updateAppliedTransform method
void
updateAppliedTransform()
Implementation
void updateAppliedTransform() {
appliedValid = true;
final Bone? parent = this.parent;
if (parent == null) {
ax = worldX;
ay = worldY;
arotation = math.atan2(c, a) * MathUtils.radDeg;
ascaleX = math.sqrt(a * a + c * c);
ascaleY = math.sqrt(b * b + d * d);
ashearX = 0.0;
ashearY = math.atan2(a * b + c * d, a * d - b * c) * MathUtils.radDeg;
return;
}
final double pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
final double pid = 1 / (pa * pd - pb * pc);
final double dx = worldX - parent.worldX, dy = worldY - parent.worldY;
ax = (dx * pd * pid - dy * pb * pid);
ay = (dy * pa * pid - dx * pc * pid);
final double ia = pid * pd;
final double id = pid * pa;
final double ib = pid * pb;
final double ic = pid * pc;
final double ra = ia * a - ib * c;
final double rb = ia * b - ib * d;
final double rc = id * c - ic * a;
final double rd = id * d - ic * b;
ashearX = 0.0;
ascaleX = math.sqrt(ra * ra + rc * rc);
if (ascaleX > 0.0001) {
final double det = ra * rd - rb * rc;
ascaleY = det / ascaleX;
ashearY = math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
arotation = math.atan2(rc, ra) * MathUtils.radDeg;
} else {
ascaleX = 0.0;
ascaleY = math.sqrt(rb * rb + rd * rd);
ashearY = 0.0;
arotation = 90 - math.atan2(rd, rb) * MathUtils.radDeg;
}
}