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@ -161,26 +161,26 @@ void spBone_updateWorldTransformWith(spBone *self, float x, float y, float rotat
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float za = (pa * cosine + pb * sine) / sx;
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float zc = (pc * cosine + pd * sine) / sy;
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float s = SQRT(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = SQRT(za * za + zc * zc);
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if (self->inherit == SP_INHERIT_NOSCALE &&
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(pa * pd - pb * pc < 0) != (sx < 0 != sy < 0))
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s = -s;
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rotation = PI / 2 + ATAN2(zc, za);
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float zb = COS(rotation) * s;
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float zd = SIN(rotation) * s;
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shearX *= DEG_RAD;
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shearY = (90 + shearY) * DEG_RAD;
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float la = COS(shearX) * scaleX;
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float lb = COS(shearY) * scaleY;
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float lc = SIN(shearX) * scaleX;
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float ld = SIN(shearY) * scaleY;
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self->a = za * la + zb * lc;
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self->b = za * lb + zb * ld;
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self->c = zc * la + zd * lc;
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self->d = zc * lb + zd * ld;
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = SQRT(za * za + zc * zc);
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if (self->inherit == SP_INHERIT_NOSCALE &&
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(pa * pd - pb * pc < 0) != (sx < 0 != sy < 0))
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s = -s;
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rotation = PI / 2 + ATAN2(zc, za);
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float zb = COS(rotation) * s;
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float zd = SIN(rotation) * s;
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shearX *= DEG_RAD;
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shearY = (90 + shearY) * DEG_RAD;
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float la = COS(shearX) * scaleX;
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float lb = COS(shearY) * scaleY;
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float lc = SIN(shearX) * scaleX;
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float ld = SIN(shearY) * scaleY;
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self->a = za * la + zb * lc;
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self->b = za * lb + zb * ld;
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self->c = zc * la + zd * lc;
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self->d = zc * lb + zd * ld;
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}
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}
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@ -80,10 +80,10 @@ export class SkeletonClipping {
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return this.clipAttachment != null;
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}
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clipTriangles(vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number): void;
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clipTriangles(vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike,
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clipTriangles (vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number): void;
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clipTriangles (vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike,
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light: Color, dark: Color, twoColor: boolean): void;
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clipTriangles(vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number, uvs?: NumberArrayLike,
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clipTriangles (vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number, uvs?: NumberArrayLike,
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light?: Color, dark?: Color, twoColor?: boolean): void {
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if (uvs && light && dark && typeof twoColor === 'boolean')
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