|
@@ -94,7 +94,8 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress
|
|
|
bone._ashearY);
|
|
|
}
|
|
|
|
|
|
-void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, bool uniform, float softness,
|
|
|
+void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, bool uniform,
|
|
|
+ float softness,
|
|
|
float alpha) {
|
|
|
float a, b, c, d;
|
|
|
float px, py, psx, psy, sx, sy;
|
|
@@ -283,7 +284,8 @@ void IkConstraint::update() {
|
|
|
case 2: {
|
|
|
Bone *bone0 = _bones[0];
|
|
|
Bone *bone1 = _bones[1];
|
|
|
- apply(*bone0, *bone1, _target->getWorldX(), _target->getWorldY(), _bendDirection, _stretch, _data._uniform, _softness,
|
|
|
+ apply(*bone0, *bone1, _target->getWorldX(), _target->getWorldY(), _bendDirection, _stretch, _data._uniform,
|
|
|
+ _softness,
|
|
|
_mix);
|
|
|
} break;
|
|
|
}
|