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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch '3.7' into 3.8-beta
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c9ccd43121
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@ -105,8 +105,8 @@ package spine {
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rotationY = rotation + 90 + shearY;
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rotationY = rotation + 90 + shearY;
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var skeleton : Skeleton = _skeleton;
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var skeleton : Skeleton = _skeleton;
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this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
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worldX = x * sx + skeleton.x;
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worldX = x * sx + skeleton.x;
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worldY = y * sy + skeleton.y;
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worldY = y * sy + skeleton.y;
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@ -79,8 +79,8 @@ void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rota
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if (!parent) { /* Root bone. */
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if (!parent) { /* Root bone. */
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float rotationY = rotation + 90 + shearY;
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float rotationY = rotation + 90 + shearY;
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CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX * sx;
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CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX * sx;
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CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * sy;
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CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * sx;
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CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX * sx;
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CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX * sy;
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CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY * sy;
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CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY * sy;
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CONST_CAST(float, self->worldX) = x * sx + self->skeleton->x;
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CONST_CAST(float, self->worldX) = x * sx + self->skeleton->x;
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CONST_CAST(float, self->worldY) = y * sy + self->skeleton->y;
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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
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float sx = _skeleton.getScaleX();
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float sx = _skeleton.getScaleX();
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float sy = _skeleton.getScaleY();
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float sy = _skeleton.getScaleY();
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_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
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_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
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_b = MathUtil::cosDeg(rotationY) * scaleY * sy;
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_b = MathUtil::cosDeg(rotationY) * scaleY * sx;
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_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sx;
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_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sy;
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_d = MathUtil::sinDeg(rotationY) * scaleY * sy;
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_d = MathUtil::sinDeg(rotationY) * scaleY * sy;
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_worldX = x * sx + _skeleton.getX();
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_worldX = x * sx + _skeleton.getX();
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_worldY = y * sy + _skeleton.getY();
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_worldY = y * sy + _skeleton.getY();
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@ -95,7 +95,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
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self.ashearX = shearX
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self.ashearX = shearX
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self.ashearY = shearY
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self.ashearY = shearY
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self.appliedValid = true
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self.appliedValid = true
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local sx = self.skeleton.scaleX;
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local sx = self.skeleton.scaleX;
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local sy = self.skeleton.scaleY;
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local sy = self.skeleton.scaleY;
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@ -103,11 +103,11 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
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if parent == nil then
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if parent == nil then
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local rotationY = rotation + 90 + shearY
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local rotationY = rotation + 90 + shearY
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local rotationRad = math_rad(rotation + shearX)
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local rotationRad = math_rad(rotation + shearX)
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local rotationYRad = math_rad(rotationY)
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local rotationYRad = math_rad(rotationY)
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local skeleton = self.skeleton
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local skeleton = self.skeleton
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self.a = math_cos(rotationRad) * scaleX * sx
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self.a = math_cos(rotationRad) * scaleX * sx
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self.b = math_cos(rotationYRad) * scaleY * sy
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self.b = math_cos(rotationYRad) * scaleY * sx
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self.c = math_sin(rotationRad) * scaleX * sx
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self.c = math_sin(rotationRad) * scaleX * sy
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self.d = math_sin(rotationYRad) * scaleY * sy
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self.d = math_sin(rotationYRad) * scaleY * sy
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self.worldX = x * sx + skeleton.x
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self.worldX = x * sx + skeleton.x
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self.worldY = y * sy + skeleton.y
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self.worldY = y * sy + skeleton.y
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@ -161,7 +161,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
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self.a = pa * la - pb * lc
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self.a = pa * la - pb * lc
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self.b = pa * lb - pb * ld
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self.b = pa * lb - pb * ld
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self.c = pc * la + pd * lc
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self.c = pc * la + pd * lc
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self.d = pc * lb + pd * ld
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self.d = pc * lb + pd * ld
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elseif transformMode == TransformMode.noScale or transformMode == TransformMode.noScaleOrReflection then
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elseif transformMode == TransformMode.noScale or transformMode == TransformMode.noScaleOrReflection then
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local cos = math_cos(math_rad(rotation))
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local cos = math_cos(math_rad(rotation))
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local sin = math_sin(math_rad(rotation))
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local sin = math_sin(math_rad(rotation))
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@ -185,9 +185,9 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
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self.a = za * la + zb * lc
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self.a = za * la + zb * lc
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self.b = za * lb + zb * ld
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self.b = za * lb + zb * ld
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self.c = zc * la + zd * lc
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self.c = zc * la + zd * lc
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self.d = zc * lb + zd * ld
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self.d = zc * lb + zd * ld
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end
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end
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self.a = self.a * sx
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self.a = self.a * sx
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self.b = self.b * sx
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self.b = self.b * sx
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self.c = self.c * sy
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self.c = self.c * sy
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@ -2508,8 +2508,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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@ -2508,8 +2508,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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@ -2508,8 +2508,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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@ -2508,8 +2508,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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@ -2508,8 +2508,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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@ -2508,8 +2508,8 @@ var spine;
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var sx = skeleton.scaleX;
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var sx = skeleton.scaleX;
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var sy = skeleton.scaleY;
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var sy = skeleton.scaleY;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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@ -85,8 +85,8 @@ module spine {
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let sx = skeleton.scaleX;
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let sx = skeleton.scaleX;
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let sy = skeleton.scaleY;
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let sy = skeleton.scaleY;
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this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
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this.b = MathUtils.cosDeg(rotationY) * scaleY * sy;
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this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
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this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
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this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
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this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
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this.worldX = x * sx + skeleton.x;
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this.worldX = x * sx + skeleton.x;
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this.worldY = y * sy + skeleton.y;
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this.worldY = y * sy + skeleton.y;
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