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[cpp] Bone length fix for stretchy IK.
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@ -54,8 +54,8 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool stretch,
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else if (rotationIK < -180) rotationIK += 360;
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float sx = bone._ascaleX;
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if (stretch) {
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float dd = MathUtil::sqrt(tx * tx + ty * ty);
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if (dd > bone._data.getLength() * sx) sx *= (dd / (bone._data.getLength() * sx) - 1) * alpha + 1;
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float b = bone._data.getLength() * sx, dd = MathUtil::sqrt(tx * tx + ty * ty);
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if (dd > b && b > 0.0001f) sx *= (dd / b - 1) * alpha + 1;
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}
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bone.updateWorldTransform(bone._ax, bone._ay, bone._arotation + rotationIK * alpha, sx,
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bone._ascaleY, bone._ashearX, bone._ashearY);
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@ -128,7 +128,7 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
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if (cosine < -1) cosine = -1;
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else if (cosine > 1) {
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cosine = 1;
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if (stretch) sx *= (MathUtil::sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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if (stretch && l1 + l2 > 0.0001f) sx *= (MathUtil::sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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}
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a2 = MathUtil::acos(cosine) * bendDir;
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a = l1 + l2 * cosine;
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