Merge branch '3.7-beta' into 3.7-beta-cpp

This commit is contained in:
badlogic 2018-08-14 16:12:34 +02:00
commit 31ca0b7ce8
6 changed files with 49 additions and 16 deletions

View File

@ -81,6 +81,7 @@ function loadSkeleton(atlasFile, jsonFile, x, y, scale, animation, skin)
return { skeleton = skeleton, state = animationState }
end
table.insert(skeletons, loadSkeleton("stretchyman.atlas", "stretchyman-stretchy-ik.json", 40, 300, 0.5, "sneak"))
table.insert(skeletons, loadSkeleton("coin.atlas", "coin-pro.json", 240, 300, 0.4, "rotate"))
table.insert(skeletons, loadSkeleton("spineboy.atlas", "spineboy-ess.json", 240, 300, 0.4, "walk"))
table.insert(skeletons, loadSkeleton("raptor.atlas", "raptor-pro.json", 200, 300, 0.25, "walk"))

View File

@ -1169,14 +1169,16 @@ function Animation.DrawOrderTimeline.new (frameCount)
end
Animation.IkConstraintTimeline = {}
Animation.IkConstraintTimeline.ENTRIES = 3
Animation.IkConstraintTimeline.ENTRIES = 4
function Animation.IkConstraintTimeline.new (frameCount)
local ENTRIES = Animation.IkConstraintTimeline.ENTRIES
local PREV_TIME = -3
local PREV_MIX = -2
local PREV_BEND_DIRECTION = -1
local PREV_TIME = -4
local PREV_MIX = -3
local PREV_BEND_DIRECTION = -2
local PREV_STRETCH = -1
local MIX = 1
local BEND_DIRECTION = 2
local STRETCH = 1
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, ...
@ -1187,11 +1189,16 @@ function Animation.IkConstraintTimeline.new (frameCount)
return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
end
function self:setFrame (frameIndex, time, mix, bendDirection)
function self:setFrame (frameIndex, time, mix, bendDirection, stretch)
frameIndex = frameIndex * ENTRIES
self.frames[frameIndex] = time
self.frames[frameIndex + MIX] = mix
self.frames[frameIndex + BEND_DIRECTION] = bendDirection
if (stretch) then
self.frames[frameIndex + STRETCH] = 1
else
self.frames[frameIndex + STRETCH] = 0
end
end
function self:apply (skeleton, lastTime, time, firedEvents, alpha, blend, direction)
@ -1202,9 +1209,11 @@ function Animation.IkConstraintTimeline.new (frameCount)
if blend == MixBlend.setup then
constraint.mix = constraint.data.mix
constraint.bendDirection = constraint.data.bendDirection
constraint.stretch = constraint.data.stretch
elseif blend == MixBlend.first then
constraint.mix = constraint.mix + (constraint.data.mix - constraint.mix) * alpha
constraint.bendDirection = constraint.data.bendDirection
constraint.stretch = constraint.data.stretch
end
return
end
@ -1214,12 +1223,17 @@ function Animation.IkConstraintTimeline.new (frameCount)
constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
if direction == MixDirection.out then
constraint.bendDirection = constraint.data.bendDirection
constraint.stretch = constraint.data.stretch
else
constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]);
if (math_floor(frames[zlen(frames) + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
end
else
constraint.mix = constraint.mix + (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
if direction == MixDirection._in then constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]) end
if direction == MixDirection._in then
constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION])
if (math_floor(frames[zlen(frames) + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
end
end
return
end
@ -1235,12 +1249,17 @@ function Animation.IkConstraintTimeline.new (frameCount)
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
if direction == MixDirection.out then
constraint.bendDirection = constraint.data.bendDirection
constraint.stretch = constraint.data.stretch
else
constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
if (math_floor(frames[frame + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
end
else
constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
if direction == MixDirection._in then constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION]) end
if direction == MixDirection._in then
constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
if (math_floor(frames[frame + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
end
end
end

