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[libgdx] Fixed root bone transform for skeleton scale to use world axes.
#1373
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@ -114,8 +114,8 @@ public class Bone implements Updatable {
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Skeleton skeleton = this.skeleton;
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Skeleton skeleton = this.skeleton;
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float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
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float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
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a = cosDeg(rotation + shearX) * scaleX * sx;
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a = cosDeg(rotation + shearX) * scaleX * sx;
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b = cosDeg(rotationY) * scaleY * sy;
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b = cosDeg(rotationY) * scaleY * sx;
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c = sinDeg(rotation + shearX) * scaleX * sx;
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c = sinDeg(rotation + shearX) * scaleX * sy;
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d = sinDeg(rotationY) * scaleY * sy;
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d = 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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