少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
/******************************************************************************
 * 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 PathConstraint : IConstraint {
        private const int NONE = -1, BEFORE = -2, AFTER = -3;
 
        internal PathConstraintData data;
        internal ExposedList<Bone> bones;
        internal Slot target;
        internal float position, spacing, rotateMix, translateMix;
 
        internal ExposedList<float> spaces = new ExposedList<float>(), positions = new ExposedList<float>();
        internal ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
        internal float[] segments = new float[10];
 
        public int Order { get { return data.order; } }
        public float Position { get { return position; } set { position = value; } }
        public float Spacing { get { return spacing; } set { spacing = value; } }
        public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
        public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
        public ExposedList<Bone> Bones { get { return bones; } }
        public Slot Target { get { return target; } set { target = value; } }
        public PathConstraintData Data { get { return data; } }
 
        public PathConstraint (PathConstraintData 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;
            bones = new ExposedList<Bone>(data.Bones.Count);
            foreach (BoneData boneData in 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;
        }
 
        public void Apply () {
            Update();
        }
            
        public void Update () {
            PathAttachment attachment = target.Attachment as PathAttachment;
            if (attachment == null) return;
 
            float rotateMix = this.rotateMix, translateMix = this.translateMix;
            bool translate = translateMix > 0, rotate = rotateMix > 0;
            if (!translate && !rotate) return;
 
            PathConstraintData data = this.data;
            SpacingMode spacingMode = data.spacingMode;
            bool lengthSpacing = spacingMode == SpacingMode.Length;
            RotateMode rotateMode = data.rotateMode;
            bool tangents = rotateMode == RotateMode.Tangent, scale = rotateMode == RotateMode.ChainScale;
            int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
            Bone[] bones = this.bones.Items;
            ExposedList<float> spaces = this.spaces.Resize(spacesCount), lengths = null;
            float spacing = this.spacing;
            if (scale || lengthSpacing) {
                if (scale) lengths = this.lengths.Resize(boneCount);
                for (int i = 0, n = spacesCount - 1; i < n;) {
                    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.Items[i] = length;
                    spaces.Items[++i] = lengthSpacing ? Math.Max(0, length + spacing) : spacing;
                }
            } else {
                for (int i = 1; i < spacesCount; i++)
                    spaces.Items[i] = spacing;
            }
 
            float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents,
                data.positionMode == PositionMode.Percent, spacingMode == SpacingMode.Percent);
            float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
            bool 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.Items[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.Items[i + 1] == 0)
                        r = positions[p + 2];
                    else
                        r = MathUtils.Atan2(dy, dx);
                    r -= MathUtils.Atan2(c, a);
                    if (tip) {
                        cos = MathUtils.Cos(r);
                        sin = MathUtils.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 = 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;
                }
                bone.appliedValid = false;
            }
        }
 
        float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
            bool percentSpacing) {
 
            Slot target = this.target;
            float position = this.position;
            float[] spaces = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
            bool closed = path.Closed;
            int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
 
            float pathLength;
            if (!path.ConstantSpeed) {
                float[] lengths = path.Lengths;
                curveCount -= closed ? 1 : 2;
                pathLength = lengths[curveCount];
                if (percentPosition) position *= pathLength;
                if (percentSpacing) {
                    for (int i = 0; i < spacesCount; i++)
                        spaces[i] *= pathLength;
                }
                world = this.world.Resize(8).Items;
                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, output, o);
                        continue;
                    } else if (p > pathLength) {
                        if (prevCurve != AFTER) {
                            prevCurve = AFTER;
                            path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0);
                        }
                        AddAfterPosition(p - pathLength, world, 0, output, 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], output, o,
                        tangents || (i > 0 && space == 0));
                }
                return output;
            }
 
            // World vertices.
            if (closed) {
                verticesLength += 2;
                world = this.world.Resize(verticesLength).Items;
                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.Resize(verticesLength).Items;
                path.ComputeWorldVertices(target, 2, verticesLength, world, 0);
            }
 
            // Curve lengths.
            float[] curves = this.curves.Resize(curveCount).Items;
            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, output, o);
                    continue;
                } else if (p > pathLength) {
                    AddAfterPosition(p - pathLength, world, verticesLength - 4, output, 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, output, o, tangents || (i > 0 && space == 0));
            }
            return output;
        }
 
        private void AddBeforePosition (float p, float[] temp, int i, float[] output, int o) {
            float x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = MathUtils.Atan2(dy, dx);
            output[o] = x1 + p * MathUtils.Cos(r);
            output[o + 1] = y1 + p * MathUtils.Sin(r);
            output[o + 2] = r;
        }
 
        private void AddAfterPosition (float p, float[] temp, int i, float[] output, int o) {
            float x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = MathUtils.Atan2(dy, dx);
            output[o] = x1 + p * MathUtils.Cos(r);
            output[o + 1] = y1 + p * MathUtils.Sin(r);
            output[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[] output, int o, bool 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;
            output[o] = x;
            output[o + 1] = y;
            if (tangents) output[o + 2] = (float)Math.Atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
        }
    }
}