Bladeren bron

[ts] Port of commit ccc5b2f: Fixed root bone transform for skeleton. See #1379.

badlogic 6 jaren geleden
bovenliggende
commit
6090d84a5e

+ 2 - 2
spine-ts/build/spine-all.js

@@ -2428,8 +2428,8 @@ var spine;
 				var sx = skeleton.scaleX;
 				var sy = skeleton.scaleY;
 				this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;

+ 2 - 2
spine-ts/build/spine-canvas.js

@@ -2428,8 +2428,8 @@ var spine;
 				var sx = skeleton.scaleX;
 				var sy = skeleton.scaleY;
 				this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;

+ 2 - 2
spine-ts/build/spine-core.js

@@ -2428,8 +2428,8 @@ var spine;
 				var sx = skeleton.scaleX;
 				var sy = skeleton.scaleY;
 				this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;

+ 2 - 2
spine-ts/build/spine-player.js

@@ -2428,8 +2428,8 @@ var spine;
 				var sx = skeleton.scaleX;
 				var sy = skeleton.scaleY;
 				this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;

+ 2 - 2
spine-ts/build/spine-threejs.js

@@ -2428,8 +2428,8 @@ var spine;
 				var sx = skeleton.scaleX;
 				var sy = skeleton.scaleY;
 				this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;

+ 2 - 2
spine-ts/build/spine-webgl.js

@@ -2428,8 +2428,8 @@ var spine;
 				var sx = skeleton.scaleX;
 				var sy = skeleton.scaleY;
 				this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;