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Copy pathIK.lua
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161 lines (129 loc) · 4.41 KB
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local module = {
_version = "Lua-Inverse-Kinematics v2023.0.1",
_description = "A simple Inverse Kinematics library for LÖVE",
_url = "https://github.com/italoseara/Lua-Inverse-Kinematics",
_license = [[
MIT License
Copyright (c) 2023 Italo Seara
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.
]]
}
local Vector = require "vector"
local Segment = {}
Segment.__index = Segment
function Segment.new(length, maxAngle, minAngle)
local self = setmetatable({}, Segment)
self.a = Vector(0, 0)
self.b = Vector(0, 0)
self.length = length
self.angle = 0
self.maxAngle = maxAngle
self.minAngle = minAngle
return self
end
function Segment:update()
local d = Vector.fromPolar(self.angle, self.length)
self.b.x = self.a.x + d.x
self.b.y = self.a.y + d.y
if self.maxAngle ~= nil and self.angle > self.maxAngle then
self.angle = self.maxAngle
elseif self.minAngle ~= nil and self.angle < self.minAngle then
self.angle = self.minAngle
end
end
function Segment:follow(target)
local target = Vector(target.x, target.y)
local dir = target - self.a
self.angle = dir:heading()
dir:setMag(self.length)
dir = dir * -1
self.a = target + dir
end
function Segment:getMediumPoint()
return Vector((self.a.x + self.b.x) / 2, (self.a.y + self.b.y) / 2)
end
function Segment:pullTo(x, y, strength)
local target = Vector(x, y)
local dir = target - self.a
self.angle = dir:heading()
dir:setMag(self.length)
dir = dir * -1
if strength == nil then strength = 1 end
self.a = self.a + (target + dir - self.a) * strength
end
function Segment:draw(debug)
love.graphics.line(self.a.x, self.a.y, self.b.x, self.b.y)
if debug then
love.graphics.circle("fill", self.a.x, self.a.y, 5)
love.graphics.circle("fill", self.b.x, self.b.y, 5)
end
end
local IK = {}
IK.__index = IK
function IK.new()
local self = setmetatable({}, IK)
self.segments = {}
self.fixedPoint = nil
self.target = nil
self.debug = false
return self
end
function IK:setFixedPoint(x, y)
self.fixedPoint = Vector(x, y)
end
function IK:addSegment(length, maxAngle, minAngle)
table.insert(self.segments, Segment.new(length, maxAngle, minAngle))
end
function IK:setTarget(x, y)
self.target = Vector(x, y)
end
function IK:update()
if not self.target then return end
local last = self.segments[#self.segments]
last:follow(self.target)
for i = #self.segments - 1, 1, -1 do
local segment = self.segments[i]
local nextSegment = self.segments[i + 1]
segment:follow(nextSegment.a)
end
if self.fixedPoint then
local first = self.segments[1]
first.a = self.fixedPoint
for i = 2, #self.segments do
local segment = self.segments[i]
local prevSegment = self.segments[i - 1]
segment.a = prevSegment.b
end
end
for _, segment in ipairs(self.segments) do
segment:update()
end
end
function IK:draw()
for _, segment in ipairs(self.segments) do
segment:draw(self.debug)
end
if self.debug then
love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", self.target.x, self.target.y, 5)
end
end
return setmetatable({
new = IK.new,
}, {
__call = function(_) return IK.new() end
})