mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[cpp] 4.3 porting WIP
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@ -38,6 +38,7 @@
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namespace spine {
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/// Stores a bone's local pose.
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class SP_API BoneLocal : public Pose<BoneLocal> {
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friend class IkConstraint;
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friend class BoneTimeline1;
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friend class BoneTimeline2;
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friend class RotateTimeline;
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@ -39,6 +39,7 @@ namespace spine {
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class Skeleton;
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class SP_API BonePose : public BoneLocal, public Update {
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friend class IkConstraint;
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RTTI_DECL
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public:
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@ -42,7 +42,7 @@ namespace spine {
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RTTI_DECL
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public:
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Constraint(D& data, P& pose, P& constrained) : PosedActive<D, P, P>(data, pose, constrained) {
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Constraint(D& data) : PosedActive<D, P, P>(data) {
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}
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virtual ~Constraint() {
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@ -27,15 +27,14 @@
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#ifndef Spine_Constraint_h
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#define Spine_Constraint_h
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#ifndef Spine_ConstraintData_h
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#define Spine_ConstraintData_h
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#include <spine/PosedData.h>
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#include <spine/SpineString.h>
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#include <spine/RTTI.h>
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namespace spine {
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class Constraint;
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class Skeleton;
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/// Base class for all constraint data.
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@ -61,4 +60,4 @@ namespace spine {
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}
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}
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#endif /* Spine_Constraint_h */
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#endif /* Spine_ConstraintData_h */
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@ -30,18 +30,18 @@
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#ifndef Spine_IkConstraint_h
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#define Spine_IkConstraint_h
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#include <spine/Constraint.h>
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#include <spine/ConstraintData.h>
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#include <spine/IkConstraintData.h>
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#include <spine/IkConstraintPose.h>
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#include <spine/Vector.h>
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namespace spine {
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class IkConstraintData;
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class Skeleton;
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class Bone;
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class BonePose;
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class SP_API IkConstraint : public Updatable {
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class SP_API IkConstraint : public Constraint<IkConstraint, IkConstraintData, IkConstraintPose> {
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friend class Skeleton;
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friend class IkConstraintTimeline;
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@ -52,66 +52,36 @@ namespace spine {
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/// 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.
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static void
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apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha);
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apply(Skeleton& skeleton, BonePose& bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix);
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/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
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/// possible. The target is specified in the world coordinate system.
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/// @param child A direct descendant of the parent bone.
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static void
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apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, bool uniform,
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float softness,
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float alpha);
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apply(Skeleton& skeleton, BonePose& parent, BonePose& child, float targetX, float targetY, int bendDirection, bool stretch, bool uniform,
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float softness, float mix);
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IkConstraint(IkConstraintData &data, Skeleton &skeleton);
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virtual void update(Physics physics);
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virtual void update(Skeleton& skeleton, Physics physics);
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virtual int getOrder();
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virtual void sort(Skeleton& skeleton);
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virtual bool isSourceActive();
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virtual IkConstraint* copy(Skeleton& skeleton);
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IkConstraintData &getData();
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Vector<Bone *> &getBones();
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Vector<BonePose *> &getBones();
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Bone *getTarget();
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void setTarget(Bone *inValue);
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int getBendDirection();
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void setBendDirection(int inValue);
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bool getCompress();
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void setCompress(bool inValue);
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bool getStretch();
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void setStretch(bool inValue);
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float getMix();
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void setMix(float inValue);
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float getSoftness();
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void setSoftness(float inValue);
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bool isActive();
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void setActive(bool inValue);
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void setToSetupPose();
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private:
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IkConstraintData &_data;
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Vector<Bone *> _bones;
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int _bendDirection;
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bool _compress;
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bool _stretch;
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float _mix;
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float _softness;
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Vector<BonePose *> _bones;
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Bone *_target;
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bool _active;
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};
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}
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@ -37,6 +37,7 @@ namespace spine {
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/// Stores the current pose for an IK constraint.
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class SP_API IkConstraintPose : public Pose<IkConstraintPose> {
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friend class IkConstraint;
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RTTI_DECL
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public:
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@ -79,7 +79,7 @@ namespace spine {
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}
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void setupPose() {
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_pose.set(*_data.getSetupPose());
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_pose.set(_data.getSetupPose());
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}
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/// The constraint's setup pose data.
