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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 01:06:00 +08:00
Clean up.
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1ccfaab4c9
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@ -76,11 +76,12 @@ void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, float al
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rotationIK = 360 - rotationIK;
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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spBone_updateWorldTransformWith(bone, bone->x, bone->y, rotation + (rotationIK - rotation) * alpha, bone->scaleX, bone->scaleY);
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spBone_updateWorldTransformWith(bone, bone->x, bone->y, rotation + (rotationIK - rotation) * alpha, bone->appliedScaleX,
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bone->appliedScaleY);
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}
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void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, float alpha) {
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float px = parent->x, py = parent->y, psx = parent->scaleX, psy = parent->scaleY;
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float px = parent->x, py = parent->y, psx = parent->appliedScaleX, psy = parent->appliedScaleY;
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float cx = child->x, cy = child->y, csx = child->appliedScaleX, cwx = child->worldX, cwy = child->worldY;
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int o1, o2, s2, u;
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spBone* pp = parent->parent;
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@ -198,9 +199,9 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
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}
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}
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outer: {
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float offset = ATAN2(cy, child->x) * s2;
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a1 = (a1 - offset) * RAD_DEG + o1;
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a2 = (a2 + offset) * RAD_DEG * s2 + o2;
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float os = ATAN2(cy, cx) * s2;
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a1 = (a1 - os) * RAD_DEG + o1;
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a2 = (a2 + os) * RAD_DEG * s2 + o2;
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if (a1 > 180) a1 -= 360;
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else if (a1 < -180) a1 += 360;
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if (a2 > 180) a2 -= 360;
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@ -90,7 +90,7 @@ namespace Spine {
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rotationIK = 360 - rotationIK;
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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bone.UpdateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.scaleX, bone.scaleY);
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bone.UpdateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.appliedScaleX, bone.appliedScaleY);
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}
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/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
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@ -98,7 +98,7 @@ namespace Spine {
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/// <param name="child">A direct descendant of the parent bone.</param>
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static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
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if (alpha == 0) return;
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float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
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float px = parent.x, py = parent.y, psx = parent.appliedScaleX, psy = parent.appliedScaleY;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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@ -112,7 +112,7 @@ namespace Spine {
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psy = -psy;
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s2 = -s2;
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}
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float cx = child.x, cy = child.y, csx = child.scaleX;
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float cx = child.x, cy = child.y, csx = child.appliedScaleX;
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bool u = Math.Abs(psx - psy) <= 0.0001f;
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if (!u && cy != 0) {
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child.worldX = parent.a * cx + parent.worldX;
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@ -129,7 +129,8 @@ public class IkConstraint implements Updatable {
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if (rotationIK > 180)
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rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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bone.updateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.scaleX, bone.scaleY);
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bone.updateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.appliedScaleX,
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bone.appliedScaleY);
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}
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/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
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@ -137,7 +138,7 @@ public class IkConstraint implements Updatable {
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* @param child A direct descendant of the parent bone. */
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static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
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if (alpha == 0) return;
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float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY;
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float px = parent.x, py = parent.y, psx = parent.appliedScaleX, psy = parent.appliedScaleY;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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@ -248,9 +249,9 @@ public class IkConstraint implements Updatable {
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a2 = maxAngle * bendDir;
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}
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}
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float o = atan2(cy, cx) * s2;
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a1 = (a1 - o) * radDeg + os1;
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a2 = (a2 + o) * radDeg * s2 + os2;
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float os = atan2(cy, cx) * s2;
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a1 = (a1 - os) * radDeg + os1;
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a2 = (a2 + os) * radDeg * s2 + os2;
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if (a1 > 180)
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a1 -= 360;
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else if (a1 < -180) a1 += 360;
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@ -594,7 +594,6 @@ public class SkeletonJson {
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Attachment mesh;
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public LinkedMesh (Attachment mesh, String skin, int slotIndex, String parent) {
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super();
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this.mesh = mesh;
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this.skin = skin;
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this.slotIndex = slotIndex;
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