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@@ -93,7 +93,7 @@ namespace Spine {
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if (rotationIK > 180)
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if (rotationIK > 180)
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rotationIK -= 360;
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rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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else if (rotationIK < -180) rotationIK += 360;
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- bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
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+ bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, bone.ascaleX, bone.ascaleY, bone.ashearX,
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bone.ashearY);
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bone.ashearY);
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}
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}
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@@ -181,21 +181,24 @@ namespace Spine {
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}
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}
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float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
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float minAngle = MathUtils.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 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 * (float)Math.Cos(angle) + l1;
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- y = b * (float)Math.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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+ float angle = (float)Math.Acos(c);
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+ x = a * (float)Math.Cos(c) + l1;
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+ y = b * (float)Math.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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}
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if (dd <= (minDist + maxDist) / 2) {
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if (dd <= (minDist + maxDist) / 2) {
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a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
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a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
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