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[c][cpp] Ported addition of uniform/compressed IK and rotation fix.

badlogic 7 years ago
parent
commit
66236adea5

+ 1 - 1
spine-c/spine-c/include/spine/Animation.h

@@ -452,7 +452,7 @@ typedef struct spIkConstraintTimeline {
 
 SP_API spIkConstraintTimeline* spIkConstraintTimeline_create (int framesCount);
 
-SP_API void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /**boolean**/ stretch);
+SP_API void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /*boolean*/ compress, int /**boolean**/ stretch);
 
 #ifdef SPINE_SHORT_NAMES
 typedef spIkConstraintTimeline IkConstraintTimeline;

+ 2 - 1
spine-c/spine-c/include/spine/IkConstraint.h

@@ -49,6 +49,7 @@ typedef struct spIkConstraint {
 
 	spBone* target;
 	int bendDirection;
+	int /*boolean*/ compress;
 	int /*boolean*/ stretch;
 	float mix;
 
@@ -70,7 +71,7 @@ SP_API void spIkConstraint_dispose (spIkConstraint* self);
 
 SP_API void spIkConstraint_apply (spIkConstraint* self);
 
-SP_API void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ stretch, float alpha);
+SP_API void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ compress, int /*boolean*/ stretch, int /*boolean*/ uniform, float alpha);
 SP_API void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDirection, int /*boolean*/ stretch, float alpha);
 
 #ifdef SPINE_SHORT_NAMES

+ 4 - 0
spine-c/spine-c/include/spine/IkConstraintData.h

@@ -46,7 +46,9 @@ typedef struct spIkConstraintData {
 
 	spBoneData* target;
 	int bendDirection;
+	int /*boolean*/ compress;
 	int /*boolean*/ stretch;
+	int /*boolean*/ uniform;
 	float mix;
 
 #ifdef __cplusplus
@@ -56,7 +58,9 @@ typedef struct spIkConstraintData {
 		bones(0),
 		target(0),
 		bendDirection(0),
+		compress(0),
 		stretch(0),
+		uniform(0),
 		mix(0) {
 	}
 #endif

+ 12 - 3
spine-c/spine-c/src/spine/Animation.c

@@ -1282,8 +1282,8 @@ void spDrawOrderTimeline_setFrame (spDrawOrderTimeline* self, int frameIndex, fl
 
 /**/
 
-static const int IKCONSTRAINT_PREV_TIME = -4, IKCONSTRAINT_PREV_MIX = -3, IKCONSTRAINT_PREV_BEND_DIRECTION = -2, IKCONSTRAINT_PREV_STRETCH = -1;
-static const int IKCONSTRAINT_MIX = 1, IKCONSTRAINT_BEND_DIRECTION = 2, IKCONSTRAINT_STRETCH = 3;
+static const int IKCONSTRAINT_PREV_TIME = -5, IKCONSTRAINT_PREV_MIX = -4, IKCONSTRAINT_PREV_BEND_DIRECTION = -3, IKCONSTRAINT_PREV_COMPRESS = -2, IKCONSTRAINT_PREV_STRETCH = -1;
+static const int IKCONSTRAINT_MIX = 1, IKCONSTRAINT_BEND_DIRECTION = 2, IKCONSTRAINT_COMPRESS = 3, IKCONSTRAINT_STRETCH = 4;
 
