Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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using FromProperty = TransformConstraintData.FromProperty;
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using ToProperty = TransformConstraintData.ToProperty;
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/// <summary>
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/// <para>
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/// Adjusts the world transform of the constrained bones to match that of the source bone.</para>
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/// <para>
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/// See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide.</para>
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/// </summary>
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public class TransformConstraint : Constraint<TransformConstraint, TransformConstraintData, TransformConstraintPose> {
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internal readonly ExposedList<BonePose> bones;
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internal Bone source;
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public TransformConstraint (TransformConstraintData data, Skeleton skeleton)
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: base(data, new TransformConstraintPose(), new TransformConstraintPose()) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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bones = new ExposedList<BonePose>(data.bones.Count);
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foreach (BoneData boneData in data.bones)
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bones.Add(skeleton.bones.Items[boneData.index].constrainedPose);
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source = skeleton.bones.Items[data.source.index];
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}
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override public IConstraint Copy (Skeleton skeleton) {
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var copy = new TransformConstraint(data, skeleton);
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copy.pose.Set(pose);
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return copy;
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}
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/// <summary>Applies the constraint to the constrained bones.</summary>
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override public void Update (Skeleton skeleton, Physics physics) {
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TransformConstraintPose p = appliedPose;
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if (p.mixRotate == 0 && p.mixX == 0 && p.mixY == 0 && p.mixScaleX == 0 && p.mixScaleY == 0 && p.mixShearY == 0) return;
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TransformConstraintData data = this.data;
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bool localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
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float[] offsets = data.offsets;
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BonePose source = this.source.appliedPose;
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if (localSource) source.ValidateLocalTransform(skeleton);
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FromProperty[] fromItems = data.properties.Items;
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int fn = data.properties.Count, update = skeleton.update;
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BonePose[] bones = this.bones.Items;
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for (int i = 0, n = this.bones.Count; i < n; i++) {
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BonePose bone = bones[i];
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if (localTarget)
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bone.ModifyLocal(skeleton);
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else
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bone.ModifyWorld(update);
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for (int f = 0; f < fn; f++) {
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FromProperty from = fromItems[f];
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float value = from.Value(skeleton, source, localSource, offsets) - from.offset;
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ToProperty[] toItems = from.to.Items;
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for (int t = 0, tn = from.to.Count; t < tn; t++) {
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var to = (ToProperty)toItems[t];
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if (to.Mix(p) != 0) {
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float clamped = to.offset + value * to.scale;
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if (clamp) {
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if (to.offset < to.max)
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clamped = MathUtils.Clamp(clamped, to.offset, to.max);
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else
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clamped = MathUtils.Clamp(clamped, to.max, to.offset);
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}
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to.Apply(skeleton, p, bone, clamped, localTarget, additive);
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}
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}
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}
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}
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}
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override public void Sort (Skeleton skeleton) {
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if (!data.localSource) skeleton.SortBone(source);
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BonePose[] bones = this.bones.Items;
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int boneCount = this.bones.Count;
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bool worldTarget = !data.localTarget;
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if (worldTarget) {
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for (int i = 0; i < boneCount; i++)
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skeleton.SortBone(bones[i].bone);
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}
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skeleton.updateCache.Add(this);
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for (int i = 0; i < boneCount; i++) {
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Bone bone = bones[i].bone;
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skeleton.SortReset(bone.children);
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skeleton.Constrained(bone);
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}
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for (int i = 0; i < boneCount; i++)
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bones[i].bone.sorted = worldTarget;
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}
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override public bool IsSourceActive { get { return source.active; } }
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/// <summary>The bones that will be modified by this transform constraint.</summary>
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public ExposedList<BonePose> Bones { get { return bones; } }
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/// <summary>The bone whose world transform will be copied to the constrained bones.</summary>
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public Bone Source { get { return source; } set { source = value; } }
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}
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}
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