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@@ -147,6 +147,7 @@ namespace Spine {
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Reset();
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goto case Physics.Update; // Fall through.
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case Physics.Update:
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+ Skeleton skeleton = this.skeleton;
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float delta = Math.Max(skeleton.time - lastTime, 0);
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remaining += delta;
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lastTime = skeleton.time;
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@@ -157,16 +158,19 @@ namespace Spine {
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ux = bx;
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uy = by;
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} else {
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- float a = this.remaining, i = inertia, q = data.limit * delta, t = data.step, f = skeleton.data.referenceScale;
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+ float a = remaining, i = inertia, t = data.step, f = skeleton.data.referenceScale;
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+ float qx = data.limit * delta, qy = qx * Math.Abs(skeleton.ScaleY);
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+ qx *= Math.Abs(skeleton.ScaleX);
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+
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if (x || y) {
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if (x) {
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float u = (ux - bx) * i;
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- xOffset += u > q ? q : u < -q ? -q : u;
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+ xOffset += u > qx ? qx : u < -qx ? -qx : u;
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ux = bx;
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}
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if (y) {
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float u = (uy - by) * i;
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- yOffset += u > q ? q : u < -q ? -q : u;
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+ yOffset += u > qy ? qy : u < -qy ? -qy : u;
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uy = by;
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}
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if (a >= t) {
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@@ -192,14 +196,14 @@ namespace Spine {
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if (rotateOrShearX || scaleX) {
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float ca = (float)Math.Atan2(bone.c, bone.a), c, s, mr = 0;
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float dx = cx - bone.worldX, dy = cy - bone.worldY;
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- if (dx > q)
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- dx = q;
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- else if (dx < -q)
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- dx = -q;
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- if (dy > q)
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- dy = q;
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- else if (dy < -q)
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- dy = -q;
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+ if (dx > qx)
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+ dx = qx;
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+ else if (dx < -qx)
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+ dx = -qx;
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+ if (dy > qy)
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+ dy = qy;
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+ else if (dy < -qy)
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+ dy = -qy;
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if (rotateOrShearX) {
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mr = (data.rotate + data.shearX) * mix;
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float r = (float)Math.Atan2(dy + ty, dx + tx) - ca - rotateOffset * mr;
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