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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-16 20:11:47 +08:00
Added IK constraint compress and uniform settings.
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671c921089
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@ -1295,15 +1295,15 @@ public class Animation {
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}
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}
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/** Changes an IK constraint's {@link IkConstraint#getMix()}, {@link IkConstraint#getBendDirection()}, and
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* {@link IkConstraint#getStretch()}. */
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/** Changes an IK constraint's {@link IkConstraint#getMix()}, {@link IkConstraint#getBendDirection()},
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* {@link IkConstraint#getStretch()}, and {@link IkConstraint#getCompress()}. */
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static public class IkConstraintTimeline extends CurveTimeline {
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static public final int ENTRIES = 4;
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static private final int PREV_TIME = -4, PREV_MIX = -3, PREV_BEND_DIRECTION = -2, PREV_STRETCH = -1;
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static private final int MIX = 1, BEND_DIRECTION = 2, STRETCH = 3;
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static public final int ENTRIES = 5;
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static private final int PREV_TIME = -5, PREV_MIX = -4, PREV_BEND_DIRECTION = -3, PREV_COMPRESS = -2, PREV_STRETCH = -1;
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static private final int MIX = 1, BEND_DIRECTION = 2, COMPRESS = 3, STRETCH = 4;
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int ikConstraintIndex;
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private final float[] frames; // time, mix, bendDirection, ...
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private final float[] frames; // time, mix, bendDirection, compress, stretch, ...
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public IkConstraintTimeline (int frameCount) {
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super(frameCount);
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@ -1324,17 +1324,18 @@ public class Animation {
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return ikConstraintIndex;
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}
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/** The time in seconds, mix, and bend direction for each key frame. */
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/** The time in seconds, mix, bend direction, compress, and stretch for each key frame. */
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public float[] getFrames () {
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return frames;
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}
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/** Sets the time in seconds, mix, and bend direction for the specified key frame. */
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public void setFrame (int frameIndex, float time, float mix, int bendDirection, boolean stretch) {
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/** Sets the time in seconds, mix, bend direction, compress, and stretch for the specified key frame. */
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public void setFrame (int frameIndex, float time, float mix, int bendDirection, boolean compress, boolean stretch) {
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frameIndex *= ENTRIES;
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frames[frameIndex] = time;
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frames[frameIndex + MIX] = mix;
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frames[frameIndex + BEND_DIRECTION] = bendDirection;
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frames[frameIndex + COMPRESS] = compress ? 1 : 0;
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frames[frameIndex + STRETCH] = stretch ? 1 : 0;
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}
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@ -1348,11 +1349,13 @@ public class Animation {
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case 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 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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}
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return;
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@ -1363,15 +1366,18 @@ public class Animation {
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constraint.mix = constraint.data.mix + (frames[frames.length + PREV_MIX] - constraint.data.mix) * alpha;
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if (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[frames.length + PREV_BEND_DIRECTION];
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constraint.compress = frames[frames.length + PREV_COMPRESS] != 0;
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constraint.stretch = frames[frames.length + PREV_STRETCH] != 0;
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}
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} else {
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constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
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if (direction == in) {
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constraint.bendDirection = (int)frames[frames.length + PREV_BEND_DIRECTION];
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constraint.compress = frames[frames.length + PREV_COMPRESS] != 0;
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constraint.stretch = frames[frames.length + PREV_STRETCH] != 0;
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}
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}
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@ -1388,15 +1394,18 @@ public class Animation {
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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 == 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 + PREV_BEND_DIRECTION];
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constraint.compress = frames[frame + PREV_COMPRESS] != 0;
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constraint.stretch = frames[frame + PREV_STRETCH] != 0;
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}
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} else {
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constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
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if (direction == in) {
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constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
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constraint.compress = frames[frame + PREV_COMPRESS] != 0;
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constraint.stretch = frames[frame + PREV_STRETCH] != 0;
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}
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}
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@ -43,7 +43,7 @@ public class IkConstraint implements Constraint {
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final Array<Bone> bones;
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Bone target;
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int bendDirection;
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boolean stretch;
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boolean compress, stretch;
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float mix = 1;
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public IkConstraint (IkConstraintData data, Skeleton skeleton) {
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@ -52,6 +52,7 @@ public class IkConstraint implements Constraint {
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this.data = data;
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mix = data.mix;
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bendDirection = data.bendDirection;
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compress = data.compress;
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stretch = data.stretch;
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bones = new Array(data.bones.size);
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@ -71,6 +72,7 @@ public class IkConstraint implements Constraint {
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target = skeleton.bones.get(constraint.target.data.index);
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mix = constraint.mix;
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bendDirection = constraint.bendDirection;
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compress = constraint.compress;
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stretch = constraint.stretch;
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}
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@ -84,7 +86,7 @@ public class IkConstraint implements Constraint {
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Array<Bone> bones = this.bones;
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switch (bones.size) {
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case 1:
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apply(bones.first(), target.worldX, target.worldY, stretch, mix);
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apply(bones.first(), target.worldX, target.worldY, compress, stretch, data.uniform, mix);
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break;
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case 2:
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apply(bones.first(), bones.get(1), target.worldX, target.worldY, bendDirection, stretch, mix);
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@ -128,8 +130,17 @@ public class IkConstraint implements Constraint {
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this.bendDirection = bendDirection;
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}
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/** When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. If the parent bone has local
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* nonuniform scale, stretching is not applied. */
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/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
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public boolean getCompress () {
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return compress;
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}
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public void setCompress (boolean compress) {
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this.compress = compress;
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}
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/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
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* and the parent bone has local nonuniform scale, stretch is not applied. */
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public boolean getStretch () {
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return stretch;
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}
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@ -148,7 +159,8 @@ public class IkConstraint implements Constraint {
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}
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/** Applies 1 bone IK. The target is specified in the world coordinate system. */
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static public void apply (Bone bone, float targetX, float targetY, boolean stretch, float alpha) {
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static public void apply (Bone bone, float targetX, float targetY, boolean compress, boolean stretch, boolean uniform,
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float alpha) {
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if (!bone.appliedValid) bone.updateAppliedTransform();
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Bone p = bone.parent;
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float id = 1 / (p.a * p.d - p.b * p.c);
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@ -158,14 +170,18 @@ public class IkConstraint implements Constraint {
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if (bone.ascaleX < 0) rotationIK += 180;
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if (rotationIK > 180)
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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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else if (rotationIK < -180) //
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rotationIK += 360;
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float sx = bone.ascaleX, sy = bone.ascaleY;
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if (compress || stretch) {
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float b = bone.data.length * sx, dd = (float)Math.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, bone.ascaleY, bone.ashearX,
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bone.ashearY);
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bone.updateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
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}
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/** Applies 2 bone IK. The target is specified in the world coordinate system.
