فهرست منبع

[as3] Ported addition of uniform/compressed IK and rotation fix. See #1163.

badlogic 7 سال پیش
والد
کامیت
057d81799b

BIN
spine-as3/spine-as3-example/lib/spine-as3.swc


+ 11 - 4
spine-as3/spine-as3/src/spine/IkConstraint.as

@@ -34,6 +34,7 @@ package spine {
 		public var bones : Vector.<Bone>;
 		public var target : Bone;
 		public var bendDirection : int;
+		public var compress: Boolean;
 		public var stretch: Boolean;
 		public var mix : Number;
 
@@ -43,6 +44,7 @@ package spine {
 			_data = data;
 			mix = data.mix;
 			bendDirection = data.bendDirection;
+			compress = data.compress;
 			stretch = data.stretch;
 
 			bones = new Vector.<Bone>();
@@ -58,7 +60,7 @@ package spine {
 		public function update() : void {
 			switch (bones.length) {
 				case 1:
-					apply1(bones[0], target.worldX, target.worldY, stretch, mix);
+					apply1(bones[0], target.worldX, target.worldY, compress, stretch, _data.uniform, mix);
 					break;
 				case 2:
 					apply2(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, mix);
@@ -80,7 +82,7 @@ package spine {
 
 		/** 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 function apply1(bone : Bone, targetX : Number, targetY : Number, stretch : Boolean, alpha : Number) : void {
+		static public function apply1(bone : Bone, targetX : Number, targetY : Number, compress: Boolean, stretch : Boolean, uniform: Boolean, alpha : Number) : void {
 			if (!bone.appliedValid) bone.updateAppliedTransform();
 			var p : Bone = bone.parent;
 			var id : Number = 1 / (p.a * p.d - p.b * p.c);
@@ -92,11 +94,16 @@ package spine {
 				rotationIK -= 360;
 			else if (rotationIK < -180) rotationIK += 360;
 			var sx : Number = bone.ascaleX;
+			var sy : Number = bone.ascaleY;
 			if (stretch) {
 				var b : Number = bone.data.length * sx, dd : Number = Math.sqrt(tx * tx + ty * ty);
-				if (dd > b && b > 0.0001) sx *= (dd / b - 1) * alpha + 1;
+				if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) {
+					var s : Number = (dd / b - 1) * alpha + 1;
+					sx *= s;
+					if (uniform) sy *= s;
+				}				
 			}
-			bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, bone.ascaleY, bone.ashearX, bone.ashearY);
+			bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
 		}
 
 		/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The

+ 2 - 0
spine-as3/spine-as3/src/spine/IkConstraintData.as

@@ -36,7 +36,9 @@ package spine {
 		public var target : BoneData;
 		public var mix : Number = 1;
 		public var bendDirection : int = 1;
+		public var compress : Boolean = false;
 		public var stretch : Boolean = false;
+		public var uniform : Boolean = false;
 
 		public function IkConstraintData(name : String) {
 			if (name == null) throw new ArgumentError("name cannot be null.");

+ 3 - 2
spine-as3/spine-as3/src/spine/Skeleton.as

@@ -290,9 +290,10 @@ package spine {
 				bone.setToSetupPose();
 
 			for each (var ikConstraint : IkConstraint in ikConstraints) {
-				ikConstraint.bendDirection = ikConstraint._data.bendDirection;
-				ikConstraint.stretch = ikConstraint._data.stretch;
 				ikConstraint.mix = ikConstraint._data.mix;
+				ikConstraint.bendDirection = ikConstraint._data.bendDirection;				
+				ikConstraint.compress = ikConstraint._data.compress;
+				ikConstraint.stretch = ikConstraint._data.stretch;				
 			}
 
 			for each (var transformConstraint : TransformConstraint in transformConstraints) {

+ 6 - 3
spine-as3/spine-as3/src/spine/SkeletonJson.as

@@ -158,7 +158,9 @@ package spine {
 				if (!ikConstraintData.target) throw new Error("Target bone not found: " + constraintMap["target"]);
 
 				ikConstraintData.bendDirection = (!constraintMap.hasOwnProperty("bendPositive") || constraintMap["bendPositive"]) ? 1 : -1;
-				ikConstraintData.stretch = (!constraintMap.hasOwnProperty("stretch") || constraintMap["stretch"]);
+				ikConstraintData.compress = (constraintMap.hasOwnProperty("compress") && constraintMap["compress"]);
+				ikConstraintData.stretch = (constraintMap.hasOwnProperty("stretch") && constraintMap["stretch"]);
+				ikConstraintData.uniform = (constraintMap.hasOwnProperty("uniform") && constraintMap["uniform"]);
 				ikConstraintData.mix = constraintMap.hasOwnProperty("mix") ? constraintMap["mix"] : 1;
 
 				skeletonData.ikConstraints.push(ikConstraintData);
@@ -532,8 +534,9 @@ package spine {
 				for each (valueMap in values) {
 					var mix : Number = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
 					var bendDirection : int = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
-					var stretch : Boolean = (!valueMap.hasOwnProperty("stretch") || valueMap["stretch"]);
-					ikTimeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection, stretch);
+					var compress : Boolean = (valueMap.hasOwnProperty("compress") && valueMap["compress"]);
+					var stretch : Boolean = (valueMap.hasOwnProperty("stretch") && valueMap["stretch"]);
+					ikTimeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection, compress, stretch);
 					readCurve(valueMap, ikTimeline, frameIndex);
 					frameIndex++;
 				}

