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https://github.com/EsotericSoftware/spine-runtimes.git
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[c][cpp] Port of commit e04e7b5. Adjusted fix for IK constraint NaN when parent has zero scale.
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parent
9382265484
commit
1fb89b6e89
@ -94,10 +94,13 @@ void spIkConstraint_apply1(spBone *bone, float targetX, float targetY, int /*boo
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default: {
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default: {
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float x = targetX - p->worldX, y = targetY - p->worldY;
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float x = targetX - p->worldX, y = targetY - p->worldY;
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float d = pa * pd - pb * pc;
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float d = pa * pd - pb * pc;
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if (d > 0) d = MAX(0.0001f, d);
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if (ABS(d) <= 0.0001f) {
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else d = MIN(-0.0001f, d);
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tx = 0;
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tx = (x * pd - y * pb) / d - bone->ax;
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ty = 0;
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ty = (y * pa - x * pc) / d - bone->ay;
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} else {
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tx = (x * pd - y * pb) / d - bone->ax;
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ty = (y * pa - x * pc) / d - bone->ay;
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}
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}
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}
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}
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}
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rotationIK += ATAN2(ty, tx) * RAD_DEG;
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rotationIK += ATAN2(ty, tx) * RAD_DEG;
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@ -180,8 +183,7 @@ void spIkConstraint_apply2(spBone *parent, spBone *child, float targetX, float t
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c = pp->c;
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c = pp->c;
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d = pp->d;
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d = pp->d;
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id = a * d - b * c;
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id = a * d - b * c;
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if (id > 0) id = 1 / MAX(0.0001f, id);
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id = ABS(id) <= 0.0001f ? 0 : 1 / id;
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else id = 1 / MIN(-0.0001f, id);
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x = cwx - pp->worldX;
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x = cwx - pp->worldX;
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y = cwy - pp->worldY;
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y = cwy - pp->worldY;
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dx = (x * d - y * b) * id - px;
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dx = (x * d - y * b) * id - px;
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@ -61,10 +61,13 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress
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default:
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default:
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float x = targetX - p->_worldX, y = targetY - p->_worldY;
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float x = targetX - p->_worldX, y = targetY - p->_worldY;
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float d = pa * pd - pb * pc;
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float d = pa * pd - pb * pc;
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if (d > 0) d = MathUtil::max(0.0001f, d);
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if (MathUtil::abs(d) <= 0.0001f) {
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d = MathUtil::min(-0.0001f, d);
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tx = 0;
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tx = (x * pd - y * pb) / d - bone._ax;
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ty = 0;
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ty = (y * pa - x * pc) / d - bone._ay;
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} else {
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tx = (x * pd - y * pb) / d - bone._ax;
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ty = (y * pa - x * pc) / d - bone._ay;
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}
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}
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}
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rotationIK += MathUtil::atan2(ty, tx) * MathUtil::Rad_Deg;
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rotationIK += MathUtil::atan2(ty, tx) * MathUtil::Rad_Deg;
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if (bone._ascaleX < 0) rotationIK += 180;
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if (bone._ascaleX < 0) rotationIK += 180;
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@ -143,8 +146,7 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
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c = pp->_c;
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c = pp->_c;
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d = pp->_d;
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d = pp->_d;
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id = a * d - b * c;
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id = a * d - b * c;
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if (id > 0) MathUtil::max(0.0001f, id);
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id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id;
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else MathUtil::min(-0.0001f, id);
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x = cwx - pp->_worldX;
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x = cwx - pp->_worldX;
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y = cwy - pp->_worldY;
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y = cwy - pp->_worldY;
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dx = (x * d - y * b) * id - px;
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dx = (x * d - y * b) * id - px;
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