| #include "rive/artboard.hpp" |
| #include "rive/command_path.hpp" |
| #include "rive/constraints/constrainable_list.hpp" |
| #include "rive/constraints/follow_path_constraint.hpp" |
| #include "rive/factory.hpp" |
| #include "rive/math/contour_measure.hpp" |
| #include "rive/math/mat2d.hpp" |
| #include "rive/math/math_types.hpp" |
| #include "rive/shapes/path.hpp" |
| #include "rive/shapes/shape.hpp" |
| #include "rive/transform_component.hpp" |
| #include <algorithm> |
| #include <iostream> |
| #include <typeinfo> |
| |
| using namespace rive; |
| |
| void FollowPathConstraint::distanceChanged() { markConstraintDirty(); } |
| void FollowPathConstraint::orientChanged() { markConstraintDirty(); } |
| |
| const Mat2D FollowPathConstraint::targetTransform(float distanceOffset) const |
| { |
| if (m_Target->is<Shape>() || m_Target->is<Path>()) |
| { |
| auto result = m_pathMeasure.atPercentage(distanceOffset); |
| Vec2D position = result.pos; |
| Mat2D transformB = Mat2D(m_Target->worldTransform()); |
| |
| if (orient()) |
| { |
| auto componentsB = transformB.decompose(); |
| auto tangentRotation = std::atan2(result.tan.y, result.tan.x); |
| float angleB = std::fmod(componentsB.rotation(), math::PI * 2); |
| float diff = tangentRotation - angleB; |
| if (diff > math::PI) |
| { |
| diff -= math::PI * 2; |
| } |
| else if (diff < -math::PI) |
| { |
| diff += math::PI * 2; |
| } |
| transformB = Mat2D::fromRotation(angleB + diff * strength()); |
| } |
| Vec2D offsetPosition = Vec2D(); |
| if (offset()) |
| { |
| if (parent()->is<TransformComponent>()) |
| { |
| Mat2D components = |
| parent()->as<TransformComponent>()->transform(); |
| offsetPosition.x = components[4]; |
| offsetPosition.y = components[5]; |
| } |
| } |
| transformB[4] = position.x + offsetPosition.x; |
| transformB[5] = position.y + offsetPosition.y; |
| return transformB; |
| } |
| else |
| { |
| return m_Target->worldTransform(); |
| } |
| } |
| |
| void FollowPathConstraint::constrain(TransformComponent* component) |
| { |
| if (m_Target == nullptr || m_Target->isCollapsed()) |
| { |
| return; |
| } |
| Mat2D transformB(targetTransform(distance())); |
| const Mat2D& targetParentWorld = getParentWorld(*component); |
| auto transformComponents = constrainHelper(component->worldTransform(), |
| transformB, |
| targetParentWorld); |
| component->mutableWorldTransform() = Mat2D::compose(transformComponents); |
| } |
| |
| TransformComponents FollowPathConstraint::constrainHelper( |
| const Mat2D& componentTransform, |
| Mat2D& transformB, |
| const Mat2D& componentParentWorld) |
| { |
| const Mat2D& transformA = componentTransform; |
| if (sourceSpace() == TransformSpace::local) |
| { |
| const Mat2D& targetParentWorld = getParentWorld(*m_Target); |
| |
| Mat2D inverse; |
| if (!targetParentWorld.invert(&inverse)) |
| { |
| TransformComponents result; |
| return result; |
| } |
| transformB = inverse * transformB; |
| } |
| if (destSpace() == TransformSpace::local) |
| { |
| transformB = componentParentWorld * transformB; |
| } |
| |
| auto componentsA = transformA.decompose(); |
| auto componentsB = transformB.decompose(); |
| |
| float t = strength(); |
| float ti = 1.0f - t; |
| |
| if (!orient()) |
| { |
| float angleA = std::fmod(componentsA.rotation(), math::PI * 2); |
| componentsB.rotation(angleA); |
| } |
| componentsB.x(componentsA.x() * ti + componentsB.x() * t); |
| componentsB.y(componentsA.y() * ti + componentsB.y() * t); |
| componentsB.scaleX(componentsA.scaleX()); |
| componentsB.scaleY(componentsA.scaleY()); |
| componentsB.skew(componentsA.skew()); |
| return componentsB; |
| } |
| |
| void FollowPathConstraint::update(ComponentDirt value) |
| { |
| std::vector<Path*> paths; |
| if (m_Target->is<Shape>()) |
| { |
| auto shape = m_Target->as<Shape>(); |
| for (auto path : shape->paths()) |
| { |
| paths.push_back(path); |
| } |
| } |
| else if (m_Target->is<Path>()) |
| { |
| paths.push_back(m_Target->as<Path>()); |
| } |
| if (paths.size() > 0) |
| { |
| m_rawPath.rewind(); |
| for (auto path : paths) |
| { |
| m_rawPath.addPath(path->rawPath(), &path->pathTransform()); |
| } |
| |
| m_pathMeasure = PathMeasure(&m_rawPath); |
| } |
| } |
| |
| StatusCode FollowPathConstraint::onAddedClean(CoreContext* context) |
| { |
| if (m_Target != nullptr) |
| { |
| if (m_Target->is<Shape>()) |
| { |
| Shape* shape = static_cast<Shape*>(m_Target); |
| shape->addFlags(PathFlags::followPath); |
| } |
| else if (m_Target->is<Path>()) |
| { |
| Path* path = static_cast<Path*>(m_Target); |
| path->addFlags(PathFlags::followPath); |
| } |
| } |
| return Super::onAddedClean(context); |
| } |
| |
| void FollowPathConstraint::buildDependencies() |
| { |
| |
| if (m_Target != nullptr && |
| m_Target->is<Shape>()) // which should never happen |
| { |
| // Follow path should update after the target's path composer |
| Shape* shape = static_cast<Shape*>(m_Target); |
| shape->pathComposer()->addDependent(this); |
| } |
| // ok this appears to be enough to get the inital layout & animations to be |
| // working. |
| else if (m_Target != nullptr && |
| m_Target->is<Path>()) // which should never happen |
| { |
| // or do we need to be dependent on the shape still??? |
| Path* path = static_cast<Path*>(m_Target); |
| path->addDependent(this); |
| } |
| // The constrained component should update after follow path |
| addDependent(parent()); |
| } |