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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
[libgdx] Removed sysouts.
Dang amateurs!
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@ -908,7 +908,6 @@ public class Animation {
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if (alpha == 1) {
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if (alpha == 1) {
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// Vertex positions or deform offsets, no alpha.
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// Vertex positions or deform offsets, no alpha.
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System.out.println(1);
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for (int i = 0; i < vertexCount; i++) {
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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float prev = prevVertices[i];
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vertices[i] = prev + (nextVertices[i] - prev) * percent;
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vertices[i] = prev + (nextVertices[i] - prev) * percent;
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@ -917,7 +916,6 @@ public class Animation {
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VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
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VertexAttachment vertexAttachment = (VertexAttachment)slotAttachment;
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if (vertexAttachment.getBones() == null) {
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if (vertexAttachment.getBones() == null) {
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// Unweighted vertex positions, with alpha.
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// Unweighted vertex positions, with alpha.
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System.out.println(2);
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float[] setupVertices = vertexAttachment.getVertices();
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float[] setupVertices = vertexAttachment.getVertices();
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for (int i = 0; i < vertexCount; i++) {
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i], setup = setupVertices[i];
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float prev = prevVertices[i], setup = setupVertices[i];
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@ -925,7 +923,6 @@ public class Animation {
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}
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}
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} else {
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} else {
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// Weighted deform offsets, with alpha.
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// Weighted deform offsets, with alpha.
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System.out.println(3);
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for (int i = 0; i < vertexCount; i++) {
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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float prev = prevVertices[i];
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vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
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vertices[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
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@ -933,7 +930,6 @@ public class Animation {
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}
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}
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} else {
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} else {
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// Vertex positions or deform offsets, with alpha.
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// Vertex positions or deform offsets, with alpha.
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System.out.println(4);
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for (int i = 0; i < vertexCount; i++) {
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for (int i = 0; i < vertexCount; i++) {
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float prev = prevVertices[i];
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float prev = prevVertices[i];
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vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
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vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
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