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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
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 *
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 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
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package com.esotericsoftware.spine;

import static com.esotericsoftware.spine.utils.SpineUtils.*;

import com.badlogic.gdx.utils.Array;

/** Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
 * the last bone is as close to the target bone as possible.
 * 

* See IK constraints in the Spine User Guide. */ public class IkConstraint implements Updatable { final IkConstraintData data; final Array bones; Bone target; int bendDirection; boolean compress, stretch; float mix = 1, softness; boolean active; public IkConstraint (IkConstraintData data, Skeleton skeleton) { if (data == null) throw new IllegalArgumentException("data cannot be null."); if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null."); this.data = data; mix = data.mix; softness = data.softness; bendDirection = data.bendDirection; compress = data.compress; stretch = data.stretch; bones = new Array(data.bones.size); for (BoneData boneData : data.bones) bones.add(skeleton.findBone(boneData.name)); target = skeleton.findBone(data.target.name); } /** Copy constructor. */ public IkConstraint (IkConstraint constraint, Skeleton skeleton) { if (constraint == null) throw new IllegalArgumentException("constraint cannot be null."); if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null."); data = constraint.data; bones = new Array(constraint.bones.size); for (Bone bone : constraint.bones) bones.add(skeleton.bones.get(bone.data.index)); target = skeleton.bones.get(constraint.target.data.index); mix = constraint.mix; softness = constraint.softness; bendDirection = constraint.bendDirection; compress = constraint.compress; stretch = constraint.stretch; } /** Applies the constraint to the constrained bones. */ public void apply () { update(); } public void update () { Bone target = this.target; Array bones = this.bones; switch (bones.size) { case 1: apply(bones.first(), target.worldX, target.worldY, compress, stretch, data.uniform, mix); break; case 2: apply(bones.first(), bones.get(1), target.worldX, target.worldY, bendDirection, stretch, softness, mix); break; } } /** The bones that will be modified by this IK constraint. */ public Array getBones () { return bones; } /** The bone that is the IK target. */ public Bone getTarget () { return target; } public void setTarget (Bone target) { if (target == null) throw new IllegalArgumentException("target cannot be null."); this.target = target; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ public float getMix () { return mix; } public void setMix (float mix) { this.mix = mix; } /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ public float getSoftness () { return softness; } public void setSoftness (float softness) { this.softness = softness; } /** Controls the bend direction of the IK bones, either 1 or -1. */ public int getBendDirection () { return bendDirection; } public void setBendDirection (int bendDirection) { this.bendDirection = bendDirection; } /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ public boolean getCompress () { return compress; } public void setCompress (boolean compress) { this.compress = compress; } /** 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 * and the parent bone has local nonuniform scale, stretch is not applied. */ public boolean getStretch () { return stretch; } public void setStretch (boolean stretch) { this.stretch = stretch; } public boolean isActive () { return active; } /** The IK constraint's setup pose data. */ public IkConstraintData getData () { return data; } public String toString () { return data.name; } /** Applies 1 bone IK. The target is specified in the world coordinate system. */ static public void apply (Bone bone, float targetX, float targetY, boolean compress, boolean stretch, boolean uniform, float alpha) { if (bone == null) throw new IllegalArgumentException("bone cannot be null."); if (!bone.appliedValid) bone.updateAppliedTransform(); Bone p = bone.parent; float pa = p.a, pb = p.b, pc = p.c, pd = p.d; float rotationIK = -bone.ashearX - bone.arotation, tx, ty; switch (bone.data.transformMode) { case onlyTranslation: tx = targetX - bone.worldX; ty = targetY - bone.worldY; break; case noRotationOrReflection: float s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); float sa = pa / bone.skeleton.scaleX; float