mirror of https://github.com/axmolengine/axmol.git
134 lines
5.6 KiB
C
134 lines
5.6 KiB
C
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source 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 SOFTARE 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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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->data->inheritRotation || !bone->parent) ? 0 : bone->parent->worldRotation;
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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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bone->rotationIK = rotation + (rotationIK - rotation) * alpha;
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}
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void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDirection, float alpha) {
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float positionX, positionY, childX, childY, offset, len1, len2, cosDenom, cos, childAngle, adjacent, opposite, parentAngle, rotation;
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spBone* parentParent;
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float childRotation = child->rotation, parentRotation = parent->rotation;
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if (alpha == 0) {
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child->rotationIK = childRotation;
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parent->rotationIK = parentRotation;
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return;
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}
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parentParent = parent->parent;
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if (parentParent) {
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spBone_worldToLocal(parentParent, targetX, targetY, &positionX, &positionY);
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targetX = (positionX - parent->x) * parentParent->worldScaleX;
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targetY = (positionY - parent->y) * parentParent->worldScaleY;
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} else {
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targetX -= parent->x;
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targetY -= parent->y;
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}
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if (child->parent == parent) {
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positionX = child->x;
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positionY = child->y;
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} else {
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spBone_localToWorld(child->parent, child->x, child->y, &positionX, &positionY);
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spBone_worldToLocal(parent, positionX, positionY, &positionX, &positionY);
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}
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childX = positionX * parent->worldScaleX;
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childY = positionY * parent->worldScaleY;
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offset = ATAN2(childY, childX);
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len1 = SQRT(childX * childX + childY * childY);
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len2 = child->data->length * child->worldScaleX;
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/* Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/ */
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cosDenom = 2 * len1 * len2;
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if (cosDenom < 0.0001f) {
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child->rotationIK = childRotation + (ATAN2(targetY, targetX) * RAD_DEG - parentRotation - childRotation) * alpha;
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return;
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}
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cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
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if (cos < -1)
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cos = -1;
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else if (cos > 1) /**/
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cos = 1;
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childAngle = ACOS(cos) * bendDirection;
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adjacent = len1 + len2 * cos;
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opposite = len2 * SIN(childAngle);
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parentAngle = ATAN2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
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rotation = (parentAngle - offset) * RAD_DEG - parentRotation;
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if (rotation > 180)
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rotation -= 360;
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else if (rotation < -180) /**/
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rotation += 360;
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parent->rotationIK = parentRotation + rotation * alpha;
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rotation = (childAngle + offset) * RAD_DEG - childRotation;
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if (rotation > 180)
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rotation -= 360;
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else if (rotation < -180) /**/
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rotation += 360;
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child->rotationIK = childRotation + (rotation + parent->worldRotation - child->parent->worldRotation) * alpha;
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}
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