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https://github.com/EsotericSoftware/spine-runtimes.git
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[libgdx] PhysicsConstraint clean up.
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@ -150,7 +150,7 @@ public class PhysicsConstraint implements Updatable {
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ux = bx;
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ux = bx;
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uy = by;
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uy = by;
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} else {
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} else {
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float a = this.remaining, i = inertia, t = data.step, f = skeleton.data.referenceScale;
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float a = remaining, i = inertia, t = data.step, f = skeleton.data.referenceScale, d = -1;
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if (x || y) {
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if (x || y) {
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if (x) {
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if (x) {
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xOffset += (ux - bx) * i;
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xOffset += (ux - bx) * i;
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@ -161,8 +161,8 @@ public class PhysicsConstraint implements Updatable {
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uy = by;
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uy = by;
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}
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}
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if (a >= t) {
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if (a >= t) {
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d = (float)Math.pow(damping, 60 * t);
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float m = massInverse * t, e = strength, w = wind * f, g = gravity * f;
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float m = massInverse * t, e = strength, w = wind * f, g = gravity * f;
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float d = (float)Math.pow(damping, 60 * t);
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do {
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do {
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if (x) {
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if (x) {
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xVelocity += (w - xOffset * e) * m;
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xVelocity += (w - xOffset * e) * m;
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@ -199,10 +199,10 @@ public class PhysicsConstraint implements Updatable {
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float r = l * bone.getWorldScaleX();
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float r = l * bone.getWorldScaleX();
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if (r > 0) scaleOffset += ((cx - bone.worldX) * c + (cy - bone.worldY) * s) * i / r;
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if (r > 0) scaleOffset += ((cx - bone.worldX) * c + (cy - bone.worldY) * s) * i / r;
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}
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}
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a = this.remaining;
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a = remaining;
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if (a >= t) {
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if (a >= t) {
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float m = massInverse * t, e = strength, w = wind, g = gravity;
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if (d == -1) d = (float)Math.pow(damping, 60 * t);
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float d = (float)Math.pow(damping, 60 * t), h = l / f;
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float m = massInverse * t, e = strength, w = wind, g = gravity, h = l / f;
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while (true) {
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while (true) {
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a -= t;
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a -= t;
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if (scaleX) {
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if (scaleX) {
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@ -223,7 +223,7 @@ public class PhysicsConstraint implements Updatable {
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}
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}
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}
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}
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}
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}
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this.remaining = a;
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remaining = a;
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}
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}
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cx = bone.worldX;
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cx = bone.worldX;
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cy = bone.worldY;
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cy = bone.worldY;
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