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Fixed root bone translation.

Again.
NathanSweet 11 years ago
parent
commit
2b241c3628

+ 1 - 1
spine-as3/spine-as3/src/spine/Bone.as

@@ -73,7 +73,7 @@ public class Bone {
 			_worldRotation = _data.inheritRotation ? _parent._worldRotation + rotation : rotation;
 		} else {
 			_worldX = flipX ? -x : x;
-			_worldY = (flipY && spine.Bone.yDown != flipY) ? -y : y;
+			_worldY = flipY != yDown ? -y : y;
 			_worldScaleX = scaleX;
 			_worldScaleY = scaleY;
 			_worldRotation = rotation;

+ 1 - 1
spine-c/src/spine/Bone.c

@@ -71,7 +71,7 @@ void spBone_updateWorldTransform (spBone* self, int flipX, int flipY) {
 				self->data->inheritRotation ? self->parent->worldRotation + self->rotation : self->rotation;
 	} else {
 		CONST_CAST(float, self->worldX) = flipX ? -self->x : self->x;
-		CONST_CAST(float, self->worldY) = (flipY && flipY != yDown) ? -self->y : self->y;
+		CONST_CAST(float, self->worldY) = flipY != yDown ? -self->y : self->y;
 		CONST_CAST(float, self->worldScaleX) = self->scaleX;
 		CONST_CAST(float, self->worldScaleY) = self->scaleY;
 		CONST_CAST(float, self->worldRotation) = self->rotation;

+ 1 - 1
spine-csharp/src/Bone.cs

@@ -80,7 +80,7 @@ namespace Spine {
 				worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
 			} else {
 				worldX = flipX ? -x : x;
-				worldY = (flipY && flipY != yDown) ? -y : y;
+				worldY = flipY != yDown ? -y : y;
 				worldScaleX = scaleX;
 				worldScaleY = scaleY;
 				worldRotation = rotation;

+ 1 - 1
spine-js/spine.js

@@ -80,7 +80,7 @@ spine.Bone.prototype = {
 			this.worldRotation = this.data.inheritRotation ? parent.worldRotation + this.rotation : this.rotation;
 		} else {
 			this.worldX = flipX ? -this.x : this.x;
-			this.worldY = (flipY && spine.Bone.yDown != flipY) ? -this.y : this.y;
+			this.worldY = flipY != spine.Bone.yDown ? -this.y : this.y;
 			this.worldScaleX = this.scaleX;
 			this.worldScaleY = this.scaleY;
 			this.worldRotation = this.rotation;