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@@ -181,7 +181,7 @@ namespace Spine {
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Bone parent = this.parent;
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if (parent == null) { // Root bone.
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Skeleton skeleton = this.skeleton;
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- float sx = skeleton.scaleX, sy = skeleton.scaleY;
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+ float sx = skeleton.scaleX, sy = skeleton.ScaleY;
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float rx = (rotation + shearX) * MathUtils.DegRad;
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float ry = (rotation + 90 + shearY) * MathUtils.DegRad;
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a = (float)Math.Cos(rx) * scaleX * sx;
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@@ -225,7 +225,7 @@ namespace Spine {
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if (s > 0.0001f) {
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s = Math.Abs(pa * pd - pb * pc) / s;
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pa /= skeleton.scaleX;
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- pc /= skeleton.scaleY;
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+ pc /= skeleton.ScaleY;
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pb = pc * s;
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pd = pa * s;
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prx = MathUtils.Atan2Deg(pc, pa);
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@@ -251,13 +251,13 @@ namespace Spine {
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rotation *= MathUtils.DegRad;
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float cos = (float)Math.Cos(rotation), sin = (float)Math.Sin(rotation);
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float za = (pa * cos + pb * sin) / skeleton.scaleX;
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- float zc = (pc * cos + pd * sin) / skeleton.scaleY;
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+ float zc = (pc * cos + pd * sin) / skeleton.ScaleY;
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float s = (float)Math.Sqrt(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = (float)Math.Sqrt(za * za + zc * zc);
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- if (inherit == Inherit.NoScale && (pa * pd - pb * pc < 0) != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
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+ if (inherit == Inherit.NoScale && (pa * pd - pb * pc < 0) != (skeleton.scaleX < 0 != skeleton.ScaleY < 0)) s = -s;
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rotation = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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float zb = (float)Math.Cos(rotation) * s;
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float zd = (float)Math.Sin(rotation) * s;
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@@ -276,8 +276,8 @@ namespace Spine {
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}
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a *= skeleton.scaleX;
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b *= skeleton.scaleX;
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- c *= skeleton.scaleY;
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- d *= skeleton.scaleY;
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+ c *= skeleton.ScaleY;
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+ d *= skeleton.ScaleY;
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}
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/// <summary>Sets this bone's local transform to the setup pose.</summary>
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@@ -287,7 +287,7 @@ namespace Spine {
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y = data.y;
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rotation = data.rotation;
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scaleX = data.scaleX;
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- scaleY = data.scaleY;
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+ scaleY = data.ScaleY;
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shearX = data.shearX;
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shearY = data.shearY;
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inherit = data.inherit;
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@@ -335,9 +335,9 @@ namespace Spine {
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case Inherit.NoRotationOrReflection: {
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float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
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float sa = pa / skeleton.scaleX;
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- float sc = pc / skeleton.scaleY;
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+ float sc = pc / skeleton.ScaleY;
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pb = -sc * s * skeleton.scaleX;
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- pd = sa * s * skeleton.scaleY;
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+ pd = sa * s * skeleton.ScaleY;
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pid = 1 / (pa * pd - pb * pc);
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ia = pd * pid;
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ib = pb * pid;
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@@ -347,13 +347,13 @@ namespace Spine {
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case Inherit.NoScaleOrReflection: {
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float r = rotation * MathUtils.DegRad, cos = (float)Math.Cos(r), sin = (float)Math.Sin(r);
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pa = (pa * cos + pb * sin) / skeleton.scaleX;
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- pc = (pc * cos + pd * sin) / skeleton.scaleY;
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+ pc = (pc * cos + pd * sin) / skeleton.ScaleY;
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float s = (float)Math.Sqrt(pa * pa + pc * pc);
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if (s > 0.00001f) s = 1 / s;
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pa *= s;
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pc *= s;
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s = (float)Math.Sqrt(pa * pa + pc * pc);
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- if (inherit == Inherit.NoScale && pid < 0 != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
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+ if (inherit == Inherit.NoScale && pid < 0 != (skeleton.scaleX < 0 != skeleton.ScaleY < 0)) s = -s;
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r = MathUtils.PI / 2 + MathUtils.Atan2(pc, pa);
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pb = (float)Math.Cos(r) * s;
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pd = (float)Math.Sin(r) * s;
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