 void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, float lastTime, float time,
 		spEvent** firedEvents, int* eventsCount, float alpha, spMixBlend blend, spMixDirection direction) {
@@ -1301,11 +1301,13 @@ void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skel
 			case SP_MIX_BLEND_SETUP:
 				constraint->mix = constraint->data->mix;
 				constraint->bendDirection = constraint->data->bendDirection;
+				constraint->compress = constraint->data->compress;
 				constraint->stretch = constraint->data->stretch;
 				return;
 			case SP_MIX_BLEND_FIRST:
 				constraint->mix += (constraint->data->mix - constraint->mix) * alpha;
 				constraint->bendDirection = constraint->data->bendDirection;
+				constraint->compress = constraint->data->compress;
 				constraint->stretch = constraint->data->stretch;
 			case SP_MIX_BLEND_REPLACE:
 			case SP_MIX_BLEND_ADD:
@@ -1321,15 +1323,18 @@ void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skel
 			constraint->mix = constraint->data->mix + (frames[framesCount + IKCONSTRAINT_PREV_MIX] - constraint->data->mix) * alpha;
 			if (direction == SP_MIX_DIRECTION_OUT) {
 				constraint->bendDirection = constraint->data->bendDirection;
+				constraint->compress = constraint->data->compress;
 				constraint->stretch = constraint->data->stretch;
 			} else {
 				constraint->bendDirection = (int)frames[framesCount + IKCONSTRAINT_PREV_BEND_DIRECTION];
+				constraint->compress = frames[framesCount + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
 				constraint->stretch = frames[framesCount + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
 			}
 		} else {
 			constraint->mix += (frames[framesCount + IKCONSTRAINT_PREV_MIX] - constraint->mix) * alpha;
 			if (direction == SP_MIX_DIRECTION_IN) {
 				constraint->bendDirection = (int)frames[framesCount + IKCONSTRAINT_PREV_BEND_DIRECTION];
+				constraint->compress = frames[framesCount + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
 				constraint->stretch = frames[framesCount + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
 			}
 		}
@@ -1346,15 +1351,18 @@ void _spIkConstraintTimeline_apply (const spTimeline* timeline, spSkeleton* skel
 		constraint->mix = constraint->data->mix + (mix + (frames[frame + IKCONSTRAINT_MIX] - mix) * percent - constraint->data->mix) * alpha;
 		if (direction == SP_MIX_DIRECTION_OUT) {
 			constraint->bendDirection = constraint->data->bendDirection;
+			constraint->compress = constraint->data->compress;
 			constraint->stretch = constraint->data->stretch;
 		} else {
 			constraint->bendDirection = (int)frames[frame + IKCONSTRAINT_PREV_BEND_DIRECTION];
+			constraint->compress = frames[frame + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
 			constraint->stretch = frames[frame + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
 		}
 	} else {
 		constraint->mix += (mix + (frames[frame + IKCONSTRAINT_MIX] - mix) * percent - constraint->mix) * alpha;
 		if (direction == SP_MIX_DIRECTION_IN) {
 			constraint->bendDirection = (int)frames[frame + IKCONSTRAINT_PREV_BEND_DIRECTION];
+			constraint->compress = frames[frame + IKCONSTRAINT_PREV_COMPRESS] ? 1 : 0;
 			constraint->stretch = frames[frame + IKCONSTRAINT_PREV_STRETCH] ? 1 : 0;
 		}
 	}
@@ -1372,11 +1380,12 @@ spIkConstraintTimeline* spIkConstraintTimeline_create (int framesCount) {
 	return (spIkConstraintTimeline*)_spBaseTimeline_create(framesCount, SP_TIMELINE_IKCONSTRAINT, IKCONSTRAINT_ENTRIES, _spIkConstraintTimeline_apply, _spIkConstraintTimeline_getPropertyId);
 }
 
-void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /*boolean*/ stretch) {
+void spIkConstraintTimeline_setFrame (spIkConstraintTimeline* self, int frameIndex, float time, float mix, int bendDirection, int /*boolean*/ compress, int /*boolean*/ stretch) {
 	frameIndex *= IKCONSTRAINT_ENTRIES;
 	self->frames[frameIndex] = time;
 	self->frames[frameIndex + IKCONSTRAINT_MIX] = mix;
 	self->frames[frameIndex + IKCONSTRAINT_BEND_DIRECTION] = (float)bendDirection;
+	self->frames[frameIndex + IKCONSTRAINT_COMPRESS] = compress ? 1 : 0;
 	self->frames[frameIndex + IKCONSTRAINT_STRETCH] = stretch ? 1 : 0;
 }
 

