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Mario Zechner 1 year ago
parent
commit
355f7ed15b

+ 10 - 10
spine-cpp/spine-cpp/src/spine/PhysicsConstraint.cpp

@@ -466,17 +466,17 @@ void PhysicsConstraint::update(Physics physics) {
 }
 
 void PhysicsConstraint::rotate(float x, float y, float degrees) {
-    float r = degrees * MathUtil::Deg_Rad, cos = MathUtil::cos(r), sin = MathUtil::sin(r);
-    r = _tx * cos - _ty * sin;
-    _ty = _tx * sin + _ty * cos;
-    _tx = r;
-    float dx = _cx - x, dy = _cy - y;
-    translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
+	float r = degrees * MathUtil::Deg_Rad, cos = MathUtil::cos(r), sin = MathUtil::sin(r);
+	r = _tx * cos - _ty * sin;
+	_ty = _tx * sin + _ty * cos;
+	_tx = r;
+	float dx = _cx - x, dy = _cy - y;
+	translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
 }
 
 void PhysicsConstraint::translate(float x, float y) {
-    _ux -= x;
-    _uy -= y;
-    _cx -= x;
-    _cy -= y;
+	_ux -= x;
+	_uy -= y;
+	_cx -= x;
+	_cy -= y;
 }

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

@@ -713,13 +713,13 @@ void Skeleton::update(float delta) {
 }
 
 void Skeleton::physicsTranslate(float x, float y) {
-    for (int i = 0; i < (int)_physicsConstraints.size(); i++) {
-        _physicsConstraints[i]->translate(x, y);
-    }
+	for (int i = 0; i < (int) _physicsConstraints.size(); i++) {
+		_physicsConstraints[i]->translate(x, y);
+	}
 }
 
 void Skeleton::physicsRotate(float x, float y, float degrees) {
-    for (int i = 0; i < (int)_physicsConstraints.size(); i++) {
-        _physicsConstraints[i]->rotate(x, y, degrees);
-    }
+	for (int i = 0; i < (int) _physicsConstraints.size(); i++) {
+		_physicsConstraints[i]->rotate(x, y, degrees);
+	}
 }

+ 1 - 1
spine-ts/spine-core/src/SkeletonBinary.ts

@@ -852,7 +852,7 @@ export class SkeletonBinary {
 				const softness2 = (flags & 4) != 0 ? input.readFloat() * scale : 0;
 				if ((flags & 64) != 0) {
 					timeline.setStepped(frame);
-				} else if ((flags & 128) != 0) {
+				} else if ((flags & 128) != 0) {
 					setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
 					setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
 				}