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@ -30,6 +30,8 @@
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#include <spine/IkConstraint.h>
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#include <spine/Bone.h>
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#include <spine/BonePose.h>
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#include <spine/ConstraintData.h>
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#include <spine/IkConstraintData.h>
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#include <spine/Skeleton.h>
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@ -37,92 +39,80 @@
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using namespace spine;
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RTTI_IMPL(IkConstraint, Updatable)
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void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha) {
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Bone *p = bone.getParent();
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float pa = p->_a, pb = p->_b, pc = p->_c, pd = p->_d;
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float rotationIK = -bone._ashearX - bone._arotation;
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float tx = 0, ty = 0;
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RTTI_IMPL_NOPARENT(IkConstraint)
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void IkConstraint::apply(Skeleton& skeleton, BonePose& bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix) {
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bone.modifyLocal(skeleton);
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BonePose& p = bone._bone->getParent()->getAppliedPose();
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float pa = p._a, pb = p._b, pc = p._c, pd = p._d;
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float rotationIK = -bone._shearX - bone._rotation, tx, ty;
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switch (bone._inherit) {
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case Inherit_OnlyTranslation:
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tx = (targetX - bone._worldX) * MathUtil::sign(bone.getSkeleton().getScaleX());
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ty = (targetY - bone._worldY) * MathUtil::sign(bone.getSkeleton().getScaleY());
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break;
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case Inherit_NoRotationOrReflection: {
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float s = MathUtil::abs(pa * pd - pb * pc) / MathUtil::max(0.0001f, pa * pa + pc * pc);
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float sa = pa / bone._skeleton.getScaleX();
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float sc = pc / bone._skeleton.getScaleY();
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pb = -sc * s * bone._skeleton.getScaleX();
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pd = sa * s * bone._skeleton.getScaleY();
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rotationIK += MathUtil::atan2Deg(sc, sa);
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case Inherit_OnlyTranslation:
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tx = (targetX - bone._worldX) * MathUtil::sign(skeleton.getScaleX());
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ty = (targetY - bone._worldY) * MathUtil::sign(skeleton.getScaleY());
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break;
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case Inherit_NoRotationOrReflection: {
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float s = MathUtil::abs(pa * pd - pb * pc) / MathUtil::max(0.0001f, pa * pa + pc * pc);
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float sa = pa / skeleton.getScaleX();
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float sc = pc / skeleton.getScaleY();
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pb = -sc * s * skeleton.getScaleX();
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pd = sa * s * skeleton.getScaleY();
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rotationIK += MathUtil::atan2Deg(sc, sa);
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// Fall through.
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}
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default:
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float x = targetX - p._worldX, y = targetY - p._worldY;
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float d = pa * pd - pb * pc;
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if (MathUtil::abs(d) <= 0.0001f) {
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tx = 0;
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ty = 0;
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} else {
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tx = (x * pd - y * pb) / d - bone._x;
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ty = (y * pa - x * pc) / d - bone._y;
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}
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default:
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float x = targetX - p->_worldX, y = targetY - p->_worldY;
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float d = pa * pd - pb * pc;
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if (MathUtil::abs(d) <= 0.0001f) {
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tx = 0;
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ty = 0;
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} else {
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tx = (x * pd - y * pb) / d - bone._ax;
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ty = (y * pa - x * pc) / d - bone._ay;
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}