+ 1 - 1
spine-c/spine-c/src/spine/AnimationState.c

@@ -554,11 +554,11 @@ void _spAnimationState_applyRotateTimeline (spAnimationState* self, spTimeline*
 	/* Mix between rotations using the direction of the shortest route on the first frame while detecting crosses. */
 	r1 = blend == SP_MIX_BLEND_SETUP ? bone->data->rotation : bone->rotation;
 	diff = r2 - r1;
+	diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
 	if (diff == 0) {
 		total = timelinesRotation[i];
 	} else {
 		float lastTotal, lastDiff;
-		diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
 		if (firstFrame) {
 			lastTotal = 0;
 			lastDiff = diff;

+ 12 - 6
spine-c/spine-c/src/spine/IkConstraint.c

@@ -39,6 +39,7 @@ spIkConstraint *spIkConstraint_create(spIkConstraintData *data, const spSkeleton
 	spIkConstraint *self = NEW(spIkConstraint);
 	CONST_CAST(spIkConstraintData*, self->data) = data;
 	self->bendDirection = data->bendDirection;
+	self->compress = data->compress;
 	self->stretch = data->stretch;
 	self->mix = data->mix;
 
@@ -59,7 +60,7 @@ void spIkConstraint_dispose(spIkConstraint *self) {
 void spIkConstraint_apply(spIkConstraint *self) {
 	switch (self->bonesCount) {
 		case 1:
-			spIkConstraint_apply1(self->bones[0], self->target->worldX, self->target->worldY, self->stretch, self->mix);
+			spIkConstraint_apply1(self->bones[0], self->target->worldX, self->target->worldY, self->compress, self->stretch, self->data->uniform, self->mix);
 			break;
 		case 2:
 			spIkConstraint_apply2(self->bones[0], self->bones[1], self->target->worldX, self->target->worldY, self->bendDirection, self->stretch, self->mix);
@@ -67,9 +68,9 @@ void spIkConstraint_apply(spIkConstraint *self) {
 	}
 }
 
-void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ stretch, float alpha) {
+void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*boolean*/ compress, int /*boolean*/ stretch, int /*boolean*/ uniform, float alpha) {
 	spBone* p = bone->parent;
-	float id, x, y, tx, ty, rotationIK, sx;
+	float id, x, y, tx, ty, rotationIK, sx, sy, s;
 	if (!bone->appliedValid) spBone_updateAppliedTransform(bone);
 	id = 1 / (p->a * p->d - p->b * p->c);
 	x = targetX - p->worldX, y = targetY - p->worldY;
@@ -79,12 +80,17 @@ void spIkConstraint_apply1 (spBone* bone, float targetX, float targetY, int /*bo
 	if (rotationIK > 180) rotationIK -= 360;
 	else if (rotationIK < -180) rotationIK += 360;
 	sx = bone->ascaleX;
-	if (stretch) {
+	sy = bone->ascaleY;
+	if (compress || stretch) {
 		float b = bone->data->length * sx, dd = SQRT(tx * tx + ty * ty);
-		if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha - 1;
+		if ((compress && dd < b) || (stretch && dd > b) && (b > 0.0001f)) {
+			s = (dd / b - 1) * alpha + 1;
+			sx *= s;
+			if (uniform) sy *= s;
+		}
 	}
 	spBone_updateWorldTransformWith(bone, bone->ax, bone->ay, bone->arotation + rotationIK * alpha, sx,
-		bone->ascaleY, bone->ashearX, bone->ashearY);
+		sy, bone->ashearX, bone->ashearY);
 }
 
 void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float targetY, int bendDir, int /*boolean*/ stretch, float alpha) {

+ 2 - 0
spine-c/spine-c/src/spine/IkConstraintData.c

@@ -35,7 +35,9 @@ spIkConstraintData* spIkConstraintData_create (const char* name) {
 	spIkConstraintData* self = NEW(spIkConstraintData);
 	MALLOC_STR(self->name, name);
 	self->bendDirection = 1;
+	self->compress = 0;
 	self->stretch = 0;
+	self->uniform = 0;
 	self->mix = 1;
 	return self;
 }

+ 1 - 0
spine-c/spine-c/src/spine/Skeleton.c

@@ -436,6 +436,7 @@ void spSkeleton_setBonesToSetupPose (const spSkeleton* self) {
 	for (i = 0; i < self->ikConstraintsCount; ++i) {
 		spIkConstraint* ikConstraint = self->ikConstraints[i];
 		ikConstraint->bendDirection = ikConstraint->data->bendDirection;
+		ikConstraint->compress = ikConstraint->data->compress;
 		ikConstraint->stretch = ikConstraint->data->stretch;
 		ikConstraint->mix = ikConstraint->data->mix;
 	}

