[libgdx] Prefer SpineUtils over MathUtils.

This commit is contained in:
Nathan Sweet 2023-10-12 15:14:51 -04:00
parent 6241ce9f14
commit ccb14771f8

View File

@ -45,7 +45,6 @@ import com.badlogic.gdx.graphics.g2d.PolygonRegion;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Affine2;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.Null;
@ -322,8 +321,8 @@ public class TwoColorPolygonBatch implements PolygonBatch {
final float worldOriginY = y + originY;
final float sX = width / textureRegion.getRegionWidth();
final float sY = height / textureRegion.getRegionHeight();
final float cos = MathUtils.cosDeg(rotation);
final float sin = MathUtils.sinDeg(rotation);
final float cos = cosDeg(rotation);
final float sin = sinDeg(rotation);
float fx, fy;
for (int i = 0; i < regionVerticesLength; i += 2) {
@ -399,8 +398,8 @@ public class TwoColorPolygonBatch implements PolygonBatch {
// rotate
if (rotation != 0) {
final float cos = MathUtils.cosDeg(rotation);
final float sin = MathUtils.sinDeg(rotation);
final float cos = cosDeg(rotation);
final float sin = sinDeg(rotation);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;
@ -1012,8 +1011,8 @@ public class TwoColorPolygonBatch implements PolygonBatch {
// rotate
if (rotation != 0) {
final float cos = MathUtils.cosDeg(rotation);
final float sin = MathUtils.sinDeg(rotation);
final float cos = cosDeg(rotation);
final float sin = sinDeg(rotation);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;
@ -1148,8 +1147,8 @@ public class TwoColorPolygonBatch implements PolygonBatch {
// rotate
if (rotation != 0) {
final float cos = MathUtils.cosDeg(rotation);
final float sin = MathUtils.sinDeg(rotation);
final float cos = cosDeg(rotation);
final float sin = sinDeg(rotation);
x1 = cos * p1x - sin * p1y;
y1 = sin * p1x + cos * p1y;