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}
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rotationIK += MathUtil::atan2Deg(ty, tx);
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if (bone._ascaleX < 0) rotationIK += 180;
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180)
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if (bone._scaleX < 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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rotationIK += 360;
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float sx = bone._ascaleX;
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float sy = bone._ascaleY;
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bone._rotation += rotationIK * mix;
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if (compress || stretch) {
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switch (bone._inherit) {
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case Inherit_NoScale:
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case Inherit_NoScaleOrReflection:
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tx = targetX - bone._worldX;
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ty = targetY - bone._worldY;
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default:;
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case Inherit_NoScale:
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case Inherit_NoScaleOrReflection:
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tx = targetX - bone._worldX;
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ty = targetY - bone._worldY;
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break;
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default:
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break;
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}
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float b = bone._data.getLength() * sx;
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if (b > 0.0001) {
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float b = bone._bone->getData().getLength() * bone._scaleX;
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if (b > 0.0001f) {
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float dd = tx * tx + ty * ty;
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if ((compress && dd < b * b) || (stretch && dd > b * b)) {
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float s = (MathUtil::sqrt(dd) / b - 1) * alpha + 1;
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sx *= s;
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if (uniform) sy *= s;
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float s = (MathUtil::sqrt(dd) / b - 1) * mix + 1;
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bone._scaleX *= s;
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if (uniform) bone._scaleY *= s;
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}
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}
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}
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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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void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, bool uniform,
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float softness,
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float alpha) {
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float a, b, c, d;
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float px, py, psx, psy, sx, sy;
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float cx, cy, csx, cwx, cwy;
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int o1, o2, s2, u;
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Bone *pp = parent.getParent();
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float tx, ty, dx, dy, dd, l1, l2, a1, a2, r, td, sd, p;
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float id, x, y;
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void IkConstraint::apply(Skeleton& skeleton, BonePose& parent, BonePose& child, float targetX, float targetY, int bendDir,
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bool stretch, bool uniform, float softness, float mix) {
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if (parent._inherit != Inherit_Normal || child._inherit != Inherit_Normal) return;
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px = parent._ax;
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py = parent._ay;
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psx = parent._ascaleX;
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psy = parent._ascaleY;
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sx = psx;
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sy = psy;
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csx = child._ascaleX;
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parent.modifyLocal(skeleton);
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child.modifyLocal(skeleton);
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float px = parent._x, py = parent._y, psx = parent._scaleX, psy = parent._scaleY, csx = child._scaleX;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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o1 = 180;
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os1 = 180;
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s2 = -1;
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} else {
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o1 = 0;
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os1 = 0;
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s2 = 1;
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}
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if (psy < 0) {