View File

@ -52,6 +52,7 @@ function IkConstraint.new (data, skeleton)
bones = {},
target = nil,
mix = data.mix,
stretch = data.stretch,
bendDirection = data.bendDirection,
}
setmetatable(self, IkConstraint)
@ -74,13 +75,13 @@ function IkConstraint:update ()
local bones = self.bones
local boneCount = #bones
if boneCount == 1 then
self:apply1(bones[1], target.worldX, target.worldY, self.mix)
self:apply1(bones[1], target.worldX, target.worldY, self.stretch, self.mix)
elseif boneCount == 2 then
self:apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.mix)
self:apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.stretch, self.mix)
end
end
function IkConstraint:apply1 (bone, targetX, targetY, alpha)
function IkConstraint:apply1 (bone, targetX, targetY, stretch, alpha)
if not bone.appliedValid then bone:updateAppliedTransform() end
local p = bone.parent
local id = 1 / (p.a * p.d - p.b * p.c)
@ -95,10 +96,15 @@ function IkConstraint:apply1 (bone, targetX, targetY, alpha)
elseif (rotationIK < -180) then
rotationIK = rotationIK + 360
end
bone:updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX, bone.ashearY)
local sx = bone.ascaleX
if stretch then
local dd = math_sqrt(tx * tx + ty * ty)
if dd > bone.data.length * sx then sx = sx * ((dd / (bone.data.length * sx) - 1) * alpha + 1) end
end
bone:updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, bone.ascaleY, bone.ashearX, bone.ashearY)
end
function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, alpha)
function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch, alpha)
if alpha == 0 then
child:updateWorldTransform()
return
@ -108,6 +114,7 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, alpha)
local px = parent.ax
local py = parent.ay
local psx = parent.ascaleX
local sx = psx
local psy = parent.ascaleY
local csx = child.ascaleX
local os1 = 0
@ -159,6 +166,7 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, alpha)
local y = targetY - pp.worldY
local tx = (x * d - y * b) * id - px
local ty = (y * a - x * c) * id - py
local dd = tx * tx + ty * ty
x = cwx - pp.worldX
y = cwy - pp.worldY
local dx = (x * d - y * b) * id - px
@ -170,11 +178,12 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, alpha)
if u then
l2 = l2 * psx
local cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2)
local cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2)
if cos < -1 then
cos = -1
elseif cos > 1 then
cos = 1
if stretch then sx = sx * ((math_sqrt(dd) / (l1 + l2) - 1) * alpha + 1) end
end
a2 = math_acos(cos) * bendDir
a = l1 + l2 * cos
@ -186,7 +195,6 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, alpha)
b = psy * l2
local aa = a * a
local bb = b * b
local dd = tx * tx + ty * ty
local ta = math_atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb
local c1 = -2 * bb * l1
@ -252,7 +260,7 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, alpha)
elseif a1 < -180 then
a1 = a1 + 360
end
parent:updateWorldTransformWith(px, py, rotation + a1 * alpha, parent.ascaleX, parent.ascaleY, 0, 0)
parent:updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0)
rotation = child.rotation
a2 = (math_deg(a2 + os) - child.ashearX) * s2 + os2 - rotation
if a2 > 180 then

View File

@ -38,6 +38,7 @@ function IkConstraintData.new (name)
bones = {},
target = nil,
bendDirection = 1,
stretch = false,
mix = 1
}

View File

@ -339,6 +339,7 @@ function Skeleton:setBonesToSetupPose ()
for _,ikConstraint in ipairs(self.ikConstraints) do
ikConstraint.bendDirection = ikConstraint.data.bendDirection
ikConstraint.stretch = ikConstraint.data.stretch
ikConstraint.mix = ikConstraint.data.mix
end

View File

@ -165,6 +165,7 @@ function SkeletonJson.new (attachmentLoader)
if not data.target then error("Target bone not found: " .. targetName) end
if constraintMap["bendPositive"] == false then data.bendDirection = -1 else data.bendDirection = 1 end
if constraintMap["stretch"] == false then data.stretch = false else data.stretch = true end
data.mix = getValue(constraintMap, "mix", 1)
table_insert(skeletonData.ikConstraints, data)
@ -612,7 +613,9 @@ function SkeletonJson.new (attachmentLoader)
if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
local bendPositive = 1
if valueMap["bendPositive"] == false then bendPositive = -1 end
timeline:setFrame(frameIndex, valueMap["time"], mix, bendPositive)
local stretch = true
if valueMap["stretch"] == false then stretch = false end
timeline:setFrame(frameIndex, valueMap["time"], mix, bendPositive, stretch)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end