mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 08:38:43 +08:00
[c][cpp] Ported addition of uniform/compressed IK and rotation fix.
This commit is contained in:
parent
3e8cb852bb
commit
66236adea5
@ -452,7 +452,7 @@ typedef struct spIkConstraintTimeline {
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SP_API spIkConstraintTimeline* spIkConstraintTimeline_create (int framesCount);
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SP_API void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /**boolean**/ stretch);
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SP_API void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /*boolean*/ compress, int /**boolean**/ stretch);
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#ifdef SPINE_SHORT_NAMES
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typedef spIkConstraintTimeline IkConstraintTimeline;
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@ -49,6 +49,7 @@ typedef struct spIkConstraint {
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spBone* target;
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int bendDirection;
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int /*boolean*/ compress;
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int /*boolean*/ stretch;
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float mix;
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@ -70,7 +71,7 @@ SP_API void spIkConstraint_dispose (spIkConstraint* self);
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SP_API void spIkConstraint_apply (spIkConstraint* self);
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SP_API void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ stretch, float alpha);
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SP_API void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ compress, int /*boolean*/ stretch, int /*boolean*/ uniform, float alpha);
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SP_API void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDirection, int /*boolean*/ stretch, float alpha);
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#ifdef SPINE_SHORT_NAMES
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@ -46,7 +46,9 @@ typedef struct spIkConstraintData {
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spBoneData* target;
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int bendDirection;
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int /*boolean*/ compress;
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int /*boolean*/ stretch;
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int /*boolean*/ uniform;
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float mix;
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#ifdef __cplusplus
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@ -56,7 +58,9 @@ typedef struct spIkConstraintData {
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bones(0),
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target(0),
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bendDirection(0),
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compress(0),
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stretch(0),
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uniform(0),
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mix(0) {
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}
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#endif
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@ -1282,8 +1282,8 @@ void spDrawOrderTimeline_setFrame (spDrawOrderTimeline* self, int frameIndex, fl
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/**/
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static const int IKCONSTRAINT_PREV_TIME = -4, IKCONSTRAINT_PREV_MIX = -3, IKCONSTRAINT_PREV_BEND_DIRECTION = -2, IKCONSTRAINT_PREV_STRETCH = -1;
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static const int IKCONSTRAINT_MIX = 1, IKCONSTRAINT_BEND_DIRECTION = 2, IKCONSTRAINT_STRETCH = 3;
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static const int IKCONSTRAINT_PREV_TIME = -5, IKCONSTRAINT_PREV_MIX = -4, IKCONSTRAINT_PREV_BEND_DIRECTION = -3, IKCONSTRAINT_PREV_COMPRESS = -2, IKCONSTRAINT_PREV_STRETCH = -1;
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static const int IKCONSTRAINT_MIX = 1, IKCONSTRAINT_BEND_DIRECTION = 2, IKCONSTRAINT_COMPRESS = 3, IKCONSTRAINT_STRETCH = 4;
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void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time,
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spEvent** firedEvents, int* eventsCount, float alpha, spMixBlend blend, spMixDirection direction) {
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@ -1301,11 +1301,13 @@ void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skel
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case SP_MIX_BLEND_SETUP:
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constraint->mix = constraint->data->mix;
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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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return;
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case SP_MIX_BLEND_FIRST:
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constraint->mix += (constraint->data->mix - constraint->mix) * 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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case SP_MIX_BLEND_REPLACE:
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case SP_MIX_BLEND_ADD:
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@ -1321,15 +1323,18 @@ void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skel