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@ -131,185 +121,166 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
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}
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if (csx < 0) {
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csx = -csx;
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o2 = 180;
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os2 = 180;
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} else
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o2 = 0;
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r = psx - psy;
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cx = child._ax;
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u = (r < 0 ? -r : r) <= 0.0001f;
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os2 = 0;
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float cwx, cwy, a = parent._a, b = parent._b, c = parent._c, d = parent._d;
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bool u = MathUtil::abs(psx - psy) <= 0.0001f;
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if (!u || stretch) {
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cy = 0;
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cwx = parent._a * cx + parent._worldX;
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cwy = parent._c * cx + parent._worldY;
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child._y = 0;
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cwx = a * child._x + parent._worldX;
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cwy = c * child._x + parent._worldY;
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} else {
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cy = child._ay;
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cwx = parent._a * cx + parent._b * cy + parent._worldX;
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cwy = parent._c * cx + parent._d * cy + parent._worldY;
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cwx = a * child._x + b * child._y + parent._worldX;
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cwy = c * child._x + d * child._y + parent._worldY;
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}
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a = pp->_a;
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b = pp->_b;
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c = pp->_c;
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d = pp->_d;
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id = a * d - b * c;
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BonePose& pp = parent._bone->getParent()->getAppliedPose();
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a = pp._a;
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b = pp._b;
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c = pp._c;
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d = pp._d;
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float id = a * d - b * c, x = cwx - pp._worldX, y = cwy - pp._worldY;
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id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id;
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x = cwx - pp->_worldX;
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y = cwy - pp->_worldY;
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dx = (x * d - y * b) * id - px;
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dy = (y * a - x * c) * id - py;
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l1 = MathUtil::sqrt(dx * dx + dy * dy);
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l2 = child._data.getLength() * csx;
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if (l1 < 0.0001) {
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apply(parent, targetX, targetY, false, stretch, false, alpha);
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child.updateWorldTransform(cx, cy, 0, child._ascaleX, child._ascaleY, child._ashearX, child._ashearY);
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float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
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float l1 = MathUtil::sqrt(dx * dx + dy * dy), l2 = child._bone->getData().getLength() * csx, a1, a2;
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if (l1 < 0.0001f) {
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apply(skeleton, parent, targetX, targetY, false, stretch, false, mix);
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child._rotation = 0;
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return;
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}
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x = targetX - pp->_worldX;
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y = targetY - pp->_worldY;
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tx = (x * d - y * b) * id - px;
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ty = (y * a - x * c) * id - py;
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dd = tx * tx + ty * ty;
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x = targetX - pp._worldX;
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y = targetY - pp._worldY;
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float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
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float dd = tx * tx + ty * ty;
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if (softness != 0) {
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softness *= psx * (csx + 1) * 0.5f;
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td = MathUtil::sqrt(dd);
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sd = td - l1 - l2 * psx + softness;
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float td = MathUtil::sqrt(dd), sd = td - l1 - l2 * psx + softness;
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if (sd > 0) {
