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[godot] Formatting fixes per latest format.sh
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@ -1124,7 +1124,8 @@ void SpineSprite::draw() {
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auto bounding_box = (spine::BoundingBoxAttachment *) attachment;
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auto bounding_box = (spine::BoundingBoxAttachment *) attachment;
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auto vertices = &statics.scratch_vertices;
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auto vertices = &statics.scratch_vertices;
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vertices->setSize(bounding_box->getWorldVerticesLength(), 0);
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vertices->setSize(bounding_box->getWorldVerticesLength(), 0);
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bounding_box->computeWorldVertices(*skeleton->get_spine_object(), *slot, 0, bounding_box->getWorldVerticesLength(), vertices->buffer(), 0, 2);
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bounding_box->computeWorldVertices(*skeleton->get_spine_object(), *slot, 0, bounding_box->getWorldVerticesLength(), vertices->buffer(), 0,
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2);
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size_t num_vertices = vertices->size() / 2;
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size_t num_vertices = vertices->size() / 2;
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statics.scratch_points.resize((int) num_vertices);
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statics.scratch_points.resize((int) num_vertices);
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memcpy(statics.scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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memcpy(statics.scratch_points.ptrw(), vertices->buffer(), num_vertices * 2 * sizeof(float));
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@ -1297,7 +1298,8 @@ void SpineSprite::draw() {
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}
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}
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void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {
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void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {
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draw_set_transform(Vector2(bone->getAppliedPose().getWorldX(), bone->getAppliedPose().getWorldY()), spine::MathUtil::Deg_Rad * bone->getAppliedPose().getWorldRotationX(),
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draw_set_transform(Vector2(bone->getAppliedPose().getWorldX(), bone->getAppliedPose().getWorldY()),
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spine::MathUtil::Deg_Rad * bone->getAppliedPose().getWorldRotationX(),
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Vector2(bone->getAppliedPose().getWorldScaleX(), bone->getAppliedPose().getWorldScaleY()));
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Vector2(bone->getAppliedPose().getWorldScaleX(), bone->getAppliedPose().getWorldScaleY()));
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float bone_length = bone->getData().getLength();
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float bone_length = bone->getData().getLength();
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if (bone_length == 0) bone_length = debug_bones_thickness * 2;
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if (bone_length == 0) bone_length = debug_bones_thickness * 2;
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