mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-05 18:26:52 +08:00
208 lines
7.0 KiB
C
208 lines
7.0 KiB
C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/IkConstraint.h>
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#include <spine/Skeleton.h>
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#include <spine/extension.h>
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#include <float.h>
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spIkConstraint* spIkConstraint_create (spIkConstraintData* data, const spSkeleton* skeleton) {
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int i;
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spIkConstraint* self = NEW(spIkConstraint);
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CONST_CAST(spIkConstraintData*, self->data) = data;
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self->bendDirection = data->bendDirection;
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self->mix = data->mix;
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self->bonesCount = self->data->bonesCount;
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self->bones = MALLOC(spBone*, self->bonesCount);
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for (i = 0; i < self->bonesCount; ++i)
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self->bones[i] = spSkeleton_findBone(skeleton, self->data->bones[i]->name);
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self->target = spSkeleton_findBone(skeleton, self->data->target->name);
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return self;
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}
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void spIkConstraint_dispose (spIkConstraint* self) {
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FREE(self->bones);
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FREE(self);
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}
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void spIkConstraint_apply (spIkConstraint* self) {
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switch (self->bonesCount) {
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case 1:
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spIkConstraint_apply1(self->bones[0], self->target->worldX, self->target->worldY, self->mix);
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break;
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case 2:
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spIkConstraint_apply2(self->bones[0], self->bones[1], self->target->worldX, self->target->worldY, self->bendDirection,
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self->mix);
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break;
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}
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}
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void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, float alpha) {
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float parentRotation = !bone->parent ? 0 : spBone_getWorldRotationX(bone->parent);
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float rotation = bone->rotation;
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float rotationIK = ATAN2(targetY - bone->worldY, targetX - bone->worldX) * RAD_DEG - parentRotation;
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if ((bone->worldSignX != bone->worldSignY) != (bone->skeleton->flipX != (bone->skeleton->flipY != spBone_isYDown())))
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rotationIK = 360 - rotationIK;
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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spBone_updateWorldTransformWith(bone, bone->x, bone->y, rotation + (rotationIK - rotation) * alpha, bone->scaleX, bone->scaleY);
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}
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void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, float alpha) {
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float px = parent->x, py = parent->y, psx = parent->scaleX, psy = parent->scaleY, csx = child->scaleX, cy = child->y;
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int offset1, offset2, sign2;
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spBone* pp = parent->parent;
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float tx, ty, dx, dy, l1, l2, a1, a2, psd, r;
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if (alpha == 0) return;
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if (psx < 0) {
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psx = -psx;
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offset1 = 180;
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sign2 = -1;
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} else {
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offset1 = 0;
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sign2 = 1;
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}
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if (psy < 0) {
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psy = -psy;
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sign2 = -sign2;
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}
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if (csx < 0) {
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csx = -csx;
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offset2 = 180;
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} else
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offset2 = 0;
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if (!pp) {
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tx = targetX - px;
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ty = targetY - py;
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dx = child->worldX - px;
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dy = child->worldY - py;
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} else {
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float a = pp->a, b = pp->b, c = pp->c, d = pp->d, invDet = 1 / (a * d - b * c);
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float wx = pp->worldX, wy = pp->worldY, x = targetX - wx, y = targetY - wy;
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tx = (x * d - y * b) * invDet - px;
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ty = (y * a - x * c) * invDet - py;
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x = child->worldX - wx;
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y = child->worldY - wy;
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dx = (x * d - y * b) * invDet - px;
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dy = (y * a - x * c) * invDet - py;
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}
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l1 = SQRT(dx * dx + dy * dy);
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l2 = child->data->length * csx;
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psd = psx - psy;
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if (psd < 0 ? -psd : psd <= 0.0001f) {
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float cos, a, o;
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l2 *= psx;
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cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cos < -1) cos = -1;
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else if (cos > 1) cos = 1;
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a2 = ACOS(cos) * bendDir;
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a = l1 + l2 * cos;
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o = l2 * SIN(a2);
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a1 = ATAN2(ty * a - tx * o, tx * a + ty * o);
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} else {
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float a = psx * l2, b = psy * l2, ta = ATAN2(ty, tx);
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float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty;
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float c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
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float d = c1 * c1 - 4 * c2 * c0;
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float minAngle = 0, minDist = FLT_MAX, minX = 0, minY = 0;
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float maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
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float x = l1 + a, dist = x * x, angle, y;
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cy = 0;
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if (d >= 0) {
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float q = SQRT(d), r0, r1, ar0, ar1;;
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if (c1 < 0) q = -q;
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q = -(c1 + q) / 2;
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r0 = q / c2;
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r1 = c0 / q;
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ar0 = r0 < 0 ? -r0 : r0;
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ar1 = r1 < 0 ? -r1 : r1;
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r = ar0 < ar1 ? r0 : r1;
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if (r * r <= dd) {
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float y1 = SQRT(dd - r * r) * bendDir;
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a1 = ta - ATAN2(y1, r);
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a2 = ATAN2(y1 / psy, (r - l1) / psx);
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goto outer;
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}
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}
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if (dist > maxDist) {
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maxAngle = 0;
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maxDist = dist;
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maxX = x;
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}
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x = l1 - a;
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dist = x * x;
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if (dist < minDist) {
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minAngle = PI;
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minDist = dist;
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minX = x;
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}
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angle = ACOS(-a * l1 / (aa - bb));
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x = a * COS(angle) + l1;
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y = b * SIN(angle);
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dist = x * x + y * y;
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if (dist < minDist) {
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minAngle = angle;
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minDist = dist;
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minX = x;
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minY = y;
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}
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if (dist > maxDist) {
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maxAngle = angle;
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maxDist = dist;
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maxX = x;
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maxY = y;
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}
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if (dd <= (minDist + maxDist) / 2) {
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a1 = ta - ATAN2(minY * bendDir, minX);
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a2 = minAngle * bendDir;
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} else {
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a1 = ta - ATAN2(maxY * bendDir, maxX);
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a2 = maxAngle * bendDir;
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}
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}
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outer: {
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float offset = ATAN2(cy, child->x) * sign2;
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a1 = (a1 - offset) * RAD_DEG + offset1;
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a2 = (a2 + offset) * RAD_DEG * sign2 + offset2;
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if (a1 > 180) a1 -= 360;
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else if (a1 < -180) a1 += 360;
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if (a2 > 180) a2 -= 360;
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else if (a2 < -180) a2 += 360;
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r = parent->rotation;
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spBone_updateWorldTransformWith(parent, parent->x, parent->y, r + (a1 - r) * alpha, parent->scaleX, parent->scaleY);
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r = child->rotation;
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spBone_updateWorldTransformWith(child, child->x, cy, r + (a2 - r) * alpha, child->scaleX, child->scaleY);
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}
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}
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