IK simplification.

Just when you thought it couldn't get any simpler.
This commit is contained in:
NathanSweet 2017-05-23 18:52:45 +02:00
parent 277f96d50f
commit 1de5adf953

View File

@ -231,22 +231,8 @@ public class IkConstraint implements Constraint {
break outer;
}
}
float minAngle = 0, minDist = Float.MAX_VALUE, minX = 0, minY = 0;
float maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
x = l1 + a;
d = x * x;
if (d > maxDist) {
maxAngle = 0;
maxDist = d;
maxX = x;
}
x = l1 - a;
d = x * x;
if (d < minDist) {
minAngle = PI;
minDist = d;
minX = x;
}
float minAngle = PI, minX = l1 - a, minDist = minX * minX, minY = 0;
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
float angle = (float)Math.acos(-a * l1 / (aa - bb));
x = a * cos(angle) + l1;
y = b * sin(angle);