/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine { export class IkConstraint implements Constraint { data: IkConstraintData; bones: Array; target: Bone; mix = 1; bendDirection = 0; constructor (data: IkConstraintData, skeleton: Skeleton) { if (data == null) throw new Error("data cannot be null."); if (skeleton == null) throw new Error("skeleton cannot be null."); this.data = data; this.mix = data.mix; this.bendDirection = data.bendDirection; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) this.bones.push(skeleton.findBone(data.bones[i].name)); this.target = skeleton.findBone(data.target.name); } getOrder () { return this.data.order; } apply () { this.update(); } update () { let target = this.target; let bones = this.bones; switch (bones.length) { case 1: this.apply1(bones[0], target.worldX, target.worldY, this.mix); break; case 2: this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix); break; } } /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world * coordinate system. */ apply1 (bone: Bone, targetX: number, targetY: number, alpha: number) { if (!bone.appliedValid) bone.updateAppliedTransform(); let p = bone.parent; let id = 1 / (p.a * p.d - p.b * p.c); let x = targetX - p.worldX, y = targetY - p.worldY; let tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay; let rotationIK = Math.atan2(ty, tx) * MathUtils.radDeg - bone.ashearX - bone.arotation; if (bone.ascaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX, bone.ashearY); } /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The * target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ apply2 (parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, alpha: number) { if (alpha == 0) { child.updateWorldTransform(); return; } if (!parent.appliedValid) parent.updateAppliedTransform(); if (!child.appliedValid) child.updateAppliedTransform(); let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX; let os1 = 0, os2 = 0, s2 = 0; if (psx < 0) { psx = -psx; os1 = 180; s2 = -1; } else { os1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } if (csx < 0) { csx = -csx; os2 = 180; } else os2 = 0; let cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; let u = Math.abs(psx - psy) <= 0.0001; if (!u) { cy = 0; cwx = a * cx + parent.worldX; cwy = c * cx + parent.worldY; } else { cy = child.ay; cwx = a * cx + b * cy + parent.worldX; cwy = c * cx + d * cy + parent.worldY; } let pp = parent.parent; a = pp.a; b = pp.b; c = pp.c; d = pp.d; let id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY; let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; x = cwx - pp.worldX; y = cwy - pp.worldY; let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1 = 0, a2 = 0; outer: if (u) { l2 *= psx; let cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) cos = -1; else if (cos > 1) cos = 1; a2 = Math.acos(cos) * bendDir; a = l1 + l2 * cos; b = l2 * Math.sin(a2); a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); } else { a = psx * l2; b = psy * l2; let aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = Math.atan2(ty, tx); c = bb * l1 * l1 + aa * dd - aa * bb; let c1 = -2 * bb * l1, c2 = bb - aa; d = c1 * c1 - 4 * c2 * c; if (d >= 0) { let q = Math.sqrt(d); if (c1 < 0) q = -q; q = -(c1 + q) / 2; let r0 = q / c2, r1 = c / q; let r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; if (r * r <= dd) { y = Math.sqrt(dd - r * r) * bendDir; a1 = ta - Math.atan2(y, r); a2 = Math.atan2(y / psy, (r - l1) / psx); break outer; } } let minAngle = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0; let maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0; x = l1 + a; d = x * x; if (d > maxDist) { maxAngle = 0; maxDist = d; maxX = x; } x = l1 - a; d = x * x; if (d < minDist) { minAngle = MathUtils.PI; minDist = d; minX = x; } let angle = Math.acos(-a * l1 / (aa - bb)); x = a * Math.cos(angle) + l1; y = b * Math.sin(angle); d = x * x + y * y; if (d < minDist) { minAngle = angle; minDist = d; minX = x; minY = y; } if (d > maxDist) { maxAngle = angle; maxDist = d; maxX = x; maxY = y; } if (dd <= (minDist + maxDist) / 2) { a1 = ta - Math.atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - Math.atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } let os = Math.atan2(cy, cx) * s2; let rotation = parent.arotation; a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, parent.ascaleX, parent.ascaleY, 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; child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); } } }