diff --git a/spine-csharp/src/IkConstraint.cs b/spine-csharp/src/IkConstraint.cs
index 2c3def264..273d019eb 100644
--- a/spine-csharp/src/IkConstraint.cs
+++ b/spine-csharp/src/IkConstraint.cs
@@ -88,7 +88,7 @@ namespace Spine {
Apply(bones[0], target.worldX, target.worldY, compress, stretch, data.uniform, mix);
break;
case 2:
- Apply(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, softness, mix);
+ Apply(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, data.uniform, softness, mix);
break;
}
}
@@ -104,34 +104,40 @@ namespace Spine {
set { target = value; }
}
- /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
+ /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
+ ///
+ /// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
+ ///
public float Mix {
get { return mix; }
set { mix = value; }
}
- ///For two bone IK, the distance from the maximum reach of the bones that rotation will slow.
+ /// For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
+ /// will not straighten completely until the target is this far out of range.
public float Softness {
get { return softness; }
set { softness = value; }
}
- /// Controls the bend direction of the IK bones, either 1 or -1.
+ /// For two bone IK, controls the bend direction of the IK bones, either 1 or -1.
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
- ///
- /// When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it.
+ /// For one bone IK, when true and the target is too close, the bone is scaled to reach it.
public bool Compress {
get { return compress; }
set { compress = value; }
}
- ///
- /// 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
- /// and the parent bone has local nonuniform scale, stretch is not applied.
+ /// When true and the target is out of range, the parent bone is scaled to reach it.
+ ///
+ /// For two bone IK: 1) the child bone's local Y translation is set to 0,
+ /// 2) stretch is not applied if is > 0,
+ /// and 3) if the parent bone has local nonuniform scale, stretch is not applied.
+ ///
public bool Stretch {
get { return stretch; }
set { stretch = value; }
@@ -212,13 +218,13 @@ namespace Spine {
/// Applies 2 bone IK. The target is specified in the world coordinate system.
/// A direct descendant of the parent bone.
- static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, float softness,
- float alpha) {
+ static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, bool uniform,
+ float softness, float alpha) {
if (parent == null) throw new ArgumentNullException("parent", "parent cannot be null.");
if (child == null) throw new ArgumentNullException("child", "child cannot be null.");
if (!parent.appliedValid) parent.UpdateAppliedTransform();
if (!child.appliedValid) child.UpdateAppliedTransform();
- float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
+ float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX;
int os1, os2, s2;
if (psx < 0) {
psx = -psx;
@@ -239,7 +245,7 @@ namespace Spine {
os2 = 0;
float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
bool u = Math.Abs(psx - psy) <= 0.0001f;
- if (!u) {
+ if (!u || stretch) {
cy = 0;
cwx = a * cx + parent.worldX;
cwy = c * cx + parent.worldY;
@@ -266,7 +272,7 @@ namespace Spine {
float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
float dd = tx * tx + ty * ty;
if (softness != 0) {
- softness *= psx * (csx + 1) / 2;
+ softness *= psx * (csx + 1) * 0.5f;
float td = (float)Math.Sqrt(dd), sd = td - l1 - l2 * psx + softness;
if (sd > 0) {
float p = Math.Min(1, sd / (softness * 2)) - 1;
@@ -279,13 +285,21 @@ namespace Spine {
if (u) {
l2 *= psx;
float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
- if (cos < -1)
+ if (cos < -1) {
cos = -1;
+ a2 = MathUtils.PI * bendDir;
+ }
else if (cos > 1) {
cos = 1;
- if (stretch) sx *= ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
+ a2 = 0;
+ if (stretch) {
+ a = ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
+ sx *= a;
+ if (uniform) sy *= a;
+ }
}
- a2 = (float)Math.Acos(cos) * bendDir;
+ else
+ a2 = (float)Math.Acos(cos) * bendDir;
a = l1 + l2 * cos;
b = l2 * (float)Math.Sin(a2);
a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
@@ -299,7 +313,7 @@ namespace Spine {
if (d >= 0) {
float q = (float)Math.Sqrt(d);
if (c1 < 0) q = -q;
- q = -(c1 + q) / 2;
+ q = -(c1 + q) * 0.5f;
float r0 = q / c2, r1 = c / q;
float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
if (r * r <= dd) {
@@ -330,7 +344,7 @@ namespace Spine {
maxY = y;
}
}
- if (dd <= (minDist + maxDist) / 2) {
+ if (dd <= (minDist + maxDist) * 0.5f) {
a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
@@ -344,13 +358,15 @@ namespace Spine {
a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
if (a1 > 180)
a1 -= 360;
- else if (a1 < -180) a1 += 360;
- parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
+ else if (a1 < -180)
+ a1 += 360;
+ parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, sy, 0, 0);
rotation = child.arotation;
a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
if (a2 > 180)
a2 -= 360;
- else if (a2 < -180) a2 += 360;
+ else if (a2 < -180)
+ a2 += 360;
child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
}
}
diff --git a/spine-csharp/src/IkConstraintData.cs b/spine-csharp/src/IkConstraintData.cs
index 6e46e43cc..8101cc8b0 100644
--- a/spine-csharp/src/IkConstraintData.cs
+++ b/spine-csharp/src/IkConstraintData.cs
@@ -54,43 +54,47 @@ namespace Spine {
}
///
- /// A percentage (0-1) that controls the mix between the constraint and unconstrained rotation.
+ /// A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
+ ///
+ /// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
+ ///
public float Mix {
get { return mix; }
set { mix = value; }
}
- ///For two bone IK, the distance from the maximum reach of the bones that rotation will slow.
+ /// For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
+ /// will not straighten completely until the target is this far out of range.
public float Softness {
get { return softness; }
set { softness = value; }
}
- /// Controls the bend direction of the IK bones, either 1 or -1.
+ /// For two bone IK, controls the bend direction of the IK bones, either 1 or -1.
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
- ///
- /// When true, and only a single bone is being constrained,
- /// if the target is too close, the bone is scaled to reach it.
+ /// For one bone IK, when true and the target is too close, the bone is scaled to reach it.
public bool Compress {
get { return compress; }
set { compress = value; }
}
- ///
- /// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
- /// If the bone has local nonuniform scale, stretching is not applied.
+ /// When true and the target is out of range, the parent bone is scaled to reach it.
+ ///
+ /// For two bone IK: 1) the child bone's local Y translation is set to 0,
+ /// 2) stretch is not applied if is > 0,
+ /// and 3) if the parent bone has local nonuniform scale, stretch is not applied.
public bool Stretch {
get { return stretch; }
set { stretch = value; }
}
///
- /// When true, only a single bone is being constrained and Compress or Stretch is used,
- /// the bone is scaled both on the X and Y axes.
+ /// When true and or is used, the bone is scaled on both the X and Y axes.
+ ///
public bool Uniform {
get { return uniform; }
set { uniform = value; }