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@@ -169,17 +169,24 @@ namespace Spine {
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tx = targetX - bone.worldX;
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ty = targetY - bone.worldY;
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break;
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- case TransformMode.NoRotationOrReflection:
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- rotationIK += Math.Atan2(pc, pa) * MathUtils.radDeg;
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- float ps = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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- pb = -pc * ps;
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- pd = pa * ps;
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- // Fall through
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- default:
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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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- tx = (x * pd - y * pb) / d - bone.ax;
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- ty = (y * pa - x * pc) / d - bone.ay;
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+ case TransformMode.NoRotationOrReflection: {
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+ rotationIK += (float)Math.Atan2(pc, pa) * MathUtils.RadDeg;
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+ float ps = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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+ pb = -pc * ps;
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+ pd = pa * ps;
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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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+ tx = (x * pd - y * pb) / d - bone.ax;
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+ ty = (y * pa - x * pc) / d - bone.ay;
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+ break;
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+ }
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+ default: {
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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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+ tx = (x * pd - y * pb) / d - bone.ax;
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+ ty = (y * pa - x * pc) / d - bone.ay;
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+ break;
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+ }
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}
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rotationIK += (float)Math.Atan2(ty, tx) * MathUtils.RadDeg;
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@@ -193,9 +200,13 @@ namespace Spine {
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if (compress || stretch) {
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switch (bone.data.transformMode) {
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case TransformMode.NoScale:
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- case TransformMode.NoScaleOrReflection:
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+ tx = targetX - bone.worldX;
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+ ty = targetY - bone.worldY;
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+ break;
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+ case TransformMode.NoScaleOrReflection:
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tx = targetX - bone.worldX;
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ty = targetY - bone.worldY;
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+ break;
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}
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float b = bone.data.length * sx, dd = (float)Math.Sqrt(tx * tx + ty * ty);
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if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
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