/****************************************************************************** * 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) { spBone* pp = bone->parent; float id = 1 / (pp->a * pp->d - pp->b * pp->c); float x = targetX - pp->worldX, y = targetY - pp->worldY; float tx = (x * pp->d - y * pp->b) * id - bone->x, ty = (y * pp->a - x * pp->c) * id - bone->y; float rotationIK = ATAN2(ty, tx) * RAD_DEG - bone->shearX - bone->rotation; if (bone->scaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; spBone_updateWorldTransformWith(bone, bone->x, bone->y, bone->rotation + rotationIK * alpha, bone->scaleX, bone->scaleY, bone->shearX, bone->shearY); } void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, float alpha) { float px = parent->x, py = parent->y, psx = parent->scaleX, psy = parent->scaleY; float cx = child->x, cy, csx = child->scaleX, cwx, cwy; int o1, o2, s2, u; spBone* pp = parent->parent; float tx, ty, dx, dy, l1, l2, a1, a2, r; float id, x, y; if (alpha == 0) { spBone_updateWorldTransform(child); return; } if (psx < 0) { psx = -psx; o1 = 180; s2 = -1; } else { o1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } if (csx < 0) { csx = -csx; o2 = 180; } else o2 = 0; 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; } else { cy = child->y; cwx = parent->a * cx + parent->b * cy + parent->worldX; cwy = parent->c * cx + parent->d * cy + parent->worldY; } id = 1 / (pp->a * pp->d - pp->b * pp->c); x = targetX - pp->worldX; y = targetY - pp->worldY; tx = (x * pp->d - y * pp->b) * id - px; ty = (y * pp->a - x * pp->c) * id - py; x = cwx - pp->worldX; y = cwy - pp->worldY; dx = (x * pp->d - y * pp->b) * id - px; dy = (y * pp->a - x * pp->c) * id - py; l1 = SQRT(dx * dx + dy * dy); l2 = child->data->length * csx; if (u) { float cosine, a, b; l2 *= psx; cosine = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cosine < -1) cosine = -1; else if (cosine > 1) cosine = 1; a2 = ACOS(cosine) * bendDir; a = l1 + l2 * cosine; b = l2 * SIN(a2); a1 = ATAN2(ty * a - tx * b, tx * a + ty * b); } else { float a = psx * l2, b = psy * l2; float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty, ta = ATAN2(ty, tx); 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; if (c1 < 0) q = -q; q = -(c1 + q) / 2; r0 = q / c2; r1 = c0 / q; r = ABS(r0) < ABS(r1) ? r0 : r1; if (r * r <= dd) { y = SQRT(dd - r * r) * bendDir; a1 = ta - ATAN2(y, r); a2 = ATAN2(y / 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 - parent->rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; spBone_updateWorldTransformWith(parent, px, py, parent->rotation + a1 * alpha, parent->scaleX, parent->scaleY, 0, 0); a2 = ((a2 + os) * RAD_DEG - child->shearX) * s2 + o2 - child->rotation; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; spBone_updateWorldTransformWith(child, cx, cy, child->rotation + a2 * alpha, child->scaleX, child->scaleY, child->shearX, child->shearY); } }