+ 4 - 1
spine-c/spine-c/src/spine/SkeletonBinary.c

@@ -392,8 +392,9 @@ static spAnimation* _spSkeletonBinary_readAnimation (spSkeletonBinary* self, con
 			float time = readFloat(input);
 			float mix = readFloat(input);
 			signed char bendDirection = readSByte(input);
+			int compress = readBoolean(input);
 			int stretch = readBoolean(input);
-			spIkConstraintTimeline_setFrame(timeline, frameIndex, time, mix, bendDirection, stretch);
+			spIkConstraintTimeline_setFrame(timeline, frameIndex, time, mix, bendDirection, compress, stretch);
 			if (frameIndex < frameCount - 1) readCurve(input, SUPER(timeline), frameIndex);
 		}
 		spTimelineArray_add(timelines, (spTimeline*)timeline);
@@ -956,7 +957,9 @@ spSkeletonData* spSkeletonBinary_readSkeletonData (spSkeletonBinary* self, const
 		data->target = skeletonData->bones[readVarint(input, 1)];
 		data->mix = readFloat(input);
 		data->bendDirection = readSByte(input);
+		data->compress = readBoolean(input);
 		data->stretch = readBoolean(input);
+		data->uniform = readBoolean(input);
 		skeletonData->ikConstraints[i] = data;
 	}
 

+ 3 - 1
spine-c/spine-c/src/spine/SkeletonJson.c

@@ -299,7 +299,7 @@ static spAnimation* _spSkeletonJson_readAnimation (spSkeletonJson* self, Json* r
 		}
 		for (valueMap = constraintMap->child, frameIndex = 0; valueMap; valueMap = valueMap->next, ++frameIndex) {
 			spIkConstraintTimeline_setFrame(timeline, frameIndex, Json_getFloat(valueMap, "time", 0), Json_getFloat(valueMap, "mix", 1),
-					Json_getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json_getInt(valueMap, "stretch", 0) ? 1 : 0);
+					Json_getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json_getInt(valueMap, "compress", 0) ? 1 : 0, Json_getInt(valueMap, "stretch", 0) ? 1 : 0);
 			readCurve(valueMap, SUPER(timeline), frameIndex);
 		}
 		animation->timelines[animation->timelinesCount++] = SUPER_CAST(spTimeline, timeline);
@@ -737,7 +737,9 @@ spSkeletonData* spSkeletonJson_readSkeletonData (spSkeletonJson* self, const cha
 			}
 
 			data->bendDirection = Json_getInt(constraintMap, "bendPositive", 1) ? 1 : -1;
+			data->compress = Json_getInt(constraintMap, "compress", 0) ? 1 : 0;
 			data->stretch = Json_getInt(constraintMap, "stretch", 0) ? 1 : 0;
+			data->uniform = Json_getInt(constraintMap, "uniform", 0) ? 1 : 0;
 			data->mix = Json_getFloat(constraintMap, "mix", 1);
 
 			skeletonData->ikConstraints[i] = data;

+ 6 - 1
spine-cpp/spine-cpp/include/spine/IkConstraint.h

@@ -52,7 +52,7 @@ RTTI_DECL
 public:
 	/// 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 void apply(Bone &bone, float targetX, float targetY, bool stretch, float alpha);
+	static void apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float 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.
@@ -80,6 +80,10 @@ public:
 
 	void setBendDirection(int inValue);
 
+	bool getCompress();
+
+	void setCompress(bool inValue);
+
 	bool getStretch();
 
 	void setStretch(bool inValue);
@@ -92,6 +96,7 @@ private:
 	IkConstraintData &_data;
 	Vector<Bone *> _bones;
 	int _bendDirection;
+	bool _compress;
 	bool _stretch;
 	float _mix;
 	Bone *_target;

