Better disable inherit rotation.

But not good, flips with negative scale.
This commit is contained in:
NathanSweet 2016-08-15 16:19:33 +02:00
parent 3160077207
commit c5d3d84f71

View File

@ -158,71 +158,63 @@ public class Bone implements Updatable {
b = cos(r) * s;
d = sin(r) * s;
} else if (data.inheritScale) { // No rotation inheritance.
// float psx = (float)Math.sqrt(pa * pa + pc * pc), psy, pr;
// if (psx > 0.0001f) {
// float det = pa * pd - pb * pc;
// psy = det / psx;
// rotationY = atan2(pa * pb + pc * pd, det) * radDeg + 90;
// pr = atan2(pc, pa) * radDeg;
// } else {
// psx = 0;
// psy = (float)Math.sqrt(pb * pb + pd * pd);
// rotationY = 90;
// pr = 90 - atan2(pd, pb) * radDeg;
// }
//
// float blend;
// if (pr < -90)
// blend = 1 + (pr + 90) / 90;
// else if (pr < 0)
// blend = -pr / 90;
// else if (pr < 90)
// blend = pr / 90;
// else
// blend = 1f - (pr - 90) / 90;
//
// pa = lerp(psx, Math.abs(psy) * Math.signum(psx), blend);
// psy = lerp(psy, Math.abs(psx) * Math.signum(psy), blend);
// pb = cosDeg(rotationY) * psy;
// pc = 0;
// pd = sinDeg(rotationY) * psy;
//
// a = pa * la + pb * lc;
// b = pa * lb + pb * ld;
// c = pc * la + pd * lc;
// d = pc * lb + pd * ld;
float psx = (float)Math.sqrt(pa * pa + pc * pc), psy, pr;
if (psx > 0.0001f) {
float det = pa * pd - pb * pc;
psy = det / psx;
pr = atan2(pc, pa) * radDeg;
} else {
psx = 0;
psy = (float)Math.sqrt(pb * pb + pd * pd);
pr = 90 - atan2(pd, pb) * radDeg;
}
float blend;
if (pr < -90)
blend = 1 + (pr + 90) / 90;
else if (pr < 0)
blend = -pr / 90;
else if (pr < 90)
blend = pr / 90;
else
blend = 1 - (pr - 90) / 90;
pa = lerp(psx, Math.abs(psy) * Math.signum(psx), blend);
pd = lerp(psy, Math.abs(psx) * Math.signum(psy), blend);
a = pa * la;
b = pa * lb;
c = pd * lc;
d = pd * ld;
pa = 1;
pb = 0;
pc = 0;
pd = 1;
do {
float cos = cosDeg(parent.arotation), sin = sinDeg(parent.arotation);
float psx = parent.ascaleX, psy = parent.ascaleY;
float za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
float temp = pa * za + pb * zc;
pb = pb * zd - pa * zb;
pa = temp;
temp = pc * za + pd * zc;
pd = pd * zd - pc * zb;
pc = temp;
if (psx >= 0) // BOZO! - Why? Should always do this? Fix in new code?
sin = -sin;
temp = pa * cos + pb * sin;
pb = pb * cos - pa * sin;
pa = temp;
temp = pc * cos + pd * sin;
pd = pd * cos - pc * sin;
pc = temp;
if (!parent.data.inheritScale) break;
parent = parent.parent;
} while (parent != null);
a = pa * la + pb * lc;
b = pa * lb + pb * ld;
c = pc * la + pd * lc;
d = pc * lb + pd * ld;
// pa = 1;
// pb = 0;
// pc = 0;
// pd = 1;
// do {
// if (!parent.appliedValid) parent.updateAppliedTransform();
// float cos = cosDeg(parent.arotation), sin = sinDeg(parent.arotation);
// float psx = parent.ascaleX, psy = parent.ascaleY;
// float za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
// float temp = pa * za + pb * zc;
// pb = pb * zd - pa * zb;
// pa = temp;
// temp = pc * za + pd * zc;
// pd = pd * zd - pc * zb;
// pc = temp;
//
// if (psx >= 0) sin = -sin;
// temp = pa * cos + pb * sin;
// pb = pb * cos - pa * sin;
// pa = temp;
// temp = pc * cos + pd * sin;
// pd = pd * cos - pc * sin;
// pc = temp;
//
// if (!parent.data.inheritScale) break;
// parent = parent.parent;
// } while (parent != null);
// a = pa * la + pb * lc;
// b = pa * lb + pb * ld;
// c = pc * la + pd * lc;
// d = pc * lb + pd * ld;
} else {
a = la;
b = lb;