dragonbones-runtime
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the tools to build dragonbones file for diffrent framework
228 lines (202 loc) • 8.67 kB
text/typescript
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace dragonBones {
/**
* @internal
* @private
*/
export abstract class Constraint extends BaseObject {
protected static readonly _helpMatrix: Matrix = new Matrix();
protected static readonly _helpTransform: Transform = new Transform();
protected static readonly _helpPoint: Point = new Point();
/**
* - For timeline state.
* @internal
*/
public _constraintData: ConstraintData;
protected _armature: Armature;
/**
* - For sort bones.
* @internal
*/
public _target: Bone;
/**
* - For sort bones.
* @internal
*/
public _root: Bone;
protected _bone: Bone | null;
protected _onClear(): void {
this._armature = null as any; //
this._target = null as any; //
this._root = null as any; //
this._bone = null;
}
public abstract init(constraintData: ConstraintData, armature: Armature): void;
public abstract update(): void;
public abstract invalidUpdate(): void;
public get name(): string {
return this._constraintData.name;
}
}
/**
* @internal
* @private
*/
export class IKConstraint extends Constraint {
public static toString(): string {
return "[class dragonBones.IKConstraint]";
}
private _scaleEnabled: boolean; // TODO
/**
* - For timeline state.
* @internal
*/
public _bendPositive: boolean;
/**
* - For timeline state.
* @internal
*/
public _weight: number;
protected _onClear(): void {
super._onClear();
this._scaleEnabled = false;
this._bendPositive = false;
this._weight = 1.0;
this._constraintData = null as any;
}
private _computeA(): void {
const ikGlobal = this._target.global;
const global = this._root.global;
const globalTransformMatrix = this._root.globalTransformMatrix;
let radian = Math.atan2(ikGlobal.y - global.y, ikGlobal.x - global.x);
if (global.scaleX < 0.0) {
radian += Math.PI;
}
global.rotation += (radian - global.rotation) * this._weight;
global.toMatrix(globalTransformMatrix);
}
private _computeB(): void {
const boneLength = (this._bone as Bone)._boneData.length;
const parent = this._root as Bone;
const ikGlobal = this._target.global;
const parentGlobal = parent.global;
const global = (this._bone as Bone).global;
const globalTransformMatrix = (this._bone as Bone).globalTransformMatrix;
const x = globalTransformMatrix.a * boneLength;
const y = globalTransformMatrix.b * boneLength;
const lLL = x * x + y * y;
const lL = Math.sqrt(lLL);
let dX = global.x - parentGlobal.x;
let dY = global.y - parentGlobal.y;
const lPP = dX * dX + dY * dY;
const lP = Math.sqrt(lPP);
const rawRadian = global.rotation;
const rawParentRadian = parentGlobal.rotation;
const rawRadianA = Math.atan2(dY, dX);
dX = ikGlobal.x - parentGlobal.x;
dY = ikGlobal.y - parentGlobal.y;
const lTT = dX * dX + dY * dY;
const lT = Math.sqrt(lTT);
let radianA = 0.0;
if (lL + lP <= lT || lT + lL <= lP || lT + lP <= lL) {
radianA = Math.atan2(ikGlobal.y - parentGlobal.y, ikGlobal.x - parentGlobal.x);
if (lL + lP <= lT) {
}
else if (lP < lL) {
radianA += Math.PI;
}
}
else {
const h = (lPP - lLL + lTT) / (2.0 * lTT);
const r = Math.sqrt(lPP - h * h * lTT) / lT;
const hX = parentGlobal.x + (dX * h);
const hY = parentGlobal.y + (dY * h);
const rX = -dY * r;
const rY = dX * r;
let isPPR = false;
if (parent._parent !== null) {
const parentParentMatrix = parent._parent.globalTransformMatrix;
isPPR = parentParentMatrix.a * parentParentMatrix.d - parentParentMatrix.b * parentParentMatrix.c < 0.0;
}
if (isPPR !== this._bendPositive) {
global.x = hX - rX;
global.y = hY - rY;
}
else {
global.x = hX + rX;
global.y = hY + rY;
}
radianA = Math.atan2(global.y - parentGlobal.y, global.x - parentGlobal.x);
}
const dR = Transform.normalizeRadian(radianA - rawRadianA);
parentGlobal.rotation = rawParentRadian + dR * this._weight;
parentGlobal.toMatrix(parent.globalTransformMatrix);
//
const currentRadianA = rawRadianA + dR * this._weight;
global.x = parentGlobal.x + Math.cos(currentRadianA) * lP;
global.y = parentGlobal.y + Math.sin(currentRadianA) * lP;
//
let radianB = Math.atan2(ikGlobal.y - global.y, ikGlobal.x - global.x);
if (global.scaleX < 0.0) {
radianB += Math.PI;
}
global.rotation = parentGlobal.rotation + rawRadian - rawParentRadian + Transform.normalizeRadian(radianB - dR - rawRadian) * this._weight;
global.toMatrix(globalTransformMatrix);
}
public init(constraintData: ConstraintData, armature: Armature): void {
if (this._constraintData !== null) {
return;
}
this._constraintData = constraintData;
this._armature = armature;
this._target = this._armature.getBone(this._constraintData.target.name) as any;
this._root = this._armature.getBone(this._constraintData.root.name) as any;
this._bone = this._constraintData.bone !== null ? this._armature.getBone(this._constraintData.bone.name) : null;
{
const ikConstraintData = this._constraintData as IKConstraintData;
this._scaleEnabled = ikConstraintData.scaleEnabled;
this._scaleEnabled = this._scaleEnabled; // TODO
this._bendPositive = ikConstraintData.bendPositive;
this._weight = ikConstraintData.weight;
}
this._root._hasConstraint = true;
}
public update(): void {
this._root.updateByConstraint();
if (this._bone !== null) {
this._bone.updateByConstraint();
this._computeB();
}
else {
this._computeA();
}
}
public invalidUpdate(): void {
this._root.invalidUpdate();
if (this._bone !== null) {
this._bone.invalidUpdate();
}
}
}
}