|
@@ -66,7 +66,7 @@ package spine {
|
|
|
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, softness, mix);
|
|
|
+ apply2(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, _data.uniform, softness, mix);
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
@@ -132,8 +132,8 @@ package spine {
|
|
|
/** 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.
|
|
|
* @param child Any descendant bone of the parent. */
|
|
|
- static public function apply2(parent : Bone, child : Bone, targetX : Number, targetY : Number, bendDir : int, stretch : Boolean, softness: Number, alpha : Number) : void {
|
|
|
- var px : Number = parent.ax, py : Number = parent.ay, psx : Number = parent.ascaleX, sx : Number = psx, psy : Number = parent.ascaleY, csx : Number = child.ascaleX;
|
|
|
+ static public function apply2(parent : Bone, child : Bone, targetX : Number, targetY : Number, bendDir : int, stretch : Boolean, uniform : Boolean, softness: Number, alpha : Number) : void {
|
|
|
+ var px : Number = parent.ax, py : Number = parent.ay, psx : Number = parent.ascaleX, psy : Number = parent.ascaleY, sx : Number = psx, sy : Number = psy, csx : Number = child.ascaleX;
|
|
|
var os1 : int, os2 : int, s2 : int;
|
|
|
if (psx < 0) {
|
|
|
psx = -psx;
|
|
@@ -154,7 +154,7 @@ package spine {
|
|
|
os2 = 0;
|
|
|
var cx : Number = child.ax, cy : Number, cwx : Number, cwy : Number, a : Number = parent.a, b : Number = parent.b, c : Number = parent.c, d : Number = parent.d;
|
|
|
var u : Boolean = Math.abs(psx - psy) <= 0.0001;
|
|
|
- if (!u) {
|
|
|
+ if (!u || stretch) {
|
|
|
cy = 0;
|
|
|
cwx = a * cx + parent.worldX;
|
|
|
cwy = c * cx + parent.worldY;
|
|
@@ -181,7 +181,7 @@ package spine {
|
|
|
var tx : Number = (x * d - y * b) * id - px, ty : Number = (y * a - x * c) * id - py;
|
|
|
var dd : Number = tx * tx + ty * ty;
|
|
|
if (softness != 0) {
|
|
|
- softness *= psx * (csx + 1) / 2;
|
|
|
+ softness *= psx * (csx + 1) * 0.5;
|
|
|
var td : Number = Math.sqrt(dd), sd : Number = td - l1 - l2 * psx + softness;
|
|
|
if (sd > 0) {
|
|
|
var p : Number = Math.min(1, sd / (softness * 2)) - 1;
|
|
@@ -195,13 +195,19 @@ package spine {
|
|
|
if (u) {
|
|
|
l2 *= psx;
|
|
|
var cos : Number = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
|
|
|
- if (cos < -1)
|
|
|
+ if (cos < -1) {
|
|
|
cos = -1;
|
|
|
- else if (cos > 1) {
|
|
|
+ a2 = Math.PI * bendDir;
|
|
|
+ } else if (cos > 1) {
|
|
|
cos = 1;
|
|
|
- if (stretch) sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
|
|
|
- }
|
|
|
- a2 = Math.acos(cos) * bendDir;
|
|
|
+ a2 = 0;
|
|
|
+ if (stretch) {
|
|
|
+ a = (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
|
|
|
+ sx *= a;
|
|
|
+ if (uniform) sy *= a;
|
|
|
+ }
|
|
|
+ } else
|
|
|
+ a2 = Math.acos(cos) * bendDir;
|
|
|
a = l1 + l2 * cos;
|
|
|
b = l2 * Math.sin(a2);
|
|
|
a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
|
|
@@ -215,7 +221,7 @@ package spine {
|
|
|
if (d >= 0) {
|
|
|
var q : Number = Math.sqrt(d);
|
|
|
if (c1 < 0) q = -q;
|
|
|
- q = -(c1 + q) / 2;
|
|
|
+ q = -(c1 + q) * 0.5;
|
|
|
var r0 : Number = q / c2, r1 : Number = c / q;
|
|
|
var r : Number = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
|
|
|
if (r * r <= dd) {
|
|
@@ -246,7 +252,7 @@ package spine {
|
|
|
maxY = y;
|
|
|
}
|
|
|
}
|
|
|
- if (dd <= (minDist + maxDist) / 2) {
|
|
|
+ if (dd <= (minDist + maxDist) * 0.5) {
|
|
|
a1 = ta - Math.atan2(minY * bendDir, minX);
|
|
|
a2 = minAngle * bendDir;
|
|
|
} else {
|
|
@@ -260,7 +266,7 @@ package spine {
|
|
|
if (a1 > 180)
|
|
|
a1 -= 360;
|
|
|
else if (a1 < -180) a1 += 360;
|
|
|
- parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
|
|
|
+ parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, sy, 0, 0);
|
|
|
rotation = child.arotation;
|
|
|
a2 = ((a2 + os) * MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
|
|
|
if (a2 > 180)
|