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@@ -247,11 +247,7 @@ namespace Spine {
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Bone bone = bones[i];
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float rotation = bone.arotation;
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- if (mixRotate != 0) {
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- float r = target.arotation - rotation + data.offsetRotation;
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- r -= (float)Math.Ceiling(r / 360 - 0.5f) * 360;
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- rotation += r * mixRotate;
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- }
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+ if (mixRotate != 0) rotation += (target.arotation - rotation + data.offsetRotation) * mixRotate;
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float x = bone.ax, y = bone.ay;
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x += (target.ax - x + data.offsetX) * mixX;
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@@ -264,11 +260,7 @@ namespace Spine {
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scaleY = (scaleY + (target.ascaleY - scaleY + data.offsetScaleY) * mixScaleY) / scaleY;
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float shearY = bone.ashearY;
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- if (mixShearY != 0) {
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- float r = target.ashearY - shearY + data.offsetShearY;
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- r -= (float)Math.Ceiling(r / 360 - 0.5f) * 360;
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- shearY += r * mixShearY;
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- }
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+ if (mixShearY != 0) shearY += (target.ashearY - shearY + data.offsetShearY) * mixShearY;
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bone.UpdateWorldTransform(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY);
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}
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