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@@ -88,7 +88,7 @@ namespace Spine {
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Apply(bones[0], target.worldX, target.worldY, compress, stretch, data.uniform, mix);
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break;
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case 2:
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- Apply(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, softness, mix);
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+ Apply(bones[0], bones[1], target.worldX, target.worldY, bendDirection, stretch, data.uniform, softness, mix);
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break;
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}
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}
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@@ -104,34 +104,40 @@ namespace Spine {
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set { target = value; }
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}
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- /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.</summary>
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+ /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
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+ /// <para>
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+ /// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
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+ /// </para></summary>
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public float Mix {
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get { return mix; }
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set { mix = value; }
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}
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- ///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
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+ /// <summary>For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
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+ /// will not straighten completely until the target is this far out of range.</summary>
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public float Softness {
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get { return softness; }
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set { softness = value; }
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}
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- /// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
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+ /// <summary>For two bone IK, controls the bend direction of the IK bones, either 1 or -1.</summary>
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public int BendDirection {
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get { return bendDirection; }
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set { bendDirection = value; }
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}
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- /// <summary>
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- /// When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it.</summary>
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+ /// <summary>For one bone IK, when true and the target is too close, the bone is scaled to reach it.</summary>
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public bool Compress {
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get { return compress; }
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set { compress = value; }
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}
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- /// <summary>
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- /// When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
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- /// and the parent bone has local nonuniform scale, stretch is not applied.</summary>
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+ /// <summary>When true and the target is out of range, the parent bone is scaled to reach it.
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+ /// <para>
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+ /// For two bone IK: 1) the child bone's local Y translation is set to 0,
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+ /// 2) stretch is not applied if <see cref="Softness"/> is > 0,
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+ /// and 3) if the parent bone has local nonuniform scale, stretch is not applied.
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+ /// </para></summary>
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public bool Stretch {
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get { return stretch; }
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set { stretch = value; }
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@@ -212,13 +218,13 @@ namespace Spine {
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/// <summary>Applies 2 bone IK. The target is specified in the world coordinate system.</summary>
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/// <param name="child">A direct descendant of the parent bone.</param>
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- static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, float softness,
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- float alpha) {
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+ static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, bool uniform,
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+ float softness, float alpha) {
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if (parent == null) throw new ArgumentNullException("parent", "parent cannot be null.");
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if (child == null) throw new ArgumentNullException("child", "child cannot be null.");
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if (!parent.appliedValid) parent.UpdateAppliedTransform();
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if (!child.appliedValid) child.UpdateAppliedTransform();
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- float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
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+ float px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX;
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int os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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@@ -239,7 +245,7 @@ namespace Spine {
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os2 = 0;
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float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
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bool u = Math.Abs(psx - psy) <= 0.0001f;
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- if (!u) {
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+ if (!u || stretch) {
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cy = 0;
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cwx = a * cx + parent.worldX;
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cwy = c * cx + parent.worldY;
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@@ -266,7 +272,7 @@ namespace Spine {
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float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
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float dd = tx * tx + ty * ty;
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if (softness != 0) {
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- softness *= psx * (csx + 1) / 2;
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+ softness *= psx * (csx + 1) * 0.5f;
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float td = (float)Math.Sqrt(dd), sd = td - l1 - l2 * psx + softness;
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if (sd > 0) {
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float p = Math.Min(1, sd / (softness * 2)) - 1;
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@@ -279,13 +285,21 @@ namespace Spine {
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if (u) {
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l2 *= psx;
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float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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- if (cos < -1)
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+ if (cos < -1) {
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cos = -1;
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+ a2 = MathUtils.PI * bendDir;
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+ }
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else if (cos > 1) {
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cos = 1;
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- if (stretch) sx *= ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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+ a2 = 0;
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+ if (stretch) {
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+ a = ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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+ sx *= a;
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+ if (uniform) sy *= a;
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+ }
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}
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- a2 = (float)Math.Acos(cos) * bendDir;
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+ else
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+ a2 = (float)Math.Acos(cos) * bendDir;
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a = l1 + l2 * cos;
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b = l2 * (float)Math.Sin(a2);
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a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
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@@ -299,7 +313,7 @@ namespace Spine {
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if (d >= 0) {
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float q = (float)Math.Sqrt(d);
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if (c1 < 0) q = -q;
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- q = -(c1 + q) / 2;
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+ q = -(c1 + q) * 0.5f;
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float r0 = q / c2, r1 = c / q;
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float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
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if (r * r <= dd) {
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@@ -330,7 +344,7 @@ namespace Spine {
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maxY = y;
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}
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}
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- if (dd <= (minDist + maxDist) / 2) {
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+ if (dd <= (minDist + maxDist) * 0.5f) {
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a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
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a2 = minAngle * bendDir;
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} else {
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@@ -344,13 +358,15 @@ namespace Spine {
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a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
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if (a1 > 180)
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a1 -= 360;
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- else if (a1 < -180) a1 += 360;
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- parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
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+ else if (a1 < -180)
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+ a1 += 360;
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+ parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, sy, 0, 0);
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rotation = child.arotation;
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a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
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if (a2 > 180)
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a2 -= 360;
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- else if (a2 < -180) a2 += 360;
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+ else if (a2 < -180)
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+ a2 += 360;
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child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
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}
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}
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