+ 8 - 0
spine-cpp/spine-cpp/include/spine/IkConstraintData.h

@@ -65,8 +65,14 @@ namespace Spine {
         int getBendDirection();
         void setBendDirection(int inValue);
 
+        bool getCompress();
+        void setCompress(bool inValue);
+
         bool getStretch();
         void setStretch(bool inValue);
+
+        bool getUniform();
+        void setUniform(bool inValue);
         
         float getMix();
         void setMix(float inValue);
@@ -77,7 +83,9 @@ namespace Spine {
         Vector<BoneData*> _bones;
         BoneData* _target;
         int _bendDirection;
+        bool _compress;
         bool _stretch;
+        bool _uniform;
         float _mix;
     };
 }

+ 3 - 3
spine-cpp/spine-cpp/include/spine/IkConstraintTimeline.h

@@ -50,11 +50,11 @@ namespace Spine {
         virtual int getPropertyId();
         
         /// Sets the time, mix and bend direction of the specified keyframe.
-        void setFrame (int frameIndex, float time, float mix, int bendDirection, bool stretch);
+        void setFrame (int frameIndex, float time, float mix, int bendDirection, bool compress, bool stretch);
         
     private:
-        static const int PREV_TIME, PREV_MIX, PREV_BEND_DIRECTION, PREV_STRETCH;
-        static const int MIX, BEND_DIRECTION, STRETCH;
+        static const int PREV_TIME, PREV_MIX, PREV_BEND_DIRECTION, PREV_COMPRESS, PREV_STRETCH;
+        static const int MIX, BEND_DIRECTION, COMPRESS, STRETCH;
         
         Vector<float> _frames;
         int _ikConstraintIndex;

+ 1 - 1
spine-cpp/spine-cpp/src/spine/AnimationState.cpp

@@ -714,10 +714,10 @@ void AnimationState::applyRotateTimeline(RotateTimeline *rotateTimeline, Skeleto
 	// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
 	float r1 = blend == MixBlend_Setup ? bone->_data._rotation : bone->_rotation;
 	float total, diff = 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;
 		float lastTotal, lastDiff;
 		if (firstFrame) {
 			lastTotal = 0;

+ 19 - 5
spine-cpp/spine-cpp/src/spine/IkConstraint.cpp

@@ -40,7 +40,7 @@ using namespace Spine;
 
 RTTI_IMPL(IkConstraint, Constraint)
 
-void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool stretch, float alpha) {
+void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha) {
 	Bone *p = bone.getParent();
 	float id, x, y, tx, ty, rotationIK;
 	if (!bone._appliedValid) bone.updateAppliedTransform();
@@ -53,12 +53,17 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool stretch,
 	if (rotationIK > 180) rotationIK -= 360;
 	else if (rotationIK < -180) rotationIK += 360;
 	float sx = bone._ascaleX;
-	if (stretch) {
+	float sy = bone._ascaleY;
+	if (compress || stretch) {
 		float b = bone._data.getLength() * sx, dd = MathUtil::sqrt(tx * tx + ty * ty);
-		if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha + 1;
+		if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
+			float s = (dd / b - 1) * alpha + 1;
+			sx *= s;
+			if (uniform) sy *= s;
+		}
 	}
 	bone.updateWorldTransform(bone._ax, bone._ay, bone._arotation + rotationIK * alpha, sx,
-							  bone._ascaleY, bone._ashearX, bone._ashearY);
+							  sy, bone._ashearX, bone._ashearY);
 }
 
 void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, float alpha) {
@@ -202,6 +207,7 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
 IkConstraint::IkConstraint(IkConstraintData &data, Skeleton &skeleton) : Constraint(),
 																		 _data(data),
 																		 _bendDirection(data.getBendDirection()),
+																		 _compress(data.getCompress()),
 																		 _stretch(data.getStretch()),
 																		 _mix(data.getMix()),
 																		 _target(skeleton.findBone(
@@ -222,7 +228,7 @@ void IkConstraint::update() {
 	switch (_bones.size()) {
 		case 1: {
 			Bone *bone0 = _bones[0];
-			apply(*bone0, _target->getWorldX(), _target->getWorldY(), _stretch, _mix);
+			apply(*bone0, _target->getWorldX(), _target->getWorldY(), _compress, _stretch, _data._uniform, _mix);
 		}
 			break;
 		case 2: {
@@ -277,3 +283,11 @@ bool IkConstraint::getStretch() {
 void IkConstraint::setStretch(bool inValue) {
 	_stretch = inValue;
 }
+
+bool IkConstraint::getCompress() {
+	return _compress;
+}
+
+void IkConstraint::setCompress(bool inValue) {
+	_compress = inValue;
+}