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constraint->mix = constraint->data->mix + (frames[framesCount + IKCONSTRAINT_PREV_MIX] - constraint->data->mix) * alpha;
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if (direction == SP_MIX_DIRECTION_OUT) {
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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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} else {
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constraint->bendDirection = (int)frames[framesCount + IKCONSTRAINT_PREV_BEND_DIRECTION];
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constraint->compress = frames[framesCount + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
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constraint->stretch = frames[framesCount + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
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}
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} else {
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constraint->mix += (frames[framesCount + IKCONSTRAINT_PREV_MIX] - constraint->mix) * alpha;
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if (direction == SP_MIX_DIRECTION_IN) {
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constraint->bendDirection = (int)frames[framesCount + IKCONSTRAINT_PREV_BEND_DIRECTION];
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constraint->compress = frames[framesCount + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
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constraint->stretch = frames[framesCount + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
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}
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}
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@ -1346,15 +1351,18 @@ void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skel
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constraint->mix = constraint->data->mix + (mix + (frames[frame + IKCONSTRAINT_MIX] - mix) * percent - constraint->data->mix) * alpha;
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if (direction == SP_MIX_DIRECTION_OUT) {
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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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} else {
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constraint->bendDirection = (int)frames[frame + IKCONSTRAINT_PREV_BEND_DIRECTION];
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constraint->compress = frames[frame + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
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constraint->stretch = frames[frame + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
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}
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} else {
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constraint->mix += (mix + (frames[frame + IKCONSTRAINT_MIX] - mix) * percent - constraint->mix) * alpha;
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if (direction == SP_MIX_DIRECTION_IN) {
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constraint->bendDirection = (int)frames[frame + IKCONSTRAINT_PREV_BEND_DIRECTION];
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constraint->compress = frames[frame + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
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constraint->stretch = frames[frame + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
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}
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}
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@ -1372,11 +1380,12 @@ spIkConstraintTimeline* spIkConstraintTimeline_create (int framesCount) {
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return (spIkConstraintTimeline*)_spBaseTimeline_create(framesCount, SP_TIMELINE_IKCONSTRAINT, IKCONSTRAINT_ENTRIES, _spIkConstraintTimeline_apply, _spIkConstraintTimeline_getPropertyId);
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}
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void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /*boolean*/ stretch) {
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void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /*boolean*/ compress, int /*boolean*/ stretch) {
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frameIndex *= IKCONSTRAINT_ENTRIES;
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self->frames[frameIndex] = time;
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self->frames[frameIndex + IKCONSTRAINT_MIX] = mix;
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self->frames[frameIndex + IKCONSTRAINT_BEND_DIRECTION] = (float)bendDirection;
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self->frames[frameIndex + IKCONSTRAINT_COMPRESS] = compress ? 1 : 0;
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self->frames[frameIndex + IKCONSTRAINT_STRETCH] = stretch ? 1 : 0;
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}
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@ -554,11 +554,11 @@ void _spAnimationState_applyRotateTimeline (spAnimationState* self, spTimeline*
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/* Mix between rotations using the direction of the shortest route on the first frame while detecting crosses. */
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r1 = blend == SP_MIX_BLEND_SETUP ? bone->data->rotation : bone->rotation;
