta = target.a
+	local tb = target.b
+	local tc = target.c
+	local td = target.d
+	local degRadReflect = 0;
+	if ta * td - tb * tc > 0 then degRadReflect = utils.degRad else degRadReflect = -utils.degRad end
+	local offsetRotation = self.data.offsetRotation * degRadReflect
+	local offsetShearY = self.data.offsetShearY * degRadReflect
+	local bones = self.bones
+	for i, bone in ipairs(bones) do
+		local modified = false
+		
+		if rotateMix ~= 0 then
+			local a = bone.a
+			local b = bone.b
+			local c = bone.c
+			local d = bone.d
+			local r = math_atan2(tc, ta) + offsetRotation
+			if r > math_pi then
+				r = r - math_pi2
+			elseif r < -math_pi then
+				r = r + math_pi2
+			end
+			r = r * rotateMix
+			local cos = math_cos(r)
+			local sin = 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
+			modified = true
+		end
+
+		if translateMix ~= 0 then
+			local temp = self.temp
+			temp[1] = self.data.offsetX
+			temp[2] = self.data.offsetY
+			target:localToWorld(temp)
+			bone.worldX = bone.worldX + temp[1] * translateMix
+			bone.worldY = bone.worldY + temp[2] * translateMix
+			modified = true
+		end
+
+		if scaleMix > 0 then
+			local s = (math_sqrt(ta * ta + tc * tc) - 1 + self.data.offsetScaleX) * scaleMix + 1
+			bone.a = bone.a * s
+			bone.c = bone.c * s
+			local s = (math_sqrt(tb * tb + td * td) - 1 + self.data.offsetScaleY) * scaleMix + 1
+			bone.b = bone.b * s
+			bone.d = bone.d * s
+			modified = true
+		end
+
+		if shearMix > 0 then
+			local r = math_atan2(td, tb) - math_atan2(tc, ta)
+			if r > math_pi then
+				r = r - math_pi2
+			elseif r < -math_pi then
+				r = r + math_pi2
+			end
+			local b = bone.b
+			local d = bone.d
+			r = math_atan2(d, b) + (r - math_pi / 2 + offsetShearY) * shearMix;
+			local s = math_sqrt(b * b + d * d)
+			bone.b = math_cos(r) * s
+			bone.d = math_sin(r) * s
+			modified = true
+		end
+		
+		if modified then bone.appliedValid = false end
+	end
+end
+
+function TransformConstraint:applyAbsoluteLocal ()
+	local rotateMix = self.rotateMix
+	local translateMix = self.translateMix
+	local scaleMix = self.scaleMix
+	local shearMix = self.shearMix
+	local target = self.target
+	if not target.appliedValid then target:updatedAppliedTransform() end
+	local bones = self.bones
+	for i, bone in ipairs(bones) do
+		local modified = false
+		if not bone.appliedValid then bone:updateAppliedTransform() end
+		
+		local rotation = bone.arotation
+		if rotateMix ~= 0 then
+			local r = target.arotation - rotation + self.data.offsetRotation
+			r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
+			rotation = rotation + r * rotateMix
+		end
+
+		local x = bone.ax
+		local y = bone.ay
+		if translateMix ~= 0 then
+			x = x + (target.ax - x + self.data.offsetX) * translateMix
+			y = x + (target.ay - y + self.data.offsetY) * translateMix
+		end
+
+		local scaleX = bone.ascaleX
+		local scaleY = bone.ascaleY
+		if scaleMix > 0 then
+			if scaleX > 0.00001 then
+				scaleX = (scaleX + (target.ascaleX - scaleX + self.data.offsetScaleX) * scaleMix) / scaleX
+			end
+			if scaleY > 0.00001 then
+				scaleY = (scaleY + (target.ascaleY - scaleY + self.data.offsetScaleY) * scaleMix) / scaleY
+			end
+		end
+
+		local shearY = bone.ashearY
+		if shearMix > 0 then
+			local r = target.ashearY - shearY + self.data.offsetShearY
+			r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
+			bone.shearY = bone.shearY + r * shearMix
+		end
+
+		bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
+	end
+end
+
+function TransformConstraint:applyRelativeLocal ()
+	local rotateMix = self.rotateMix
+	local translateMix = self.translateMix
+	local scaleMix = self.scaleMix
+	local shearMix = self.shearMix	
+	local target = self.target
+	if not target.appliedValid then target:updateAppliedTransform() end
+	local bones = self.bones
+	for i, bone in ipairs(bones) do
+		if not bone.appliedValid then bone:updateAppliedTransform() end
+
+		local rotation = bone.arotation
+		if rotateMix ~= 0 then rotation = rotation + (target.arotation + self.data.offsetRotation) * rotateMix end
+
+		local x = bone.ax
+		local y = bone.ay
+		if translateMix ~= 0 then
+			x = x + (target.ax + self.data.offsetX) * translateMix
+			y = y + (target.ay + self.data.offsetY) * translateMix
+		end
+
+		local scaleX = bone.ascaleX
+		local scaleY = bone.ascaleY
+		if scaleMix > 0 then
+			if scaleX > 0.00001 then
+				scaleX = scaleX * (((target.ascaleX - 1 + self.data.offsetScaleX) * scaleMix) + 1)
+			end
+			if scaleY > 0.00001 then
+				scaleY = scaleY * (((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1)
+			end
+		end
+
+		local shearY = bone.ashearY
+		if shearMix > 0 then shearY = shearY + (target.ashearY + self.data.offsetShearY) * shearMix end
+
+		bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY)
+	end
+end
+
 return TransformConstraint