#include <spine/TransformConstraint.h>
#include <spine/Skeleton.h>
#include <spine/extension.h>
spTransformConstraint* spTransformConstraint_create (spTransformConstraintData* data, const spSkeleton* skeleton) {
int i;
spTransformConstraint* self = NEW(spTransformConstraint);
CONST_CAST(spTransformConstraintData*, self->data) = data;
self->rotateMix = data->rotateMix;
self->translateMix = data->translateMix;
self->scaleMix = data->scaleMix;
self->shearMix = data->shearMix;
self->bonesCount = data->bonesCount;
CONST_CAST(spBone**, self->bones) = MALLOC(spBone*, self->bonesCount);
for (i = 0; i < self->bonesCount; ++i)
self->bones[i] = spSkeleton_findBone(skeleton, self->data->bones[i]->name);
self->target = spSkeleton_findBone(skeleton, self->data->target->name);
return self;
}
void spTransformConstraint_dispose (spTransformConstraint* self) {
FREE(self->bones);
FREE(self);
}
void _spTransformConstraint_applyAbsoluteWorld (spTransformConstraint* self) {
float rotateMix = self->rotateMix, translateMix = self->translateMix, scaleMix = self->scaleMix, shearMix = self->shearMix;
spBone* target = self->target;
float ta = target->a, tb = target->b, tc = target->c, td = target->d;
float degRadReflect = ta * td - tb * tc > 0 ? DEG_RAD : -DEG_RAD;
float offsetRotation = self->data->offsetRotation * degRadReflect, offsetShearY = self->data->offsetShearY * degRadReflect;
int modified;
int i;
float a, b, c, d, r, cosine, sine, x, y, s, ts, by;
for (i = 0; i < self->bonesCount; ++i) {
spBone* bone = self->bones[i];
modified = 0;
if (rotateMix != 0) {
a = bone->a, b = bone->b, c = bone->c, d = bone->d;
r = ATAN2(tc, ta) - ATAN2(c, a) + offsetRotation;
if (r > PI) r -= PI2;
else if (r < -PI) r += PI2;
r *= rotateMix;
cosine = COS(r);
sine = SIN(r);
CONST_CAST(float, bone->a) = cosine * a - sine * c;
CONST_CAST(float, bone->b) = cosine * b - sine * d;
CONST_CAST(float, bone->c) = sine * a + cosine * c;
CONST_CAST(float, bone->d) = sine * b + cosine * d;
modified = 1;
}
if (translateMix != 0) {
spBone_localToWorld(target, self->data->offsetX, self->data->offsetY, &x, &y);
CONST_CAST(float, bone->worldX) += (x - bone->worldX) * translateMix;
CONST_CAST(float, bone->worldY) += (y - bone->worldY) * translateMix;
modified = 1;
}
if (scaleMix > 0) {
s = SQRT(bone->a * bone->a + bone->c * bone->c);
ts = SQRT(ta * ta + tc * tc);
if (s > 0.00001f) s = (s + (ts - s + self->data->offsetScaleX) * scaleMix) / s;
CONST_CAST(float, bone->a) *= s;
CONST_CAST(float, bone->c) *= s;
s = SQRT(bone->b * bone->b + bone->d * bone->d);
ts = SQRT(tb * tb + td * td);
if (s > 0.00001f) s = (s + (ts - s + self->data->offsetScaleY) * scaleMix) / s;
CONST_CAST(float, bone->b) *= s;
CONST_CAST(float, bone->d) *= s;
modified = 1;
}
if (shearMix > 0) {
b = bone->b, d = bone->d;
by = ATAN2(d, b);
r = ATAN2(td, tb) - ATAN2(tc, ta) - (by - ATAN2(bone->c, bone->a));
s = SQRT(b * b + d * d);
if (r > PI) r -= PI2;
else if (r < -PI) r += PI2;
r = by + (r + offsetShearY) * shearMix;
CONST_CAST(float, bone->b) = COS(r) * s;
CONST_CAST(float, bone->d) = SIN(r) * s;
modified = 1;
}
if (modified) CONST_CAST(int, bone->appliedValid) = 0;
}
}
void _spTransformConstraint_applyRelativeWorld (spTransformConstraint* self) {
float rotateMix = self->rotateMix, translateMix = self->translateMix, scaleMix = self->scaleMix, shearMix = self->shearMix;
spBone* target = self->target;
float ta = target->a, tb = target->b, tc = target->c, td = target->d;
float degRadReflect = ta * td - tb * tc > 0 ? DEG_RAD : -DEG_RAD;
float offsetRotation = self->data->offsetRotation * degRadReflect, offsetShearY = self->data->offsetShearY * degRadReflect;
int modified;
int i;
float a, b, c, d, r, cosine, sine, x, y, s;
for (i = 0; i < self->bonesCount; ++i) {
spBone* bone = self->bones[i];
modified = 0;
if (rotateMix != 0) {
a = bone->a, b = bone->b, c = bone->c, d = bone->d;
r = ATAN2(tc, ta) + offsetRotation;
if (r > PI) r -= PI2;
else if (r < -PI) r += PI2;
r *= rotateMix;
cosine = COS(r);
sine = SIN(r);
CONST_CAST(float, bone->a) = cosine * a - sine * c;
CONST_CAST(float, bone->b) = cosine * b - sine * d;