+ 2 - 2
spine-as3/spine-as3/src/spine/animation/AnimationState.as

@@ -314,10 +314,10 @@ package spine.animation {
 			// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
 			var r1 : Number = blend == MixBlend.setup ? bone.data.rotation : bone.rotation;
 			var total : Number, diff : Number = r2 - r1;
+			diff -= (16384 - int((16384.499999999996 - diff / 360))) * 360;
 			if (diff == 0) {
 				total = timelinesRotation[i];
-			} else {
-				diff -= (16384 - int((16384.499999999996 - diff / 360))) * 360;
+			} else {				
 				var lastTotal : Number, lastDiff : Number;
 				if (firstFrame) {
 					lastTotal = 0;

+ 14 - 5
spine-as3/spine-as3/src/spine/animation/IkConstraintTimeline.as

@@ -34,11 +34,11 @@ package spine.animation {
 	import spine.Skeleton;
 
 	public class IkConstraintTimeline extends CurveTimeline {
-		static public const ENTRIES : int = 4;
-		static internal const PREV_TIME : int = -4, PREV_MIX : int = -3, PREV_BEND_DIRECTION : int = -2, PREV_STRETCH : int = -1;
-		static internal const MIX : int = 1, BEND_DIRECTION : int = 2, STRETCH : int = 3;
+		static public const ENTRIES : int = 5;
+		static internal const PREV_TIME : int = -5, PREV_MIX : int = -4, PREV_BEND_DIRECTION : int = -3, PREV_COMPRESS : int = -2, PREV_STRETCH : int = -1;
+		static internal const MIX : int = 1, BEND_DIRECTION : int = 2, COMPRESS : int = 3, STRETCH : int = 4;
 		public var ikConstraintIndex : int;
-		public var frames : Vector.<Number>; // time, mix, bendDirection, ...
+		public var frames : Vector.<Number>; // time, mix, bendDirection, compress, stretch, ...
 
 		public function IkConstraintTimeline(frameCount : int) {
 			super(frameCount);
@@ -50,11 +50,12 @@ package spine.animation {
 		}
 
 		/** Sets the time, mix and bend direction of the specified keyframe. */
-		public function setFrame(frameIndex : int, time : Number, mix : Number, bendDirection : int, stretch: Boolean) : void {
+		public function setFrame(frameIndex : int, time : Number, mix : Number, bendDirection : int, compress: Boolean, stretch: Boolean) : void {
 			frameIndex *= ENTRIES;
 			frames[frameIndex] = time;
 			frames[int(frameIndex + MIX)] = mix;
 			frames[int(frameIndex + BEND_DIRECTION)] = bendDirection;
+			frames[int(frameIndex + COMPRESS)] = compress ? 1 : 0;
 			frames[int(frameIndex + STRETCH)] = stretch ? 1 : 0;
 		}
 
@@ -65,11 +66,13 @@ package spine.animation {
 				case MixBlend.setup:
 					constraint.mix = constraint.data.mix;
 					constraint.bendDirection = constraint.data.bendDirection;
+					constraint.compress = constraint.data.compress;
 					constraint.stretch = constraint.data.stretch;
 					return;
 				case MixBlend.first:
 					constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
 					constraint.bendDirection = constraint.data.bendDirection;
+					constraint.compress = constraint.data.compress;
 					constraint.stretch = constraint.data.stretch;
 				}
 				return;
@@ -81,15 +84,18 @@ package spine.animation {
 					
 					if (direction == MixDirection.Out) {
 						constraint.bendDirection = constraint.data.bendDirection;
+						constraint.compress = constraint.data.compress;
 						constraint.stretch = constraint.data.stretch;
 					} else {
 						constraint.bendDirection = int(frames[frames.length + PREV_BEND_DIRECTION]);
+						constraint.compress = int(frames[frames.length + PREV_COMPRESS]) != 0;
 						constraint.stretch = int(frames[frames.length + PREV_STRETCH]) != 0;
 					}					
 				} else {
 					constraint.mix += (frames[frames.length + PREV_MIX] - constraint.mix) * alpha;
 					if (direction == MixDirection.In) {
 						constraint.bendDirection = int(frames[frames.length + PREV_BEND_DIRECTION]);
+						constraint.compress = int(frames[frames.length + PREV_COMPRESS]) != 0;
 						constraint.stretch = int(frames[frames.length + PREV_STRETCH]) != 0;
 					}
 				}
@@ -106,15 +112,18 @@ package spine.animation {
 				constraint.mix = constraint.data.mix + (mix + (frames[frame + MIX] - mix) * percent - constraint.data.mix) * alpha;
 				if (direction == MixDirection.Out) {
 					constraint.bendDirection = constraint.data.bendDirection;
+					constraint.compress = constraint.data.compress;
 					constraint.stretch = constraint.data.stretch;	
 				} else {
 					constraint.bendDirection = int(frames[frame + PREV_BEND_DIRECTION]);
+					constraint.compress = int(frames[frame + PREV_COMPRESS]) != 0;
 					constraint.stretch = int(frames[frame + PREV_STRETCH]) != 0;
 				}				
 			} else {
 				constraint.mix += (mix + (frames[frame + MIX] - mix) * percent - constraint.mix) * alpha;
 				if (direction == MixDirection.In) {
 					constraint.bendDirection = int(frames[frame + PREV_BEND_DIRECTION]);
+					constraint.compress = int(frames[frame + PREV_COMPRESS]) != 0;
 					constraint.stretch = int(frames[frame + PREV_STRETCH]) != 0;
 				}
 			}

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spine-starling/spine-starling-example/lib/spine-as3.swc


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spine-starling/spine-starling-example/lib/spine-starling.swc


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spine-starling/spine-starling/lib/spine-as3.swc