فهرست منبع

Merge branch '3.8-beta' of https://github.com/EsotericSoftware/spine-runtimes into 3.8-beta

badlogic 6 سال پیش
والد
کامیت
8d52356475
2فایلهای تغییر یافته به همراه4 افزوده شده و 4 حذف شده
  1. 2 2
      spine-csharp/src/Bone.cs
  2. 2 2
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java

+ 2 - 2
spine-csharp/src/Bone.cs

@@ -152,8 +152,8 @@ namespace Spine {
 			if (parent == null) { // Root bone.
 			if (parent == null) { // Root bone.
 				float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
 				float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
 				a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
 				a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
-				b = MathUtils.CosDeg(rotationY) * scaleY * sy;
-				c = MathUtils.SinDeg(rotation + shearX) * scaleX * sx;
+				b = MathUtils.CosDeg(rotationY) * scaleY * sx;
+				c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
 				d = MathUtils.SinDeg(rotationY) * scaleY * sy;
 				d = MathUtils.SinDeg(rotationY) * scaleY * sy;
 				worldX = x * sx + skeleton.x;
 				worldX = x * sx + skeleton.x;
 				worldY = y * sy + skeleton.y;
 				worldY = y * sy + skeleton.y;

+ 2 - 2
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java

@@ -114,8 +114,8 @@ public class Bone implements Updatable {
 			Skeleton skeleton = this.skeleton;
 			Skeleton skeleton = this.skeleton;
 			float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
 			float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
 			a = cosDeg(rotation + shearX) * scaleX * sx;
 			a = cosDeg(rotation + shearX) * scaleX * sx;
-			b = cosDeg(rotationY) * scaleY * sy;
-			c = sinDeg(rotation + shearX) * scaleX * sx;
+			b = cosDeg(rotationY) * scaleY * sx;
+			c = sinDeg(rotation + shearX) * scaleX * sy;
 			d = sinDeg(rotationY) * scaleY * sy;
 			d = sinDeg(rotationY) * scaleY * sy;
 			worldX = x * sx + skeleton.x;
 			worldX = x * sx + skeleton.x;
 			worldY = y * sy + skeleton.y;
 			worldY = y * sy + skeleton.y;