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;
var skeleton : Skeleton = _skeleton;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = MathUtils.cosDeg(rotationY) * scaleY * sy;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
worldX = x * sx + skeleton.x;
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. */
float rotationY = rotation + 90 + shearY;
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->c) = SIN_DEG(rotation + shearX) * scaleX * sx;
CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * 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->worldX) = x * sx + self->skeleton->x;
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 sy = _skeleton.getScaleY();
_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
_b = MathUtil::cosDeg(rotationY) * scaleY * sy;
_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sx;
_b = MathUtil::cosDeg(rotationY) * scaleY * sx;
_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sy;
_d = MathUtil::sinDeg(rotationY) * scaleY * sy;
_worldX = x * sx + _skeleton.getX();
_worldY = y * sy + _skeleton.getY();

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@ -95,7 +95,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
self.ashearX = shearX
self.ashearY = shearY
self.appliedValid = true
local sx = self.skeleton.scaleX;
local sy = self.skeleton.scaleY;
@ -103,11 +103,11 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
if parent == nil then
local rotationY = rotation + 90 + shearY
local rotationRad = math_rad(rotation + shearX)
local rotationYRad = math_rad(rotationY)
local rotationYRad = math_rad(rotationY)
local skeleton = self.skeleton
self.a = math_cos(rotationRad) * scaleX * sx
self.b = math_cos(rotationYRad) * scaleY * sy
self.c = math_sin(rotationRad) * scaleX * sx
self.b = math_cos(rotationYRad) * scaleY * sx
self.c = math_sin(rotationRad) * scaleX * sy
self.d = math_sin(rotationYRad) * scaleY * sy
self.worldX = x * sx + skeleton.x
self.worldY = y * sy + skeleton.y
@ -161,7 +161,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
self.a = pa * la - pb * lc
self.b = pa * lb - pb * ld
self.c = pc * la + pd * lc
self.d = pc * lb + pd * ld
self.d = pc * lb + pd * ld
elseif transformMode == TransformMode.noScale or transformMode == TransformMode.noScaleOrReflection then
local cos = math_cos(math_rad(rotation))
local sin = math_sin(math_rad(rotation))
@ -185,9 +185,9 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
self.a = za * la + zb * lc
self.b = za * lb + zb * ld
self.c = zc * la + zd * lc
self.d = zc * lb + zd * ld
self.d = zc * lb + zd * ld
end
self.a = self.a * sx
self.b = self.b * sx
self.c = self.c * sy

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

View File

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

View File

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

View File

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

View File

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

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

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