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@@ -71,6 +71,22 @@ function TransformConstraint:apply ()
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end
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function TransformConstraint:update ()
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+ if self.data.local_ then
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+ if self.data.relative then
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+ self:applyRelativeLocal()
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+ else
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+ self:applyAbsoluteLocal()
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+ end
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+ else
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+ if self.data.relative then
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+ self:applyRelativeWorld()
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+ else
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+ self:applyAbsoluteWorld()
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+ end
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+ end
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+end
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+
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+function TransformConstraint:applyAbsoluteWorld ()
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local rotateMix = self.rotateMix
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local translateMix = self.translateMix
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local scaleMix = self.scaleMix
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@@ -119,19 +135,17 @@ function TransformConstraint:update ()
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end
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if scaleMix > 0 then
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- local bs = math_sqrt(bone.a * bone.a + bone.c * bone.c)
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+ local s = math_sqrt(bone.a * bone.a + bone.c * bone.c)
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local ts = math_sqrt(ta * ta + tc * tc)
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- local s = 0
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- if bs > 0.00001 then
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- s = (bs + (ts - bs + self.data.offsetScaleX) * scaleMix) / bs
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+ if s > 0.00001 then
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+ s = (s + (ts - s + self.data.offsetScaleX) * scaleMix) / s
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end
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bone.a = bone.a * s
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bone.c = bone.c * s
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- bs = math_sqrt(bone.b * bone.b + bone.d * bone.d)
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+ s = math_sqrt(bone.b * bone.b + bone.d * bone.d)
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ts = math_sqrt(tb * tb + td * td)
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- s = 0
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- if bs > 0.00001 then
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- s = (bs + (ts - bs + self.data.offsetScaleY) * scaleMix) / bs
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+ if s > 0.00001 then
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+ s = (s + (ts - s + self.data.offsetScaleY) * scaleMix) / s
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end
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bone.b = bone.b * s
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bone.d = bone.d * s
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@@ -159,4 +173,170 @@ function TransformConstraint:update ()
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end
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end
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+function TransformConstraint:applyRelativeWorld ()
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+ local rotateMix = self.rotateMix
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+ local translateMix = self.translateMix
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+ local scaleMix = self.scaleMix
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+ local shearMix = self.shearMix
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+ local target = self.target
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+ local ta = target.a
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+ local tb = target.b
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+ local tc = target.c
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+ local td = target.d
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+ local degRadReflect = 0;
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+ if ta * td - tb * tc > 0 then degRadReflect = utils.degRad else degRadReflect = -utils.degRad end
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+ local offsetRotation = self.data.offsetRotation * degRadReflect
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+ local offsetShearY = self.data.offsetShearY * degRadReflect
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+ local bones = self.bones
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+ for i, bone in ipairs(bones) do
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+ local modified = false
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+
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+ if rotateMix ~= 0 then
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+ local a = bone.a
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+ local b = bone.b
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+ local c = bone.c
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+ local d = bone.d
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+ local r = math_atan2(tc, ta) + offsetRotation
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+ if r > math_pi then
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+ r = r - math_pi2
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+ elseif r < -math_pi then
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+ r = r + math_pi2
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+ end
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+ r = r * rotateMix
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+ local cos = math_cos(r)
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+ local sin = math_sin(r)
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+ bone.a = cos * a - sin * c
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+ bone.b = cos * b - sin * d
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+ bone.c = sin * a + cos * c
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+ bone.d = sin * b + cos * d
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+ modified = true
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+ end
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+
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+ if translateMix ~= 0 then
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+ local temp = self.temp
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+ temp[1] = self.data.offsetX
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+ temp[2] = self.data.offsetY
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+ target:localToWorld(temp)
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+ bone.worldX = bone.worldX + temp[1] * translateMix
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+ bone.worldY = bone.worldY + temp[2] * translateMix
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+ modified = true
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+ end
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+
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+ if scaleMix > 0 then
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+ local s = (math_sqrt(ta * ta + tc * tc) - 1 + self.data.offsetScaleX) * scaleMix + 1
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+ bone.a = bone.a * s
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+ bone.c = bone.c * s
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+ local s = (math_sqrt(tb * tb + td * td) - 1 + self.data.offsetScaleY) * scaleMix + 1
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+ bone.b = bone.b * s
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+ bone.d = bone.d * s
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+ modified = true
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+ end
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+
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+ if shearMix > 0 then
