Procházet zdrojové kódy

Merge branch '4.1' into 4.2-beta

Harald Csaszar před 2 roky
rodič
revize
954ab69bce

+ 4 - 4
.git-blame-ignore-revs

@@ -61,14 +61,14 @@ f84ae17615c506bf98c575bb800d2cf3b793df4d
 # 2014-01-11 Updated license to version 2.
 d520addb9bfdf552881cb6871d70159a80e1ff6b
 
-# 2013-10-03 9a347d5eb8ad095c5e739d959de485b6add7f0b3
-Updated license.
+# 2013-10-03 Updated license.
+9a347d5eb8ad095c5e739d959de485b6add7f0b3
 
 # 2013-10-01 Minor update to the license to include education.
 47ce2a40c18b8ea471e6004f7e2c6cbf5b36af76
 
-# 2013-09-20 e2fccf72d6541c598172a538d4d497e6d13340cc
-License update.
+# 2013-09-20 License update.
+e2fccf72d6541c598172a538d4d497e6d13340cc
 
 # 2013 License headers.
 4edc23ac2f1c00782b4f637fb2543d784bd8dda9

+ 5 - 5
spine-c/spine-c/src/spine/Atlas.c

@@ -99,11 +99,11 @@ spAtlasPage *spAtlasPage_create(spAtlas *atlas, const char *name) {
 	spAtlasPage *self = NEW(spAtlasPage);
 	CONST_CAST(spAtlas *, self->atlas) = atlas;
 	MALLOC_STR(self->name, name);
-    self->minFilter = SP_ATLAS_NEAREST;
-    self->magFilter = SP_ATLAS_NEAREST;
-    self->format = SP_ATLAS_RGBA8888;
-    self->uWrap = SP_ATLAS_CLAMPTOEDGE;
-    self->vWrap = SP_ATLAS_CLAMPTOEDGE;
+	self->minFilter = SP_ATLAS_NEAREST;
+	self->magFilter = SP_ATLAS_NEAREST;
+	self->format = SP_ATLAS_RGBA8888;
+	self->uWrap = SP_ATLAS_CLAMPTOEDGE;
+	self->vWrap = SP_ATLAS_CLAMPTOEDGE;
 	return self;
 }
 

+ 10 - 4
spine-c/spine-c/src/spine/IkConstraint.c

@@ -84,7 +84,7 @@ void spIkConstraint_apply1(spBone *bone, float targetX, float targetY, int /*boo
 			ty = targetY - bone->worldY;
 			break;
 		case SP_TRANSFORMMODE_NOROTATIONORREFLECTION: {
-			s = ABS(pa * pd - pb * pc) / (pa * pa + pc * pc);
+			s = ABS(pa * pd - pb * pc) / MAX(0.0001f, pa * pa + pc * pc);
 			sa = pa / bone->skeleton->scaleX;
 			sc = pc / bone->skeleton->scaleY;
 			pb = -sc * s * bone->skeleton->scaleX;
@@ -94,8 +94,13 @@ void spIkConstraint_apply1(spBone *bone, float targetX, float targetY, int /*boo
 		default: {
 			float x = targetX - p->worldX, y = targetY - p->worldY;
 			float d = pa * pd - pb * pc;
-			tx = (x * pd - y * pb) / d - bone->ax;
-			ty = (y * pa - x * pc) / d - bone->ay;
+			if (ABS(d) <= 0.0001f) {
+				tx = 0;
+				ty = 0;
+			} else {
+				tx = (x * pd - y * pb) / d - bone->ax;
+				ty = (y * pa - x * pc) / d - bone->ay;
+			}
 		}
 	}
 	rotationIK += ATAN2(ty, tx) * RAD_DEG;
@@ -177,7 +182,8 @@ void spIkConstraint_apply2(spBone *parent, spBone *child, float targetX, float t
 	b = pp->b;
 	c = pp->c;
 	d = pp->d;
-	id = 1 / (a * d - b * c);
+	id = a * d - b * c;
+	id = ABS(id) <= 0.0001f ? 0 : 1 / id;
 	x = cwx - pp->worldX;
 	y = cwy - pp->worldY;
 	dx = (x * d - y * b) * id - px;

+ 10 - 4
spine-cpp/spine-cpp/src/spine/IkConstraint.cpp

@@ -51,7 +51,7 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress
 			ty = targetY - bone._worldY;
 			break;
 		case TransformMode_NoRotationOrReflection: {
-			float s = MathUtil::abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
+			float s = MathUtil::abs(pa * pd - pb * pc) / MathUtil::max(0.0001f, pa * pa + pc * pc);
 			float sa = pa / bone._skeleton.getScaleX();
 			float sc = pc / bone._skeleton.getScaleY();
 			pb = -sc * s * bone._skeleton.getScaleX();
@@ -61,8 +61,13 @@ void IkConstraint::apply(Bone &bone, float targetX, float targetY, bool compress
 		default:
 			float x = targetX - p->_worldX, y = targetY - p->_worldY;
 			float d = pa * pd - pb * pc;
-			tx = (x * pd - y * pb) / d - bone._ax;
-			ty = (y * pa - x * pc) / d - bone._ay;
+			if (MathUtil::abs(d) <= 0.0001f) {
+				tx = 0;
+				ty = 0;
+			} else {
+				tx = (x * pd - y * pb) / d - bone._ax;
+				ty = (y * pa - x * pc) / d - bone._ay;
+			}
 	}
 	rotationIK += MathUtil::atan2(ty, tx) * MathUtil::Rad_Deg;
 	if (bone._ascaleX < 0) rotationIK += 180;
@@ -140,7 +145,8 @@ void IkConstraint::apply(Bone &parent, Bone &child, float targetX, float targetY
 	b = pp->_b;
 	c = pp->_c;
 	d = pp->_d;
-	id = 1 / (a * d - b * c);
+	id = a * d - b * c;
+	id = MathUtil::abs(id) <= 0.0001f ? 0 : 1 / id;
 	x = cwx - pp->_worldX;
 	y = cwy - pp->_worldY;
 	dx = (x * d - y * b) * id - px;

