[libgdx, c] Avoid relying on NaN behavior.

#903
This commit is contained in:
NathanSweet 2017-05-24 17:14:33 +02:00
parent 791e955caf
commit d7c9feb0b5
2 changed files with 47 additions and 40 deletions

View File

@ -150,9 +150,6 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
float aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty, ta = ATAN2(ty, tx);
float c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
float d = c1 * c1 - 4 * c2 * c0;
float minAngle = PI, minX = l1 - a, minDist = minX * minX, minY = 0;
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
float x = l1 + a, dist = x * x, angle, y;
if (d >= 0) {
float q = SQRT(d), r0, r1;
if (c1 < 0) q = -q;
@ -166,28 +163,35 @@ void spIkConstraint_apply2 (spBone* parent, spBone* child, float targetX, float
goto outer;
}
}
angle = ACOS(-a * l1 / (aa - bb));
x = a * COS(angle) + l1;
y = b * SIN(angle);
dist = x * x + y * y;
if (dist < minDist) {
minAngle = angle;
minDist = dist;
minX = x;
minY = y;
}
if (dist > maxDist) {
maxAngle = angle;
maxDist = dist;
maxX = x;
maxY = y;
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - ATAN2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - ATAN2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
{
float minAngle = PI, minX = l1 - a, minDist = minX * minX, minY = 0;
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
c0 = -a * l1 / (aa - bb);
if (c0 >= -1 && c0 <= 1) {
c0 = ACOS(c0);
x = a * COS(c0) + l1;
y = b * SIN(c0);
d = x * x + y * y;
if (d < minDist) {
minAngle = c0;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c0;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - ATAN2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - ATAN2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
}
outer: {

View File

@ -233,21 +233,24 @@ public class IkConstraint implements Constraint {
}
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);
d = x * x + y * y;
if (d < minDist) {
minAngle = angle;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = angle;
maxDist = d;
maxX = x;
maxY = y;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = (float)Math.acos(c);
x = a * cos(c) + l1;
y = b * sin(c);
d = x * x + y * y;
if (d < minDist) {
minAngle = c;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - atan2(minY * bendDir, minX);