[ts] Fix 1-bone IK, see #1692.

This commit is contained in:
badlogic 2020-06-03 17:27:30 +02:00
parent 85dd60bf57
commit c64e6adbde
13 changed files with 48 additions and 34 deletions

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@ -2844,10 +2844,12 @@ var spine;
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case spine.TransformMode.NoRotationOrReflection: case spine.TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * spine.MathUtils.radDeg; var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); var sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; var sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
default: default:
var x = targetX - p.worldX, y = targetY - p.worldY; var x = targetX - p.worldX, y = targetY - p.worldY;
var d = pa * pd - pb * pc; var d = pa * pd - pb * pc;

File diff suppressed because one or more lines are too long

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@ -2844,10 +2844,12 @@ var spine;
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case spine.TransformMode.NoRotationOrReflection: case spine.TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * spine.MathUtils.radDeg; var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); var sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; var sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
default: default:
var x = targetX - p.worldX, y = targetY - p.worldY; var x = targetX - p.worldX, y = targetY - p.worldY;
var d = pa * pd - pb * pc; var d = pa * pd - pb * pc;

File diff suppressed because one or more lines are too long

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@ -2844,10 +2844,12 @@ var spine;
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case spine.TransformMode.NoRotationOrReflection: case spine.TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * spine.MathUtils.radDeg; var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); var sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; var sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
default: default:
var x = targetX - p.worldX, y = targetY - p.worldY; var x = targetX - p.worldX, y = targetY - p.worldY;
var d = pa * pd - pb * pc; var d = pa * pd - pb * pc;

File diff suppressed because one or more lines are too long

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@ -2844,10 +2844,12 @@ var spine;
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case spine.TransformMode.NoRotationOrReflection: case spine.TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * spine.MathUtils.radDeg; var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); var sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; var sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
default: default:
var x = targetX - p.worldX, y = targetY - p.worldY; var x = targetX - p.worldX, y = targetY - p.worldY;
var d = pa * pd - pb * pc; var d = pa * pd - pb * pc;

File diff suppressed because one or more lines are too long

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@ -2844,10 +2844,12 @@ var spine;
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case spine.TransformMode.NoRotationOrReflection: case spine.TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * spine.MathUtils.radDeg; var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); var sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; var sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
default: default:
var x = targetX - p.worldX, y = targetY - p.worldY; var x = targetX - p.worldX, y = targetY - p.worldY;
var d = pa * pd - pb * pc; var d = pa * pd - pb * pc;

File diff suppressed because one or more lines are too long

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@ -2844,10 +2844,12 @@ var spine;
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case spine.TransformMode.NoRotationOrReflection: case spine.TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * spine.MathUtils.radDeg; var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
var ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); var sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; var sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg;
default: default:
var x = targetX - p.worldX, y = targetY - p.worldY; var x = targetX - p.worldX, y = targetY - p.worldY;
var d = pa * pd - pb * pc; var d = pa * pd - pb * pc;

File diff suppressed because one or more lines are too long

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@ -112,10 +112,12 @@ module spine {
ty = targetY - bone.worldY; ty = targetY - bone.worldY;
break; break;
case TransformMode.NoRotationOrReflection: case TransformMode.NoRotationOrReflection:
rotationIK += Math.atan2(pc, pa) * MathUtils.radDeg; let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
let ps = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); let sa = pa / bone.skeleton.scaleX;
pb = -pc * ps; let sc = pc / bone.skeleton.scaleY;
pd = pa * ps; pb = -sc * s * bone.skeleton.scaleX;
pd = sa * s * bone.skeleton.scaleY;
rotationIK += Math.atan2(sc, sa) * MathUtils.radDeg;
// Fall through // Fall through
default: default:
let x = targetX - p.worldX, y = targetY - p.worldY; let x = targetX - p.worldX, y = targetY - p.worldY;