CONST_CAST(float, bone->c) = sine * a + cosine * c;
CONST_CAST(float, bone->d) = sine * b + cosine * d;
modified = 1;
}
if (translateMix != 0) {
spBone_localToWorld(target, self->data->offsetX, self->data->offsetY, &x, &y);
CONST_CAST(float, bone->worldX) += (x * translateMix);
CONST_CAST(float, bone->worldY) += (y * translateMix);
modified = 1;
}
if (scaleMix > 0) {
s = (SQRT(ta * ta + tc * tc) - 1 + self->data->offsetScaleX) * scaleMix + 1;
CONST_CAST(float, bone->a) *= s;
CONST_CAST(float, bone->c) *= s;
s = (SQRT(tb * tb + td * td) - 1 + self->data->offsetScaleY) * scaleMix + 1;
CONST_CAST(float, bone->b) *= s;
CONST_CAST(float, bone->d) *= s;
modified = 1;
}
if (shearMix > 0) {
r = ATAN2(td, tb) - ATAN2(tc, ta);
if (r > PI) r -= PI2;
else if (r < -PI) r += PI2;
b = bone->b, d = bone->d;
r = ATAN2(d, b) + (r - PI / 2 + offsetShearY) * shearMix;
s = SQRT(b * b + d * d);
CONST_CAST(float, bone->b) = COS(r) * s;
CONST_CAST(float, bone->d) = SIN(r) * s;
modified = 1;
}
if (modified) CONST_CAST(int, bone->appliedValid) = 0;
}
}
void _spTransformConstraint_applyAbsoluteLocal (spTransformConstraint* self) {
float rotateMix = self->rotateMix, translateMix = self->translateMix, scaleMix = self->scaleMix, shearMix = self->shearMix;
spBone* target = self->target;
int i;
float rotation, r, x, y, scaleX, scaleY, shearY;
if (!target->appliedValid) spBone_updateAppliedTransform(target);
for (i = 0; i < self->bonesCount; ++i) {
spBone* bone = self->bones[i];
if (!bone->appliedValid) spBone_updateAppliedTransform(bone);
rotation = bone->arotation;
if (rotateMix != 0) {
r = target->arotation - rotation + self->data->offsetRotation;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
rotation += r * rotateMix;
}
x = bone->ax, y = bone->ay;
if (translateMix != 0) {
x += (target->ax - x + self->data->offsetX) * translateMix;
y += (target->ay - y + self->data->offsetY) * translateMix;
}
scaleX = bone->ascaleX, scaleY = bone->ascaleY;
if (scaleMix != 0) {
if (scaleX > 0.00001) scaleX = (scaleX + (target->ascaleX - scaleX + self->data->offsetScaleX) * scaleMix) / scaleX;
if (scaleY > 0.00001) scaleY = (scaleY + (target->ascaleY - scaleY + self->data->offsetScaleY) * scaleMix) / scaleY;
}
shearY = bone->ashearY;
if (shearMix != 0) {
r = target->ashearY - shearY + self->data->offsetShearY;
r -= (16384 - (int)(16384.499999999996 - r / 360)) * 360;
bone->shearY += r * shearMix;
}
spBone_updateWorldTransformWith(bone, x, y, rotation, scaleX, scaleY, bone->ashearX, shearY);
}
}
void _spTransformConstraint_applyRelativeLocal (spTransformConstraint* self) {
float rotateMix = self->rotateMix, translateMix = self->translateMix, scaleMix = self->scaleMix, shearMix = self->shearMix;
spBone* target = self->target;
int i;
float rotation, x, y, scaleX, scaleY, shearY;
if (!target->appliedValid) spBone_updateAppliedTransform(target);
for (i = 0; i < self->bonesCount; ++i) {
spBone* bone = self->bones[i];
if (!bone->appliedValid) spBone_updateAppliedTransform(bone);
rotation = bone->arotation;
if (rotateMix != 0) rotation += (target->arotation + self->data->offsetRotation) * rotateMix;
x = bone->ax;
y = bone->ay;
if (translateMix != 0) {
x += (target->ax + self->data->offsetX) * translateMix;
y += (target->ay + self->data->offsetY) * translateMix;
}
scaleX = bone->ascaleX;
scaleY = bone->ascaleY;
if (scaleMix != 0) {
if (scaleX > 0.00001f) scaleX *= ((target->ascaleX - 1 + self->data->offsetScaleX) * scaleMix) + 1;
if (scaleY > 0.00001f) scaleY *= ((target->ascaleY - 1 + self->data->offsetScaleY) * scaleMix) + 1;
}
shearY = bone->ashearY;
if (shearMix != 0) shearY += (target->ashearY + self->data->offsetShearY) * shearMix;
spBone_updateWorldTransformWith(bone, x, y, rotation, scaleX, scaleY, bone->ashearX, shearY);
}
}
void spTransformConstraint_apply (spTransformConstraint* self) {
if (self->data->local) {
if (self->data->relative)
_spTransformConstraint_applyRelativeLocal(self);
else
_spTransformConstraint_applyAbsoluteLocal(self);
} else {
if (self->data->relative)
_spTransformConstraint_applyRelativeWorld(self);
else
_spTransformConstraint_applyAbsoluteWorld(self);
}
}