Esempio n. 1
0
        public override void FadeOut()
        {
            var result = this.bonePose.result;

            result.rotation = DrangonTransform.NormalizeRadian(result.rotation);
            result.skew     = DrangonTransform.NormalizeRadian(result.skew);
        }
Esempio n. 2
0
        private void _ComputeA()
        {
            var ikGlobal = this._target.global;
            var global   = this._root.global;
            var globalTransformMatrix = this._root.globalTransformMatrix;

            var radian = (float)Math.Atan2(ikGlobal.y - global.y, ikGlobal.x - global.x);

            if (global.scaleX < 0.0f)
            {
                radian += (float)Math.PI;
            }

            global.rotation += DrangonTransform.NormalizeRadian(radian - global.rotation) * this._weight;
            global.ToMatrix(globalTransformMatrix);
        }
Esempio n. 3
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        protected override void _OnArriveAtFrame()
        {
            base._OnArriveAtFrame();

            if (this._timelineData != null)
            {
                var valueOffset     = this._animationData.frameFloatOffset + this._frameValueOffset + this._frameIndex * 2;
                var frameFloatArray = this._dragonBonesData.frameFloatArray;
                var current         = this.bonePose.current;
                var delta           = this.bonePose.delta;

                current.rotation = frameFloatArray[valueOffset++];
                current.skew     = frameFloatArray[valueOffset++];

                if (this._tweenState == TweenState.Always)
                {
                    if (this._frameIndex == this._frameCount - 1)
                    {
                        valueOffset    = this._animationData.frameFloatOffset + this._frameValueOffset;
                        delta.rotation = DrangonTransform.NormalizeRadian(frameFloatArray[valueOffset++] - current.rotation);
                    }
                    else
                    {
                        delta.rotation = frameFloatArray[valueOffset++] - current.rotation;
                    }

                    delta.skew = frameFloatArray[valueOffset++] - current.skew;
                }
                else
                {
                    delta.rotation = 0.0f;
                    delta.skew     = 0.0f;
                }
            }
            else
            {
                // Pose.
                var current = this.bonePose.current;
                var delta   = this.bonePose.delta;
                current.rotation = 0.0f;
                current.skew     = 0.0f;
                delta.rotation   = 0.0f;
                delta.skew       = 0.0f;
            }
        }
Esempio n. 4
0
        private void _ComputeB()
        {
            var boneLength            = this._bone.boneData.length;
            var parent                = this._root as Bone;
            var ikGlobal              = this._target.global;
            var parentGlobal          = parent.global;
            var global                = this._bone.global;
            var globalTransformMatrix = this._bone.globalTransformMatrix;

            var x = globalTransformMatrix.a * boneLength;
            var y = globalTransformMatrix.b * boneLength;

            var lLL = x * x + y * y;
            var lL  = (float)Math.Sqrt(lLL);

            var dX              = global.x - parentGlobal.x;
            var dY              = global.y - parentGlobal.y;
            var lPP             = dX * dX + dY * dY;
            var lP              = (float)Math.Sqrt(lPP);
            var rawRadian       = global.rotation;
            var rawParentRadian = parentGlobal.rotation;
            var rawRadianA      = (float)Math.Atan2(dY, dX);

            dX = ikGlobal.x - parentGlobal.x;
            dY = ikGlobal.y - parentGlobal.y;
            var lTT = dX * dX + dY * dY;
            var lT  = (float)Math.Sqrt(lTT);

            var radianA = 0.0f;

            if (lL + lP <= lT || lT + lL <= lP || lT + lP <= lL)
            {
                radianA = (float)Math.Atan2(ikGlobal.y - parentGlobal.y, ikGlobal.x - parentGlobal.x);
                if (lL + lP <= lT)
                {
                }
                else if (lP < lL)
                {
                    radianA += (float)Math.PI;
                }
            }
            else
            {
                var h  = (lPP - lLL + lTT) / (2.0f * lTT);
                var r  = (float)Math.Sqrt(lPP - h * h * lTT) / lT;
                var hX = parentGlobal.x + (dX * h);
                var hY = parentGlobal.y + (dY * h);
                var rX = -dY * r;
                var rY = dX * r;

                var isPPR        = false;
                var parentParent = parent.parent;
                if (parentParent != null)
                {
                    var parentParentMatrix = parentParent.globalTransformMatrix;
                    isPPR = parentParentMatrix.a * parentParentMatrix.d - parentParentMatrix.b * parentParentMatrix.c < 0.0f;
                }

                if (isPPR != this._bendPositive)
                {
                    global.x = hX - rX;
                    global.y = hY - rY;
                }
                else
                {
                    global.x = hX + rX;
                    global.y = hY + rY;
                }

                radianA = (float)Math.Atan2(global.y - parentGlobal.y, global.x - parentGlobal.x);
            }

            var dR = DrangonTransform.NormalizeRadian(radianA - rawRadianA);

            parentGlobal.rotation = rawParentRadian + dR * this._weight;
            parentGlobal.ToMatrix(parent.globalTransformMatrix);
            //
            var currentRadianA = rawRadianA + dR * this._weight;

            global.x = parentGlobal.x + (float)Math.Cos(currentRadianA) * lP;
            global.y = parentGlobal.y + (float)Math.Sin(currentRadianA) * lP;
            //
            var radianB = (float)Math.Atan2(ikGlobal.y - global.y, ikGlobal.x - global.x);

            if (global.scaleX < 0.0f)
            {
                radianB += (float)Math.PI;
            }

            global.rotation = parentGlobal.rotation + rawRadian - rawParentRadian + DrangonTransform.NormalizeRadian(radianB - dR - rawRadian) * this._weight;
            global.ToMatrix(globalTransformMatrix);
        }