Better root flipY logic.

This commit is contained in:
NathanSweet 2013-12-05 14:52:34 +01:00
parent b85d1e3b9f
commit 63f20379db
2 changed files with 2 additions and 2 deletions

View File

@ -76,7 +76,7 @@ void spBone_updateWorldTransform (spBone* self, int flipX, int flipY) {
self->data->inheritRotation ? self->parent->worldRotation + self->rotation : self->rotation;
} else {
CONST_CAST(float, self->worldX) = flipX ? -self->x : self->x;
CONST_CAST(float, self->worldY) = (flipY != yDown) ? -self->y : self->y;
CONST_CAST(float, self->worldY) = (flipY && flipY != yDown) ? -self->y : self->y;
CONST_CAST(float, self->worldScaleX) = self->scaleX;
CONST_CAST(float, self->worldScaleY) = self->scaleY;
CONST_CAST(float, self->worldRotation) = self->rotation;

View File

@ -85,7 +85,7 @@ namespace Spine {
worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
} else {
worldX = flipX ? -x : x;
worldY = (flipY != yDown) ? -y : y;
worldY = (flipY && flipY != yDown) ? -y : y;
worldScaleX = scaleX;
worldScaleY = scaleY;
worldRotation = rotation;