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+ local r = math_atan2(td, tb) - math_atan2(tc, ta)
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+ if r > math_pi then
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+ r = r - math_pi2
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+ elseif r < -math_pi then
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+ r = r + math_pi2
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+ end
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+ local b = bone.b
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+ local d = bone.d
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+ r = math_atan2(d, b) + (r - math_pi / 2 + offsetShearY) * shearMix;
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+ local s = math_sqrt(b * b + d * d)
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+ bone.b = math_cos(r) * s
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+ bone.d = math_sin(r) * s
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+ modified = true
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+ end
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+
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+ if modified then bone.appliedValid = false end
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+ end
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+end
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+
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+function TransformConstraint:applyAbsoluteLocal ()
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+ local rotateMix = self.rotateMix
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+ local translateMix = self.translateMix
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+ local scaleMix = self.scaleMix
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+ local shearMix = self.shearMix
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+ local target = self.target
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+ if not target.appliedValid then target:updatedAppliedTransform() end
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+ local bones = self.bones
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+ for i, bone in ipairs(bones) do
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+ local modified = false
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+ if not bone.appliedValid then bone:updateAppliedTransform() end
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+
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+ local rotation = bone.arotation
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+ if rotateMix ~= 0 then
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+ local r = target.arotation - rotation + self.data.offsetRotation
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+ r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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+ rotation = rotation + r * rotateMix
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+ end
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+
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+ local x = bone.ax
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+ local y = bone.ay
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+ if translateMix ~= 0 then
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+ x = x + (target.ax - x + self.data.offsetX) * translateMix
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+ y = x + (target.ay - y + self.data.offsetY) * translateMix
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+ end
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+
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+ local scaleX = bone.ascaleX
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+ local scaleY = bone.ascaleY
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+ if scaleMix > 0 then
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+ if scaleX > 0.00001 then
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+ scaleX = (scaleX + (target.ascaleX - scaleX + self.data.offsetScaleX) * scaleMix) / scaleX
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+ end
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+ if scaleY > 0.00001 then
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+ scaleY = (scaleY + (target.ascaleY - scaleY + self.data.offsetScaleY) * scaleMix) / scaleY
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+ end
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+ end
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+
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+ local shearY = bone.ashearY
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+ if shearMix > 0 then
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+ local r = target.ashearY - shearY + self.data.offsetShearY
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+ r = r - (16384 - math_floor(16384.499999999996 - r / 360)) * 360
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+ bone.shearY = bone.shearY + r * shearMix
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+ end
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+
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+ bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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+ end
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+end
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+
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+function TransformConstraint:applyRelativeLocal ()
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+ local rotateMix = self.rotateMix
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+ local translateMix = self.translateMix
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+ local scaleMix = self.scaleMix
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+ local shearMix = self.shearMix
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+ local target = self.target
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+ if not target.appliedValid then target:updateAppliedTransform() end
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+ local bones = self.bones
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+ for i, bone in ipairs(bones) do
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+ if not bone.appliedValid then bone:updateAppliedTransform() end
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+
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+ local rotation = bone.arotation
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+ if rotateMix ~= 0 then rotation = rotation + (target.arotation + self.data.offsetRotation) * rotateMix end
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+
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+ local x = bone.ax
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+ local y = bone.ay
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+ if translateMix ~= 0 then
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+ x = x + (target.ax + self.data.offsetX) * translateMix
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+ y = y + (target.ay + self.data.offsetY) * translateMix
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+ end
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+
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+ local scaleX = bone.ascaleX
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+ local scaleY = bone.ascaleY
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+ if scaleMix > 0 then
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+ if scaleX > 0.00001 then
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+ scaleX = scaleX * (((target.ascaleX - 1 + self.data.offsetScaleX) * scaleMix) + 1)
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+ end
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+ if scaleY > 0.00001 then
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+ scaleY = scaleY * (((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1)
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+ end
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+ end
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+
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+ local shearY = bone.ashearY
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+ if shearMix > 0 then shearY = shearY + (target.ashearY + self.data.offsetShearY) * shearMix end
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+
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+ bone:updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY)
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+ end
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+end
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+
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return TransformConstraint
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