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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 23:05:01 +08:00
[csharp] Port IkConstraint unform and compress.
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@ -1210,15 +1210,15 @@ namespace Spine {
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}
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public class IkConstraintTimeline : CurveTimeline {
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public const int ENTRIES = 4;
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private const int PREV_TIME = -4, PREV_MIX = -3, PREV_BEND_DIRECTION = -2, PREV_STRETCH = -1;
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private const int MIX = 1, BEND_DIRECTION = 2, STRETCH = 3;
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public const int ENTRIES = 5;
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private const int PREV_TIME = -5, PREV_MIX = -4, PREV_BEND_DIRECTION = -3, PREV_COMPRESS = -2, PREV_STRETCH = -1;
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private const int MIX = 1, BEND_DIRECTION = 2, COMPRESS = 3, STRETCH = 4;
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internal int ikConstraintIndex;
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internal float[] frames;
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public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } }
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public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ...
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public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, compress, stretch ...
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override public int PropertyId {
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get { return ((int)TimelineType.IkConstraint << 24) + ikConstraintIndex; }
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@ -1229,12 +1229,13 @@ namespace Spine {
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frames = new float[frameCount * ENTRIES];
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}
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/// <summary>Sets the time, mix and bend direction of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float mix, int bendDirection, bool stretch) {
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/// <summary>Sets the time, mix, bend direction, compress and stretch of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float mix, int bendDirection, bool compress, bool 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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@ -1246,11 +1247,13 @@ namespace Spine {
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case MixBlend.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 MixBlend.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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return;
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}
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@ -1262,15 +1265,18 @@ namespace Spine {
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constraint.mix = constraint.data.mix + (frames[frames.Length + PREV_MIX] - constraint.data.mix) * alpha;
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if (direction == MixDirection.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 == MixDirection.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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@ -1285,10 +1291,22 @@ namespace Spine {
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if (blend == MixBlend.Setup) {
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constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
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constraint.bendDirection = direction == MixDirection.Out ? constraint.data.bendDirection : (int)frames[frame + PREV_BEND_DIRECTION];
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if (direction == MixDirection.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 == MixDirection.In) constraint.bendDirection = (int)frames[frame + PREV_BEND_DIRECTION];
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if (direction == MixDirection.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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}
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}
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@ -36,7 +36,7 @@ namespace Spine {
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internal ExposedList<Bone> bones = new ExposedList<Bone>();
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internal Bone target;
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internal int bendDirection;
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internal bool stretch;
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internal bool compress, stretch;
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internal float mix;
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public IkConstraintData Data { get { return data; } }
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@ -59,9 +59,17 @@ namespace Spine {
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set { bendDirection = value; }
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}
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/// <summary>
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/// When true and only a single bone is being constrained,
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/// if the target is too close, the bone is scaled to reach it.</summary>
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public bool Compress {
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get { return compress; }
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set { compress = value; }
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}
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/// <summary>
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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.
