mirror of https://github.com/axmolengine/axmol.git
209 lines
7.1 KiB
C
209 lines
7.1 KiB
C
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* 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, 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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spBone* p = bone->parent;
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float id, x, y, tx, ty, rotationIK;
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if (!bone->appliedValid) spBone_updateAppliedTransform(bone);
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id = 1 / (p->a * p->d - p->b * p->c);
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x = targetX - p->worldX, y = targetY - p->worldY;
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tx = (x * p->d - y * p->b) * id - bone->ax; ty = (y * p->a - x * p->c) * id - bone->ay;
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rotationIK = ATAN2(ty, tx) * RAD_DEG - bone->ashearX - bone->arotation;
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if (bone->ascaleX < 0) rotationIK += 180;
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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->ax, bone->ay, bone->arotation + rotationIK * alpha, bone->ascaleX,
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bone->ascaleY, bone->ashearX, bone->ashearY);
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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, py, psx, psy;
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float cx, cy, csx, cwx, cwy;
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int o1, o2, s2, u;
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spBone* pp = parent->parent;
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float tx, ty, dx, dy, l1, l2, a1, a2, r;
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float id, x, y;
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if (alpha == 0) {
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spBone_updateWorldTransform(child);
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return;
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}
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if (!parent->appliedValid) spBone_updateAppliedTransform(parent);
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if (!child->appliedValid) spBone_updateAppliedTransform(child);
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px = parent->ax; py = parent->ay; psx = parent->ascaleX; psy = parent->ascaleY; csx = child->ascaleX;
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if (psx < 0) {
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psx = -psx;
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o1 = 180;
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s2 = -1;
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} else {
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o1 = 0;
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s2 = 1;
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}
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if (psy < 0) {
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psy = -psy;
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s2 = -s2;
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}
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if (csx < 0) {
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csx = -csx;
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o2 = 180;
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} else
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o2 = 0;
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r = psx - psy;
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cx = child->ax;
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u = (r < 0 ? -r : r) <= 0.0001f;
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if (!u) {
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cy = 0;
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cwx = parent->a * cx + parent->worldX;
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cwy = parent->c * cx + parent->worldY;
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} else {
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cy = child->ay;
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cwx = parent->a * cx + parent->b * cy + parent->worldX;
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cwy = parent->c * cx + parent->d * cy + parent->worldY;
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}
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id = 1 / (pp->a * pp->d - pp->b * pp->c);
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x = targetX - pp->worldX;
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y = targetY - pp->worldY;
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tx = (x * pp->d - y * pp->b) * id - px;
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ty = (y * pp->a - x * pp->c) * id - py;
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x = cwx - pp->worldX;
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y = cwy - pp->worldY;
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dx = (x * pp->d - y * pp->b) * id - px;
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dy = (y * pp->a - x * pp->c) * id - py;
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l1 = SQRT(dx * dx + dy * dy);
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l2 = child->data->length * csx;
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if (u) {
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float cosine, a, b;
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l2 *= psx;
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cosine = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cosine < -1) cosine = -1;
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else if (cosine > 1) cosine = 1;
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a2 = ACOS(cosine) * bendDir;
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a = l1 + l2 * cosine;
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b = l2 * SIN(a2);
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a1 = ATAN2(ty * a - tx * b, tx * a + ty * b);
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} else {
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float a = psx * l2, b = psy * l2;
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float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty, ta = ATAN2(ty, tx);
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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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if (d >= 0) {
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float q = SQRT(d), r0, r1;
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if (c1 < 0) q = -q;
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q = -(c1 + q) / 2;
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r0 = q / c2; r1 = c0 / q;
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r = ABS(r0) < ABS(r1) ? r0 : r1;
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if (r * r <= dd) {
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y = SQRT(dd - r * r) * bendDir;
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a1 = ta - ATAN2(y, r);
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a2 = ATAN2(y / psy, (r - l1) / psx);
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goto outer;
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}
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}
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{
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float minAngle = PI, minX = l1 - a, minDist = minX * minX, minY = 0;
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float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
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c0 = -a * l1 / (aa - bb);
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if (c0 >= -1 && c0 <= 1) {
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c0 = ACOS(c0);
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x = a * COS(c0) + l1;
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y = b * SIN(c0);
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d = x * x + y * y;
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if (d < minDist) {
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minAngle = c0;
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minDist = d;
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minX = x;
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minY = y;
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}
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if (d > maxDist) {
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maxAngle = c0;
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maxDist = d;
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maxX = x;
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maxY = y;
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}
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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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}
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outer: {
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float os = ATAN2(cy, cx) * s2;
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a1 = (a1 - os) * RAD_DEG + o1 - parent->arotation;
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if (a1 > 180) a1 -= 360;
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else if (a1 < -180) a1 += 360;
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spBone_updateWorldTransformWith(parent, px, py, parent->rotation + a1 * alpha, parent->ascaleX, parent->ascaleY, 0, 0);
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a2 = ((a2 + os) * RAD_DEG - child->ashearX) * s2 + o2 - child->arotation;
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if (a2 > 180) a2 -= 360;
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else if (a2 < -180) a2 += 360;
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spBone_updateWorldTransformWith(child, cx, cy, child->arotation + a2 * alpha, child->ascaleX, child->ascaleY, child->ashearX, child->ashearY);
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}
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}
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