+ 0 - 1
spine-cpp/spine-cpp/src/spine/Skin.cpp

@@ -164,7 +164,6 @@ void Skin::addSkin(Skin *other) {
 	AttachmentMap::Entries entries = other->getAttachments();
 	while (entries.hasNext()) {
 		AttachmentMap::Entry &entry = entries.next();
-		entry._attachment->reference();
 		setAttachment(entry._slotIndex, entry._name, entry._attachment);
 	}
 }

+ 10 - 4
spine-csharp/src/IkConstraint.cs

@@ -172,7 +172,7 @@ namespace Spine {
 				ty = targetY - bone.worldY;
 				break;
 			case TransformMode.NoRotationOrReflection: {
-				float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
+				float s = Math.Abs(pa * pd - pb * pc) / Math.Max(0.0001f, pa * pa + pc * pc);
 				float sa = pa / bone.skeleton.scaleX;
 				float sc = pc / bone.skeleton.scaleY;
 				pb = -sc * s * bone.skeleton.scaleX;
@@ -183,8 +183,13 @@ namespace Spine {
 			default: {
 				float x = targetX - p.worldX, y = targetY - p.worldY;
 				float d = pa * pd - pb * pc;
-				tx = (x * pd - y * pb) / d - bone.ax;
-				ty = (y * pa - x * pc) / d - bone.ay;
+				if (Math.Abs(d) <= 0.0001f) {
+					tx = 0;
+					ty = 0;
+				} else {
+					tx = (x * pd - y * pb) / d - bone.ax;
+					ty = (y * pa - x * pc) / d - bone.ay;
+				}
 				break;
 			}
 			}
@@ -256,7 +261,8 @@ namespace Spine {
 			b = pp.b;
 			c = pp.c;
 			d = pp.d;
-			float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
+			float id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY;
+			id = Math.Abs(id) <= 0.0001f ? 0 : 1 / id;
 			float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
 			float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
 			if (l1 < 0.0001f) {

+ 10 - 4
spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/IkConstraint.java

@@ -195,7 +195,7 @@ public class IkConstraint implements Updatable {
 			ty = targetY - bone.worldY;
 			break;
 		case noRotationOrReflection:
-			float s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
+			float s = Math.abs(pa * pd - pb * pc) / Math.max(0.0001f, pa * pa + pc * pc);
 			float sa = pa / bone.skeleton.scaleX;
 			float sc = pc / bone.skeleton.scaleY;
 			pb = -sc * s * bone.skeleton.scaleX;
@@ -205,8 +205,13 @@ public class IkConstraint implements Updatable {
 		default:
 			float x = targetX - p.worldX, y = targetY - p.worldY;
 			float d = pa * pd - pb * pc;
-			tx = (x * pd - y * pb) / d - bone.ax;
-			ty = (y * pa - x * pc) / d - bone.ay;
+			if (Math.abs(d) <= 0.0001f) {
+				tx = 0;
+				ty = 0;
+			} else {
+				tx = (x * pd - y * pb) / d - bone.ax;
+				ty = (y * pa - x * pc) / d - bone.ay;
+			}
 		}
 		rotationIK += atan2Deg(ty, tx);
 		if (bone.ascaleX < 0) rotationIK += 180;
@@ -276,7 +281,8 @@ public class IkConstraint implements Updatable {
 		b = pp.b;
 		c = pp.c;
 		d = pp.d;
-		float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
+		float id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY;
+		id = Math.abs(id) <= 0.0001f ? 0 : 1 / id;
 		float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
 		float l1 = (float)Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
 		if (l1 < 0.0001f) {

+ 1 - 1
spine-ts/index.html

@@ -18,7 +18,7 @@
 		</ul>
 		<li>Phaser</li>
 		<ul>
-			<li><a href="/spine-phaser/example/index.html">Example</a></li>
+			<li><a href="/spine-phaser/example/index.html">Examples</a></li>
 		</ul>
 		<li>Player</li>
 		<ul>

+ 10 - 4
spine-ts/spine-core/src/IkConstraint.ts

@@ -117,7 +117,7 @@ export class IkConstraint implements Updatable {
 				ty = targetY - bone.worldY;
 				break;
 			case TransformMode.NoRotationOrReflection:
-				let s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
+				let s = Math.abs(pa * pd - pb * pc) / