[as3] Fixed Path/TransformConstraint handling of reflection

This commit is contained in:
badlogic 2016-11-07 13:59:58 +01:00
parent 231bd26313
commit 3666e7125a
5 changed files with 16 additions and 4 deletions

View File

@ -102,7 +102,14 @@ public class PathConstraint implements Constraint {
var positions:Vector.<Number> = computeWorldPositions(attachment, spacesCount, tangents, var positions:Vector.<Number> = computeWorldPositions(attachment, spacesCount, tangents,
data.positionMode == PositionMode.percent, spacingMode == SpacingMode.percent); data.positionMode == PositionMode.percent, spacingMode == SpacingMode.percent);
var boneX:Number = positions[0], boneY:Number = positions[1], offsetRotation:Number = data.offsetRotation; var boneX:Number = positions[0], boneY:Number = positions[1], offsetRotation:Number = data.offsetRotation;
var tip:Boolean = rotateMode == RotateMode.chain && offsetRotation == 0; var tip:Boolean = false;
if (offsetRotation == 0)
tip = rotateMode == RotateMode.chain;
else {
tip = false;
var pa:Bone = target.bone;
offsetRotation *= pa.a * pa.d - pa.b * pa.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
}
var p:Number; var p:Number;
for (i = 0, p = 3; i < boneCount; i++, p += 3) { for (i = 0, p = 3; i < boneCount; i++, p += 3) {
bone = bones[i]; bone = bones[i];
@ -127,13 +134,15 @@ public class PathConstraint implements Constraint {
r = positions[p + 2]; r = positions[p + 2];
else else
r = Math.atan2(dy, dx); r = Math.atan2(dy, dx);
r -= Math.atan2(c, a) - offsetRotation * MathUtils.degRad; r -= Math.atan2(c, a);
if (tip) { if (tip) {
cos = Math.cos(r); cos = Math.cos(r);
sin = Math.sin(r); sin = Math.sin(r);
length = bone.data.length; length = bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * rotateMix; boneX += (length * (cos * a - sin * c) - dx) * rotateMix;
boneY += (length * (sin * a + cos * c) - dy) * rotateMix; boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
} else {
r += offsetRotation;
} }
if (r > Math.PI) if (r > Math.PI)
r -= (Math.PI * 2); r -= (Math.PI * 2);

View File

@ -62,6 +62,9 @@ public class TransformConstraint implements Constraint {
var rotateMix:Number = this.rotateMix, translateMix:Number = this.translateMix, scaleMix:Number = this.scaleMix, shearMix:Number = this.shearMix; var rotateMix:Number = this.rotateMix, translateMix:Number = this.translateMix, scaleMix:Number = this.scaleMix, shearMix:Number = this.shearMix;
var target:Bone = this.target; var target:Bone = this.target;
var ta:Number = target.a, tb:Number = target.b, tc:Number = target.c, td:Number = target.d; var ta:Number = target.a, tb:Number = target.b, tc:Number = target.c, td:Number = target.d;
var degRadReflect:Number = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad;
var offsetRotation:Number = data.offsetRotation * degRadReflect;
var offsetShearY:Number = data.offsetShearY * degRadReflect;
var bones:Vector.<Bone> = this._bones; var bones:Vector.<Bone> = this._bones;
for (var i:int = 0, n:int = bones.length; i < n; i++) { for (var i:int = 0, n:int = bones.length; i < n; i++) {
var bone:Bone = bones[i]; var bone:Bone = bones[i];
@ -69,7 +72,7 @@ public class TransformConstraint implements Constraint {
if (rotateMix != 0) { if (rotateMix != 0) {
var a:Number = bone.a, b:Number = bone.b, c:Number = bone.c, d:Number = bone.d; var a:Number = bone.a, b:Number = bone.b, c:Number = bone.c, d:Number = bone.d;
var r:Number = Math.atan2(tc, ta) - Math.atan2(c, a) + data.offsetRotation * MathUtils.degRad; var r:Number = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation;
if (r > Math.PI) if (r > Math.PI)
r -= Math.PI * 2; r -= Math.PI * 2;
else if (r < -Math.PI) r += Math.PI * 2; else if (r < -Math.PI) r += Math.PI * 2;
@ -112,7 +115,7 @@ public class TransformConstraint implements Constraint {
if (r > Math.PI) if (r > Math.PI)
r -= Math.PI * 2; r -= Math.PI * 2;
else if (r < -Math.PI) r += Math.PI * 2; else if (r < -Math.PI) r += Math.PI * 2;
r = by + (r + data.offsetShearY * MathUtils.degRad) * shearMix; r = by + (r + offsetShearY) * shearMix;
s = Math.sqrt(b * b + d * d); s = Math.sqrt(b * b + d * d);
bone._b = Math.cos(r) * s; bone._b = Math.cos(r) * s;
bone._d = Math.sin(r) * s; bone._d = Math.sin(r) * s;