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[c] Ported IKConstraint simplification, see #907
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@ -150,8 +150,8 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
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float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty, ta = ATAN2(ty, tx);
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float c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
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float d = c1 * c1 - 4 * c2 * c0;
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float minAngle = 0, minDist = FLT_MAX, minX = 0, minY = 0;
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float maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
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float minAngle = PI, minX = l1 - a, minDist = minX * minX, minY = 0;
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float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
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float x = l1 + a, dist = x * x, angle, y;
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if (d >= 0) {
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float q = SQRT(d), r0, r1;
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@ -166,18 +166,6 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
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goto outer;
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}
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}
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if (dist > maxDist) {
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maxAngle = 0;
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maxDist = dist;
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maxX = x;
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}
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x = l1 - a;
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dist = x * x;
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if (dist < minDist) {
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minAngle = PI;
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minDist = dist;
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minX = x;
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}
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angle = ACOS(-a * l1 / (aa - bb));
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x = a * COS(angle) + l1;
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y = b * SIN(angle);
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