Merge branch '3.7' into 3.8-beta

This commit is contained in:
badlogic 2019-06-13 16:10:22 +02:00
commit c9ccd43121
14 changed files with 27 additions and 27 deletions

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@ -105,8 +105,8 @@ package spine {
rotationY = rotation + 90 + shearY; rotationY = rotation + 90 + shearY;
var skeleton : Skeleton = _skeleton; var skeleton : Skeleton = _skeleton;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
worldX = x * sx + skeleton.x; worldX = x * sx + skeleton.x;
worldY = y * sy + skeleton.y; worldY = y * sy + skeleton.y;

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@ -79,8 +79,8 @@ void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rota
if (!parent) { /* Root bone. */ if (!parent) { /* Root bone. */
float rotationY = rotation + 90 + shearY; float rotationY = rotation + 90 + shearY;
CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX * sx; CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX * sx;
CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * sy; CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * sx;
CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX * sx; CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX * sy;
CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY * sy; CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY * sy;
CONST_CAST(float, self->worldX) = x * sx + self->skeleton->x; CONST_CAST(float, self->worldX) = x * sx + self->skeleton->x;
CONST_CAST(float, self->worldY) = y * sy + self->skeleton->y; CONST_CAST(float, self->worldY) = y * sy + self->skeleton->y;

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@ -108,8 +108,8 @@ Bone::updateWorldTransform(float x, float y, float rotation, float scaleX, float
float sx = _skeleton.getScaleX(); float sx = _skeleton.getScaleX();
float sy = _skeleton.getScaleY(); float sy = _skeleton.getScaleY();
_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx; _a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
_b = MathUtil::cosDeg(rotationY) * scaleY * sy; _b = MathUtil::cosDeg(rotationY) * scaleY * sx;
_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sx; _c = MathUtil::sinDeg(rotation + shearX) * scaleX * sy;
_d = MathUtil::sinDeg(rotationY) * scaleY * sy; _d = MathUtil::sinDeg(rotationY) * scaleY * sy;
_worldX = x * sx + _skeleton.getX(); _worldX = x * sx + _skeleton.getX();
_worldY = y * sy + _skeleton.getY(); _worldY = y * sy + _skeleton.getY();

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@ -106,8 +106,8 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
local rotationYRad = math_rad(rotationY) local rotationYRad = math_rad(rotationY)
local skeleton = self.skeleton local skeleton = self.skeleton
self.a = math_cos(rotationRad) * scaleX * sx self.a = math_cos(rotationRad) * scaleX * sx
self.b = math_cos(rotationYRad) * scaleY * sy self.b = math_cos(rotationYRad) * scaleY * sx
self.c = math_sin(rotationRad) * scaleX * sx self.c = math_sin(rotationRad) * scaleX * sy
self.d = math_sin(rotationYRad) * scaleY * sy self.d = math_sin(rotationYRad) * scaleY * sy
self.worldX = x * sx + skeleton.x self.worldX = x * sx + skeleton.x
self.worldY = y * sy + skeleton.y self.worldY = y * sy + skeleton.y

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@ -2508,8 +2508,8 @@ var spine;
var sx = skeleton.scaleX; var sx = skeleton.scaleX;
var sy = skeleton.scaleY; var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;

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@ -2508,8 +2508,8 @@ var spine;
var sx = skeleton.scaleX; var sx = skeleton.scaleX;
var sy = skeleton.scaleY; var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;

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@ -2508,8 +2508,8 @@ var spine;
var sx = skeleton.scaleX; var sx = skeleton.scaleX;
var sy = skeleton.scaleY; var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;

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@ -2508,8 +2508,8 @@ var spine;
var sx = skeleton.scaleX; var sx = skeleton.scaleX;
var sy = skeleton.scaleY; var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;

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@ -2508,8 +2508,8 @@ var spine;
var sx = skeleton.scaleX; var sx = skeleton.scaleX;
var sy = skeleton.scaleY; var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;

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@ -2508,8 +2508,8 @@ var spine;
var sx = skeleton.scaleX; var sx = skeleton.scaleX;
var sy = skeleton.scaleY; var sy = skeleton.scaleY;
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;

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@ -85,8 +85,8 @@ module spine {
let sx = skeleton.scaleX; let sx = skeleton.scaleX;
let sy = skeleton.scaleY; let sy = skeleton.scaleY;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx; this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = MathUtils.cosDeg(rotationY) * scaleY * sy; this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx; this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = MathUtils.sinDeg(rotationY) * scaleY * sy; this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x; this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y; this.worldY = y * sy + skeleton.y;