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[csharp] Port of commit 1fcaba8. Fixed some physics constraint behavior when strength is 0.
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855cae6953
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@ -166,11 +166,12 @@ namespace Spine {
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if (y) bone.worldY += yOffset * mix * data.y;
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}
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if (rotateOrShearX || scaleX) {
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float ca = (float)Math.Atan2(bone.c, bone.a), c, s;
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float ca = (float)Math.Atan2(bone.c, bone.a), c, s, mr = 0;
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if (rotateOrShearX) {
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float dx = cx - bone.worldX, dy = cy - bone.worldY, r = (float)Math.Atan2(dy + ty, dx + tx) - ca - rotateOffset * mix;
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mr = mix * data.rotate;
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float dx = cx - bone.worldX, dy = cy - bone.worldY, r = (float)Math.Atan2(dy + ty, dx + tx) - ca - rotateOffset * mr;
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rotateOffset += (r - (float)Math.Ceiling(r * MathUtils.InvPI2 - 0.5f) * MathUtils.PI2) * i;
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r = rotateOffset * mix + ca;
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r = rotateOffset * mr + ca;
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c = (float)Math.Cos(r);
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s = (float)Math.Sin(r);
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if (scaleX) {
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@ -199,7 +200,7 @@ namespace Spine {
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rotateOffset += rotateVelocity * step;
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rotateVelocity *= d;
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if (remaining < step) break;
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float r = rotateOffset * mix + ca;
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float r = rotateOffset * mr + ca;
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c = (float)Math.Cos(r);
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s = (float)Math.Sin(r);
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} else if (remaining < step) //
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