+ 19 - 0
spine-cpp/spine-cpp/src/spine/IkConstraintData.cpp

@@ -39,7 +39,9 @@ IkConstraintData::IkConstraintData(const String &name) :
 		_order(0),
 		_target(NULL),
 		_bendDirection(1),
+		_compress(false),
 		_stretch(false),
+		_uniform(false),
 		_mix(1) {
 }
 
@@ -90,3 +92,20 @@ bool IkConstraintData::getStretch() {
 void IkConstraintData::setStretch(bool inValue) {
 	_stretch = inValue;
 }
+
+bool IkConstraintData::getCompress() {
+	return _compress;
+}
+
+void IkConstraintData::setCompress(bool inValue) {
+	_compress = inValue;
+}
+
+
+bool IkConstraintData::getUniform() {
+	return _uniform;
+}
+
+void IkConstraintData::setUniform(bool inValue) {
+	_uniform = inValue;
+}

+ 18 - 7
spine-cpp/spine-cpp/src/spine/IkConstraintTimeline.cpp

@@ -44,14 +44,16 @@ using namespace Spine;
 
 RTTI_IMPL(IkConstraintTimeline, CurveTimeline)
 
-const int IkConstraintTimeline::ENTRIES = 4;
-const int IkConstraintTimeline::PREV_TIME = -4;
-const int IkConstraintTimeline::PREV_MIX = -3;
-const int IkConstraintTimeline::PREV_BEND_DIRECTION = -2;
+const int IkConstraintTimeline::ENTRIES = 5;
+const int IkConstraintTimeline::PREV_TIME = -5;
+const int IkConstraintTimeline::PREV_MIX = -4;
+const int IkConstraintTimeline::PREV_BEND_DIRECTION = -3;
+const int IkConstraintTimeline::PREV_COMPRESS = -2;
 const int IkConstraintTimeline::PREV_STRETCH = -1;
 const int IkConstraintTimeline::MIX = 1;
 const int IkConstraintTimeline::BEND_DIRECTION = 2;
-const int IkConstraintTimeline::STRETCH = 3;
+const int IkConstraintTimeline::COMPRESS = 3;
+const int IkConstraintTimeline::STRETCH = 4;
 
 IkConstraintTimeline::IkConstraintTimeline(int frameCount) : CurveTimeline(frameCount), _ikConstraintIndex(0) {
 	_frames.setSize(frameCount * ENTRIES, 0);
@@ -69,11 +71,13 @@ void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time,
 			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;
 			default:
@@ -88,15 +92,18 @@ void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time,
 					constraint._data._mix + (_frames[_frames.size() + PREV_MIX] - 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[_frames.size() + PREV_BEND_DIRECTION];
+				constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
 				constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
 			}
 		} else {
 			constraint._mix += (_frames[_frames.size() + PREV_MIX] - constraint._mix) * alpha;
 			if (direction == MixDirection_In) {
 				constraint._bendDirection = (int) _frames[_frames.size() + PREV_BEND_DIRECTION];
+				constraint._compress = _frames[_frames.size() + PREV_COMPRESS] != 0;
 				constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
 			}
 		}
@@ -115,15 +122,18 @@ void IkConstraintTimeline::apply(Skeleton &skeleton, float lastTime, float time,
 				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[_frames.size() + PREV_BEND_DIRECTION];
-			constraint._stretch = _frames[_frames.size() + PREV_STRETCH] != 0;
+			constraint._compress = _frames[frame + PREV_COMPRESS] != 0;
+			constraint._stretch = _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 = _frames[frame + PREV_COMPRESS] != 0;
 			constraint._stretch = _frames[frame + PREV_STRETCH] != 0;
 		}
 	}
@@ -133,10 +143,11 @@ int IkConstraintTimeline::getPropertyId() {
 	return ((int) TimelineType_IkConstraint << 24) + _ikConstraintIndex;
 }
 