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p = MathUtil::min(1.0f, sd / (softness * 2)) - 1;
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float p = MathUtil::min(1.0f, sd / (softness * 2)) - 1;
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p = (sd - softness * (1 - p * p)) / td;
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tx -= p * tx;
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ty -= p * ty;
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dd = tx * tx + ty * ty;
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}
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}
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outer:
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if (u) {
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float cosine;
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l2 *= psx;
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cosine = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cosine < -1) {
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cosine = -1;
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float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cos < -1) {
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cos = -1;
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a2 = MathUtil::Pi * bendDir;
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} else if (cosine > 1) {
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cosine = 1;
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} else if (cos > 1) {
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cos = 1;
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a2 = 0;
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if (stretch) {
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a = (MathUtil::sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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sx *= a;
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if (uniform) sy *= a;
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a = (MathUtil::sqrt(dd) / (l1 + l2) - 1) * mix + 1;
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parent._scaleX *= a;
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if (uniform) parent._scaleY *= a;
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}
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} else
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a2 = MathUtil::acos(cosine) * bendDir;
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a = l1 + l2 * cosine;
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a2 = MathUtil::acos(cos) * bendDir;
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a = l1 + l2 * cos;
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b = l2 * MathUtil::sin(a2);
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a1 = MathUtil::atan2(ty * a - tx * b, tx * a + ty * b);
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} else {
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a = psx * l2;
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b = psy * l2;
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float aa = a * a, bb = b * b, ll = l1 * l1, ta = MathUtil::atan2(ty, tx);
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||||
float c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
|
||||
d = c1 * c1 - 4 * c2 * c0;
|
||||
float aa = a * a, bb = b * b, ta = MathUtil::atan2(ty, tx);
|
||||
c = bb * l1 * l1 + aa * dd - aa * bb;
|
||||
float c1 = -2 * bb * l1, c2 = bb - aa;
|
||||
d = c1 * c1 - 4 * c2 * c;
|
||||
if (d >= 0) {
|
||||
float q = MathUtil::sqrt(d), r0, r1;
|
||||
float q = MathUtil::sqrt(d);
|
||||
if (c1 < 0) q = -q;
|
||||
q = -(c1 + q) * 0.5f;
|
||||
r0 = q / c2;
|
||||
r1 = c0 / q;
|
||||
r = MathUtil::abs(r0) < MathUtil::abs(r1) ? r0 : r1;
|
||||
if (dd - r * r >= 0) {
|
||||
y = MathUtil::sqrt(dd - r * r) * bendDir;
|
||||
float r0 = q / c2, r1 = c / q;
|
||||
float r = MathUtil::abs(r0) < MathUtil::abs(r1) ? r0 : r1;
|
||||
r0 = dd - r * r;
|
||||
if (r0 >= 0) {
|
||||
y = MathUtil::sqrt(r0) * bendDir;
|
||||
a1 = ta - MathUtil::atan2(y, r);
|
||||
a2 = MathUtil::atan2(y / psy, (r - l1) / psx);
|
||||
goto break_outer;
|
||||
goto outer_break;
|
||||
}
|
||||
}
|
||||
{
|
||||
float minAngle = MathUtil::Pi, minX = l1 - a, minDist = minX * minX, minY = 0;
|
||||
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
|
||||
c0 = -a * l1 / (aa - bb);
|
||||
if (c0 >= -1 && c0 <= 1) {
|
||||
c0 = MathUtil::acos(c0);
|
||||
x = a * MathUtil::cos(c0) + l1;
|
||||
y = b * MathUtil::sin(c0);
|
||||
d = x * x + y * y;
|
||||
if (d < minDist) {
|
||||
minAngle = c0;
|
||||
minDist = d;
|
||||
minX = x;
|
||||
minY = y;
|
||||
}
|
||||
if (d > maxDist) {
|
||||
maxAngle = c0;
|
||||
maxDist = d;
|
||||
maxX = x;
|
||||
maxY = y;
|
||||
}
|
||||
float minAngle = MathUtil::Pi, minX = l1 - a, minDist = minX * minX, minY = 0;
|
||||
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
|
||||
c = -a * l1 / (aa - bb);
|
||||
if (c >= -1 && c <= 1) {
|
||||
c = MathUtil::acos(c);
|
||||
x = a * MathUtil::cos(c) + l1;
|
||||
y = b * MathUtil::sin(c);
|
||||
d = x * x + y * y;
|
||||
if (d < minDist) {
|
||||
minAngle = c;
|
||||
minDist = d;
|
||||
minX = x;
|
||||
minY = y;
|
||||
}
|
||||
if (dd <= (minDist + maxDist) * 0.5f) {
|
||||
a1 = ta - MathUtil::atan2(minY * bendDir, minX);
|
||||
a2 = minAngle * bendDir;
|
||||
} else {
|
||||
a1 = ta - MathUtil::atan2(maxY * bendDir, maxX);
|
||||
a2 = maxAngle * bendDir;
|
||||
if (d > maxDist) {
|
||||
maxAngle = c;
|
||||
maxDist = d;
|
||||
maxX = x;
|
||||
maxY = y;
|
||||
}
|
||||
}
|
||||
if (dd <= (minDist + maxDist) * 0.5f) {
|
||||
a1 = ta - MathUtil::atan2(minY * bendDir, minX);
|
||||
a2 = minAngle * bendDir;
|
||||
} else {
|
||||
a1 = ta - MathUtil::atan2(maxY * bendDir, maxX);
|
||||