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/// IF the parent bone has nonuniform scale, stretching is not applied.</summary>
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/// If the parent bone has nonuniform scale, stretching is not applied.</summary>
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public bool Stretch {
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get { return stretch; }
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set { stretch = value; }
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@ -79,6 +87,7 @@ namespace Spine {
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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 ExposedList<Bone>(data.bones.Count);
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@ -97,7 +106,7 @@ namespace Spine {
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ExposedList<Bone> bones = this.bones;
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switch (bones.Count) {
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case 1:
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Apply(bones.Items[0], target.worldX, target.worldY, stretch, mix);
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Apply(bones.Items[0], 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.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, stretch, mix);
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@ -109,9 +118,8 @@ namespace Spine {
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return data.name;
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}
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/// <summary>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.</summary>
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static public void Apply (Bone bone, float targetX, float targetY, bool stretch, float alpha) {
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/// <summary>Applies 1 bone IK. The target is specified in the world coordinate system.</summary>
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static public void Apply (Bone bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, 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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@ -121,14 +129,18 @@ namespace Spine {
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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)
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else if (rotationIK < -180) //
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rotationIK += 360;
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float sx = bone.ascaleX;
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if (stretch) {
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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.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX,
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bone.ashearY);
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}
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@ -39,7 +39,7 @@ namespace Spine {
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internal List<BoneData> bones = new List<BoneData>();
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internal BoneData target;
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internal int bendDirection = 1;
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internal bool stretch;
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internal bool compress, stretch, uniform;
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internal float mix = 1;
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/// <summary>The IK constraint's name, which is unique within the skeleton.</summary>
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@ -63,12 +63,27 @@ namespace Spine {
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set { target = value; }
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}
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/// <summary>
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/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
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public float Mix {
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get { return mix; }
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set { mix = value; }
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}
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/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
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public int BendDirection {
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get { return bendDirection; }
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set { bendDirection = value; }
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}
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/// <summary>
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/// When true, and only a single bone is being constrained,
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/// if the target is too close, the bone is scaled to reach it. </summary>
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public bool Compress {
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get { return compress; }
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set { compress = value; }
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}
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/// <summary>
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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.
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/// If the bone has local nonuniform scale, stretching is not applied.</summary>
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@ -77,7 +92,13 @@ namespace Spine {
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set { stretch = value; }
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}
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public float Mix { get { return mix; } set { mix = value; } }
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/// <summary>
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/// When true, only a single bone is being constrained and Compress or Stretch is used,
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/// the bone is scaled both on the X and Y axes.</summary>
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public bool Uniform {
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get { return uniform; }
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set { uniform = value; }
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}
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public IkConstraintData (string name) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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@ -308,9 +308,10 @@ namespace Spine {
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var ikConstraintsItems = this.ikConstraints.Items;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraint constraint = ikConstraintsItems[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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var transformConstraintsItems = this.transformConstraints.Items;
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@ -210,7 +210,9 @@ namespace Spine {
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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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.Add(data);
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}
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@ -646,10 +648,11 @@ namespace Spine {
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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int index = ReadVarint(input, true);
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int frameCount = ReadVarint(input, true);
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IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
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timeline.ikConstraintIndex = index;
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IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount) {
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ikConstraintIndex = index
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};
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for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
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timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input));
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timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input), ReadBoolean(input));
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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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@ -180,10 +180,11 @@ namespace Spine {
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string targetName = (string)constraintMap["target"];
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data.target = skeletonData.FindBone(targetName);
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if (data.target == null) throw new Exception("Target bone not found: " + targetName);
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data.bendDirection = GetBoolean(constraintMap, "bendPositive", true) ? 1 : -1;
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data.stretch = GetBoolean(constraintMap, "stretch", false);
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data.mix = GetFloat(constraintMap, "mix", 1);
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data.bendDirection = GetBoolean(constraintMap, "bendPositive", true) ? 1 : -1;
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data.compress = GetBoolean(constraintMap, "compress", false);
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data.stretch = GetBoolean(constraintMap, "stretch", false);
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data.uniform = GetBoolean(constraintMap, "uniform", false);
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skeletonData.ikConstraints.Add(data);
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}
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@ -595,11 +596,14 @@ namespace Spine {
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timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
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int frameIndex = 0;
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foreach (Dictionary<string, Object> valueMap in values) {
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float time = (float)valueMap["time"];
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float mix = GetFloat(valueMap, "mix", 1);
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bool bendPositive = GetBoolean(valueMap, "bendPositive", true);
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bool stretch = GetBoolean(valueMap, "stretch", false);
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timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1, stretch);
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timeline.SetFrame(
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frameIndex,
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(float)valueMap["time"],
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GetFloat(valueMap, "mix", 1),
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GetBoolean(valueMap, "bendPositive", true) ? 1 : -1,
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GetBoolean(valueMap, "compress", true),
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GetBoolean(valueMap, "stretch", false)
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);
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ReadCurve(valueMap, timeline, frameIndex);
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frameIndex++;
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}
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