axmol/cocos/editor-support/spine/IkConstraint.c

136 lines
5.7 KiB
C

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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 <spine/IkConstraint.h>
#include <spine/Skeleton.h>
#include <spine/extension.h>
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->data->inheritRotation || !bone->parent) ? 0 : bone->parent->worldRotation;
float rotation = bone->rotation;
float rotationIK = ATAN2(targetY - bone->worldY, targetX - bone->worldX) * RAD_DEG;
if (bone->worldFlipX != (bone->worldFlipY != spBone_isYDown())) rotationIK = -rotationIK;
rotationIK -= parentRotation;
bone->rotationIK = rotation + (rotationIK - rotation) * alpha;
}
void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDirection, float alpha) {
float positionX, positionY, childX, childY, offset, len1, len2, cosDenom, cos, childAngle, adjacent, opposite, parentAngle, rotation;
spBone* parentParent;
float childRotation = child->rotation, parentRotation = parent->rotation;
if (alpha == 0) {
child->rotationIK = childRotation;
parent->rotationIK = parentRotation;
return;
}
parentParent = parent->parent;
if (parentParent) {
spBone_worldToLocal(parentParent, targetX, targetY, &positionX, &positionY);
targetX = (positionX - parent->x) * parentParent->worldScaleX;
targetY = (positionY - parent->y) * parentParent->worldScaleY;
} else {
targetX -= parent->x;
targetY -= parent->y;
}
if (child->parent == parent) {
positionX = child->x;
positionY = child->y;
} else {
spBone_localToWorld(child->parent, child->x, child->y, &positionX, &positionY);
spBone_worldToLocal(parent, positionX, positionY, &positionX, &positionY);
}
childX = positionX * parent->worldScaleX;
childY = positionY * parent->worldScaleY;
offset = ATAN2(childY, childX);
len1 = SQRT(childX * childX + childY * childY);
len2 = child->data->length * child->worldScaleX;
/* Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/ */
cosDenom = 2 * len1 * len2;
if (cosDenom < 0.0001f) {
child->rotationIK = childRotation + (ATAN2(targetY, targetX) * RAD_DEG - parentRotation - childRotation) * alpha;
return;
}
cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
if (cos < -1)
cos = -1;
else if (cos > 1) /**/
cos = 1;
childAngle = ACOS(cos) * bendDirection;
adjacent = len1 + len2 * cos;
opposite = len2 * SIN(childAngle);
parentAngle = ATAN2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
rotation = (parentAngle - offset) * RAD_DEG - parentRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation < -180) /**/
rotation += 360;
parent->rotationIK = parentRotation + rotation * alpha;
rotation = (childAngle + offset) * RAD_DEG - childRotation;
if (rotation > 180)
rotation -= 360;
else if (rotation < -180) /**/
rotation += 360;
child->rotationIK = childRotation + (rotation + parent->worldRotation - child->parent->worldRotation) * alpha;
}