Mario Zechner 1 سال پیش
والد
کامیت
1d0b33fb69

+ 6 - 6
spine-c/spine-c/src/spine/PhysicsConstraint.c

@@ -122,20 +122,20 @@ void spPhysicsConstraint_update(spPhysicsConstraint *self, spPhysics physics) {
 				self->uy = by;
 			} else {
 				// float a = self->remaining, i = self->inertia, q = self->data->limit * delta, t = self->data->step, f = self->skeleton->data->referenceScale, d = -1;
-                float a = self->remaining, i = self->inertia, t = self->data->step, f = self->skeleton->data->referenceScale;
-                float qx = self->data->limit * delta, qy = qx * ABS(self->skeleton->scaleX);
-                qx *= ABS(self->skeleton->scaleY);
+				float a = self->remaining, i = self->inertia, t = self->data->step, f = self->skeleton->data->referenceScale;
+				float qx = self->data->limit * delta, qy = qx * ABS(self->skeleton->scaleX);
+				qx *= ABS(self->skeleton->scaleY);
 				if (x || y) {
 					if (x) {
 						float u = (self->ux - bx) * i;
 						self->xOffset += u > qx ? qx : u < -qx ? -qx
-															: u;
+															   : u;
 						self->ux = bx;
 					}
 					if (y) {
 						float u = (self->uy - by) * i;
 						self->yOffset += u > qy ? qy : u < -qy ? -qy
-															: u;
+															   : u;
 						self->uy = by;
 					}
 					if (a >= t) {
@@ -190,7 +190,7 @@ void spPhysicsConstraint_update(spPhysicsConstraint *self, spPhysics physics) {
 					a = self->remaining;
 					if (a >= t) {
 						float m = self->massInverse * t, e = self->strength, w = self->wind, g = self->gravity, h = l / f;
-                        float d = POW(self->damping, 60 * t);
+						float d = POW(self->damping, 60 * t);
 						while (-1) {
 							a -= t;
 							if (scaleX) {

+ 1 - 1
spine-cpp/spine-cpp/src/spine/MathUtil.cpp

@@ -105,7 +105,7 @@ bool MathUtil::isNan(float v) {
 }
 
 float MathUtil::quietNan() {
-    return std::nan("");
+	return std::nan("");
 }
 
 float MathUtil::random() {

+ 6 - 6
spine-cpp/spine-cpp/src/spine/PhysicsConstraint.cpp

@@ -334,20 +334,20 @@ void PhysicsConstraint::update(Physics physics) {
 				_ux = bx;
 				_uy = by;
 			} else {
-                float a = _remaining, i = _inertia, t = _data._step, f = _skeleton.getData()->getReferenceScale();
-                float qx = _data._limit * delta, qy = qx * MathUtil::abs(_skeleton.getScaleX());
-                qx *= MathUtil::abs(_skeleton.getScaleY());
+				float a = _remaining, i = _inertia, t = _data._step, f = _skeleton.getData()->getReferenceScale();
+				float qx = _data._limit * delta, qy = qx * MathUtil::abs(_skeleton.getScaleX());
+				qx *= MathUtil::abs(_skeleton.getScaleY());
 				if (x || y) {
 					if (x) {
 						float u = (_ux - bx) * i;
 						_xOffset += u > qx ? qx : u < -qx ? -qx
-													   : u;
+														  : u;
 						_ux = bx;
 					}
 					if (y) {
 						float u = (_uy - by) * i;
 						_yOffset += u > qy ? qy : u < -qy ? -qy
-													   : u;
+														  : u;
 						_uy = by;
 					}
 					if (a >= t) {
@@ -402,7 +402,7 @@ void PhysicsConstraint::update(Physics physics) {
 					a = _remaining;
 					if (a >= t) {
 						float m = _massInverse * t, e = _strength, w = _wind, g = _gravity * (Bone::yDown ? -1 : 1), h = l / f;
-                        float d = MathUtil::pow(_damping, 60 * t);
+						float d = MathUtil::pow(_damping, 60 * t);
 						while (true) {
 							a -= t;
 							if (scaleX) {

+ 4 - 4
spine-cpp/spine-cpp/src/spine/SkeletonClipping.cpp

@@ -363,10 +363,10 @@ bool SkeletonClipping::clip(float x1, float y1, float x2, float y2, float x3, fl
 	} else
 		originalOutput->setSize(originalOutput->size() - 2, 0);
 
-    if (originalOutput->size() < 6) {
-        originalOutput->clear();
-        return false;
-    }
+	if (originalOutput->size() < 6) {
+		originalOutput->clear();
+		return false;
+	}
 	return clipped;
 }