/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #include #include #include #include #include #include #include using namespace spine; RTTI_IMPL(IkConstraint, Constraint) IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) : IkConstraintBase(data), _target(skeleton._bones[data._target->getIndex()]) { _bones.ensureCapacity(data._bones.size()); for (size_t i = 0; i < data._bones.size(); i++) { BoneData *boneData = data._bones[i]; _bones.add(&skeleton._bones[boneData->getIndex()]->_constrained); } } IkConstraint &IkConstraint::copy(Skeleton &skeleton) { IkConstraint *copy = new (__FILE__, __LINE__) IkConstraint(_data, skeleton); copy->_pose.set(_pose); return *copy; } void IkConstraint::update(Skeleton &skeleton, Physics physics) { IkConstraintPose &p = *_applied; if (p._mix == 0) return; BonePose &target = *_target->_applied; switch (_bones.size()) { case 1: { apply(skeleton, *_bones[0], target._worldX, target._worldY, p._compress, p._stretch, _data._uniform, p._mix); } break; case 2: { apply(skeleton, *_bones[0], *_bones[1], target._worldX, target._worldY, p._bendDirection, p._stretch, _data._uniform, p._softness, p._mix); } break; } } 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); } Array &IkConstraint::getBones() { return _bones; } Bone &IkConstraint::getTarget() { return *_target; } void IkConstraint::setTarget(Bone &target) { _target = ⌖ } bool IkConstraint::isSourceActive() { return _target->_active; } void IkConstraint::apply(Skeleton &skeleton, BonePose &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float mix) { bone.modifyLocal(skeleton); BonePose &p = *bone._bone->_parent->_applied; float pa = p._a, pb = p._b, pc = p._c, pd = p._d; float rotationIK = -bone._shearX - bone._rotation, tx, ty; switch (bone._inherit) { case Inherit_OnlyTranslation: tx = (targetX - bone._worldX) * MathUtil::sign(skeleton._scaleX); ty = (targetY - bone._worldY) * MathUtil::sign(skeleton._scaleY); break; case Inherit_NoRotationOrReflection: { float s = MathUtil::abs(pa * pd - pb * pc) / MathUtil::max(0.0001f, pa * pa + pc * pc); float sa = pa / skeleton._scaleX; float sc = pc / skeleton._scaleY; pb = -sc * s * skeleton._scaleX; pd = sa * s * skeleton._scaleY; rotationIK += MathUtil::atan2Deg(sc, sa); // Fall through. } default: float x = targetX - p._worldX, y = targetY - p._worldY; float d = pa * pd - pb * pc; if (MathUtil::abs(d) <= 0.0001f) { tx = 0; ty = 0; } else { tx = (x * pd - y * pb) / d - bone._x; ty = (y * pa - x * pc) / d - bone._y; } } rotationIK += MathUtil::atan2Deg(ty, tx); if (bone._scaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180)// rotationIK += 360; bone._rotation += rotationIK * mix; if (compress || stretch) { switch (bone._inherit) { case Inherit_NoScale: case Inherit_NoScaleOrReflection: tx = targetX - bone._worldX; ty = targetY - bone._worldY; break; default: break; } float b = bone._bone->_data.getLength() * bone._scaleX; if (b > 0.0001f) { float dd = tx * tx + ty * ty; if ((compress && dd < b * b) || (stretch && dd > b * b)) { float s = (MathUtil::sqrt(dd) / b - 1) * mix + 1; bone._scaleX *= s; if (uniform) bone._scaleY *= s; } } } } void IkConstraint::apply(Skeleton &skeleton, BonePose &parent, BonePose &child, float targetX, float targetY, int bendDir, bool stretch, bool uniform, float softness, float mix) { if (parent._inherit != Inherit_Normal || child._inherit != Inherit_Normal) return; parent.modifyLocal(skeleton); child.modifyLocal(skeleton); float px = parent._x, py = parent._y, psx = parent._scaleX, psy = parent._scaleY, csx = child._scaleX; int os1, os2, s2; 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; float cwx, cwy, a = parent._a, b = parent._b, c = parent._c, d = parent._d; bool u = MathUtil::abs(psx - psy) <= 0.0001f; if (!u || stretch) { child._y = 0; cwx = a * child._x + parent._worldX; cwy = c * child._x + parent._worldY; } else { cwx = a * child._x + b * child._y + parent._worldX; cwy = c * child._x + d * child._y + parent._worldY; } BonePose &pp = *parent._bone->_parent->_applied; a = pp._a; b = pp._b; c = pp._c; d = pp._d; float id = a * d - b * c, x = cwx - pp._worldX, y = cwy - pp._worldY; id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id; float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; float l1 = MathUtil::sqrt(dx * dx + dy * dy), l2 = child._bone->_data.getLength() * csx, a1, a2; if (l1 < 0.0001f) { apply(skeleton, parent, targetX, targetY, false, stretch, false, mix); child._rotation = 0; return; } x = targetX - pp._worldX; y = targetY - pp._worldY; 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) * 0.5f; float td = MathUtil::sqrt(dd), sd = td - l1 - l2 * psx + softness; if (sd > 0) { float p = MathUtil::min(1.0f, sd / (softness * 2)) - 1; p = (sd - softness * (1 - p * p)) / td; tx -= p * tx; ty -= p * ty; dd = tx * tx + ty * ty; } } if (u) { l2 *= psx; float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) { cos = -1; a2 = MathUtil::Pi * bendDir; } else if (cos > 1) { cos = 1; a2 = 0; if (stretch) { a = (MathUtil::sqrt(dd) / (l1 + l2) - 1) * mix + 1; parent._scaleX *= a; if (uniform) parent._scaleY *= a; } } else a2 = MathUtil::acos(cos) * bendDir; a = l1 + l2 * cos; b = l2 * MathUtil::sin(a2); a1 = MathUtil::atan2(ty * a - tx * b, tx * a + ty * b); } else { a = psx * l2; b = psy * l2; 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); if (c1 < 0) q = -q; q = -(c1 + q) * 0.5f; 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 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; 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 (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; } } 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._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._rotation += a2 * mix; }