diff --git a/spine-csharp/src/Animation.cs b/spine-csharp/src/Animation.cs
index 6cc1a025a..2a6e5fb91 100644
--- a/spine-csharp/src/Animation.cs
+++ b/spine-csharp/src/Animation.cs
@@ -452,7 +452,7 @@ namespace Spine {
String attachmentName = attachmentNames[frameIndex];
skeleton.slots.Items[slotIndex].Attachment =
- attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
+ attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName);
}
}
diff --git a/spine-csharp/src/Attachments/WeightedMeshAttachment.cs b/spine-csharp/src/Attachments/WeightedMeshAttachment.cs
index 61a039362..2b4b56524 100644
--- a/spine-csharp/src/Attachments/WeightedMeshAttachment.cs
+++ b/spine-csharp/src/Attachments/WeightedMeshAttachment.cs
@@ -33,7 +33,7 @@ using System;
using System.Collections.Generic;
namespace Spine {
- /// Attachment that displays a texture region using a mesh which can be deformed by bones.
+ /// Attachment that displays a texture region using a mesh which can be deformed by bones.
public class WeightedMeshAttachment : Attachment {
internal int[] bones;
internal float[] weights, uvs, regionUVs;
diff --git a/spine-csharp/src/Bone.cs b/spine-csharp/src/Bone.cs
index de7b19639..c453b1384 100644
--- a/spine-csharp/src/Bone.cs
+++ b/spine-csharp/src/Bone.cs
@@ -33,7 +33,7 @@ using System;
using System.Collections.Generic;
namespace Spine {
- public class Bone : IUpdatable {
+ public class Bone : IUpdatable {
static public bool yDown;
internal BoneData data;
@@ -123,44 +123,44 @@ namespace Spine {
return;
}
- float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
- worldX = pa * x + pb * y + parent.worldX;
- worldY = pc * x + pd * y + parent.worldY;
- worldSignX = parent.worldSignX * Math.Sign(scaleX);
- worldSignY = parent.worldSignY * Math.Sign(scaleY);
+ float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+ worldX = pa * x + pb * y + parent.worldX;
+ worldY = pc * x + pd * y + parent.worldY;
+ worldSignX = parent.worldSignX * Math.Sign(scaleX);
+ worldSignY = parent.worldSignY * Math.Sign(scaleY);
- if (data.inheritRotation && data.inheritScale) {
- a = pa * la + pb * lc;
- b = pa * lb + pb * ld;
- c = pc * la + pd * lc;
- d = pc * lb + pd * ld;
- } else if (data.inheritRotation) { // No scale inheritance.
- Bone p = parent;
- pa = 1;
- pb = 0;
- pc = 0;
- pd = 1;
- while (p != null) {
- cos = MathUtils.CosDeg(p.appliedRotation);
- sin = MathUtils.SinDeg(p.appliedRotation);
- float ta = pa * cos + pb * sin;
- float tb = pa * -sin + pb * cos;
- float tc = pc * cos + pd * sin;
- float td = pc * -sin + pd * cos;
- pa = ta;
- pb = tb;
- pc = tc;
- pd = td;
- p = p.parent;
- }
+ if (data.inheritRotation && data.inheritScale) {
+ a = pa * la + pb * lc;
+ b = pa * lb + pb * ld;
+ c = pc * la + pd * lc;
+ d = pc * lb + pd * ld;
+ } else if (data.inheritRotation) { // No scale inheritance.
+ Bone p = parent;
+ pa = 1;
+ pb = 0;
+ pc = 0;
+ pd = 1;
+ while (p != null) {
+ cos = MathUtils.CosDeg(p.appliedRotation);
+ sin = MathUtils.SinDeg(p.appliedRotation);
+ float ta = pa * cos + pb * sin;
+ float tb = pa * -sin + pb * cos;
+ float tc = pc * cos + pd * sin;
+ float td = pc * -sin + pd * cos;
+ pa = ta;
+ pb = tb;
+ pc = tc;
+ pd = td;
+ p = p.parent;
+ }
if (yDown) {
pb = -pb;
pd = -pd;
}
- a = pa * la + pb * lc;
- b = pa * lb + pb * ld;
- c = pc * la + pd * lc;
- d = pc * lb + pd * ld;
+ a = pa * la + pb * lc;
+ b = pa * lb + pb * ld;
+ c = pc * la + pd * lc;
+ d = pc * lb + pd * ld;
if (skeleton.flipX) {
a = -a;
b = -b;
@@ -169,45 +169,45 @@ namespace Spine {
c = -c;
d = -d;
}
- } else if (data.inheritScale) { // No rotation inheritance.
