mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 00:27:59 +01:00
227 lines
8.5 KiB
C#
227 lines
8.5 KiB
C#
/******************************************************************************
|
|
* 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.
|
|
*****************************************************************************/
|
|
|
|
using System;
|
|
|
|
namespace Spine {
|
|
public class IkConstraint : IConstraint {
|
|
internal IkConstraintData data;
|
|
internal ExposedList<Bone> bones = new ExposedList<Bone>();
|
|
internal Bone target;
|
|
internal float mix;
|
|
internal int bendDirection;
|
|
|
|
public IkConstraintData Data { get { return data; } }
|
|
public int Order { get { return data.order; } }
|
|
public ExposedList<Bone> Bones { get { return bones; } }
|
|
public Bone Target { get { return target; } set { target = value; } }
|
|
public int BendDirection { get { return bendDirection; } set { bendDirection = value; } }
|
|
public float Mix { get { return mix; } set { mix = value; } }
|
|
|
|
public IkConstraint (IkConstraintData data, Skeleton skeleton) {
|
|
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
|
|
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
|
this.data = data;
|
|
mix = data.mix;
|
|
bendDirection = data.bendDirection;
|
|
|
|
bones = new ExposedList<Bone>(data.bones.Count);
|
|
foreach (BoneData boneData in data.bones)
|
|
bones.Add(skeleton.FindBone(boneData.name));
|
|
target = skeleton.FindBone(data.target.name);
|
|
}
|
|
|
|
/// <summary>Applies the constraint to the constrained bones.</summary>
|
|
public void Apply () {
|
|
Update();
|
|
}
|
|
|
|
public void Update () {
|
|
Bone target = this.target;
|
|
ExposedList<Bone> bones = this.bones;
|
|
switch (bones.Count) {
|
|
case 1:
|
|
Apply(bones.Items[0], target.worldX, target.worldY, mix);
|
|
break;
|
|
case 2:
|
|
Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, mix);
|
|
break;
|
|
}
|
|
}
|
|
|
|
override public string ToString () {
|
|
return data.name;
|
|
}
|
|
|
|
/// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
|
|
/// in the world coordinate system.</summary>
|
|
static public void Apply (Bone bone, float targetX, float targetY, float alpha) {
|
|
if (!bone.appliedValid) bone.UpdateAppliedTransform();
|
|
Bone p = bone.parent;
|
|
float id = 1 / (p.a * p.d - p.b * p.c);
|
|
float x = targetX - p.worldX, y = targetY - p.worldY;
|
|
float tx = (x * p.d - y * p.b) * id - bone.ax, ty = (y * p.a - x * p.c) * id - bone.ay;
|
|
float rotationIK = (float)Math.Atan2(ty, tx) * MathUtils.RadDeg - bone.ashearX - bone.arotation;
|
|
if (bone.ascaleX < 0) rotationIK += 180;
|
|
if (rotationIK > 180)
|
|
rotationIK -= 360;
|
|
else if (rotationIK < -180) rotationIK += 360;
|
|
bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
|
|
bone.ashearY);
|
|
}
|
|
|
|
/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
|
|
/// possible. The target is specified in the world coordinate system.</summary>
|
|
/// <param name="child">A direct descendant of the parent bone.</param>
|
|
static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, float alpha) {
|
|
if (alpha == 0) {
|
|
child.UpdateWorldTransform ();
|
|
return;
|
|
}
|
|
//float px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
|
|
if (!parent.appliedValid) parent.UpdateAppliedTransform();
|
|
