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- /******************************************************************************
- * 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 IkConstraint : IConstraint {
- internal IkConstraintData data;
- internal ExposedList<Bone> bones = new ExposedList<Bone>();
- internal Bone target;
- internal float mix;
- internal int bendDirection;
-
- public IkConstraintData Data { get { return data; } }
- public int Order { get { return data.order; } }
- public ExposedList<Bone> Bones { get { return bones; } }
- public Bone Target { get { return target; } set { target = value; } }
- public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
- public float Mix { get { return mix; } set { mix = value; } }
-
- public IkConstraint (IkConstraintData 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;
- mix = data.mix;
- bendDirection = data.bendDirection;
-
- bones = new ExposedList<Bone>(data.bones.Count);
- foreach (BoneData boneData in data.bones)
- bones.Add(skeleton.FindBone(boneData.name));
- target = skeleton.FindBone(data.target.name);
- }
-
- /// <summary>Applies the constraint to the constrained bones.</summary>
- public void Apply () {
- Update();
- }
-
- public void Update () {
- Bone target = this.target;
- ExposedList<Bone> bones = this.bones;
- switch (bones.Count) {
- case 1:
- Apply(bones.Items[0], target.worldX, target.worldY, mix);
- break;
- case 2:
- Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, mix);
- break;
- }
- }
-
- override public string ToString () {
- return data.name;
- }
-
- /// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
- /// in the world coordinate system.</summary>
- static public void Apply (Bone bone, float targetX, float targetY, float alpha) {
- if (!bone.appliedValid) bone.UpdateAppliedTransform();
- Bone p = bone.parent;
- float id = 1 / (p.a * p.d - p.b * p.c);
- float x = targetX - p.worldX, y = targetY - p.worldY;
- float tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay;
- float rotationIK = (float)Math.Atan2(ty, tx) * MathUtils.RadDeg - bone.ashearX - bone.arotation;
- if (bone.ascaleX < 0) rotationIK += 180;
- if (rotationIK > 180)
- rotationIK -= 360;
- else if (rotationIK < -180) rotationIK += 360;
- bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
- bone.ashearY);
- }
-
- /// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
- /// possible. The target is specified in the world coordinate system.</summary>
- /// <param name="child">A direct descendant of the parent bone.</param>
- static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
- if (alpha == 0) {
- child.UpdateWorldTransform ();
- return;
- }
- //float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
- if (!parent.appliedValid) parent.UpdateAppliedTransform();
- if (!child.appliedValid) child.UpdateAppliedTransform();
- float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
- int os1, os2, s2;
- if (psx < 0) {
- psx = -psx;
- os1 = 180;
- s2 = -1;
- } else {
- os1 = 0;
- s2 = 1;
- }
- if (psy < 0) {
- psy = -psy;
- s2 = -s2;
- }
- if (csx < 0) {
- csx = -csx;
- os2 = 180;
- } else
- os2 = 0;
- float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
- bool u = Math.Abs(psx - psy) <= 0.0001f;
- if (!u) {
- cy = 0;
- cwx = a * cx + parent.worldX;
- cwy = c * cx + parent.worldY;
- } else {
- cy = child.ay;
- cwx = a * cx + b * cy + parent.worldX;
- cwy = c * cx + d * cy + parent.worldY;
- }
- Bone pp = parent.parent;
- a = pp.a;
- b = pp.b;
- c = pp.c;
- d = pp.d;
- float id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
- float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
- x = cwx - pp.worldX;
- y = cwy - pp.worldY;
- float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
- float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
- if (u) {
- l2 *= psx;
- float cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
- if (cos < -1)
- cos = -1;
- else if (cos > 1) cos = 1;
- a2 = (float)Math.Acos(cos) * bendDir;
- a = l1 + l2 * cos;
- b = l2 * (float)Math.Sin(a2);
- a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
- } else {
- a = psx * l2;
- b = psy * l2;
- float aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = (float)Math.Atan2(ty, tx);
- c = bb * l1 * l1 + aa * dd - aa * bb;
- float c1 = -2 * bb * l1, c2 = bb - aa;
- d = c1 * c1 - 4 * c2 * c;
- if (d >= 0) {
- float q = (float)Math.Sqrt(d);
- if (c1 < 0) q = -q;
- q = -(c1 + q) / 2;
- float r0 = q / c2, r1 = c / q;
- float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
- if (r * r <= dd) {
- y = (float)Math.Sqrt(dd - r * r) * bendDir;
- a1 = ta - (float)Math.Atan2(y, r);
- a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
- goto break_outer; // break outer;
- }
- }
- float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
- float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
- c = -a * l1 / (aa - bb);
- if (c >= -1 && c <= 1) {
- c = (float)Math.Acos(c);
- x = a * (float)Math.Cos(c) + l1;
- y = b * (float)Math.Sin(c);
- d = x * x + y * y;
- if (d < minDist) {
- minAngle = c;
- minDist = d;
- minX = x;
- minY = y;
- }
- if (d > maxDist) {
- maxAngle = c;
- maxDist = d;
- maxX = x;
- maxY = y;
- }
- }
- if (dd <= (minDist + maxDist) / 2) {
- a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
- a2 = minAngle * bendDir;
- } else {
- a1 = ta - (float)Math.Atan2(maxY * bendDir, maxX);
- a2 = maxAngle * bendDir;
- }
- }
- break_outer:
- float os = (float)Math.Atan2(cy, cx) * s2;
- float rotation = parent.arotation;
- a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
- if (a1 > 180)
- a1 -= 360;
- else if (a1 < -180) a1 += 360;
- parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, parent.scaleX, parent.ascaleY, 0, 0);
- rotation = child.arotation;
- a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
- if (a2 > 180)
- a2 -= 360;
- else if (a2 < -180) a2 += 360;
- child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
- }
- }
- }
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