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@@ -116,11 +116,8 @@ export class IkConstraint implements Updatable {
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tx = targetX - bone.worldX;
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tx = targetX - bone.worldX;
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ty = targetY - bone.worldY;
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ty = targetY - bone.worldY;
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break;
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break;
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- case TransformMode.NoRotationOrReflection:
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- let t = pa * pa + pc * pc;
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- if (t > 0) t = Math.max(0.0001, t);
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- else t = Math.min(-0.0001, t);
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- let s = Math.abs(pa * pd - pb * pc) / t;
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+ case TransformMode.NoRotationOrReflection:
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+ let s = Math.abs(pa * pd - pb * pc) / Math.max(0.0001, pa * pa + pc * pc);
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let sa = pa / bone.skeleton.scaleX;
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let sa = pa / bone.skeleton.scaleX;
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let sc = pc / bone.skeleton.scaleY;
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let sc = pc / bone.skeleton.scaleY;
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pb = -sc * s * bone.skeleton.scaleX;
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pb = -sc * s * bone.skeleton.scaleX;
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@@ -130,8 +127,8 @@ export class IkConstraint implements Updatable {
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default:
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default:
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let x = targetX - p.worldX, y = targetY - p.worldY;
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let x = targetX - p.worldX, y = targetY - p.worldY;
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let d = pa * pd - pb * pc;
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let d = pa * pd - pb * pc;
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- if (d > 0) t = Math.max(0.0001, d);
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- else t = Math.min(-0.0001, d);
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+ if (d > 0) d = Math.max(0.0001, d);
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+ else d = Math.min(-0.0001, d);
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tx = (x * pd - y * pb) / d - bone.ax;
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tx = (x * pd - y * pb) / d - bone.ax;
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ty = (y * pa - x * pc) / d - bone.ay;
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ty = (y * pa - x * pc) / d - bone.ay;
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}
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}
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