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@@ -132,13 +132,13 @@ void SkeletonRenderer::update (float deltaTime) {
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spSkeleton_update(skeleton, deltaTime * timeScale);
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}
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-void SkeletonRenderer::draw (Renderer* renderer, const Matrix& transform, bool transformUpdated) {
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+void SkeletonRenderer::draw (Renderer* renderer, const Mat4& transform, bool transformUpdated) {
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drawCommand.init(_globalZOrder);
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drawCommand.func = CC_CALLBACK_0(SkeletonRenderer::drawSkeleton, this, transform, transformUpdated);
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renderer->addCommand(&drawCommand);
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}
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-void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpdated) {
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+void SkeletonRenderer::drawSkeleton (const Mat4 &transform, bool transformUpdated) {
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getShaderProgram()->use();
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getShaderProgram()->setUniformsForBuiltins(transform);
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@@ -228,17 +228,17 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
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// Slots.
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
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glLineWidth(1);
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- Vector2 points[4];
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+ Vec2 points[4];
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V3F_C4B_T2F_Quad quad;
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for (int i = 0, n = skeleton->slotCount; i < n; i++) {
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spSlot* slot = skeleton->drawOrder[i];
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if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
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spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
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spRegionAttachment_computeWorldVertices(attachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
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- points[0] = Vector2(worldVertices[0], worldVertices[1]);
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- points[1] = Vector2(worldVertices[2], worldVertices[3]);
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- points[2] = Vector2(worldVertices[4], worldVertices[5]);
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- points[3] = Vector2(worldVertices[6], worldVertices[7]);
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+ points[0] = Vec2(worldVertices[0], worldVertices[1]);
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+ points[1] = Vec2(worldVertices[2], worldVertices[3]);
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+ points[2] = Vec2(worldVertices[4], worldVertices[5]);
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+ points[3] = Vec2(worldVertices[6], worldVertices[7]);
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DrawPrimitives::drawPoly(points, 4, true);
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}
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}
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@@ -250,14 +250,14 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
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spBone *bone = skeleton->bones[i];
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float x = bone->data->length * bone->m00 + bone->worldX;
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float y = bone->data->length * bone->m10 + bone->worldY;
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- DrawPrimitives::drawLine(Vector2(bone->worldX, bone->worldY), Vector2(x, y));
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+ DrawPrimitives::drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y));
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}
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// Bone origins.
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DrawPrimitives::setPointSize(4);
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DrawPrimitives::setDrawColor4B(0, 0, 255, 255); // Root bone is blue.
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for (int i = 0, n = skeleton->boneCount; i < n; i++) {
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spBone *bone = skeleton->bones[i];
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- DrawPrimitives::drawPoint(Vector2(bone->worldX, bone->worldY));
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+ DrawPrimitives::drawPoint(Vec2(bone->worldX, bone->worldY));
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if (i == 0) DrawPrimitives::setDrawColor4B(0, 255, 0, 255);
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}
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}
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@@ -304,7 +304,7 @@ Rect SkeletonRenderer::boundingBox () {
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maxX = max(maxX, vertices[SP_VERTEX_X3] * scaleX);
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maxY = max(maxY, vertices[SP_VERTEX_Y3] * scaleY);
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}
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- Vector2 position = getPosition();
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+ Vec2 position = getPosition();
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return Rect(position.x + minX, position.y + minY, maxX - minX, maxY - minY);
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}
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