constrain method
Implementation
@override
void constrain(ActorNode node) {
ActorNode? t = target as ActorNode?;
if (t == null) {
return;
}
ActorNode parent = this.parent!;
Mat2D transformA = parent.worldTransform;
Mat2D transformB = Mat2D.clone(t.worldTransform);
if (_sourceSpace == TransformSpace.local) {
ActorNode? grandParent = target!.parent;
if (grandParent != null) {
Mat2D inverse = Mat2D();
Mat2D.invert(inverse, grandParent.worldTransform);
Mat2D.multiply(transformB, inverse, transformB);
}
}
if (_destSpace == TransformSpace.local) {
ActorNode? grandParent = parent.parent;
if (grandParent != null) {
Mat2D.multiply(transformB, grandParent.worldTransform, transformB);
}
}
Mat2D.decompose(transformA, _componentsA);
Mat2D.decompose(transformB, _componentsB);
double angleA = _componentsA[4] % pi2;
double angleB = _componentsB[4] % pi2;
double diff = angleB - angleA;
if (diff > pi) {
diff -= pi2;
} else if (diff < -pi) {
diff += pi2;
}
double ti = 1.0 - strength;
_componentsB[4] = angleA + diff * strength;
_componentsB[0] = _componentsA[0] * ti + _componentsB[0] * strength;
_componentsB[1] = _componentsA[1] * ti + _componentsB[1] * strength;
_componentsB[2] = _componentsA[2] * ti + _componentsB[2] * strength;
_componentsB[3] = _componentsA[3] * ti + _componentsB[3] * strength;
_componentsB[5] = _componentsA[5] * ti + _componentsB[5] * strength;
Mat2D.compose(parent.worldTransform, _componentsB);
}