本文整理汇总了C#中Spine.Bone.UpdateWorldTransform方法的典型用法代码示例。如果您正苦于以下问题:C# Bone.UpdateWorldTransform方法的具体用法?C# Bone.UpdateWorldTransform怎么用?C# Bone.UpdateWorldTransform使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Spine.Bone
的用法示例。
在下文中一共展示了Bone.UpdateWorldTransform方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GetExtractionBone
static Bone GetExtractionBone () {
if (extractionBone != null)
return extractionBone;
SkeletonData skelData = new SkeletonData();
BoneData data = new BoneData("temp", null);
data.ScaleX = 1;
data.ScaleY = 1;
data.Length = 100;
skelData.Bones.Add(data);
Skeleton skeleton = new Skeleton(skelData);
Bone bone = new Bone(data, skeleton, null);
bone.UpdateWorldTransform();
extractionBone = bone;
return extractionBone;
}
示例2: Apply
//.........这里部分代码省略.........
offset2 = 180;
} else
offset2 = 0;
Bone pp = parent.parent;
float tx, ty, dx, dy;
if (pp == null) {
tx = targetX - px;
ty = targetY - py;
dx = child.worldX - px;
dy = child.worldY - py;
} else {
float a = pp.a, b = pp.b, c = pp.c, d = pp.d, invDet = 1 / (a * d - b * c);
float wx = pp.worldX, wy = pp.worldY, x = targetX - wx, y = targetY - wy;
tx = (x * d - y * b) * invDet - px;
ty = (y * a - x * c) * invDet - py;
x = child.worldX - wx;
y = child.worldY - wy;
dx = (x * d - y * b) * invDet - px;
dy = (y * a - x * c) * invDet - py;
}
float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
if (Math.Abs(psx - psy) <= 0.0001f) {
l2 *= psx;
float cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1) cos = -1;
else if (cos > 1) cos = 1;
a2 = (float)Math.Acos(cos) * bendDir;
float a = l1 + l2 * cos, o = l2 * MathUtils.Sin(a2);
a1 = MathUtils.Atan2(ty * a - tx * o, tx * a + ty * o);
} else {
cy = 0;
float a = psx * l2, b = psy * l2, ta = MathUtils.Atan2(ty, tx);
float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty;
float c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
float d = c1 * c1 - 4 * c2 * c0;
if (d >= 0) {
float q = (float)Math.Sqrt(d);
if (c1 < 0) q = -q;
q = -(c1 + q) / 2;
float r0 = q / c2, r1 = c0 / q;
float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
if (r * r <= dd) {
float y1 = (float)Math.Sqrt(dd - r * r) * bendDir;
a1 = ta - MathUtils.Atan2(y1, r);
a2 = MathUtils.Atan2(y1 / psy, (r - l1) / psx);
goto outer;
}
}
float minAngle = 0, minDist = float.MaxValue, minX = 0, minY = 0;
float maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
float x = l1 + a, dist = x * x;
if (dist > maxDist) {
maxAngle = 0;
maxDist = dist;
maxX = x;
}
x = l1 - a;
dist = x * x;
if (dist < minDist) {
minAngle = MathUtils.PI;
minDist = dist;
minX = x;
}
float angle = (float)Math.Acos(-a * l1 / (aa - bb));
x = a * MathUtils.Cos(angle) + l1;
float y = b * MathUtils.Sin(angle);
dist = x * x + y * y;
if (dist < minDist) {
minAngle = angle;
minDist = dist;
minX = x;
minY = y;
}
if (dist > maxDist) {
maxAngle = angle;
maxDist = dist;
maxX = x;
maxY = y;
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - MathUtils.Atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - MathUtils.Atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
outer:
float offset = MathUtils.Atan2(cy, child.x) * sign2;
a1 = (a1 - offset) * MathUtils.radDeg + offset1;
a2 = (a2 + offset) * MathUtils.radDeg * sign2 + offset2;
if (a1 > 180) a1 -= 360;
else if (a1 < -180) a1 += 360;
if (a2 > 180) a2 -= 360;
else if (a2 < -180) a2 += 360;
float rotation = parent.rotation;
parent.UpdateWorldTransform(parent.x, parent.y, rotation + (a1 - rotation) * alpha, parent.scaleX, parent.scaleY);
rotation = child.rotation;
child.UpdateWorldTransform(child.x, cy, rotation + (a2 - rotation) * alpha, child.scaleX, child.scaleY);
}
示例3: Apply
/// <summary>Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
/// in the world coordinate system.</summary>
static public void Apply (Bone bone, float targetX, float targetY, float alpha) {
Bone pp = bone.parent;
float id = 1 / (pp.a * pp.d - pp.b * pp.c);
float x = targetX - pp.worldX, y = targetY - pp.worldY;
float tx = (x * pp.d - y * pp.b) * id - bone.x, ty = (y * pp.a - x * pp.c) * id - bone.y;
float rotationIK = MathUtils.Atan2(ty, tx) * MathUtils.radDeg - bone.shearX - bone.rotation;
if (bone.scaleX < 0) rotationIK += 180;
if (rotationIK > 180)
rotationIK -= 360;
else if (rotationIK < -180) rotationIK += 360;
bone.UpdateWorldTransform(bone.x, bone.y, bone.rotation + rotationIK * alpha, bone.scaleX, bone.scaleY,
bone.shearX, bone.shearY);
}