- Bone p = parent;
- pa = 1;
- pb = 0;
- pc = 0;
- pd = 1;
- while (p != null) {
- float r = p.rotation;
- cos = MathUtils.CosDeg(r);
- sin = MathUtils.SinDeg(r);
- float psx = p.appliedScaleX, psy = p.appliedScaleY;
- float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
- float temp = pa * za + pb * zc;
- pb = pa * zb + pb * zd;
- pa = temp;
- temp = pc * za + pd * zc;
- pd = pc * zb + pd * zd;
- pc = temp;
+ } else if (data.inheritScale) { // No rotation inheritance.
+ Bone p = parent;
+ pa = 1;
+ pb = 0;
+ pc = 0;
+ pd = 1;
+ while (p != null) {
+ float r = p.rotation;
+ cos = MathUtils.CosDeg(r);
+ sin = MathUtils.SinDeg(r);
+ float psx = p.appliedScaleX, psy = p.appliedScaleY;
+ float za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
+ float temp = pa * za + pb * zc;
+ pb = pa * zb + pb * zd;
+ pa = temp;
+ temp = pc * za + pd * zc;
+ pd = pc * zb + pd * zd;
+ pc = temp;
- if (psx < 0) r = -r;
- cos = MathUtils.CosDeg(-r);
- sin = MathUtils.SinDeg(-r);
- temp = pa * cos + pb * sin;
- pb = pa * -sin + pb * cos;
- pa = temp;
- temp = pc * cos + pd * sin;
- pd = pc * -sin + pd * cos;
- pc = temp;
+ if (psx < 0) r = -r;
+ cos = MathUtils.CosDeg(-r);
+ sin = MathUtils.SinDeg(-r);
+ temp = pa * cos + pb * sin;
+ pb = pa * -sin + pb * cos;
+ pa = temp;
+ temp = pc * cos + pd * sin;
+ pd = pc * -sin + pd * cos;
+ pc = temp;
- p = p.parent;
- }
+ p = p.parent;
+ }
if (yDown) {
pb = -pb;
pd = -pd;
}
- a = pa * la + pb * lc;
- b = pa * lb + pb * ld;
- c = pc * la + pd * lc;
- d = pc * lb + pd * ld;
+ a = pa * la + pb * lc;
+ b = pa * lb + pb * ld;
+ c = pc * la + pd * lc;
+ d = pc * lb + pd * ld;
if (skeleton.flipX) {
a = -a;
b = -b;
@@ -216,39 +216,39 @@ namespace Spine {
c = -c;
d = -d;
}
- } else {
- a = la;
- b = lb;
- c = lc;
- d = ld;
- }
- }
+ } else {
+ a = la;
+ b = lb;
+ c = lc;
+ d = ld;
+ }
+ }
- public void Update () {
- UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
- }
+ public void Update () {
+ UpdateWorldTransform(x, y, rotation, scaleX, scaleY);
+ }
public void SetToSetupPose () {
- BoneData data = this.data;
- x = data.x;
- y = data.y;
- rotation = data.rotation;
- scaleX = data.scaleX;
- scaleY = data.scaleY;
+ BoneData data = this.data;
+ x = data.x;
+ y = data.y;
+ rotation = data.rotation;
+ scaleX = data.scaleX;
+ scaleY = data.scaleY;
}
public void WorldToLocal (float worldX, float worldY, out float localX, out float localY) {
- float x = worldX - this.worldX, y = worldY - this.worldY;
- float a = this.a, b = this.b, c = this.c, d = this.d;
- float invDet = 1 / (a * d - b * c);
- localX = (x * a * invDet - y * b * invDet);
- localY = (y * d * invDet - x * c * invDet);
+ float x = worldX - this.worldX, y = worldY - this.worldY;
+ float a = this.a, b = this.b, c = this.c, d = this.d;
+ float invDet = 1 / (a * d - b * c);
+ localX = (x * a * invDet - y * b * invDet);
+ localY = (y * d * invDet - x * c * invDet);
}
public void LocalToWorld (float localX, float localY, out float worldX, out float worldY) {
- float x = localX, y = localY;
- worldX = x * a + y * b + this.worldX;
- worldY = x * c + y * d + this.worldY;
+ float x = localX, y = localY;
+ worldX = x * a + y * b + this.worldX;
+ worldY = x * c + y * d + this.worldY;
}
override public String ToString () {
diff --git a/spine-csharp/src/MathUtils.cs b/spine-csharp/src/MathUtils.cs
index 2ed1ba539..225b20f6c 100644
--- a/spine-csharp/src/MathUtils.cs
+++ b/spine-csharp/src/MathUtils.cs
@@ -37,41 +37,41 @@ namespace Spine {
public const float radDeg = 180f / PI;
public const float degRad = PI / 180;
- const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
+ const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
const int SIN_MASK = ~(-1 << SIN_BITS);
const int SIN_COUNT = SIN_MASK + 1;
const float radFull = PI * 2;
const float degFull = 360;
const float radToIndex = SIN_COUNT / radFull;
const float degToIndex = SIN_COUNT / degFull;
- static float[] sin = new float[SIN_COUNT];
+ static float[] sin = new float[SIN_COUNT];