if (!child.appliedValid) child.UpdateAppliedTransform();
|
|
float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
|
|
int os1, os2, s2;
|
|
if (psx < 0) {
|
|
psx = -psx;
|
|
os1 = 180;
|
|
s2 = -1;
|
|
} else {
|
|
os1 = 0;
|
|
s2 = 1;
|
|
}
|
|
if (psy < 0) {
|
|
psy = -psy;
|
|
s2 = -s2;
|
|
}
|
|
if (csx < 0) {
|
|
csx = -csx;
|
|
os2 = 180;
|
|
} else
|
|
os2 = 0;
|
|
float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
|
|
bool u = Math.Abs(psx - psy) <= 0.0001f;
|
|
if (!u) {
|
|
cy = 0;
|
|
cwx = a * cx + parent.worldX;
|
|
cwy = c * cx + parent.worldY;
|
|
} else {
|
|
cy = child.ay;
|
|
cwx = a * cx + b * cy + parent.worldX;
|
|
cwy = c * cx + d * cy + parent.worldY;
|
|
}
|
|
Bone pp = parent.parent;
|
|
a = pp.a;
|
|
b = pp.b;
|
|
c = pp.c;
|
|
d = pp.d;
|
|
float id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
|
|
float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
|
|
x = cwx - pp.worldX;
|
|
y = cwy - pp.worldY;
|
|
float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
|
|
float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
|
|
if (u) {
|
|
l2 *= psx;
|
|
float cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
|
|
if (cos < -1)
|
|
cos = -1;
|
|
else if (cos > 1) cos = 1;
|
|
a2 = (float)Math.Acos(cos) * bendDir;
|
|
a = l1 + l2 * cos;
|
|
b = l2 * (float)Math.Sin(a2);
|
|
a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
|
|
} else {
|
|
a = psx * l2;
|
|
b = psy * l2;
|
|
float aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = (float)Math.Atan2(ty, tx);
|
|
c = bb * l1 * l1 + aa * dd - aa * bb;
|
|
float c1 = -2 * bb * l1, c2 = bb - aa;
|
|
d = c1 * c1 - 4 * c2 * c;
|
|
if (d >= 0) {
|
|
float q = (float)Math.Sqrt(d);
|
|
if (c1 < 0) q = -q;
|
|
q = -(c1 + q) / 2;
|
|
float r0 = q / c2, r1 = c / q;
|
|
float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
|
|
if (r * r <= dd) {
|
|
y = (float)Math.Sqrt(dd - r * r) * bendDir;
|
|
a1 = ta - (float)Math.Atan2(y, r);
|
|
a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
|
|
goto break_outer; // break outer;
|
|
}
|
|
}
|
|
float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
|
|
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
|
|
c = -a * l1 / (aa - bb);
|
|
if (c >= -1 && c <= 1) {
|
|
c = (float)Math.Acos(c);
|
|
x = a * (float)Math.Cos(c) + l1;
|
|
y = b * (float)Math.Sin(c);
|
|
d = x * x + y * y;
|
|
if (d < minDist) {
|
|
minAngle = c;
|
|
minDist = d;
|
|
minX = x;
|
|
minY = y;
|
|
}
|
|
if (d > maxDist) {
|
|
maxAngle = c;
|
|
maxDist = d;
|
|
maxX = x;
|
|
maxY = y;
|
|
}
|
|
}
|
|
if (dd <= (minDist + maxDist) / 2) {
|
|
a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
|
|
a2 = minAngle * bendDir;
|
|
} else {
|
|
a1 = ta - (float)Math.Atan2(maxY * bendDir, maxX);
|
|
a2 = maxAngle * bendDir;
|
|
}
|
|
}
|
|
break_outer:
|
|
float os = (float)Math.Atan2(cy, cx) * s2;
|
|
float rotation = parent.arotation;
|
|
a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
|
|
if (a1 > 180)
|
|
a1 -= 360;
|
|
else if (a1 < -180) a1 += 360;
|
|
parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, parent.scaleX, parent.ascaleY, 0, 0);
|
|
rotation = child.arotation;
|
|
a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
|
|
if (a2 > 180)
|
|
a2 -= 360;
|
|
else if (a2 < -180) a2 += 360;
|
|
child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
|
|
}
|
|
}
|
|
}
|