/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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. *****************************************************************************/ #include #include #include #include spIkConstraint* spIkConstraint_create (spIkConstraintData* data, const spSkeleton* skeleton) { int i; spIkConstraint* self = NEW(spIkConstraint); CONST_CAST(spIkConstraintData*, self->data) = data; self->bendDirection = data->bendDirection; self->mix = data->mix; self->bonesCount = self->data->bonesCount; self->bones = MALLOC(spBone*, self->bonesCount); for (i = 0; i < self->bonesCount; ++i) self->bones[i] = spSkeleton_findBone(skeleton, self->data->bones[i]->name); self->target = spSkeleton_findBone(skeleton, self->data->target->name); return self; } void spIkConstraint_dispose (spIkConstraint* self) { FREE(self->bones); FREE(self); } void spIkConstraint_apply (spIkConstraint* self) { switch (self->bonesCount) { case 1: spIkConstraint_apply1(self->bones[0], self->target->worldX, self->target->worldY, self->mix); break; case 2: spIkConstraint_apply2(self->bones[0], self->bones[1], self->target->worldX, self->target->worldY, self->bendDirection, self->mix); break; } } void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, float alpha) { float parentRotation = !bone->parent ? 0 : spBone_getWorldRotationX(bone->parent); float rotation = bone->rotation; float rotationIK = ATAN2(targetY - bone->worldY, targetX - bone->worldX) * RAD_DEG - parentRotation; if ((bone->worldSignX != bone->worldSignY) != (bone->skeleton->flipX != (bone->skeleton->flipY != spBone_isYDown()))) rotationIK = 360 - rotationIK; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; spBone_updateWorldTransformWith(bone, bone->x, bone->y, rotation + (rotationIK - rotation) * alpha, bone->appliedScaleX, bone->appliedScaleY); } void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, float alpha) { float px = parent->x, py = parent->y, psx = parent->appliedScaleX, psy = parent->appliedScaleY; float cx = child->x, cy = child->y, csx = child->appliedScaleX, cwx = child->worldX, cwy = child->worldY; int o1, o2, s2, u; spBone* pp = parent->parent; float tx, ty, dx, dy, l1, l2, a1, a2, r; if (alpha == 0) return; if (psx < 0) { psx = -psx; o1 = 180; s2 = -1; } else { o1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } r = psx - psy; u = (r < 0 ? -r : r) <= 0.0001f; if (!u && cy != 0) { cwx = parent->a * cx + parent->worldX; cwy = parent->c * cx + parent->worldY; cy = 0; } if (csx < 0) { csx = -csx; o2 = 180; } else o2 = 0; if (!pp) { tx = targetX - px; ty = targetY - py; dx = cwx - px; dy = cwy - py; } else { float a = pp->a, b = pp->b, c = pp->c, d = pp->d, invDet = 1 / (a * d - b * c); float wx = pp->worldX, wy = pp->worldY, x = targetX - wx, y = targetY - wy; tx = (x * d - y * b) * invDet - px; ty = (y * a - x * c) * invDet - py; x = cwx - wx; y = cwy - wy; dx = (x * d - y * b) * invDet - px; dy = (y * a - x * c) * invDet - py; } l1 = SQRT(dx * dx + dy * dy); l2 = child->data->length * csx; if (u) { float cos, a, o; l2 *= psx; cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) cos = -1; else if (cos > 1) cos = 1; a2 = ACOS(cos) * bendDir; a = l1 + l2 * cos; o = l2 * SIN(a2); a1 = ATAN2(ty * a - tx * o, tx * a + ty * o); } else { float a = psx * l2, b = psy * l2, ta = ATAN2(ty, tx); float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty; float c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa; float d = c1 * c1 - 4 * c2 * c0; float minAngle = 0, minDist = FLT_MAX, minX = 0, minY = 0; float maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0; float x = l1 + a, dist = x * x, angle, y; if (d >= 0) { float q = SQRT(d), r0, r1, ar0, ar1;; if (c1 < 0) q = -q; q = -(c1 + q) / 2; r0 = q / c2; r1 = c0 / q; ar0 = r0 < 0 ? -r0 : r0; ar1 = r1 < 0 ? -r1 : r1; r = ar0 < ar1 ? r0 : r1; if (r * r <= dd) { float y1 = SQRT(dd - r * r) * bendDir; a1 = ta - ATAN2(y1, r); a2 = ATAN2(y1 / psy, (r - l1) / psx); goto outer; } } if (dist > maxDist) { maxAngle = 0; maxDist = dist; maxX = x; } x = l1 - a; dist = x * x; if (dist < minDist) { minAngle = PI; minDist = dist; minX = x; } angle = ACOS(-a * l1 / (aa - bb)); x = a * COS(angle) + l1; y = b * SIN(angle); dist = x * x + y * y; if (dist < minDist) { minAngle = angle; minDist = dist; minX = x; minY = y; } if (dist > maxDist) { maxAngle = angle; maxDist = dist; maxX = x; maxY = y; } if (dd <= (minDist + maxDist) / 2) { a1 = ta - ATAN2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - ATAN2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } outer: { float os = ATAN2(cy, cx) * s2; a1 = (a1 - os) * RAD_DEG + o1; a2 = (a2 + os) * RAD_DEG * s2 + o2; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; r = parent->rotation; spBone_updateWorldTransformWith(parent, px, py, r + (a1 - r) * alpha, parent->appliedScaleX, parent->appliedScaleY); r = child->rotation; spBone_updateWorldTransformWith(child, cx, cy, r + (a2 - r) * alpha, child->appliedScaleX, child->appliedScaleY); } }