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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 17:18:44 +08:00
[libgdx] Stretch forces 0 child Y, avoid acos and division.
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@ -248,7 +248,7 @@ public class IkConstraint implements Updatable {
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os2 = 0;
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float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
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boolean u = Math.abs(psx - psy) <= 0.0001f;
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if (!u) {
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if (!u || stretch) {
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cy = 0;
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cwx = a * cx + parent.worldX;
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cwy = c * cx + parent.worldY;
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@ -275,7 +275,7 @@ public class IkConstraint implements Updatable {
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float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
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float dd = tx * tx + ty * ty;
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if (softness != 0) {
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softness *= psx * (csx + 1) / 2;
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softness *= psx * (csx + 1) * 0.5f;
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float td = (float)Math.sqrt(dd), sd = td - l1 - l2 * psx + softness;
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if (sd > 0) {
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float p = Math.min(1, sd / (softness * 2)) - 1;
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@ -289,13 +289,15 @@ public class IkConstraint implements Updatable {
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if (u) {
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l2 *= psx;
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float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cos < -1)
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if (cos < -1) {
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cos = -1;
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else if (cos > 1) {
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a2 = PI * bendDir;
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} else if (cos > 1) {
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cos = 1;
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a2 = 0;
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if (stretch) sx *= ((float)Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
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}
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a2 = (float)Math.acos(cos) * bendDir;
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} else
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a2 = (float)Math.acos(cos) * bendDir;
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a = l1 + l2 * cos;
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b = l2 * sin(a2);
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a1 = atan2(ty * a - tx * b, tx * a + ty * b);
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@ -309,7 +311,7 @@ public class IkConstraint implements Updatable {
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if (d >= 0) {
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float q = (float)Math.sqrt(d);
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if (c1 < 0) q = -q;
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q = -(c1 + q) / 2;
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q = -(c1 + q) * 0.5f;
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float r0 = q / c2, r1 = c / q;
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float r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
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if (r * r <= dd) {
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@ -340,7 +342,7 @@ public class IkConstraint implements Updatable {
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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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if (dd <= (minDist + maxDist) * 0.5f) {
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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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