/****************************************************************************** * 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 SpineRuntime34 { public class IkConstraint : IUpdatable { internal IkConstraintData data; internal ExposedList bones = new ExposedList(); internal Bone target; internal float mix; internal int bendDirection; internal int level; public IkConstraintData Data { get { return data; } } public ExposedList 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(data.bones.Count); foreach (BoneData boneData in data.bones) bones.Add(skeleton.FindBone(boneData.name)); target = skeleton.FindBone(data.target.name); } public void Update () { Apply(); } public void Apply () { Bone target = this.target; ExposedList 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; } /// 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. static public void Apply (Bone bone, float targetX, float targetY, float alpha) { Bone pp = bone.parent; float id = 1 / (pp.a * pp.d - pp.b * pp.c); float x = targetX - pp.worldX, y = targetY - pp.worldY; float tx = (x * pp.d - y * pp.b) * id - bone.x, ty = (y * pp.a - x * pp.c) * id - bone.y; float rotationIK = MathUtils.Atan2(ty, tx) * MathUtils.radDeg - bone.shearX - bone.rotation; if (bone.scaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; bone.UpdateWorldTransform(bone.x, bone.y, bone.rotation + rotationIK * alpha, bone.scaleX, bone.scaleY, bone.shearX, bone.shearY); } /// 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. /// A direct descendant of the parent bone. 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; 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.x, 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.y; 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 * MathUtils.Sin(a2); a1 = MathUtils.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 = MathUtils.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 - MathUtils.Atan2(y, r); a2 = MathUtils.Atan2(y / psy, (r - l1) / psx); goto outer; } } float minAngle = 0, minDist = float.MaxValue, minX = 0, minY = 0; float maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0; x = l1 + a; d = x * x; if (d > maxDist) { maxAngle = 0; maxDist = d; maxX = x; } x = l1 - a; d = x * x; if (d < minDist) { minAngle = MathUtils.PI; minDist = d; minX = x; } float angle = (float)Math.Acos(-a * l1 / (aa - bb)); x = a * MathUtils.Cos(angle) + l1; y = b * MathUtils.Sin(angle); d = x * x + y * y; if (d < minDist) { minAngle = angle; minDist = d; minX = x; minY = y; } if (d > maxDist) { maxAngle = angle; maxDist = d; maxX = x; maxY = y; } if (dd <= (minDist + maxDist) / 2) { a1 = ta - MathUtils.Atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - MathUtils.Atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } outer: float os = MathUtils.Atan2(cy, cx) * s2; float rotation = parent.rotation; 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.scaleY, 0, 0); rotation = child.rotation; a2 = ((a2 + os) * MathUtils.radDeg - child.shearX) * s2 + os2 - rotation; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.scaleX, child.scaleY, child.shearX, child.shearY); } } }