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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[lua] Ported addition of uniform/compressed IK and rotation fix.
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d079555f84
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@ -1169,19 +1169,21 @@ function Animation.DrawOrderTimeline.new (frameCount)
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end
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end
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Animation.IkConstraintTimeline = {}
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Animation.IkConstraintTimeline = {}
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Animation.IkConstraintTimeline.ENTRIES = 4
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Animation.IkConstraintTimeline.ENTRIES = 5
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function Animation.IkConstraintTimeline.new (frameCount)
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function Animation.IkConstraintTimeline.new (frameCount)
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local ENTRIES = Animation.IkConstraintTimeline.ENTRIES
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local ENTRIES = Animation.IkConstraintTimeline.ENTRIES
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local PREV_TIME = -4
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local PREV_TIME = -5
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local PREV_MIX = -3
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local PREV_MIX = -4
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local PREV_BEND_DIRECTION = -2
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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 PREV_STRETCH = -1
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local MIX = 1
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local MIX = 1
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local BEND_DIRECTION = 2
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local BEND_DIRECTION = 2
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local COMPRESS = 3
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local STRETCH = 1
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local STRETCH = 1
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local self = Animation.CurveTimeline.new(frameCount)
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local self = Animation.CurveTimeline.new(frameCount)
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, ...
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self.frames = utils.newNumberArrayZero(frameCount * ENTRIES) -- time, mix, bendDirection, compress, stretch, ...
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self.ikConstraintIndex = -1
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self.ikConstraintIndex = -1
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self.type = TimelineType.ikConstraint
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self.type = TimelineType.ikConstraint
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@ -1189,11 +1191,16 @@ function Animation.IkConstraintTimeline.new (frameCount)
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return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
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return TimelineType.ikConstraint * SHL_24 + self.ikConstraintIndex
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end
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end
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function self:setFrame (frameIndex, time, mix, bendDirection, stretch)
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function self:setFrame (frameIndex, time, mix, bendDirection, compress, stretch)
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frameIndex = frameIndex * ENTRIES
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frameIndex = frameIndex * ENTRIES
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self.frames[frameIndex] = time
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self.frames[frameIndex] = time
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self.frames[frameIndex + MIX] = mix
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self.frames[frameIndex + MIX] = mix
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self.frames[frameIndex + BEND_DIRECTION] = bendDirection
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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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else
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self.frames[frameIndex + COMPRESS] = 0
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end
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if (stretch) then
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if (stretch) then
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self.frames[frameIndex + STRETCH] = 1
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self.frames[frameIndex + STRETCH] = 1
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else
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else
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@ -1209,10 +1216,12 @@ function Animation.IkConstraintTimeline.new (frameCount)
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if blend == MixBlend.setup then
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if blend == MixBlend.setup then
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constraint.mix = constraint.data.mix
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constraint.mix = constraint.data.mix
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constraint.bendDirection = constraint.data.bendDirection
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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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constraint.stretch = constraint.data.stretch
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elseif blend == MixBlend.first then
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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.mix = constraint.mix + (constraint.data.mix - constraint.mix) * alpha
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constraint.bendDirection = constraint.data.bendDirection
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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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constraint.stretch = constraint.data.stretch
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end
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end
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return
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return
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@ -1223,15 +1232,18 @@ function Animation.IkConstraintTimeline.new (frameCount)
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constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
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constraint.mix = constraint.data.mix + (frames[zlen(frames) + PREV_MIX] - constraint.data.mix) * alpha
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if direction == MixDirection.out then
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if direction == MixDirection.out then
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constraint.bendDirection = constraint.data.bendDirection
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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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constraint.stretch = constraint.data.stretch
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else
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else
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constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION]);
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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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if (math_floor(frames[zlen(frames) + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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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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end
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else
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else
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constraint.mix = constraint.mix + (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
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constraint.mix = constraint.mix + (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
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if direction == MixDirection._in then
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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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constraint.bendDirection = math_floor(frames[zlen(frames) + PREV_BEND_DIRECTION])
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if (math_floor(frames[zlen(frames) + PREV_COMPRES]) == 1) then constraint.compress = true else constraint.compress = false end
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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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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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end
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end
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end
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@ -1249,15 +1261,18 @@ function Animation.IkConstraintTimeline.new (frameCount)
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constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
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constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha
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if direction == MixDirection.out then
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if direction == MixDirection.out then
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constraint.bendDirection = constraint.data.bendDirection
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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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constraint.stretch = constraint.data.stretch
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else
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else
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constraint.bendDirection = math_floor(frames[frame + PREV_BEND_DIRECTION])
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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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if (math_floor(frames[frame + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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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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end
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else
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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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if direction == MixDirection._in then
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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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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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if (math_floor(frames[frame + PREV_STRETCH]) == 1) then constraint.stretch = true else constraint.stretch = false end
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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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end
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end
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end
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@ -543,10 +543,10 @@ function AnimationState:applyRotateTimeline (timeline, skeleton, time, alpha, bl
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if blend == MixBlend.setup then r1 = bone.data.rotation end
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if blend == MixBlend.setup then r1 = bone.data.rotation end
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local total = 0
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local total = 0