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@ -41,7 +41,7 @@ public class IkConstraintData {
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final Array<BoneData> bones = new Array();
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BoneData target;
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int bendDirection = 1;
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boolean stretch;
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boolean compress, stretch, uniform;
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float mix = 1;
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public IkConstraintData (String name) {
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@ -78,25 +78,6 @@ public class IkConstraintData {
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this.target = target;
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}
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/** Controls the bend direction of the IK bones, either 1 or -1. */
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public int getBendDirection () {
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return bendDirection;
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}
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public void setBendDirection (int bendDirection) {
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this.bendDirection = bendDirection;
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}
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/** When true, if the target is out of range, the parent bone is scaled on the X axis to reach it. If the parent bone has local
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* nonuniform scale, stretching is not applied. */
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public boolean getStretch () {
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return stretch;
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}
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public void setStretch (boolean stretch) {
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this.stretch = stretch;
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}
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
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public float getMix () {
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return mix;
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@ -106,6 +87,44 @@ public class IkConstraintData {
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this.mix = mix;
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}
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/** Controls the bend direction of the IK bones, either 1 or -1. */
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public int getBendDirection () {
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return bendDirection;
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}
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public void setBendDirection (int bendDirection) {
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this.bendDirection = bendDirection;
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}
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/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
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public boolean getCompress () {
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return compress;
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}
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public void setCompress (boolean compress) {
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this.compress = compress;
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}
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/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
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* and the parent bone has local nonuniform scale, stretch is not applied. */
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public boolean getStretch () {
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return stretch;
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}
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public void setStretch (boolean stretch) {
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this.stretch = stretch;
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}
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/** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone
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* is scaled on both the X and Y axes. */
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public boolean getUniform () {
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return uniform;
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}
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public void setUniform (boolean uniform) {
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this.uniform = uniform;
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}
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public String toString () {
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return name;
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}
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@ -394,9 +394,10 @@ public class Skeleton {
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Array<IkConstraint> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.size; i < n; i++) {
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IkConstraint constraint = ikConstraints.get(i);
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constraint.bendDirection = constraint.data.bendDirection;
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constraint.stretch = constraint.data.stretch;
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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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}
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Array<TransformConstraint> transformConstraints = this.transformConstraints;
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@ -232,7 +232,9 @@ public class SkeletonBinary {
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data.target = skeletonData.bones.get(input.readInt(true));
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data.mix = input.readFloat();
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data.bendDirection = input.readByte();
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data.compress = input.readBoolean();
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data.stretch = input.readBoolean();
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data.uniform = input.readBoolean();
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skeletonData.ikConstraints.add(data);
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}
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@ -307,7 +309,7 @@ public class SkeletonBinary {
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data.intValue = input.readInt(false);
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data.floatValue = input.readFloat();
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data.stringValue = input.readString();
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data.audioPath = input.readString();
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data.audioPath = input.readString();
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skeletonData.events.add(data);
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}
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@ -661,7 +663,8 @@ public class SkeletonBinary {
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IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
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timeline.ikConstraintIndex = index;
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for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
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timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte(), input.readBoolean());
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timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte(), input.readBoolean(),
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input.readBoolean());
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if (frameIndex < frameCount - 1) readCurve(input, frameIndex, timeline);
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}
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timelines.add(timeline);
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@ -185,9 +185,11 @@ public class SkeletonJson {
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data.target = skeletonData.findBone(targetName);
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if (data.target == null) throw new SerializationException("IK target bone not found: " + targetName);
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data.bendDirection = constraintMap.getBoolean("bendPositive", true) ? 1 : -1;
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data.stretch = constraintMap.getBoolean("stretch", false);
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data.mix = constraintMap.getFloat("mix", 1);
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data.bendDirection = constraintMap.getBoolean("bendPositive", true) ? 1 : -1;
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data.compress = constraintMap.getBoolean("compress", false);
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data.stretch = constraintMap.getBoolean("stretch", false);
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data.uniform = constraintMap.getBoolean("uniform", false);
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skeletonData.ikConstraints.add(data);
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}
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@ -569,7 +571,8 @@ public class SkeletonJson {
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int frameIndex = 0;
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for (JsonValue valueMap = constraintMap.child; valueMap != null; valueMap = valueMap.next) {
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timeline.setFrame(frameIndex, valueMap.getFloat("time"), valueMap.getFloat("mix", 1),
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valueMap.getBoolean("bendPositive", true) ? 1 : -1, valueMap.getBoolean("stretch", false));
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valueMap.getBoolean("bendPositive", true) ? 1 : -1, valueMap.getBoolean("compress", false),
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valueMap.getBoolean("stretch", false));
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readCurve(valueMap, timeline, frameIndex);
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frameIndex++;
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}
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