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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp] Port TransformConstraint changes. See #2150. Changed Skeleton scaleX and scaleY from private to internal.
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@ -173,7 +173,7 @@ namespace Spine {
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Bone parent = this.parent;
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if (parent == null) { // Root bone.
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float rotationY = rotation + 90 + shearY, sx = skeleton.ScaleX, sy = skeleton.ScaleY;
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float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
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a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
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b = MathUtils.CosDeg(rotationY) * scaleY * sx;
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c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
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@ -212,8 +212,8 @@ namespace Spine {
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float s = pa * pa + pc * pc, prx;
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if (s > 0.0001f) {
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s = Math.Abs(pa * pd - pb * pc) / s;
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pa /= skeleton.ScaleX;
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pc /= skeleton.ScaleY;
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pa /= skeleton.scaleX;
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pc /= skeleton.scaleY;
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pb = pc * s;
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pd = pa * s;
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prx = MathUtils.Atan2(pc, pa) * MathUtils.RadDeg;
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@ -237,15 +237,15 @@ namespace Spine {
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case TransformMode.NoScale:
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case TransformMode.NoScaleOrReflection: {
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float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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float za = (pa * cos + pb * sin) / skeleton.ScaleX;
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float zc = (pc * cos + pd * sin) / skeleton.ScaleY;
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float za = (pa * cos + pb * sin) / skeleton.scaleX;
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float zc = (pc * cos + pd * sin) / skeleton.scaleY;
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float s = (float)Math.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 = (float)Math.Sqrt(za * za + zc * zc);
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if (data.transformMode == TransformMode.NoScale
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&& (pa * pd - pb * pc < 0) != (skeleton.ScaleX < 0 != skeleton.ScaleY < 0)) s = -s;
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&& (pa * pd - pb * pc < 0) != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
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float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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float zb = MathUtils.Cos(r) * s;
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@ -262,10 +262,10 @@ namespace Spine {
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}
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}
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a *= skeleton.ScaleX;
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b *= skeleton.ScaleX;
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c *= skeleton.ScaleY;
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d *= skeleton.ScaleY;
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a *= skeleton.scaleX;
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b *= skeleton.scaleX;
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c *= skeleton.scaleY;
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d *= skeleton.scaleY;
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}
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public void SetToSetupPose () {
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@ -303,23 +303,65 @@ namespace Spine {
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}
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float pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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float pid = 1 / (pa * pd - pb * pc);
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float ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
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float dx = worldX - parent.worldX, dy = worldY - parent.worldY;
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ax = (dx * pd * pid - dy * pb * pid);
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ay = (dy * pa * pid - dx * pc * pid);
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float ia = pid * pd;
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float id = pid * pa;
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float ib = pid * pb;
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float ic = pid * pc;
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float ra = ia * a - ib * c;
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float rb = ia * b - ib * d;
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float rc = id * c - ic * a;
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float rd = id * d - ic * b;
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ax = (dx * ia - dy * ib);
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ay = (dy * id - dx * ic);
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float ra, rb, rc, rd;
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if (data.transformMode == TransformMode.OnlyTranslation) {
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ra = a;
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rb = b;
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rc = c;
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rd = d;
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} else {
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switch (data.transformMode) {
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case TransformMode.NoRotationOrReflection: {
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float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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float sa = pa / skeleton.scaleX;
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float sc = pc / skeleton.scaleY;
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pb = -sc * s * skeleton.scaleX;
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pd = sa * s * skeleton.scaleY;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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break;
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}
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case TransformMode.NoScale:
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case TransformMode.NoScaleOrReflection: {
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float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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pa = (pa * cos + pb * sin) / skeleton.scaleX;
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pc = (pc * cos + pd * sin) / skeleton.scaleY;
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float s = (float)Math.Sqrt(pa * pa + pc * pc);
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if (s > 0.00001f) s = 1 / s;
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pa *= s;
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pc *= s;
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s = (float)Math.Sqrt(pa * pa + pc * pc);
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if (data.transformMode == TransformMode.NoScale && pid < 0 != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
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float r = MathUtils.PI / 2 + MathUtils.Atan2(pc, pa);
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pb = MathUtils.Cos(r) * s;
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pd = MathUtils.Sin(r) * s;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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ic = pc * pid;
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id = pa * pid;
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break;
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}
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}
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ra = ia * a - ib * c;
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rb = ia * b - ib * d;
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rc = id * c - ic * a;
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rd = id * d - ic * b;
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}
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ashearX = 0;
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ascaleX = (float)Math.Sqrt(ra * ra + rc * rc);
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if (ascaleX > 0.0001f) {
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float det = ra * rd - rb * rc;
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ascaleY = det / ascaleX;
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ashearY = MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.RadDeg;
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ashearY = -MathUtils.Atan2(ra * rb + rc * rd, det) * MathUtils.RadDeg;
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arotation = MathUtils.Atan2(rc, ra) * MathUtils.RadDeg;
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} else {
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ascaleX = 0;
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@ -173,10 +173,10 @@ namespace Spine {
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break;
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case TransformMode.NoRotationOrReflection: {
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float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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float sa = pa / bone.skeleton.ScaleX;
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float sc = pc / bone.skeleton.ScaleY;
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pb = -sc * s * bone.skeleton.ScaleX;
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pd = sa * s * bone.skeleton.ScaleY;
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float sa = pa / bone.skeleton.scaleX;
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float sc = pc / bone.skeleton.scaleY;
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pb = -sc * s * bone.skeleton.scaleX;
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pd = sa * s * bone.skeleton.scaleY;
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rotationIK += (float)Math.Atan2(sc, sa) * MathUtils.RadDeg;
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goto default; // Fall through.
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}
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@ -42,7 +42,7 @@ namespace Spine {
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internal ExposedList<IUpdatable> updateCache = new ExposedList<IUpdatable>();
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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private float scaleX = 1, scaleY = 1;
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internal float scaleX = 1, scaleY = 1;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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