a2 = maxAngle * bendDir;
|
||||
}
|
||||
}
|
||||
break_outer : {
|
||||
float os = MathUtil::atan2(cy, cx) * s2;
|
||||
a1 = (a1 - os) * MathUtil::Rad_Deg + o1 - parent._arotation;
|
||||
if (a1 > 180) a1 -= 360;
|
||||
else if (a1 < -180)
|
||||
outer_break:
|
||||
float os = MathUtil::atan2(child._y, child._x) * s2;
|
||||
a1 = (a1 - os) * MathUtil::Rad_Deg + os1 - parent._rotation;
|
||||
if (a1 > 180)
|
||||
a1 -= 360;
|
||||
else if (a1 < -180) //
|
||||
a1 += 360;
|
||||
parent.updateWorldTransform(px, py, parent._arotation + a1 * alpha, sx, sy, 0, 0);
|
||||
a2 = ((a2 + os) * MathUtil::Rad_Deg - child._ashearX) * s2 + o2 - child._arotation;
|
||||
if (a2 > 180) a2 -= 360;
|
||||
else if (a2 < -180)
|
||||
parent._rotation += a1 * mix;
|
||||
a2 = ((a2 + os) * MathUtil::Rad_Deg - child._shearX) * s2 + os2 - child._rotation;
|
||||
if (a2 > 180)
|
||||
a2 -= 360;
|
||||
else if (a2 < -180) //
|
||||
a2 += 360;
|
||||
child.updateWorldTransform(cx, cy, child._arotation + a2 * alpha, child._ascaleX, child._ascaleY,
|
||||
child._ashearX, child._ashearY);
|
||||
}
|
||||
child._rotation += a2 * mix;
|
||||
}
|
||||
|
||||
IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) : Updatable(),
|
||||
_data(data),
|
||||
_bendDirection(data.getBendDirection()),
|
||||
_compress(data.getCompress()),
|
||||
_stretch(data.getStretch()),
|
||||
_mix(data.getMix()),
|
||||
_softness(data.getSoftness()),
|
||||
_target(skeleton.findBone(
|
||||
data.getTarget()->getName())),
|
||||
_active(false) {
|
||||
_bones.ensureCapacity(_data.getBones().size());
|
||||
for (size_t i = 0; i < _data.getBones().size(); i++) {
|
||||
BoneData *boneData = _data.getBones()[i];
|
||||
_bones.add(skeleton.findBone(boneData->getName()));
|
||||
IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) :
|
||||
Constraint<IkConstraint, IkConstraintData, IkConstraintPose>(data),
|
||||
_target(skeleton.findBone(data.getTarget()->getName())) {
|
||||
|
||||
_bones.ensureCapacity(data.getBones().size());
|
||||
for (size_t i = 0; i < data.getBones().size(); i++) {
|
||||
BoneData *boneData = data.getBones()[i];
|
||||
_bones.add(&skeleton.findBone(boneData->getName())->getAppliedPose());
|
||||
}
|
||||
}
|
||||
|
||||
void IkConstraint::update(Physics) {
|
||||
if (_mix == 0) return;
|
||||
void IkConstraint::update(Skeleton& skeleton, Physics physics) {
|
||||
IkConstraintPose& p = *_applied;
|
||||
if (p._mix == 0) return;
|
||||
BonePose& target = _target->getAppliedPose();
|
||||
switch (_bones.size()) {
|
||||
case 1: {
|
||||
Bone *bone0 = _bones[0];
|
||||
apply(*bone0, _target->getWorldX(), _target->getWorldY(), _compress, _stretch, _data._uniform, _mix);
|
||||
apply(skeleton, *_bones[0], target._worldX, target._worldY, p._compress, p._stretch, _data._uniform, p._mix);
|
||||
} break;
|
||||
case 2: {
|
||||
Bone *bone0 = _bones[0];
|
||||
Bone *bone1 = _bones[1];
|
||||
apply(*bone0, *bone1, _target->getWorldX(), _target->getWorldY(), _bendDirection, _stretch, _data._uniform,
|
||||
_softness,
|
||||
_mix);
|
||||
apply(skeleton, *_bones[0], *_bones[1], target._worldX, target._worldY, p._bendDirection, p._stretch, _data._uniform,
|
||||
p._softness, p._mix);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
int IkConstraint::getOrder() {
|
||||
return (int) _data.getOrder();
|
||||
}
|
||||
|
||||
IkConstraintData &IkConstraint::getData() {
|
||||
return _data;
|
||||
}
|
||||
|
||||
Vector<Bone *> &IkConstraint::getBones() {
|
||||
Vector<BonePose *> &IkConstraint::getBones() {
|
||||
return _bones;
|
||||
}
|
||||
|
||||
@ -317,63 +288,27 @@ Bone *IkConstraint::getTarget() {
|
||||
return _target;
|
||||
}
|
||||
|
||||
void IkConstraint::setTarget(Bone *inValue) {
|
||||
_target = inValue;
|
||||
void IkConstraint::setTarget(Bone *target) {
|
||||
_target = target;
|
||||
}
|
||||
|
||||
int IkConstraint::getBendDirection() {
|
||||
return _bendDirection;
|
||||
void IkConstraint::sort(Skeleton& skeleton) {
|
||||
skeleton.sortBone(_target);
|
||||
Bone* parent = _bones[0]->_bone;
|
||||
skeleton.sortBone(parent);
|
||||
skeleton.updateCache.add(this);
|
||||
parent->_sorted = false;
|
||||
skeleton.sortReset(parent->_children);
|
||||
skeleton.constrained(parent);
|
||||
if (_bones.size() > 1) skeleton.constrained(_bones[1]->_bone);
|
||||
}
|
||||
|
||||
void IkConstraint::setBendDirection(int inValue) {
|
||||
_bendDirection = inValue;
|
||||
bool IkConstraint::isSourceActive() {
|
||||
return _target->_active;
|
||||
}
|
||||
|
||||
float IkConstraint::getMix() {
|
||||
return _mix;
|
||||
}
|
||||
|
||||
void IkConstraint::setMix(float inValue) {
|
||||
_mix = inValue;
|
||||
}
|
||||
|
||||
bool IkConstraint::getStretch() {
|
||||
return _stretch;
|
||||
}
|
||||
|
||||
void IkConstraint::setStretch(bool inValue) {
|
||||
_stretch = inValue;
|
||||
}
|
||||
|
||||
bool IkConstraint::getCompress() {
|
||||
return _compress;
|
||||
}
|
||||
|
||||
void IkConstraint::setCompress(bool inValue) {
|
||||
_compress = inValue;
|
||||
}
|
||||
|
||||
bool IkConstraint::isActive() {
|
||||
return _active;
|
||||
}
|
||||
|
||||
void IkConstraint::setActive(bool inValue) {
|
||||
_active = inValue;
|
||||
}
|
||||
|
||||
float IkConstraint::getSoftness() {
|
||||
return _softness;
|
||||
}
|
||||
|
||||
void IkConstraint::setSoftness(float inValue) {
|
||||
_softness = inValue;
|
||||
}
|
||||
|
||||
void IkConstraint::setToSetupPose() {
|
||||
IkConstraintData &data = this->_data;
|
||||
this->_mix = data._mix;
|
||||
this->_softness = data._softness;
|
||||
this->_bendDirection = data._bendDirection;
|
||||
this->_compress = data._compress;
|
||||
this->_stretch = data._stretch;
|
||||
IkConstraint* IkConstraint::copy(Skeleton& skeleton) {
|
||||
IkConstraint* copy = new IkConstraint(_data, skeleton);
|
||||
copy->_pose.set(_pose);
|
||||
return copy;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user