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https://github.com/EsotericSoftware/spine-runtimes.git
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[lua] Fix IkConstraintTimeline.ENTRIES. See #1383.
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@ -1181,21 +1181,23 @@ function Animation.DrawOrderTimeline.new (frameCount)
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end
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Animation.IkConstraintTimeline = {}
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Animation.IkConstraintTimeline.ENTRIES = 5
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Animation.IkConstraintTimeline.ENTRIES = 6
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function Animation.IkConstraintTimeline.new (frameCount)
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local ENTRIES = Animation.IkConstraintTimeline.ENTRIES
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local PREV_TIME = -5
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local PREV_MIX = -4
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local PREV_TIME = -6
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local PREV_MIX = -5
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local PREV_SOFTNESS = -4
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local PREV_BEND_DIRECTION = -3
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local PREV_COMPRESS = -2
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local PREV_STRETCH = -1
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local MIX = 1
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local BEND_DIRECTION = 2
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local COMPRESS = 3
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local STRETCH = 4
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local SOFTNESS = 2
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local BEND_DIRECTION = 3
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local COMPRESS = 4
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local STRETCH = 5
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local self = Animation.CurveTimeline.new(frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, compress, stretch, ...
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, softness, bendDirection, compress, stretch, ...
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self.ikConstraintIndex = -1
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self.type = TimelineType.ikConstraint
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@ -1203,10 +1205,11 @@ function Animation.IkConstraintTimeline.new (frameCount)
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return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
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end
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function self:setFrame (frameIndex, time, mix, bendDirection, compress, stretch)
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function self:setFrame (frameIndex, time, mix, softness, bendDirection, compress, stretch)
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frameIndex = frameIndex * ENTRIES
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self.frames[frameIndex] = time
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self.frames[frameIndex + MIX] = mix
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self.frames[frameIndex + SOFTNESS] = softness
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self.frames[frameIndex + BEND_DIRECTION] = bendDirection
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if (compress) then
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self.frames[frameIndex + COMPRESS] = 1
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@ -1228,11 +1231,13 @@ function Animation.IkConstraintTimeline.new (frameCount)
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if time < frames[0] then
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if blend == MixBlend.setup then
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constraint.mix = constraint.data.mix
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constraint.softness = constraint.data.softness
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constraint.bendDirection = constraint.data.bendDirection
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constraint.compress = constraint.data.compress
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constraint.stretch = constraint.data.stretch
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elseif blend == MixBlend.first then
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constraint.mix = constraint.mix + (constraint.data.mix - constraint.mix) * alpha
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constraint.softness = constraint.softness + (constraint.data.softness - constraint.softness) * alpha
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constraint.bendDirection = constraint.data.bendDirection
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constraint.compress = constraint.data.compress
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constraint.stretch = constraint.data.stretch
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@ -1243,6 +1248,8 @@ function Animation.IkConstraintTimeline.new (frameCount)
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if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
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if blend == MixBlend.setup then
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constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
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constraint.softness = constraint.data.softness
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+ (frames[zlen(frames) + PREV_SOFTNESS] - constraint.data.softness) * alpha
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if direction == MixDirection.out then
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constraint.bendDirection = constraint.data.bendDirection
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constraint.compress = constraint.data.compress
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@ -1253,7 +1260,8 @@ function Animation.IkConstraintTimeline.new (frameCount)
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if (math_floor(frames[zlen(frames) + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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end
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else
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constraint.mix = constraint.mix + (frames[zlen(frames) + PREV_MIX] - constraint.mix) * alpha;
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constraint.mix = constraint.mix + (frames[zlen(frames) + PREV_MIX] - constraint.mix) * alpha
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constraint.softness = constraint.softness + (frames[zlen(frames) + PREV_SOFTNESS] - constraint.softness) * alpha
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if direction == MixDirection._in then
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constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION])
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if (math_floor(frames[zlen(frames) + PREV_COMPRESS]) == 1) then constraint.compress = true else constraint.compress = false end
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@ -1266,12 +1274,15 @@ function Animation.IkConstraintTimeline.new (frameCount)
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-- Interpolate between the previous frame and the current frame.