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local diff = r2 - r1
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local diff = r2 - r1
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diff = diff - (16384 - math_floor(16384.499999999996 - diff / 360)) * 360
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if diff == 0 then
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if diff == 0 then
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total = timelinesRotation[i]
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total = timelinesRotation[i]
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else
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else
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diff = diff - (16384 - math_floor(16384.499999999996 - diff / 360)) * 360
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local lastTotal = 0
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local lastTotal = 0
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local lastDiff = 0
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local lastDiff = 0
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if firstFrame then
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if firstFrame then
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@ -52,6 +52,7 @@ function IkConstraint.new (data, skeleton)
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bones = {},
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bones = {},
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target = nil,
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target = nil,
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mix = data.mix,
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mix = data.mix,
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compress = data.compress,
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stretch = data.stretch,
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stretch = data.stretch,
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bendDirection = data.bendDirection,
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bendDirection = data.bendDirection,
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}
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}
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@ -75,13 +76,13 @@ function IkConstraint:update ()
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local bones = self.bones
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local bones = self.bones
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local boneCount = #bones
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local boneCount = #bones
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if boneCount == 1 then
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if boneCount == 1 then
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self:apply1(bones[1], target.worldX, target.worldY, self.stretch, self.mix)
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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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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.mix)
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end
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end
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end
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end
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function IkConstraint:apply1 (bone, targetX, targetY, stretch, alpha)
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function IkConstraint:apply1 (bone, targetX, targetY, compress, stretch, uniform, alpha)
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if not bone.appliedValid then bone:updateAppliedTransform() end
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if not bone.appliedValid then bone:updateAppliedTransform() end
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local p = bone.parent
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local p = bone.parent
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local id = 1 / (p.a * p.d - p.b * p.c)
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local id = 1 / (p.a * p.d - p.b * p.c)
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@ -97,11 +98,17 @@ function IkConstraint:apply1 (bone, targetX, targetY, stretch, alpha)
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rotationIK = rotationIK + 360
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rotationIK = rotationIK + 360
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end
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end
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local sx = bone.ascaleX
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local sx = bone.ascaleX
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if stretch then
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local sy = bone.ascaleY
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if compress or stretch then
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local b = bone.data.length * sx
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local dd = math_sqrt(tx * tx + ty * ty)
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local dd = math_sqrt(tx * tx + ty * ty)
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if dd > bone.data.length * sx then sx = sx * ((dd / (bone.data.length * sx) - 1) * alpha + 1) end
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if (compress and dd < b) or (stretch and dd > b) and b > 0.0001 then
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local s = (dd / b - 1) * alpha + 1
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sx = sx * s
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if uniform then sy = sy * s end
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end
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end
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bone:updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, bone.ascaleY, bone.ashearX, bone.ashearY)
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end
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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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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, alpha)
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@ -38,7 +38,9 @@ function IkConstraintData.new (name)
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bones = {},
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bones = {},
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target = nil,
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target = nil,
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bendDirection = 1,
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bendDirection = 1,
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compress = false,
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stretch = 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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}
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}
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@ -338,9 +338,10 @@ function Skeleton:setBonesToSetupPose ()
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end
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end
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for _,ikConstraint in ipairs(self.ikConstraints) do
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for _,ikConstraint in ipairs(self.ikConstraints) do
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ikConstraint.bendDirection = ikConstraint.data.bendDirection
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ikConstraint.stretch = ikConstraint.data.stretch
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ikConstraint.mix = ikConstraint.data.mix
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ikConstraint.mix = ikConstraint.data.mix
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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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end
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end
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local transformConstraints = self.transformConstraints
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local transformConstraints = self.transformConstraints
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@ -164,9 +164,11 @@ function SkeletonJson.new (attachmentLoader)
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data.target = skeletonData:findBone(targetName)
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data.target = skeletonData:findBone(targetName)
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if not data.target then error("Target bone not found: " .. targetName) end
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if not data.target then error("Target bone not found: " .. targetName) end
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if constraintMap["bendPositive"] == false then data.bendDirection = -1 else data.bendDirection = 1 end
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if constraintMap["stretch"] == false then data.stretch = false else data.stretch = true end
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data.mix = getValue(constraintMap, "mix", 1)
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data.mix = getValue(constraintMap, "mix", 1)
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if constraintMap["bendPositive"] == nil or constraintMap["bendPositive"] == false then data.bendDirection = -1 else data.bendDirection = 1 end
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if constraintMap["compress"] == nil or constraintMap["compress"] == false then data.compress = false else data.compress = true end
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if constraintMap["stretch"] == nil or constraintMap["stretch"] == false then data.stretch = false else data.stretch = true end
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if constraintMap["uniform"] == nil or constraintMap["uniform"] == false then data.uniform = false else data.uniform = true end
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table_insert(skeletonData.ikConstraints, data)
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table_insert(skeletonData.ikConstraints, data)
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end
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end
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@ -613,9 +615,11 @@ function SkeletonJson.new (attachmentLoader)
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if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
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if valueMap["mix"] ~= nil then mix = valueMap["mix"] end
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local bendPositive = 1
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local bendPositive = 1
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if valueMap["bendPositive"] == false then bendPositive = -1 end
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if valueMap["bendPositive"] == false then bendPositive = -1 end
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local stretch = true
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local stretch = false
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if valueMap["stretch"] == false then stretch = false end
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if valueMap["stretch"] ~= nil then stretch = valueMap["stretch"] end
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timeline:setFrame(frameIndex, valueMap["time"], mix, bendPositive, stretch)
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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, valueMap["time"], mix, bendPositive, compress, stretch)
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readCurve(valueMap, timeline, frameIndex)
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readCurve(valueMap, timeline, frameIndex)
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frameIndex = frameIndex + 1
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frameIndex = frameIndex + 1
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end
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end
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