/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as /// possible. The target is specified in the world coordinate system.</summary> /// <param name="child">Any descendant bone of the parent.</param> static public void apply(Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha) { float childRotation = child.rotation, parentRotation = parent.rotation; if (alpha == 0) { child.rotationIK = childRotation; parent.rotationIK = parentRotation; return; } float positionX, positionY; Bone parentParent = parent.parent; if (parentParent != null) { parentParent.worldToLocal(targetX, targetY, out positionX, out positionY); targetX = (positionX - parent.x) * parentParent.worldScaleX; targetY = (positionY - parent.y) * parentParent.worldScaleY; } else { targetX -= parent.x; targetY -= parent.y; } if (child.parent == parent) { positionX = child.x; positionY = child.y; } else { child.parent.localToWorld(child.x, child.y, out positionX, out positionY); parent.worldToLocal(positionX, positionY, out positionX, out positionY); } float childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY; float offset = (float)Math.Atan2(childY, childX); float len1 = (float)Math.Sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX; // Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/ float cosDenom = 2 * len1 * len2; if (cosDenom < 0.0001f) { child.rotationIK = childRotation + ((float)Math.Atan2(targetY, targetX) * radDeg - parentRotation - childRotation) * alpha; return; } float cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom; if (cos < -1) { cos = -1; } else if (cos > 1) { cos = 1; } float childAngle = (float)Math.Acos(cos) * bendDirection; float adjacent = len1 + len2 * cos, opposite = len2 * (float)Math.Sin(childAngle); float parentAngle = (float)Math.Atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite); float rotation = (parentAngle - offset) * radDeg - parentRotation; if (rotation > 180) { rotation -= 360; } else if (rotation < -180) // { rotation += 360; } parent.rotationIK = parentRotation + rotation * alpha; rotation = (childAngle + offset) * radDeg - childRotation; if (rotation > 180) { rotation -= 360; } else if (rotation < -180) // { rotation += 360; } child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha; }
/// <summary>Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as /// possible. The target is specified in the world coordinate system.</summary> /// <param name="child">Any descendant bone of the parent.</param> public static void apply(Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha) { float childRotation = child.rotation, parentRotation = parent.rotation; if (alpha == 0) { child.rotationIK = childRotation; parent.rotationIK = parentRotation; return; } float positionX, positionY; Bone parentParent = parent.parent; if (parentParent != null) { parentParent.worldToLocal(targetX, targetY, out positionX, out positionY); targetX = (positionX - parent.x) * parentParent.worldScaleX; targetY = (positionY - parent.y) * parentParent.worldScaleY; } else { targetX -= parent.x; targetY -= parent.y; } if (child.parent == parent) { positionX = child.x; positionY = child.y; } else { child.parent.localToWorld(child.x, child.y, out positionX, out positionY); parent.worldToLocal(positionX, positionY, out positionX, out positionY); } float childX = positionX * parent.worldScaleX, childY = positionY * parent.worldScaleY; float offset = (float)Math.Atan2(childY, childX); float len1 = (float)Math.Sqrt(childX * childX + childY * childY), len2 = child.data.length * child.worldScaleX; // Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/ float cosDenom = 2 * len1 * len2; if (cosDenom < 0.0001f) { child.rotationIK = childRotation + ((float)Math.Atan2(targetY, targetX) * radDeg - parentRotation - childRotation) * alpha; return; } float cos = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom; if (cos < -1) cos = -1; else if (cos > 1) cos = 1; float childAngle = (float)Math.Acos(cos) * bendDirection; float adjacent = len1 + len2 * cos, opposite = len2 * (float)Math.Sin(childAngle); float parentAngle = (float)Math.Atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite); float rotation = (parentAngle - offset) * radDeg - parentRotation; if (rotation > 180) rotation -= 360; else if (rotation < -180) // rotation += 360; parent.rotationIK = parentRotation + rotation * alpha; rotation = (childAngle + offset) * radDeg - childRotation; if (rotation > 180) rotation -= 360; else if (rotation < -180) // rotation += 360; child.rotationIK = childRotation + (rotation + parent.worldRotation - child.parent.worldRotation) * alpha; }
public static void apply(Bone parent, Bone child, float targetX, float targetY, int bendDirection, float alpha) { float rotation = child.rotation; float rotation2 = parent.rotation; if (alpha == 0f) { child.rotationIK = rotation; parent.rotationIK = rotation2; return; } Bone parent2 = parent.parent; float x; float y; if (parent2 != null) { parent2.worldToLocal(targetX, targetY, out x, out y); targetX = (x - parent.x) * parent2.worldScaleX; targetY = (y - parent.y) * parent2.worldScaleY; } else { targetX -= parent.x; targetY -= parent.y; } if (child.parent == parent) { x = child.x; y = child.y; } else { child.parent.localToWorld(child.x, child.y, out x, out y); parent.worldToLocal(x, y, out x, out y); } float num = x * parent.worldScaleX; float num2 = y * parent.worldScaleY; float num3 = (float)Math.Atan2((double)num2, (double)num); float num4 = (float)Math.Sqrt((double)(num * num + num2 * num2)); float num5 = child.data.length * child.worldScaleX; float num6 = 2f * num4 * num5; if (num6 < 0.0001f) { child.rotationIK = rotation + ((float)Math.Atan2((double)targetY, (double)targetX) * 57.2957764f - rotation2 - rotation) * alpha; return; } float num7 = (targetX * targetX + targetY * targetY - num4 * num4 - num5 * num5) / num6; if (num7 < -1f) { num7 = -1f; } else if (num7 > 1f) { num7 = 1f; } float num8 = (float)Math.Acos((double)num7) * (float)bendDirection; float num9 = num4 + num5 * num7; float num10 = num5 * (float)Math.Sin((double)num8); float num11 = (float)Math.Atan2((double)(targetY * num9 - targetX * num10), (double)(targetX * num9 + targetY * num10)); float num12 = (num11 - num3) * 57.2957764f - rotation2; if (num12 > 180f) { num12 -= 360f; } else if (num12 < -180f) { num12 += 360f; } parent.rotationIK = rotation2 + num12 * alpha; num12 = (num8 + num3) * 57.2957764f - rotation; if (num12 > 180f) { num12 -= 360f; } else if (num12 < -180f) { num12 += 360f; } child.rotationIK = rotation + (num12 + parent.worldRotation - child.parent.worldRotation) * alpha; }