Files
SpineViewer/SpineRuntimes/SpineRuntime34/IkConstraint.cs
2025-08-17 16:16:59 +08:00

235 lines
8.2 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,
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* 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<Bone> bones = new ExposedList<Bone>();
internal Bone target;
internal float mix;
internal int bendDirection;
internal int level;
public IkConstraintData Data { get { return data; } }
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);
}
public void Update () {
Apply();
}
public void Apply () {
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) {
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);
}
/// <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;
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);
}
}
}