blob: 8febfb6e121e30131223e3e7156c6954e075d3f6 [file] [log] [blame]
#include "rive/constraints/translation_constraint.hpp"
#include "rive/transform_component.hpp"
#include "rive/math/mat2d.hpp"
#include "rive/math/vec2d.hpp"
#include <cmath>
using namespace rive;
void TranslationConstraint::constrain(TransformComponent* component)
{
if (m_Target != nullptr && m_Target->isCollapsed())
{
return;
}
Mat2D& transformA = component->mutableWorldTransform();
Vec2D translationA(transformA[4], transformA[5]);
Vec2D translationB;
if (m_Target == nullptr)
{
translationB = translationA;
}
else
{
Mat2D transformB(m_Target->worldTransform());
if (sourceSpace() == TransformSpace::local)
{
const Mat2D& targetParentWorld = getParentWorld(*m_Target);
Mat2D inverse;
if (!targetParentWorld.invert(&inverse))
{
return;
}
transformB = inverse * transformB;
}
translationB = transformB.translation();
if (!doesCopy())
{
translationB.x = destSpace() == TransformSpace::local ? 0.0f : translationA.x;
}
else
{
translationB.x *= copyFactor();
if (offset())
{
translationB.x += component->x();
}
}
if (!doesCopyY())
{
translationB.y = destSpace() == TransformSpace::local ? 0.0f : translationA.y;
}
else
{
translationB.y *= copyFactorY();
if (offset())
{
translationB.y += component->y();
}
}
if (destSpace() == TransformSpace::local)
{
// Destination space is in parent transform coordinates.
translationB = getParentWorld(*component) * translationB;
}
}
bool clampLocal = minMaxSpace() == TransformSpace::local;
if (clampLocal)
{
// Apply min max in local space, so transform to local coordinates
// first.
Mat2D inverse;
if (!getParentWorld(*component).invert(&inverse))
{
return;
}
// Get our target world coordinates in parent local.
translationB = inverse * translationB;
}
if (max() && translationB.x > maxValue())
{
translationB.x = maxValue();
}
if (min() && translationB.x < minValue())
{
translationB.x = minValue();
}
if (maxY() && translationB.y > maxValueY())
{
translationB.y = maxValueY();
}
if (minY() && translationB.y < minValueY())
{
translationB.y = minValueY();
}
if (clampLocal)
{
// Transform back to world.
translationB = getParentWorld(*component) * translationB;
}
float t = strength();
float ti = 1.0f - t;
// Just interpolate world translation
transformA[4] = translationA.x * ti + translationB.x * t;
transformA[5] = translationA.y * ti + translationB.y * t;
}