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diff = r2 - r1;
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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if (diff == 0) {
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total = timelinesRotation[i];
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} else {
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float lastTotal, lastDiff;
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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if (firstFrame) {
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lastTotal = 0;
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lastDiff = diff;
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@ -39,6 +39,7 @@ spIkConstraint *spIkConstraint_create(spIkConstraintData *data, const spSkeleton
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spIkConstraint *self = NEW(spIkConstraint);
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CONST_CAST(spIkConstraintData*, self->data) = data;
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self->bendDirection = data->bendDirection;
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self->compress = data->compress;
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self->stretch = data->stretch;
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self->mix = data->mix;
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@ -59,7 +60,7 @@ void spIkConstraint_dispose(spIkConstraint *self) {
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void spIkConstraint_apply(spIkConstraint *self) {
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switch (self->bonesCount) {
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case 1:
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spIkConstraint_apply1(self->bones[0], self->target->worldX, self->target->worldY, self->stretch, self->mix);
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spIkConstraint_apply1(self->bones[0], self->target->worldX, self->target->worldY, self->compress, self->stretch, self->data->uniform, self->mix);
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break;
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case 2:
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spIkConstraint_apply2(self->bones[0], self->bones[1], self->target->worldX, self->target->worldY, self->bendDirection, self->stretch, self->mix);
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@ -67,9 +68,9 @@ void spIkConstraint_apply(spIkConstraint *self) {
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}
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}
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void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ stretch, float alpha) {
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void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ compress, int /*boolean*/ stretch, int /*boolean*/ uniform, float alpha) {
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spBone* p = bone->parent;
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float id, x, y, tx, ty, rotationIK, sx;
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float id, x, y, tx, ty, rotationIK, sx, sy, s;
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if (!bone->appliedValid) spBone_updateAppliedTransform(bone);
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id = 1 / (p->a * p->d - p->b * p->c);
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x = targetX - p->worldX, y = targetY - p->worldY;
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@ -79,12 +80,17 @@ void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*bo
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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sx = bone->ascaleX;
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if (stretch) {
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sy = bone->ascaleY;
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if (compress || stretch) {
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float b = bone->data->length * sx, dd = SQRT(tx * tx + ty * ty);
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if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha - 1;
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if ((compress && dd < b) || (stretch && dd > b) && (b > 0.0001f)) {
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s = (dd / b - 1) * alpha + 1;
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sx *= s;
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if (uniform) sy *= s;
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}
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}
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spBone_updateWorldTransformWith(bone, bone->ax, bone->ay, bone->arotation + rotationIK * alpha, sx,
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bone->ascaleY, bone->ashearX, bone->ashearY);
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sy, bone->ashearX, bone->ashearY);
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}
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void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, int /*boolean*/ stretch, float alpha) {
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@ -35,7 +35,9 @@ spIkConstraintData* spIkConstraintData_create (const char* name) {
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spIkConstraintData* self = NEW(spIkConstraintData);
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MALLOC_STR(self->name, name);
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self->bendDirection = 1;
