[libgdx] Don't include inactive bones when computing SkeletonBounds.

This commit is contained in:
NathanSweet 2019-06-09 15:05:43 +02:00
parent ca3916dad8
commit b473b8afb4

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@ -64,6 +64,7 @@ public class SkeletonBounds {
for (int i = 0; i < slotCount; i++) {
Slot slot = slots.get(i);
if (!slot.bone.active) continue;
Attachment attachment = slot.attachment;
if (attachment instanceof BoundingBoxAttachment) {
BoundingBoxAttachment boundingBox = (BoundingBoxAttachment)attachment;