/****************************************************************************** * 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. *****************************************************************************/ using System; using System.Collections.Generic; namespace SpineRuntime21 { public class IkConstraint { private const float radDeg = 180 / (float)Math.PI; internal IkConstraintData data; internal List bones = new List(); internal Bone target; internal int bendDirection; internal float mix; public IkConstraintData Data { get { return data; } } public List 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 cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); this.data = data; mix = data.mix; bendDirection = data.bendDirection; bones = new List(data.bones.Count); foreach (BoneData boneData in data.bones) bones.Add(skeleton.FindBone(boneData.name)); target = skeleton.FindBone(data.target.name); } public void apply () { Bone target = this.target; List bones = this.bones; switch (bones.Count) { case 1: apply(bones[0], target.worldX, target.worldY, mix); break; case 2: apply(bones[0], bones[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) { float parentRotation = (!bone.data.inheritRotation || bone.parent == null) ? 0 : bone.parent.worldRotation; float rotation = bone.rotation; float rotationIK = (float)Math.Atan2(targetY - bone.worldY, targetX - bone.worldX) * radDeg; if (bone.worldFlipX != (bone.worldFlipY != Bone.yDown)) rotationIK = -rotationIK; rotationIK -= parentRotation; bone.rotationIK = rotation + (rotationIK - rotation) * alpha; } /// 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. /// Any descendant bone of the parent. static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha) { float childRotation = child.rotation, parentRotation = parent.rotation; if (alpha == 0) { child.rotationIK = childRotation; parent.rotationIK = parentRotation; return; } float positionX, positionY; Bone parentParent = parent.parent; if (parentParent != null) { parentParent.worldToLocal(targetX, targetY, out positionX, out 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 { child.parent.localToWorld(child.x, child.y, out positionX, out positionY); parent.worldToLocal(positionX, positionY, out positionX, out positionY); } float childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY; float offset = (float)Math.Atan2(childY, childX); float len1 = (float)Math.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/ float cosDenom = 2 * len1 * len2; if (cosDenom < 0.0001f) { child.rotationIK = childRotation + ((float)Math.Atan2(targetY, targetX) * radDeg - parentRotation - childRotation) * alpha; return; } float cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom; if (cos < -1) cos = -1; else if (cos > 1) cos = 1; float childAngle = (float)Math.Acos(cos) * bendDirection; float adjacent = len1 + len2 * cos, opposite = len2 * (float)Math.Sin(childAngle); float parentAngle = (float)Math.Atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite); float rotation = (parentAngle - offset) * radDeg - parentRotation; if (rotation > 180) rotation -= 360; else if (rotation < -180) // rotation += 360; parent.rotationIK = parentRotation + rotation * alpha; rotation = (childAngle + offset) * radDeg - childRotation; if (rotation > 180) rotation -= 360; else if (rotation < -180) // rotation += 360; child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha; } } }