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self->compress = 0;
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self->stretch = 0;
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self->uniform = 0;
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self->mix = 1;
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return self;
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}
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@ -436,6 +436,7 @@ void spSkeleton_setBonesToSetupPose (const spSkeleton* self) {
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for (i = 0; i < self->ikConstraintsCount; ++i) {
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spIkConstraint* ikConstraint = self->ikConstraints[i];
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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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ikConstraint->mix = ikConstraint->data->mix;
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}
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@ -392,8 +392,9 @@ static spAnimation* _spSkeletonBinary_readAnimation (spSkeletonBinary* self, con
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float time = readFloat(input);
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float mix = readFloat(input);
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signed char bendDirection = readSByte(input);
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int compress = readBoolean(input);
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int stretch = readBoolean(input);
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spIkConstraintTimeline_setFrame(timeline, frameIndex, time, mix, bendDirection, stretch);
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spIkConstraintTimeline_setFrame(timeline, frameIndex, time, mix, bendDirection, compress, stretch);
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if (frameIndex < frameCount - 1) readCurve(input, SUPER(timeline), frameIndex);
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}
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spTimelineArray_add(timelines, (spTimeline*)timeline);
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@ -956,7 +957,9 @@ spSkeletonData* spSkeletonBinary_readSkeletonData (spSkeletonBinary* self, const
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data->target = skeletonData->bones[readVarint(input, 1)];
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data->mix = readFloat(input);
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data->bendDirection = readSByte(input);
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data->compress = readBoolean(input);
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data->stretch = readBoolean(input);
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data->uniform = readBoolean(input);
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skeletonData->ikConstraints[i] = data;
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}
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@ -299,7 +299,7 @@ static spAnimation* _spSkeletonJson_readAnimation (spSkeletonJson* self, Json* r
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}
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for (valueMap = constraintMap->child, frameIndex = 0; valueMap; valueMap = valueMap->next, ++frameIndex) {
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spIkConstraintTimeline_setFrame(timeline, frameIndex, Json_getFloat(valueMap, "time", 0), Json_getFloat(valueMap, "mix", 1),
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Json_getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json_getInt(valueMap, "stretch", 0) ? 1 : 0);
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Json_getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json_getInt(valueMap, "compress", 0) ? 1 : 0, Json_getInt(valueMap, "stretch", 0) ? 1 : 0);
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readCurve(valueMap, SUPER(timeline), frameIndex);
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}
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animation->timelines[animation->timelinesCount++] = SUPER_CAST(spTimeline, timeline);
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@ -737,7 +737,9 @@ spSkeletonData* spSkeletonJson_readSkeletonData (spSkeletonJson* self, const cha
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}
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data->bendDirection = Json_getInt(constraintMap, "bendPositive", 1) ? 1 : -1;
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data->compress = Json_getInt(constraintMap, "compress", 0) ? 1 : 0;
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data->stretch = Json_getInt(constraintMap, "stretch", 0) ? 1 : 0;
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data->uniform = Json_getInt(constraintMap, "uniform", 0) ? 1 : 0;
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data->mix = Json_getFloat(constraintMap, "mix", 1);
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skeletonData->ikConstraints[i] = data;
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@ -52,7 +52,7 @@ RTTI_DECL
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public:
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/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
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/// in the world coordinate system.
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static void apply(Bone &bone, float targetX, float targetY, bool stretch, float alpha);
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static void apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha);
