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@@ -61,10 +61,13 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress
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default:
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default:
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float x = targetX - p->_worldX, y = targetY - p->_worldY;
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float x = targetX - p->_worldX, y = targetY - p->_worldY;
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float d = pa * pd - pb * pc;
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float d = pa * pd - pb * pc;
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- if (d > 0) d = MathUtil::max(0.0001f, d);
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- d = MathUtil::min(-0.0001f, d);
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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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+ if (MathUtil::abs(d) <= 0.0001f) {
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+ tx = 0;
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+ ty = 0;
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+ } else {
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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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+ }
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}
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}
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rotationIK += MathUtil::atan2(ty, tx) * MathUtil::Rad_Deg;
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rotationIK += MathUtil::atan2(ty, tx) * MathUtil::Rad_Deg;
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if (bone._ascaleX < 0) rotationIK += 180;
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if (bone._ascaleX < 0) rotationIK += 180;
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@@ -143,8 +146,7 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
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c = pp->_c;
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c = pp->_c;
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d = pp->_d;
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d = pp->_d;
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id = a * d - b * c;
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id = a * d - b * c;
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- if (id > 0) MathUtil::max(0.0001f, id);
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- else MathUtil::min(-0.0001f, id);
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+ id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id;
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x = cwx - pp->_worldX;
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x = cwx - pp->_worldX;
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y = cwy - pp->_worldY;
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y = cwy - pp->_worldY;
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dx = (x * d - y * b) * id - px;
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dx = (x * d - y * b) * id - px;
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