sc = pc / bone.skeleton.scaleY; pb = -sc * s * bone.skeleton.scaleX; pd = sa * s * bone.skeleton.scaleY; rotationIK += atan2(sc, sa) * radDeg; // Fall through. default: float x = targetX - p.worldX, y = targetY - p.worldY; float d = pa * pd - pb * pc; tx = (x * pd - y * pb) / d - bone.ax; ty = (y * pa - x * pc) / d - bone.ay; } rotationIK += atan2(ty, tx) * radDeg; if (bone.ascaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) // rotationIK += 360; float sx = bone.ascaleX, sy = bone.ascaleY; if (compress || stretch) { switch (bone.data.transformMode) { case noScale: case noScaleOrReflection: tx = targetX - bone.worldX; ty = targetY - bone.worldY; } float b = bone.data.length * sx, dd = (float)Math.sqrt(tx * tx + ty * ty); 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, sy, bone.ashearX, bone.ashearY); } /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ static public void apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, boolean stretch, float softness, float alpha) { if (parent == null) throw new IllegalArgumentException("parent cannot be null."); if (child == null) throw new IllegalArgumentException("child cannot be null."); if (alpha == 0) { child.updateWorldTransform(); return; } if (!parent.appliedValid) parent.updateAppliedTransform(); if (!child.appliedValid) child.updateAppliedTransform(); float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX; int os1, os2, s2; if (psx < 0) { psx = -psx; os1 = 180; s2 = -1; } else { os1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } if (csx < 0) { csx = -csx; os2 = 180; } else os2 = 0; float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d; boolean u = Math.abs(psx - psy) <= 0.0001f; if (!u) { cy = 0; cwx = a * cx + parent.worldX; cwy = c * cx + parent.worldY; } else { cy = child.ay; cwx = a * cx + b * cy + parent.worldX; cwy = c * cx + d * cy + parent.worldY; } Bone pp = parent.parent; a = pp.a; b = pp.b; c = pp.c; d = pp.d; float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY; float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; float l1 = (float)Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; if (l1 < 0.0001f) { apply(parent, targetX, targetY, false, stretch, false, alpha); child.updateWorldTransform(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); return; } x = targetX - pp.worldX; y = targetY - pp.worldY; float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; float dd = tx * tx + ty * ty; if (softness != 0) { softness *= psx * (csx + 1) / 2; float td = (float)Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; if (sd > 0) { float p = Math.min(1, sd / (softness * 2)) - 1; p = (sd - softness * (1 - p * p)) / td; tx -= p * tx; ty -= p * ty; dd = tx * tx + ty * ty; } } outer: if (u) { l2 *= psx; float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) cos = -1; else if (cos > 1) { cos = 1; if (stretch) sx *= ((float)Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; } a2 = (float)Math.acos(cos) * bendDir; a = l1 + l2 * cos; b = l2 * sin(a2); a1 = atan2(ty * a - tx * b, tx * a + ty * b); } else { a = psx * l2; b = psy * l2; float aa = a * a, bb = b * b, ta = atan2(ty, tx); c = bb * l1 * l1 + aa * dd - aa * bb; float c1 = -2 * bb * l1, c2 = bb - aa; d = c1 * c1 - 4 * c2 * c; if (d >= 0) { float q = (float)Math.sqrt(d); if (c1 < 0) q = -q; q = -(c1 + q) / 2; float r0 = q / c2, r1 = c / q; float r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; if (r * r <= dd) { y = (float)Math.sqrt(dd - r * r) * bendDir; a1 = ta - atan2(y, r); a2 = atan2(y / psy, (r - l1) / psx); break outer; } } float minAngle = PI, minX = l1 - a, minDist = minX * minX, minY = 0; float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; c = -a * l1 / (aa - bb); if (c >= -1 && c <= 1) { c = (float)Math.acos(c); x = a * cos(c) + l1; y = b * sin(c); d = x * x + y * y; if (d < minDist) { minAngle = c; minDist = d; minX = x; minY = y; } if (d > maxDist) { maxAngle = c; maxDist = d; maxX = x; maxY = y; } } if (dd <= (minDist + maxDist) / 2) { a1 = ta - atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } float os = atan2(cy, cx) * s2; float rotation = parent.arotation; a1 = (a1 - os) * radDeg + os1 - rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; parent.updateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0); rotation = child.arotation; a2 = ((a2 + os) * radDeg - child.ashearX) * s2 + os2 - rotation; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; child.updateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); } }





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