[lua] Fix IkConstraintTimeline.ENTRIES. See #1383.

This commit is contained in:
badlogic 2019-06-19 15:43:47 +02:00
parent ffd40fed68
commit 3411cfaf35
5 changed files with 63 additions and 27 deletions

View File

@ -1181,21 +1181,23 @@ function Animation.DrawOrderTimeline.new (frameCount)
end
Animation.IkConstraintTimeline = {}
Animation.IkConstraintTimeline.ENTRIES = 5
Animation.IkConstraintTimeline.ENTRIES = 6
function Animation.IkConstraintTimeline.new (frameCount)
local ENTRIES = Animation.IkConstraintTimeline.ENTRIES
local PREV_TIME = -5
local PREV_MIX = -4
local PREV_TIME = -6
local PREV_MIX = -5
local PREV_SOFTNESS = -4
local PREV_BEND_DIRECTION = -3
local PREV_COMPRESS = -2
local PREV_STRETCH = -1
local MIX = 1
local BEND_DIRECTION = 2
local COMPRESS = 3
local STRETCH = 4
local SOFTNESS = 2
local BEND_DIRECTION = 3
local COMPRESS = 4
local STRETCH = 5
local self = Animation.CurveTimeline.new(frameCount)
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, compress, stretch, ...
self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, softness, bendDirection, compress, stretch, ...
self.ikConstraintIndex = -1
self.type = TimelineType.ikConstraint
@ -1203,10 +1205,11 @@ function Animation.IkConstraintTimeline.new (frameCount)
return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
end
function self:setFrame (frameIndex, time, mix, bendDirection, compress, stretch)
function self:setFrame (frameIndex, time, mix, softness, bendDirection, compress, stretch)
frameIndex = frameIndex * ENTRIES
self.frames[frameIndex] = time
self.frames[frameIndex + MIX] = mix
self.frames[frameIndex + SOFTNESS] = softness
self.frames[frameIndex + BEND_DIRECTION] = bendDirection
if (compress) then
self.frames[frameIndex + COMPRESS] = 1
@ -1228,11 +1231,13 @@ function Animation.IkConstraintTimeline.new (frameCount)
if time < frames[0] then
if blend == MixBlend.setup then
constraint.mix = constraint.data.mix
constraint.softness = constraint.data.softness
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
elseif blend == MixBlend.first then
constraint.mix = constraint.mix + (constraint.data.mix - constraint.mix) * alpha
constraint.softness = constraint.softness + (constraint.data.softness - constraint.softness) * alpha
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
@ -1243,6 +1248,8 @@ function Animation.IkConstraintTimeline.new (frameCount)
if time >= frames[zlen(frames) - ENTRIES] then -- Time is after last frame.
if blend == MixBlend.setup then
constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
constraint.softness = constraint.data.softness
+ (frames[zlen(frames) + PREV_SOFTNESS] - constraint.data.softness) * alpha
if direction == MixDirection.out then
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
@ -1253,7 +1260,8 @@ function Animation.IkConstraintTimeline.new (frameCount)
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[zlen(frames) + PREV_MIX] - constraint.mix) * alpha;
constraint.mix = constraint.mix + (frames[zlen(frames) + PREV_MIX] - constraint.mix) * alpha
constraint.softness = constraint.softness + (frames[zlen(frames) + PREV_SOFTNESS] - constraint.softness) * alpha
if direction == MixDirection._in then
constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION])
if (math_floor(frames[zlen(frames) + PREV_COMPRESS]) == 1) then constraint.compress = true else constraint.compress = false end
@ -1266,12 +1274,15 @@ function Animation.IkConstraintTimeline.new (frameCount)
-- Interpolate between the previous frame and the current frame.
local frame = binarySearch(frames, time, ENTRIES)
local mix = frames[frame + PREV_MIX]
local softness = frames[frame + PREV_SOFTNESS]
local frameTime = frames[frame]
local percent = self:getCurvePercent(math.floor(frame / ENTRIES) - 1,
1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime))
if blend == MixBlend.setup then
constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
constraint.softness = constraint.data.softness
+ (softness + (frames[frame + SOFTNESS] - softness) * percent - constraint.data.softness) * alpha
if direction == MixDirection.out then
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
@ -1282,7 +1293,8 @@ function Animation.IkConstraintTimeline.new (frameCount)
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;
constraint.mix = constraint.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha
constraint.softness = constraint.softness + (softness + (frames[frame + SOFTNESS] - softness) * percent - constraint.softness) * alpha
if direction == MixDirection._in then
constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
if (math_floor(frames[frame + PREV_COMPRESS]) == 1) then constraint.compress = true else constraint.compress = false end

