[lua] Ported 3.6 changes of TransformConstraint

This commit is contained in:
badlogic 2017-02-23 13:52:04 +01:00
parent 9cd5f25cdb
commit 946a97d67a

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@ -71,6 +71,22 @@ function TransformConstraint:apply ()
end end
function TransformConstraint:update () function TransformConstraint:update ()
if self.data.local_ then
if self.data.relative then
self:applyRelativeLocal()
else
self:applyAbsoluteLocal()
end
else
if self.data.relative then
self:applyRelativeWorld()
else
self:applyAbsoluteWorld()
end
end
end
function TransformConstraint:applyAbsoluteWorld ()
local rotateMix = self.rotateMix local rotateMix = self.rotateMix
local translateMix = self.translateMix local translateMix = self.translateMix
local scaleMix = self.scaleMix local scaleMix = self.scaleMix
@ -119,19 +135,17 @@ function TransformConstraint:update ()
end end
if scaleMix > 0 then if scaleMix > 0 then
local bs = math_sqrt(bone.a * bone.a + bone.c * bone.c) local s = math_sqrt(bone.a * bone.a + bone.c * bone.c)
local ts = math_sqrt(ta * ta + tc * tc) local ts = math_sqrt(ta * ta + tc * tc)
local s = 0 if s > 0.00001 then
if bs > 0.00001 then s = (s + (ts - s + self.data.offsetScaleX) * scaleMix) / s
s = (bs + (ts - bs + self.data.offsetScaleX) * scaleMix) / bs
end end
bone.a = bone.a * s bone.a = bone.a * s
bone.c = bone.c * s bone.c = bone.c * s
bs = math_sqrt(bone.b * bone.b + bone.d * bone.d) s = math_sqrt(bone.b * bone.b + bone.d * bone.d)
ts = math_sqrt(tb * tb + td * td) ts = math_sqrt(tb * tb + td * td)
s = 0 if s > 0.00001 then
if bs > 0.00001 then s = (s + (ts - s + self.data.offsetScaleY) * scaleMix) / s
s = (bs + (ts - bs + self.data.offsetScaleY) * scaleMix) / bs
end end
bone.b = bone.b * s bone.b = bone.b * s
bone.d = bone.d * s bone.d = bone.d * s
@ -159,4 +173,170 @@ function TransformConstraint:update ()
end end
end end
function TransformConstraint:applyRelativeWorld ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
local ta = target.a
local tb = target.b
local tc = target.c
local td = target.d
local degRadReflect = 0;
if ta * td - tb * tc > 0 then degRadReflect = utils.degRad else degRadReflect = -utils.degRad end
local offsetRotation = self.data.offsetRotation * degRadReflect
local offsetShearY = self.data.offsetShearY * degRadReflect
local bones = self.bones
for i, bone in ipairs(bones) do
local modified = false
if rotateMix ~= 0 then
local a = bone.a
local b = bone.b
local c = bone.c
local d = bone.d
local r = math_atan2(tc, ta) + offsetRotation
if r > math_pi then
r = r - math_pi2
elseif r < -math_pi then
r = r + math_pi2
end
r = r * rotateMix
local cos = math_cos(r)
local sin = math_sin(r)
bone.a = cos * a - sin * c
bone.b = cos * b - sin * d
bone.c = sin * a + cos * c
bone.d = sin * b + cos * d
modified = true
end
if translateMix ~= 0 then
local temp = self.temp
temp[1] = self.data.offsetX
temp[2] = self.data.offsetY
target:localToWorld(temp)
bone.worldX = bone.worldX + temp[1] * translateMix
bone.worldY = bone.worldY + temp[2] * translateMix
modified = true
end
if scaleMix > 0 then
local s = (math_sqrt(ta * ta + tc * tc) - 1 + self.data.offsetScaleX) * scaleMix + 1
bone.a = bone.a * s
bone.c = bone.c * s
local s = (math_sqrt(tb * tb + td * td) - 1 + self.data.offsetScaleY) * scaleMix + 1
bone.b = bone.b * s
bone.d = bone.d * s
modified = true
end
if shearMix > 0 then
local r = math_atan2(td, tb) - math_atan2(tc, ta)
if r > math_pi then
r = r - math_pi2
elseif r < -math_pi then
r = r + math_pi2
end
local b = bone.b
local d = bone.d
r = math_atan2(d, b) + (r - math_pi / 2 + offsetShearY) * shearMix;
local s = math_sqrt(b * b + d * d)
bone.b = math_cos(r) * s
bone.d = math_sin(r) * s
modified = true
end
if modified then bone.appliedValid = false end
end
end
function TransformConstraint:applyAbsoluteLocal ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
if not target.appliedValid then target:updatedAppliedTransform() end
local bones = self.bones
for i, bone in ipairs(bones) do
local modified = false
if not bone.appliedValid then bone:updateAppliedTransform() end
local rotation = bone.arotation
if rotateMix ~= 0 then
local r = target.arotation - rotation + self.data.offsetRotation
r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
rotation = rotation + r * rotateMix
end
local x = bone.ax
local y = bone.ay
if translateMix ~= 0 then
x = x + (target.ax - x + self.data.offsetX) * translateMix
y = x + (target.ay - y + self.data.offsetY) * translateMix
end
local scaleX = bone.ascaleX
local scaleY = bone.ascaleY
if scaleMix > 0 then
if scaleX > 0.00001 then
scaleX = (scaleX + (target.ascaleX - scaleX + self.data.offsetScaleX) * scaleMix) / scaleX
end
if scaleY > 0.00001 then
scaleY = (scaleY + (target.ascaleY - scaleY + self.data.offsetScaleY) * scaleMix) / scaleY
end
end
local shearY = bone.ashearY
if shearMix > 0 then
local r = target.ashearY - shearY + self.data.offsetShearY
r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
bone.shearY = bone.shearY + r * shearMix
end
bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
end
end
function TransformConstraint:applyRelativeLocal ()
local rotateMix = self.rotateMix
local translateMix = self.translateMix
local scaleMix = self.scaleMix
local shearMix = self.shearMix
local target = self.target
if not target.appliedValid then target:updateAppliedTransform() end
local bones = self.bones
for i, bone in ipairs(bones) do
if not bone.appliedValid then bone:updateAppliedTransform() end
local rotation = bone.arotation
if rotateMix ~= 0 then rotation = rotation + (target.arotation + self.data.offsetRotation) * rotateMix end
local x = bone.ax
local y = bone.ay
if translateMix ~= 0 then
x = x + (target.ax + self.data.offsetX) * translateMix
y = y + (target.ay + self.data.offsetY) * translateMix
end
local scaleX = bone.ascaleX
local scaleY = bone.ascaleY
if scaleMix > 0 then
if scaleX > 0.00001 then
scaleX = scaleX * (((target.ascaleX - 1 + self.data.offsetScaleX) * scaleMix) + 1)
end
if scaleY > 0.00001 then
scaleY = scaleY * (((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1)
end
end
local shearY = bone.ashearY
if shearMix > 0 then shearY = shearY + (target.ashearY + self.data.offsetShearY) * shearMix end
bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY)
end
end
return TransformConstraint return TransformConstraint