238 lines
9.2 KiB
ActionScript

/******************************************************************************
* 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.
*****************************************************************************/
package spine {
public class IkConstraint implements Constraint {
internal var _data : IkConstraintData;
public var bones : Vector.<Bone>;
public var target : Bone;
public var bendDirection : int;
public var compress: Boolean;
public var stretch: Boolean;
public var mix : Number;
public function IkConstraint(data : IkConstraintData, skeleton : Skeleton) {
if (data == null) throw new ArgumentError("data cannot be null.");
if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
_data = data;
mix = data.mix;
bendDirection = data.bendDirection;
compress = data.compress;
stretch = data.stretch;
bones = new Vector.<Bone>();
for each (var boneData : BoneData in data.bones)
bones[bones.length] = skeleton.findBone(boneData.name);
target = skeleton.findBone(data.target._name);
}
public function apply() : void {
update();
}
public function update() : void {
switch (bones.length) {
case 1:
apply1(bones[0], target.worldX, target.worldY, compress, stretch, _data.uniform, mix);
break;
case 2:
apply2(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, mix);
break;
}
}
public function getOrder() : Number {
return _data.order;
}
public function get data() : IkConstraintData {
return _data;
}
public function toString() : String {
return _data._name;
}
/** 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. */
static public function apply1(bone : Bone, targetX : Number, targetY : Number, compress: Boolean, stretch : Boolean, uniform: Boolean, alpha : Number) : void {
if (!bone.appliedValid) bone.updateAppliedTransform();
var p : Bone = bone.parent;
var id : Number = 1 / (p.a * p.d - p.b * p.c);
var x : Number = targetX - p.worldX, y : Number = targetY - p.worldY;
var tx : Number = (x * p.d - y * p.b) * id - bone.ax, ty : Number = (y * p.a - x * p.c) * id - bone.ay;
var rotationIK : Number = 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;
var sx : Number = bone.ascaleX;
var sy : Number = bone.ascaleY;
if (stretch) {
var b : Number = bone.data.length * sx, dd : Number = Math.sqrt(tx * tx + ty * ty);
if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) {
var s : Number = (dd / b - 1) * alpha + 1;
sx *= s;
if (uniform) sy *= s;
}
}
bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, 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 Any descendant bone of the parent. */
static public function apply2(parent : Bone, child : Bone, targetX : Number, targetY : Number, bendDir : int, stretch : Boolean, alpha : Number) : void {
if (alpha == 0) {
child.updateWorldTransform();
return;
}
if (!parent.appliedValid) parent.updateAppliedTransform();
if (!child.appliedValid) child.updateAppliedTransform();
var px : Number = parent.ax, py : Number = parent.ay, psx : Number = parent.ascaleX, sx : Number = psx, psy : Number = parent.ascaleY, csx : Number = child.ascaleX;
var os1 : int, os2 : int, s2 : int;
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;
var cx : Number = child.ax, cy : Number, cwx : Number, cwy : Number, a : Number = parent.a, b : Number = parent.b, c : Number = parent.c, d : Number = parent.d;
var u : Boolean = 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;
}
var pp : Bone = parent.parent;
a = pp.a;
b = pp.b;
c = pp.c;
d = pp.d;
var id : Number = 1 / (a * d - b * c), x : Number = targetX - pp.worldX, y : Number = targetY - pp.worldY;
var tx : Number = (x * d - y * b) * id - px, ty : Number = (y * a - x * c) * id - py, dd : Number = tx * tx + ty * ty;
x = cwx - pp.worldX;
y = cwy - pp.worldY;
var dx : Number = (x * d - y * b) * id - px, dy : Number = (y * a - x * c) * id - py;
var l1 : Number = Math.sqrt(dx * dx + dy * dy), l2 : Number = child.data.length * csx, a1 : Number, a2 : Number;
outer:
if (u) {
l2 *= psx;
var cos : Number = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1)
cos = -1;
else if (cos > 1) {
cos = 1;
if (stretch && l1 + l2 > 0.0001) sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 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;
var aa : Number = a * a, bb : Number = b * b, ta : Number = Math.atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
var c1 : Number = -2 * bb * l1, c2 : Number = bb - aa;
d = c1 * c1 - 4 * c2 * c;
if (d >= 0) {
var q : Number = Math.sqrt(d);
if (c1 < 0) q = -q;
q = -(c1 + q) / 2;
var r0 : Number = q / c2, r1 : Number = c / q;
var r : Number = 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;
}
}
var minAngle : Number = Math.PI, minX : Number = l1 - a, minDist : Number = minX * minX, minY : Number = 0;
var maxAngle : Number = 0, maxX : Number = l1 + a, maxDist : Number = maxX * maxX, maxY : Number = 0;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = Math.acos(c);
x = a * Math.cos(c) + l1;
y = b * Math.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) / 2) {
a1 = ta - Math.atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - Math.atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
var os : Number = Math.atan2(cy, cx) * s2;
var rotation : Number = 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, sx, 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);
}
}
}