[libgdx] Fixed root bone transform for skeleton scale to use world axes.

#1373
This commit is contained in:
NathanSweet 2019-06-13 14:57:22 +02:00
parent d618a639aa
commit ccc5b2f38b

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@ -114,8 +114,8 @@ public class Bone implements Updatable {
Skeleton skeleton = this.skeleton;
float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
a = cosDeg(rotation + shearX) * scaleX * sx;
b = cosDeg(rotationY) * scaleY * sy;
c = sinDeg(rotation + shearX) * scaleX * sx;
b = cosDeg(rotationY) * scaleY * sx;
c = sinDeg(rotation + shearX) * scaleX * sy;
d = sinDeg(rotationY) * scaleY * sy;
worldX = x * sx + skeleton.x;
worldY = y * sy + skeleton.y;