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@ -40,7 +40,8 @@ void SpineAnimation::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_duration"), &SpineAnimation::get_duration);
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ClassDB::bind_method(D_METHOD("set_duration", "duration"), &SpineAnimation::set_duration);
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ClassDB::bind_method(D_METHOD("apply", "skeleton", "last_time", "time", "loop", "events", "alpha", "blend", "direction", "appliedPose"), &SpineAnimation::apply);
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ClassDB::bind_method(D_METHOD("apply", "skeleton", "last_time", "time", "loop", "events", "alpha", "blend", "direction", "appliedPose"),
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&SpineAnimation::apply);
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ClassDB::bind_method(D_METHOD("get_timelines"), &SpineAnimation::get_timelines);
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ClassDB::bind_method(D_METHOD("has_timeline", "ids"), &SpineAnimation::has_timeline);
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}
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@ -134,10 +134,8 @@ int SpineSlot::get_attachment_state() {
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return 0;
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}
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void SpineSlot::set_attachment_state(int v) {
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// TODO: attachmentState is no longer exposed in the new API
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SPINE_CHECK(get_spine_object(), )
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}
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void SpineSlot::set_attachment_state(int v){// TODO: attachmentState is no longer exposed in the new API
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SPINE_CHECK(get_spine_object(), )}
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Array SpineSlot::get_deform() {
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Array result;
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@ -1168,7 +1168,8 @@ void SpineSprite::draw() {
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statics.scratch_points.set(2, Vector2(bone_length, 0));
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statics.scratch_points.set(3, Vector2(0, -debug_bones_thickness));
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statics.scratch_points.set(4, Vector2(-debug_bones_thickness, 0));
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Transform2D bone_transform(spine::MathUtil::Deg_Rad * bone->getAppliedPose().getWorldRotationX(), Vector2(bone->getAppliedPose().getWorldX(), bone->getAppliedPose().getWorldY()));
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Transform2D bone_transform(spine::MathUtil::Deg_Rad * bone->getAppliedPose().getWorldRotationX(),
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Vector2(bone->getAppliedPose().getWorldX(), bone->getAppliedPose().getWorldY()));
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bone_transform.scale_basis(Vector2(bone->getAppliedPose().getWorldScaleX(), bone->getAppliedPose().getWorldScaleY()));
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auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
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#ifdef SPINE_GODOT_EXTENSION
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@ -1196,7 +1197,8 @@ void SpineSprite::draw() {
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statics.scratch_points.set(2, Vector2(bone_length, 0));
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statics.scratch_points.set(3, Vector2(0, -debug_bones_thickness));
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statics.scratch_points.set(4, Vector2(-debug_bones_thickness, 0));
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Transform2D bone_transform(spine::MathUtil::Deg_Rad * bone->getAppliedPose().getWorldRotationX(), Vector2(bone->getAppliedPose().getWorldX(), bone->getAppliedPose().getWorldY()));
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Transform2D bone_transform(spine::MathUtil::Deg_Rad * bone->getAppliedPose().getWorldRotationX(),
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Vector2(bone->getAppliedPose().getWorldX(), bone->getAppliedPose().getWorldY()));
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bone_transform.scale_basis(Vector2(bone->getAppliedPose().getWorldScaleX(), bone->getAppliedPose().getWorldScaleY()));
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auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
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#ifdef SPINE_GODOT_EXTENSION
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