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/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
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/// possible. The target is specified in the world coordinate system.
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@ -80,6 +80,10 @@ public:
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void setBendDirection(int inValue);
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bool getCompress();
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void setCompress(bool inValue);
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bool getStretch();
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void setStretch(bool inValue);
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@ -92,6 +96,7 @@ private:
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IkConstraintData &_data;
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Vector<Bone *> _bones;
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int _bendDirection;
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bool _compress;
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bool _stretch;
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float _mix;
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Bone *_target;
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@ -65,8 +65,14 @@ namespace Spine {
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int getBendDirection();
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void setBendDirection(int inValue);
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bool getCompress();
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void setCompress(bool inValue);
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bool getStretch();
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void setStretch(bool inValue);
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bool getUniform();
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void setUniform(bool inValue);
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float getMix();
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void setMix(float inValue);
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@ -77,7 +83,9 @@ namespace Spine {
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Vector<BoneData*> _bones;
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BoneData* _target;
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int _bendDirection;
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bool _compress;
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bool _stretch;
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bool _uniform;
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float _mix;
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};
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}
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@ -50,11 +50,11 @@ namespace Spine {
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virtual int getPropertyId();
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/// Sets the time, mix and bend direction of the specified keyframe.
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void setFrame (int frameIndex, float time, float mix, int bendDirection, bool stretch);
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void setFrame (int frameIndex, float time, float mix, int bendDirection, bool compress, bool stretch);
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private:
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static const int PREV_TIME, PREV_MIX, PREV_BEND_DIRECTION, PREV_STRETCH;
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static const int MIX, BEND_DIRECTION, STRETCH;
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static const int PREV_TIME, PREV_MIX, PREV_BEND_DIRECTION, PREV_COMPRESS, PREV_STRETCH;
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static const int MIX, BEND_DIRECTION, COMPRESS, STRETCH;
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Vector<float> _frames;
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int _ikConstraintIndex;
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@ -714,10 +714,10 @@ void AnimationState::applyRotateTimeline(RotateTimeline *rotateTimeline, Skeleto
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// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
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float r1 = blend == MixBlend_Setup ? bone->_data._rotation : bone->_rotation;
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float total, diff = r2 - r1;
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diff -= (16384 - (int) (16384.499999999996 - diff / 360)) * 360;
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if (diff == 0) {
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total = timelinesRotation[i];
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} else {
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diff -= (16384 - (int) (16384.499999999996 - diff / 360)) * 360;
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float lastTotal, lastDiff;
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if (firstFrame) {
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lastTotal = 0;
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@ -40,7 +40,7 @@ using namespace Spine;
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RTTI_IMPL(IkConstraint, Constraint)
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void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool stretch, float alpha) {
