apply2 method
Implementation
void apply2(Bone parent, Bone child, double targetX, double targetY,
int bendDir, double alpha) {
if (alpha == 0) {
child.updateWorldTransform();
return;
}
if (!parent.appliedValid) parent.updateAppliedTransform();
if (!child.appliedValid) child.updateAppliedTransform();
final double px = parent.ax, py = parent.ay;
double psx = parent.ascaleX, psy = parent.ascaleY, csx = child.ascaleX;
int os1 = 0, os2 = 0, s2 = 0;
if (psx < 0) {
psx = -psx;
os1 = 180;
s2 = -1;
} else {
os1 = 0;
s2 = 1;
}
if (psy < 0) {
psy = -psy;
s2 = -s2;
}
if (csx < 0) {
csx = -csx;
os2 = 180;
} else {
os2 = 0;
}
final double cx = child.ax;
double cy = 0.0,
cwx = 0.0,
cwy = 0.0,
a = parent.a,
b = parent.b,
c = parent.c,
d = parent.d;
final bool u = (psx - psy).abs() <= 0.0001;
if (!u) {
cy = 0.0;
cwx = a * cx + parent.worldX;
cwy = c * cx + parent.worldY;
} else {
cy = child.ay;
cwx = a * cx + b * cy + parent.worldX;
cwy = c * cx + d * cy + parent.worldY;
}
final Bone pp = parent.parent!;
a = pp.a;
b = pp.b;
c = pp.c;
d = pp.d;
final double id = 1 / (a * d - b * c);
double x = targetX - pp.worldX, y = targetY - pp.worldY;
final double tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
x = cwx - pp.worldX;
y = cwy - pp.worldY;
final double dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
final double l1 = math.sqrt(dx * dx + dy * dy);
double l2 = child.data.length * csx, a1 = 0.0, a2 = 0.0;
outer:
if (u) {
l2 *= psx;
double cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1) {
cos = -1.0;
} else if (cos > 1) {
cos = 1.0;
}
a2 = math.acos(cos) * bendDir;
a = l1 + l2 * cos;
b = l2 * math.sin(a2);
a1 = math.atan2(ty * a - tx * b, tx * a + ty * b);
} else {
a = psx * l2;
b = psy * l2;
final double aa = a * a,
bb = b * b,
dd = tx * tx + ty * ty,
ta = math.atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
final double c1 = -2 * bb * l1, c2 = bb - aa;
d = c1 * c1 - 4 * c2 * c;
if (d >= 0) {
double q = math.sqrt(d);
if (c1 < 0) q = -q;
q = -(c1 + q) / 2;
final double r0 = q / c2, r1 = c / q;
final double r = r0.abs() < r1.abs() ? r0 : r1;
if (r * r <= dd) {
y = math.sqrt(dd - r * r) * bendDir;
a1 = ta - math.atan2(y, r);
a2 = math.atan2(y / psy, (r - l1) / psx);
break outer;
}
}
double minAngle = math.pi,
minX = l1 - a,
minDist = minX * minX,
minY = 0.0;
double maxAngle = 0.0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0.0;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = math.acos(c);
x = a * math.cos(c) + l1;
y = b * math.sin(c);
d = x * x + y * y;
if (d < minDist) {
minAngle = c;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - math.atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - math.atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
final double os = math.atan2(cy, cx) * s2;
double rotation = parent.arotation;
a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation;
if (a1 > 180) {
a1 -= 360;
} else if (a1 < -180) {
a1 += 360;
}
parent.updateWorldTransformWith(px, py, rotation + a1 * alpha,
parent.ascaleX, parent.ascaleY, 0.0, 0.0);
rotation = child.arotation;
a2 = ((a2 + os) * MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation;
if (a2 > 180) {
a2 -= 360;
} else if (a2 < -180) {
a2 += 360;
}
child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX,
child.ascaleY, child.ashearX, child.ashearY);
}