diff --git a/spine-csharp/src/IkConstraint.cs b/spine-csharp/src/IkConstraint.cs index b54773ecd..3d3ed93c7 100644 --- a/spine-csharp/src/IkConstraint.cs +++ b/spine-csharp/src/IkConstraint.cs @@ -172,7 +172,7 @@ namespace Spine { ty = targetY - bone.worldY; break; case TransformMode.NoRotationOrReflection: { - float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc); + float s = Math.Abs(pa * pd - pb * pc) / Math.Max(0.0001f, pa * pa + pc * pc); float sa = pa / bone.skeleton.ScaleX; float sc = pc / bone.skeleton.ScaleY; pb = -sc * s * bone.skeleton.ScaleX; @@ -182,7 +182,7 @@ namespace Spine { } default: { float x = targetX - p.worldX, y = targetY - p.worldY; - float d = pa * pd - pb * pc; + float d = Math.Max(0.0001f, pa * pd - pb * pc); tx = (x * pd - y * pb) / d - bone.ax; ty = (y * pa - x * pc) / d - bone.ay; break; @@ -256,7 +256,7 @@ namespace Spine { b = pp.b; c = pp.c; d = pp.d; - float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY; + float id = 1 / Math.Max(0.0001f, a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY; float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; if (l1 < 0.0001f) {