mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
dac3983b62
@ -438,7 +438,7 @@ int spAnimationState_apply(spAnimationState *self, spSkeleton *skeleton) {
|
|||||||
if (!shortestRotation && timeline->type == SP_TIMELINE_ROTATE)
|
if (!shortestRotation && timeline->type == SP_TIMELINE_ROTATE)
|
||||||
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, applyTime, mix, timelineBlend,
|
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, applyTime, mix, timelineBlend,
|
||||||
timelinesRotation, ii << 1, firstFrame);
|
timelinesRotation, ii << 1, firstFrame);
|
||||||
else if (timeline->type == SP_TIMELINE_ROTATE)
|
else if (timeline->type == SP_TIMELINE_ATTACHMENT)
|
||||||
_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, timelineBlend, -1);
|
_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, timelineBlend, -1);
|
||||||
else
|
else
|
||||||
spTimeline_apply(timeline, skeleton, animationLast, applyTime, applyEvents, &internal->eventsCount,
|
spTimeline_apply(timeline, skeleton, animationLast, applyTime, applyEvents, &internal->eventsCount,
|
||||||
|
|||||||
@ -513,9 +513,9 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
bone.UpdateWorldTransform();
|
bone.UpdateWorldTransform();
|
||||||
|
|
||||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
|
||||||
float[] floatVerts = new float[8];
|
float[] floatVerts = new float[8];
|
||||||
attachment.ComputeWorldVertices(slot, floatVerts, 0);
|
attachment.ComputeWorldVertices(slot, floatVerts, 0);
|
||||||
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||||
Vector3[] verts = ExtractVerts(floatVerts);
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||||||
|
|
||||||
//unrotate verts now that they're centered
|
//unrotate verts now that they're centered
|
||||||
@ -550,9 +550,9 @@ namespace Spine.Unity.Editor {
|
|||||||
slot.Bone.Y = 0;
|
slot.Bone.Y = 0;
|
||||||
slot.Bone.UpdateWorldTransform();
|
slot.Bone.UpdateWorldTransform();
|
||||||
|
|
||||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
|
||||||
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
||||||
attachment.ComputeWorldVertices(slot, floatVerts);
|
attachment.ComputeWorldVertices(slot, floatVerts);
|
||||||
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||||
Vector3[] verts = ExtractVerts(floatVerts);
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||||||
|
|
||||||
int[] triangles = attachment.Triangles;
|
int[] triangles = attachment.Triangles;
|
||||||
@ -617,7 +617,6 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
||||||
attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
|
attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
|
||||||
|
|
||||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||||
Vector3[] verts = ExtractVerts(floatVerts);
|
Vector3[] verts = ExtractVerts(floatVerts);
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user