- static MathUtils () {
+ static MathUtils () {
for (int i = 0; i < SIN_COUNT; i++)
- sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * radFull);
+ sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * radFull);
for (int i = 0; i < 360; i += 90)
- sin[(int)(i * degToIndex) & SIN_MASK] = (float)Math.Sin(i * degRad);
- }
+ sin[(int)(i * degToIndex) & SIN_MASK] = (float)Math.Sin(i * degRad);
+ }
- /** Returns the sine in radians from a lookup table. */
- static public float Sin (float radians) {
- return sin[(int)(radians * radToIndex) & SIN_MASK];
- }
+ /** Returns the sine in radians from a lookup table. */
+ static public float Sin (float radians) {
+ return sin[(int)(radians * radToIndex) & SIN_MASK];
+ }
- /** Returns the cosine in radians from a lookup table. */
- static public float Cos (float radians) {
- return sin[(int)((radians + PI / 2) * radToIndex) & SIN_MASK];
- }
+ /** Returns the cosine in radians from a lookup table. */
+ static public float Cos (float radians) {
+ return sin[(int)((radians + PI / 2) * radToIndex) & SIN_MASK];
+ }
- /** Returns the sine in radians from a lookup table. */
- static public float SinDeg (float degrees) {
- return sin[(int)(degrees * degToIndex) & SIN_MASK];
- }
+ /** Returns the sine in radians from a lookup table. */
+ static public float SinDeg (float degrees) {
+ return sin[(int)(degrees * degToIndex) & SIN_MASK];
+ }
- /** Returns the cosine in radians from a lookup table. */
- static public float CosDeg (float degrees) {
- return sin[(int)((degrees + 90) * degToIndex) & SIN_MASK];
- }
+ /** Returns the cosine in radians from a lookup table. */
+ static public float CosDeg (float degrees) {
+ return sin[(int)((degrees + 90) * degToIndex) & SIN_MASK];
+ }
/// Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
/// degrees), largest error of 0.00488 radians (0.2796 degrees).
diff --git a/spine-csharp/src/Skeleton.cs b/spine-csharp/src/Skeleton.cs
index 308d5606c..6617f21ca 100644
--- a/spine-csharp/src/Skeleton.cs
+++ b/spine-csharp/src/Skeleton.cs
@@ -39,8 +39,8 @@ namespace Spine {
internal ExposedList slots;
internal ExposedList drawOrder;
internal ExposedList ikConstraints;
- internal ExposedList transformConstraints;
- private ExposedList updateCache = new ExposedList();
+ internal ExposedList transformConstraints;
+ private ExposedList updateCache = new ExposedList();
internal Skin skin;
internal float r = 1, g = 1, b = 1, a = 1;
internal float time;
@@ -90,13 +90,13 @@ namespace Spine {
drawOrder.Add(slot);
}
- ikConstraints = new ExposedList(data.ikConstraints.Count);
- foreach (IkConstraintData ikConstraintData in data.ikConstraints)
- ikConstraints.Add(new IkConstraint(ikConstraintData, this));
+ ikConstraints = new ExposedList(data.ikConstraints.Count);
+ foreach (IkConstraintData ikConstraintData in data.ikConstraints)
+ ikConstraints.Add(new IkConstraint(ikConstraintData, this));
- transformConstraints = new ExposedList(data.transformConstraints.Count);
- foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
- transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
+ transformConstraints = new ExposedList(data.transformConstraints.Count);
+ foreach (TransformConstraintData transformConstraintData in data.transformConstraints)
+ transformConstraints.Add(new TransformConstraint(transformConstraintData, this));
UpdateCache();
UpdateWorldTransform();
diff --git a/spine-csharp/src/SkeletonData.cs b/spine-csharp/src/SkeletonData.cs
index 92f149640..b6ff7edb5 100644
--- a/spine-csharp/src/SkeletonData.cs
+++ b/spine-csharp/src/SkeletonData.cs
@@ -42,7 +42,7 @@ namespace Spine {
internal ExposedList events = new ExposedList();
internal ExposedList animations = new ExposedList();
internal ExposedList ikConstraints = new ExposedList();
- internal ExposedList transformConstraints = new ExposedList();
+ internal ExposedList transformConstraints = new ExposedList();
internal float width, height;
internal String version, hash, imagesPath;