| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150 |
- -------------------------------------------------------------------------------
- -- Spine Runtimes Software License
- -- Version 2.1
- --
- -- Copyright (c) 2013, Esoteric Software
- -- All rights reserved.
- --
- -- You are granted a perpetual, non-exclusive, non-sublicensable and
- -- non-transferable license to install, execute and perform the Spine Runtimes
- -- Software (the "Software") solely for internal use. Without the written
- -- permission of Esoteric Software (typically granted by licensing Spine), you
- -- may not (a) modify, translate, adapt or otherwise create derivative works,
- -- improvements of the Software or develop new applications using the Software
- -- or (b) remove, delete, alter or obscure any trademarks or any copyright,
- -- trademark, patent or other intellectual property or proprietary rights
- -- notices on or in the Software, including any copy thereof. Redistributions
- -- in binary or source form must include this license and terms.
- --
- -- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- -- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- -- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- -- EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- -- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- -- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
- -- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
- -- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
- -- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -------------------------------------------------------------------------------
- local IkConstraint = {}
- function IkConstraint.new (data, skeleton)
- if not data then error("data cannot be nil", 2) end
- if not skeleton then error("skeleton cannot be nil", 2) end
- local self = {
- data = data,
- skeleton = skeleton,
- bones = {},
- target = nil,
- bendDirection = data.bendDirection,
- mix = data.mix
- }
- function self:apply ()
- local target = self.target
- local bones = self.bones
- local boneCount = #bones
- if boneCount == 1 then
- IkConstraint.apply1(bones[1], target.worldX, target.worldY, self.mix)
- elseif boneCount == 2 then
- IkConstraint.apply2(bones[1], bones[2], target.worldX, target.worldY, self.bendDirection, self.mix)
- end
- end
- for i,boneData in ipairs(data.bones) do
- table.insert(self.bones, skeleton:findBone(boneData.name))
- end
- self.target = skeleton:findBone(data.target.name)
- return self
- end
- local radDeg = 180 / math.pi
- local degRad = math.pi / 180
- function IkConstraint.apply1 (bone, targetX, targetY, alpha)
- local parentRotation
- if not bone.data.inheritRotation or not bone.parent then
- parentRotation = 0
- else
- parentRotation = bone.parent.worldRotation
- end
- local rotation = bone.rotation
- local rotationIK = math.atan2(targetY - bone.worldY, targetX - bone.worldX) * radDeg - parentRotation
- bone.rotationIK = rotation + (rotationIK - rotation) * alpha
- end
- local temp = {}
- function IkConstraint.apply2 (parent, child, targetX, targetY, bendDirection, alpha)
- local childRotation = child.rotation
- local parentRotation = parent.rotation
- if not alpha then
- child.rotationIK = childRotation
- parent.rotationIK = parentRotation
- return
- end
- local positionX, positionY
- local tempPosition = temp
- local parentParent = parent.parent
- if parentParent then
- tempPosition[1] = targetX
- tempPosition[2] = targetY
- parentParent:worldToLocal(tempPosition)
- targetX = (tempPosition[1] - parent.x) * parentParent.worldScaleX
- targetY = (tempPosition[2] - parent.y) * parentParent.worldScaleY
- else
- targetX = targetX - parent.x
- targetY = targetY - parent.y
- end
- if child.parent == parent then
- positionX = child.x
- positionY = child.y
- else
- tempPosition[1] = child.x
- tempPosition[2] = child.y
- child.parent:localToWorld(tempPosition)
- parent:worldToLocal(tempPosition)
- positionX = tempPosition[1]
- positionY = tempPosition[2]
- end
- local childX = positionX * parent.worldScaleX
- local childY = positionY * parent.worldScaleY
- local offset = math.atan2(childY, childX)
- local len1 = math.sqrt(childX * childX + childY * childY)
- local len2 = child.data.length * child.worldScaleX
- -- Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
- local cosDenom = 2 * len1 * len2
- if cosDenom < 0.0001 then
- child.rotationIK = childRotation + (math.atan2(targetY, targetX) * radDeg - parentRotation - childRotation) * alpha
- return
- end
- local cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom
- if cos < -1 then
- cos = -1
- elseif cos > 1 then
- cos = 1
- end
- local childAngle = math.acos(cos) * bendDirection
- local adjacent = len1 + len2 * cos
- local opposite = len2 * math.sin(childAngle)
- local parentAngle = math.atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite)
- local rotation = (parentAngle - offset) * radDeg - parentRotation
- if rotation > 180 then
- rotation = rotation - 360
- elseif rotation < -180 then
- rotation = rotation + 360
- end
- parent.rotationIK = parentRotation + rotation * alpha
- rotation = (childAngle + offset) * radDeg - childRotation
- if rotation > 180 then
- rotation = rotation - 360
- elseif rotation < -180 then
- rotation = rotation + 360
- end
- child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha
- end
- return IkConstraint
|