View File

@ -34,6 +34,7 @@ local math_sqrt = math.sqrt
local math_acos = math.acos
local math_sin = math.sin
local math_cos = math.cos
local math_min = math.min
local table_insert = table.insert
local math_deg = math.deg
local math_rad = math.rad
@ -51,6 +52,7 @@ function IkConstraint.new (data, skeleton)
bones = {},
target = nil,
mix = data.mix,
softness = data.softness,
compress = data.compress,
stretch = data.stretch,
bendDirection = data.bendDirection,
@ -78,7 +80,7 @@ function IkConstraint:update ()
if boneCount == 1 then
self:apply1(bones[1], target.worldX, target.worldY, self.compress, self.stretch, self.data.uniform, self.mix)
elseif boneCount == 2 then
self:apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.stretch, self.mix)
self:apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.stretch, self.softness, self.mix)
end
end
@ -111,7 +113,7 @@ function IkConstraint:apply1 (bone, targetX, targetY, compress, stretch, uniform
bone:updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY)
end
function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch, alpha)
function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch, softness, alpha)
if alpha == 0 then
child:updateWorldTransform()
return
@ -169,19 +171,36 @@ function IkConstraint:apply2 (parent, child, targetX, targetY, bendDir, stretch,
c = pp.c
d = pp.d
local id = 1 / (a * d - b * c)
local x = targetX - pp.worldX
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
local dy = (y * a - x * c) * id - py
local l1 = math_sqrt(dx * dx + dy * dy)
local l2 = child.data.length * csx
local a1 = 0
local a2 = 0
local x = cwx - pp.worldX
local y = cwy - pp.worldY
local dx = (x * d - y * b) * id - px
local dy = (y * a - x * c) * id - py
local l1 = math_sqrt(dx * dx + dy * dy)
local l2 = child.data.length * csx
local a1 = 0
local a2 = 0
if l1 < 0.0001 then
self:apply1(parent, targetX, targetY, false, stretch, false, alpha)
child:updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY)
return
end
x = targetX - pp.worldX
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
if softness ~= 0 then
softness = softness * (psx * (csx + 1) / 2)
local td = math_sqrt(dd)
local sd = td - l1 - l2 * psx + softness
if sd > 0 then
local p = math_min(1, sd / (softness * 2)) - 1
p = (sd - softness * (1 - p * p)) / td
tx = tx - p * tx
ty = ty - p * ty
dd = tx * tx + ty * ty
end
end
if u then
l2 = l2 * psx

View File

@ -41,7 +41,8 @@ function IkConstraintData.new (name)
compress = false,
stretch = false,
uniform = false,
mix = 1
mix = 1,
softness = 0
}
return self

View File

@ -363,6 +363,7 @@ function Skeleton:setBonesToSetupPose ()
for _,ikConstraint in ipairs(self.ikConstraints) do
ikConstraint.mix = ikConstraint.data.mix
ikConstraint.softness = ikConstraint.data.softness
ikConstraint.bendDirection = ikConstraint.data.bendDirection
ikConstraint.compress = ikConstraint.data.compress
ikConstraint.stretch = ikConstraint.data.stretch

View File

@ -168,6 +168,7 @@ function SkeletonJson.new (attachmentLoader)
if not data.target then error("Target bone not found: " .. targetName) end
data.mix = getValue(constraintMap, "mix", 1)
data.softness = getValue(constraintMap, "softness", 0)
if constraintMap["bendPositive"] == nil or constraintMap["bendPositive"] == true then
data.bendDirection = 1
else
@ -637,14 +638,16 @@ function SkeletonJson.new (attachmentLoader)
local frameIndex = 0
for _,valueMap in ipairs(values) do
local mix = 1
local softness = 0
if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
if valueMap["softness"] ~= nil then softness = valueMap["softness"] end
local bendPositive = 1
if valueMap["bendPositive"] == false then bendPositive = -1 end
local stretch = false
if valueMap["stretch"] ~= nil then stretch = valueMap["stretch"] end
local compress = false
if valueMap["compress"] ~= nil then compress = valueMap["compress"] end
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), mix, bendPositive, compress, stretch)
timeline:setFrame(frameIndex, getValue(valueMap, "time", 0), mix, softness, bendPositive, compress, stretch)
readCurve(valueMap, timeline, frameIndex)
frameIndex = frameIndex + 1
end