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https://github.com/EsotericSoftware/spine-runtimes.git
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@ -150,9 +150,6 @@ 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 = 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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if (c1 < 0) q = -q;
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@ -166,28 +163,35 @@ 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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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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dist = x * x + y * y;
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if (dist < minDist) {
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minAngle = angle;
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minDist = dist;
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minX = x;
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minY = y;
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}
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if (dist > maxDist) {
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maxAngle = angle;
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maxDist = dist;
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maxX = x;
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maxY = y;
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}
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if (dd <= (minDist + maxDist) / 2) {
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a1 = ta - ATAN2(minY * bendDir, minX);
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a2 = minAngle * bendDir;
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} else {
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a1 = ta - ATAN2(maxY * bendDir, maxX);
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a2 = maxAngle * bendDir;
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{
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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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c0 = -a * l1 / (aa - bb);
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if (c0 >= -1 && c0 <= 1) {
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c0 = ACOS(c0);
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x = a * COS(c0) + l1;
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y = b * SIN(c0);
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d = x * x + y * y;
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if (d < minDist) {
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minAngle = c0;
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minDist = d;
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minX = x;
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minY = y;
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}
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if (d > maxDist) {
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maxAngle = c0;
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maxDist = d;
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maxX = x;
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maxY = y;
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}
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}
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if (dd <= (minDist + maxDist) / 2) {
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a1 = ta - ATAN2(minY * bendDir, minX);
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a2 = minAngle * bendDir;
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} else {
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a1 = ta - ATAN2(maxY * bendDir, maxX);
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a2 = maxAngle * bendDir;
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}
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}
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}
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outer: {
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@ -233,21 +233,24 @@ public class IkConstraint implements Constraint {
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}
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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 angle = (float)Math.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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d = x * x + y * y;
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if (d < minDist) {
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minAngle = angle;
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minDist = d;
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minX = x;
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minY = y;
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}
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if (d > maxDist) {
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maxAngle = angle;
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maxDist = d;
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maxX = x;
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maxY = y;
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c = -a * l1 / (aa - bb);
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if (c >= -1 && c <= 1) {
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c = (float)Math.acos(c);
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x = a * cos(c) + l1;
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y = b * sin(c);
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d = x * x + y * y;
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if (d < minDist) {
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minAngle = c;
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minDist = d;
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minX = x;
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minY = y;
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}
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if (d > maxDist) {
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maxAngle = c;
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maxDist = d;
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maxX = x;
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maxY = y;
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}
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}
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if (dd <= (minDist + maxDist) / 2) {
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a1 = ta - atan2(minY * bendDir, minX);
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