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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) 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>
- #include <float.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) {
- spBone* p = bone->parent;
- float id, x, y, tx, ty, rotationIK;
- if (!bone->appliedValid) spBone_updateAppliedTransform(bone);
- id = 1 / (p->a * p->d - p->b * p->c);
- x = targetX - p->worldX, y = targetY - p->worldY;
- tx = (x * p->d - y * p->b) * id - bone->ax; ty = (y * p->a - x * p->c) * id - bone->ay;
- rotationIK = ATAN2(ty, tx) * RAD_DEG - bone->ashearX - bone->arotation;
- if (bone->ascaleX < 0) rotationIK += 180;
- if (rotationIK > 180) rotationIK -= 360;
- else if (rotationIK < -180) rotationIK += 360;
- spBone_updateWorldTransformWith(bone, bone->ax, bone->ay, bone->arotation + rotationIK * alpha, bone->ascaleX,
- bone->ascaleY, bone->ashearX, bone->ashearY);
- }
- void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, float alpha) {
- float px, py, psx, psy;
- float cx, cy, csx, 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 (!parent->appliedValid) spBone_updateAppliedTransform(parent);
- if (!child->appliedValid) spBone_updateAppliedTransform(child);
- px = parent->ax; py = parent->ay; psx = parent->ascaleX; psy = parent->ascaleY; csx = child->ascaleX;
- 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;
- cx = child->ax;
- 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->ay;
- 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->arotation;
- if (a1 > 180) a1 -= 360;
- else if (a1 < -180) a1 += 360;
- spBone_updateWorldTransformWith(parent, px, py, parent->rotation + a1 * alpha, parent->ascaleX, parent->ascaleY, 0, 0);
- a2 = ((a2 + os) * RAD_DEG - child->ashearX) * s2 + o2 - child->arotation;
- if (a2 > 180) a2 -= 360;
- else if (a2 < -180) a2 += 360;
- spBone_updateWorldTransformWith(child, cx, cy, child->arotation + a2 * alpha, child->ascaleX, child->ascaleY, child->ashearX, child->ashearY);
- }
- }
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