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void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha) {
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Bone *p = bone.getParent();
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float id, x, y, tx, ty, rotationIK;
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if (!bone._appliedValid) bone.updateAppliedTransform();
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@ -53,12 +53,17 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool stretch,
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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float sx = bone._ascaleX;
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if (stretch) {
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float sy = bone._ascaleY;
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if (compress || stretch) {
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float b = bone._data.getLength() * sx, dd = MathUtil::sqrt(tx * tx + ty * ty);
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if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha + 1;
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if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
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float s = (dd / b - 1) * alpha + 1;
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sx *= s;
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if (uniform) sy *= s;
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}
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}
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bone.updateWorldTransform(bone._ax, bone._ay, bone._arotation + rotationIK * alpha, sx,
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bone._ascaleY, bone._ashearX, bone._ashearY);
|
||||
sy, bone._ashearX, bone._ashearY);
|
||||
}
|
||||
|
||||
void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, float alpha) {
|
||||
@ -202,6 +207,7 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
|
||||
IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) : Constraint(),
|
||||
_data(data),
|
||||
_bendDirection(data.getBendDirection()),
|
||||
_compress(data.getCompress()),
|
||||
_stretch(data.getStretch()),
|
||||
_mix(data.getMix()),
|
||||
_target(skeleton.findBone(
|
||||
@ -222,7 +228,7 @@ void IkConstraint::update() {
|
||||
switch (_bones.size()) {
|
||||
case 1: {
|
||||
Bone *bone0 = _bones[0];
|
||||
apply(*bone0, _target->getWorldX(), _target->getWorldY(), _stretch, _mix);
|
||||
apply(*bone0, _target->getWorldX(), _target->getWorldY(), _compress, _stretch, _data._uniform, _mix);
|
||||
}
|
||||
break;
|
||||
case 2: {
|
||||
@ -277,3 +283,11 @@ bool IkConstraint::getStretch() {
|
||||
void IkConstraint::setStretch(bool inValue) {
|
||||
_stretch = inValue;
|
||||
}
|
||||
|
||||
bool IkConstraint::getCompress() {
|
||||
return _compress;
|
||||
}
|
||||
|
||||
void IkConstraint::setCompress(bool inValue) {
|
||||
_compress = inValue;
|
||||
}
|
||||
|
||||
@ -39,7 +39,9 @@ IkConstraintData::IkConstraintData(const String &name) :
|
||||
_order(0),
|
||||
_target(NULL),
|
||||
_bendDirection(1),
|
||||
_compress(false),
|
||||
_stretch(false),
|
||||
_uniform(false),
|
||||
_mix(1) {
|
||||
}
|
||||
|
||||
@ -90,3 +92,20 @@ bool IkConstraintData::getStretch() {
|
||||
void IkConstraintData::setStretch(bool inValue) {
|
||||
_stretch = inValue;
|
||||
}
|
||||
|
||||
bool IkConstraintData::getCompress() {
|
||||
return _compress;
|
||||
}
|
||||
|
||||
void IkConstraintData::setCompress(bool inValue) {
|
||||
_compress = inValue;
|
||||
}
|
||||
|
||||
|
||||
bool IkConstraintData::getUniform() {
|
||||
return _uniform;
|
||||
}
|
||||
|
||||
void IkConstraintData::setUniform(bool inValue) {
|
||||
_uniform = inValue;
|
||||
}
|
||||
|
||||
@ -44,14 +44,16 @@ using namespace Spine;
|
||||
|
||||
RTTI_IMPL(IkConstraintTimeline, CurveTimeline)
|
||||
|
||||
const int IkConstraintTimeline::ENTRIES = 4;
|
||||
const int IkConstraintTimeline::PREV_TIME = -4;
|
||||
const int IkConstraintTimeline::PREV_MIX = -3;
|
||||
const int IkConstraintTimeline::PREV_BEND_DIRECTION = -2;
|
||||
const int IkConstraintTimeline::ENTRIES = 5;
|
||||
const int IkConstraintTimeline::PREV_TIME = -5;
|
||||
const int IkConstraintTimeline::PREV_MIX = -4;
|
||||
const int IkConstraintTimeline::PREV_BEND_DIRECTION = -3;
|
||||
const int IkConstraintTimeline::PREV_COMPRESS = -2;
|
||||
const int IkConstraintTimeline::PREV_STRETCH = -1;
|
||||
const int IkConstraintTimeline::MIX = 1;
|
||||
const int IkConstraintTimeline::BEND_DIRECTION = 2;
|
||||
const int IkConstraintTimeline::STRETCH = 3;
|
||||
const int IkConstraintTimeline::COMPRESS = 3;
|
||||
const int IkConstraintTimeline::STRETCH = 4;
|
||||
|
||||
IkConstraintTimeline::IkConstraintTimeline(int frameCount) : CurveTimeline(frameCount), _ikConstraintIndex(0) {
|
||||
_frames.setSize(frameCount * ENTRIES, 0);
|
||||
@ -69,11 +71,13 @@ void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time,
|
||||
case MixBlend_Setup:
|
||||
constraint._mix = constraint._data._mix;
|
||||
constraint._bendDirection = constraint._data._bendDirection;
|
||||
constraint._compress = constraint._data._compress;
|
||||
constraint._stretch = constraint._data._stretch;
|
||||
return;
|
||||
case MixBlend_First:
|
||||
constraint._mix += (constraint._data._mix - constraint._mix) * alpha;
|
||||
constraint._bendDirection = constraint._data._bendDirection;
|
||||
constraint._compress = constraint._data._compress;
|
||||
constraint._stretch = constraint._data._stretch;
|
||||
return;
|
||||
default:
|
||||
@ -88,15 +92,18 @@ void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time,
