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[ts] Port of commit ccc5b2f: Fixed root bone transform for skeleton. See #1379.
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@ -2428,8 +2428,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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@ -2428,8 +2428,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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@ -2428,8 +2428,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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@ -2428,8 +2428,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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@ -2428,8 +2428,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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@ -2428,8 +2428,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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