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[libgdx] Fixed skeleton wind and gravity.
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@ -120,8 +120,8 @@ public class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsCons
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ux = bx;
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uy = by;
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} else {
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float a = remaining, i = p.inertia, f = skeleton.data.referenceScale, d = -1, m = 0, e = 0, qx = data.limit * delta,
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qy = qx * Math.abs(skeleton.scaleY);
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float a = remaining, i = p.inertia, f = skeleton.data.referenceScale, d = -1, m = 0, e = 0, ax = 0, ay = 0,
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qx = data.limit * delta, qy = qx * Math.abs(skeleton.scaleY);
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qx *= Math.abs(skeleton.scaleX);
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if (x || y) {
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if (x) {
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@ -139,8 +139,9 @@ public class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsCons
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d = (float)Math.pow(p.damping, 60 * t);
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m = t * p.massInverse;
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e = p.strength;
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float w = f * p.wind * skeleton.scaleX, g = f * p.gravity * skeleton.scaleY,
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ax = w * skeleton.windX + g * skeleton.gravityX, ay = w * skeleton.windY + g * skeleton.gravityY;
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float w = f * p.wind, g = f * p.gravity;
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ax = (w * skeleton.windX + g * skeleton.gravityX) * skeleton.scaleX;
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ay = (w * skeleton.windY + g * skeleton.gravityY) * skeleton.scaleY;
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do {
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if (x) {
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xVelocity += (ax - xOffset * e) * m;
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@ -195,10 +196,11 @@ public class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsCons
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d = (float)Math.pow(p.damping, 60 * t);
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m = t * p.massInverse;
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e = p.strength;
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float w = f * p.wind, g = f * p.gravity;
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ax = (w * skeleton.windX + g * skeleton.gravityX) * skeleton.scaleX;
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ay = (w * skeleton.windY + g * skeleton.gravityY) * skeleton.scaleY;
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}
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float rs = rotateOffset, ss = scaleOffset, h = l / f,
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ax = p.wind * skeleton.windX + p.gravity * skeleton.gravityX,
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ay = p.wind * skeleton.windY + p.gravity * skeleton.gravityY;
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float rs = rotateOffset, ss = scaleOffset, h = l / f;
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while (true) {
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a -= t;
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if (scaleX) {
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