|
||||
constraint._data._mix + (_frames[_frames.size() + PREV_MIX] - constraint._data._mix) * alpha;
|
||||
if (direction == MixDirection_Out) {
|
||||
constraint._bendDirection = constraint._data._bendDirection;
|
||||
constraint._compress = constraint._data._compress;
|
||||
constraint._stretch = constraint._data._stretch;
|
||||
} else {
|
||||
constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
|
||||
constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
|
||||
constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
|
||||
}
|
||||
} else {
|
||||
constraint._mix += (_frames[_frames.size() + PREV_MIX] - constraint._mix) * alpha;
|
||||
if (direction == MixDirection_In) {
|
||||
constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
|
||||
constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
|
||||
constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
|
||||
}
|
||||
}
|
||||
@ -115,15 +122,18 @@ void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time,
|
||||
constraint._data._mix + (mix + (_frames[frame + MIX] - mix) * percent - constraint._data._mix) * alpha;
|
||||
if (direction == MixDirection_Out) {
|
||||
constraint._bendDirection = constraint._data._bendDirection;
|
||||
constraint._compress = constraint._data._compress;
|
||||
constraint._stretch = constraint._data._stretch;
|
||||
} else {
|
||||
constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
|
||||
constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
|
||||
constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
|
||||
constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
|
||||
}
|
||||
} else {
|
||||
constraint._mix += (mix + (_frames[frame + MIX] - mix) * percent - constraint._mix) * alpha;
|
||||
if (direction == MixDirection_In) {
|
||||
constraint._bendDirection = (int) _frames[frame + PREV_BEND_DIRECTION];
|
||||
constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
|
||||
constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
|
||||
}
|
||||
}
|
||||
@ -133,10 +143,11 @@ int IkConstraintTimeline::getPropertyId() {
|
||||
return ((int) TimelineType_IkConstraint << 24) + _ikConstraintIndex;
|
||||
}
|
||||
|
||||
void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, int bendDirection, bool stretch) {
|
||||
void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, int bendDirection, bool compress, bool stretch) {
|
||||
frameIndex *= ENTRIES;
|
||||
_frames[frameIndex] = time;
|
||||
_frames[frameIndex + MIX] = mix;
|
||||
_frames[frameIndex + BEND_DIRECTION] = (float)bendDirection;
|
||||
_frames[frameIndex + COMPRESS] = compress ? 1 : 0;
|
||||
_frames[frameIndex + STRETCH] = stretch ? 1 : 0;
|
||||
}
|
||||
|
||||
@ -226,6 +226,7 @@ void Skeleton::setBonesToSetupPose() {
|
||||
IkConstraint &constraint = *constraintP;
|
||||
|
||||
constraint._bendDirection = constraint._data._bendDirection;
|
||||
constraint._compress = constraint._data._compress;
|
||||
constraint._stretch = constraint._data._stretch;
|
||||
constraint._mix = constraint._data._mix;
|
||||
}
|
||||
|
||||
@ -199,7 +199,9 @@ SkeletonData *SkeletonBinary::readSkeletonData(const unsigned char *binary, cons
|
||||
data->_target = skeletonData->_bones[readVarint(input, true)];
|
||||
data->_mix = readFloat(input);
|
||||
data->_bendDirection = readSByte(input);
|
||||
data->_compress = readBoolean(input);
|
||||
data->_stretch = readBoolean(input);
|
||||
data->_uniform = readBoolean(input);
|
||||
skeletonData->_ikConstraints[i] = data;
|
||||
}
|
||||
|
||||
@ -771,8 +773,9 @@ Animation *SkeletonBinary::readAnimation(const String &name, DataInput *input, S
|
||||
float time = readFloat(input);
|
||||
float mix = readFloat(input);
|
||||
signed char bendDirection = readSByte(input);
|
||||
bool compress = readBoolean(input);
|
||||
bool stretch = readBoolean(input);
|
||||
timeline->setFrame(frameIndex, time, mix, bendDirection, stretch);
|
||||
timeline->setFrame(frameIndex, time, mix, bendDirection, compress, stretch);
|
||||
if (frameIndex < frameCount - 1) {
|
||||
readCurve(input, frameIndex, timeline);
|
||||
}
|
||||
|
||||
@ -281,9 +281,11 @@ SkeletonData *SkeletonJson::readSkeletonData(const char *json) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
data->_bendDirection = Json::getInt(constraintMap, "bendPositive", 1) ? 1 : -1;
|
||||
data->_stretch = Json::getInt(constraintMap, "stretch", 0) ? true: false;
|
||||
data->_mix = Json::getFloat(constraintMap, "mix", 1);
|
||||
data->_bendDirection = Json::getInt(constraintMap, "bendPositive", 1) ? 1 : -1;
|
||||
data->_compress = Json::getInt(constraintMap, "compress", 0) ? true: false;
|
||||
data->_stretch = Json::getInt(constraintMap, "stretch", 0) ? true: false;
|
||||
data->_uniform = Json::getInt(constraintMap, "uniform", 0) ? true: false;
|
||||
|
||||
skeletonData->_ikConstraints[i] = data;
|
||||
}
|
||||
@ -916,7 +918,7 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
|
||||
}
|
||||
for (valueMap = constraintMap->_child, frameIndex = 0; valueMap; valueMap = valueMap->_next, ++frameIndex) {
|
||||
timeline->setFrame(frameIndex, Json::getFloat(valueMap, "time", 0), Json::getFloat(valueMap, "mix", 1),
|
||||
Json::getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json::getInt(valueMap, "stretch", 0) ? true : false);
|
||||
Json::getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json::getInt(valueMap, "compress", 0) ? true : false, Json::getInt(valueMap, "stretch", 0) ? true : false);
|
||||
readCurve(valueMap, timeline, frameIndex);
|
||||
}
|
||||
timelines.add(timeline);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user