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local frame = binarySearch(frames, time, ENTRIES)
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local mix = frames[frame + PREV_MIX]
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local softness = frames[frame + PREV_SOFTNESS]
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local frameTime = frames[frame]
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local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
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1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
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if blend == MixBlend.setup then
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constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
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constraint.softness = constraint.data.softness
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+ (softness + (frames[frame + SOFTNESS] - softness) * percent - constraint.data.softness) * alpha
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if direction == MixDirection.out then
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constraint.bendDirection = constraint.data.bendDirection
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constraint.compress = constraint.data.compress
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@ -1282,7 +1293,8 @@ function Animation.IkConstraintTimeline.new (frameCount)
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if (math_floor(frames[frame + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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end
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else
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constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
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constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha
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constraint.softness = constraint.softness + (softness + (frames[frame + SOFTNESS] - softness) * percent - constraint.softness) * alpha
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if direction == MixDirection._in then
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constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
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if (math_floor(frames[frame + PREV_COMPRESS]) == 1) then constraint.compress = true else constraint.compress = false end
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@ -34,6 +34,7 @@ local math_sqrt = math.sqrt
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local math_acos = math.acos
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local math_sin = math.sin
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local math_cos = math.cos
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local math_min = math.min
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local table_insert = table.insert
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local math_deg = math.deg
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local math_rad = math.rad
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@ -51,6 +52,7 @@ function IkConstraint.new (data, skeleton)
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bones = {},
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target = nil,
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mix = data.mix,
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softness = data.softness,
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compress = data.compress,
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stretch = data.stretch,
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bendDirection = data.bendDirection,
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@ -78,7 +80,7 @@ function IkConstraint:update ()
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if boneCount == 1 then
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self:apply1(bones[1], target.worldX, target.worldY, self.compress, self.stretch, self.data.uniform, self.mix)
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elseif boneCount == 2 then
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self:apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.stretch, self.mix)
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self:apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.stretch, self.softness, self.mix)
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end
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end
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@ -111,7 +113,7 @@ function IkConstraint:apply1 (bone, targetX, targetY, compress, stretch, uniform
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bone:updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY)
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end
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function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch, alpha)
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function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch, softness, alpha)
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if alpha == 0 then
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child:updateWorldTransform()
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return
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@ -169,19 +171,36 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch,
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c = pp.c
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d = pp.d
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local id = 1 / (a * d - b * c)
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local x = targetX - pp.worldX
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local y = targetY - pp.worldY
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local tx = (x * d - y * b) * id - px
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local ty = (y * a - x * c) * id - py
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local dd = tx * tx + ty * ty
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x = cwx - pp.worldX
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y = cwy - pp.worldY
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local dx = (x * d - y * b) * id - px
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local dy = (y * a - x * c) * id - py
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local l1 = math_sqrt(dx * dx + dy * dy)
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local l2 = child.data.length * csx
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local a1 = 0
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local a2 = 0
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local x = cwx - pp.worldX
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local y = cwy - pp.worldY
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local dx = (x * d - y * b) * id - px
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local dy = (y * a - x * c) * id - py
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local l1 = math_sqrt(dx * dx + dy * dy)
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local l2 = child.data.length * csx
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local a1 = 0
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local a2 = 0
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if l1 < 0.0001 then
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self:apply1(parent, targetX, targetY, false, stretch, false, alpha)
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child:updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY)
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return
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end
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x = targetX - pp.worldX
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y = targetY - pp.worldY
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local tx = (x * d - y * b) * id - px
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local ty = (y * a - x * c) * id - py
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local dd = tx * tx + ty * ty
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if softness ~= 0 then
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softness = softness * (psx * (csx + 1) / 2)
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local td = math_sqrt(dd)
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local sd = td - l1 - l2 * psx + softness
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if sd > 0 then
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local p = math_min(1, sd / (softness * 2)) - 1
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p = (sd - softness * (1 - p * p)) / td
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tx = tx - p * tx
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ty = ty - p * ty
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dd = tx * tx + ty * ty
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end
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end
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if u then
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l2 = l2 * psx
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@ -41,7 +41,8 @@ function IkConstraintData.new (name)
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compress = false,
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stretch = false,
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uniform = false,
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mix = 1
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mix = 1,
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softness = 0
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}
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return self
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@ -363,6 +363,7 @@ function Skeleton:setBonesToSetupPose ()
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for _,ikConstraint in ipairs(self.ikConstraints) do
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ikConstraint.mix = ikConstraint.data.mix
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ikConstraint.softness = ikConstraint.data.softness
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ikConstraint.bendDirection = ikConstraint.data.bendDirection
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ikConstraint.compress = ikConstraint.data.compress
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ikConstraint.stretch = ikConstraint.data.stretch
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@ -168,6 +168,7 @@ function SkeletonJson.new (attachmentLoader)
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if not data.target then error("Target bone not found: " .. targetName) end
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data.mix = getValue(constraintMap, "mix", 1)
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data.softness = getValue(constraintMap, "softness", 0)
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if constraintMap["bendPositive"] == nil or constraintMap["bendPositive"] == true then
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data.bendDirection = 1
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else
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@ -637,14 +638,16 @@ function SkeletonJson.new (attachmentLoader)
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local frameIndex = 0
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for _,valueMap in ipairs(values) do
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local mix = 1
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local softness = 0
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if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
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if valueMap["softness"] ~= nil then softness = valueMap["softness"] end
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local bendPositive = 1
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if valueMap["bendPositive"] == false then bendPositive = -1 end
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local stretch = false
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if valueMap["stretch"] ~= nil then stretch = valueMap["stretch"] end
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local compress = false
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if valueMap["compress"] ~= nil then compress = valueMap["compress"] end
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timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), mix, bendPositive, compress, stretch)
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timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), mix, softness, bendPositive, compress, stretch)
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readCurve(valueMap, timeline, frameIndex)
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frameIndex = frameIndex + 1
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end
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