-void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, int bendDirection, bool stretch) {
+void IkConstraintTimeline::setFrame(int frameIndex, float time, float mix, int bendDirection, bool compress, bool stretch) {
 	frameIndex *= ENTRIES;
 	_frames[frameIndex] = time;
 	_frames[frameIndex + MIX] = mix;
 	_frames[frameIndex + BEND_DIRECTION] = (float)bendDirection;
+	_frames[frameIndex + COMPRESS] = compress ? 1 : 0;
 	_frames[frameIndex + STRETCH] = stretch ? 1 : 0;
 }

+ 1 - 0
spine-cpp/spine-cpp/src/spine/Skeleton.cpp

@@ -226,6 +226,7 @@ void Skeleton::setBonesToSetupPose() {
 		IkConstraint &constraint = *constraintP;
 
 		constraint._bendDirection = constraint._data._bendDirection;
+		constraint._compress = constraint._data._compress;
 		constraint._stretch = constraint._data._stretch;
 		constraint._mix = constraint._data._mix;
 	}

+ 4 - 1
spine-cpp/spine-cpp/src/spine/SkeletonBinary.cpp

@@ -199,7 +199,9 @@ SkeletonData *SkeletonBinary::readSkeletonData(const unsigned char *binary, cons
 		data->_target = skeletonData->_bones[readVarint(input, true)];
 		data->_mix = readFloat(input);
 		data->_bendDirection = readSByte(input);
+		data->_compress = readBoolean(input);
 		data->_stretch = readBoolean(input);
+		data->_uniform = readBoolean(input);
 		skeletonData->_ikConstraints[i] = data;
 	}
 
@@ -771,8 +773,9 @@ Animation *SkeletonBinary::readAnimation(const String &name, DataInput *input, S
 			float time = readFloat(input);
 			float mix = readFloat(input);
 			signed char bendDirection = readSByte(input);
+			bool compress = readBoolean(input);
 			bool stretch = readBoolean(input);
-			timeline->setFrame(frameIndex, time, mix, bendDirection, stretch);
+			timeline->setFrame(frameIndex, time, mix, bendDirection, compress, stretch);
 			if (frameIndex < frameCount - 1) {
 				readCurve(input, frameIndex, timeline);
 			}

+ 4 - 2
spine-cpp/spine-cpp/src/spine/SkeletonJson.cpp

@@ -281,9 +281,11 @@ SkeletonData *SkeletonJson::readSkeletonData(const char *json) {
 				return NULL;
 			}
 
+			data->_mix = Json::getFloat(constraintMap, "mix", 1);
 			data->_bendDirection = Json::getInt(constraintMap, "bendPositive", 1) ? 1 : -1;
+			data->_compress = Json::getInt(constraintMap, "compress", 0) ? true: false;
 			data->_stretch = Json::getInt(constraintMap, "stretch", 0) ? true: false;
-			data->_mix = Json::getFloat(constraintMap, "mix", 1);
+			data->_uniform = Json::getInt(constraintMap, "uniform", 0) ? true: false;
 
 			skeletonData->_ikConstraints[i] = data;
 		}
@@ -916,7 +918,7 @@ Animation *SkeletonJson::readAnimation(Json *root, SkeletonData *skeletonData) {
 		}
 		for (valueMap = constraintMap->_child, frameIndex = 0; valueMap; valueMap = valueMap->_next, ++frameIndex) {
 			timeline->setFrame(frameIndex, Json::getFloat(valueMap, "time", 0), Json::getFloat(valueMap, "mix", 1),
-							   Json::getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json::getInt(valueMap, "stretch", 0) ? true : false);
+							   Json::getInt(valueMap, "bendPositive", 1) ? 1 : -1, Json::getInt(valueMap, "compress", 0) ? true : false, Json::getInt(valueMap, "stretch", 0) ? true : false);
 			readCurve(valueMap, timeline, frameIndex);
 		}
 		timelines.add(timeline);