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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 02:58:44 +08:00
Merge remote-tracking branch 'origin/master'
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commit
9f15d1be4a
@ -81,7 +81,9 @@ namespace Spine {
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if (deformArray.Count == 0) {
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for (int w = offset, b = skip * 3; w < count; w += 2) {
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float wx = x, wy = y;
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for (int n = bones[v++] + v; v < n; v++, b += 3) {
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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Bone bone = skeletonBones[bones[v]];
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float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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@ -94,7 +96,9 @@ namespace Spine {
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float[] deform = deformArray.Items;
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for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
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float wx = x, wy = y;
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for (int n = bones[v++] + v; v < n; v++, b += 3, f += 2) {
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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Bone bone = skeletonBones[bones[v]];
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float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
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wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
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@ -450,7 +450,7 @@ namespace Spine {
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frameIndex++;
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}
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timelines.Add(timeline);
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duration = Math.Max(duration, timeline.frames[timeline.FrameCount -1] * ColorTimeline.ENTRIES);
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duration = Math.Max(duration, timeline.frames[(timeline.FrameCount -1) * ColorTimeline.ENTRIES];
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} else if (timelineName == "attachment") {
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var timeline = new AttachmentTimeline(values.Count);
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@ -85,7 +85,9 @@ public class VertexAttachment extends Attachment {
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if (deformArray.size == 0) {
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for (int w = offset, b = skip * 3; w < count; w += 2) {
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float wx = x, wy = y;
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for (int n = bones[v++] + v; v < n; v++, b += 3) {
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3) {
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Bone bone = (Bone)skeletonBones[bones[v]];
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float vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
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wx += (vx * bone.getA() + vy * bone.getB() + bone.getWorldX()) * weight;
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@ -98,7 +100,9 @@ public class VertexAttachment extends Attachment {
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float[] deform = deformArray.items;
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for (int w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
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float wx = x, wy = y;
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for (int n = bones[v++] + v; v < n; v++, b += 3, f += 2) {
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int n = bones[v++];
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n += v;
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for (; v < n; v++, b += 3, f += 2) {
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Bone bone = (Bone)skeletonBones[bones[v]];
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float vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
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wx += (vx * bone.getA() + vy * bone.getB() + bone.getWorldX()) * weight;
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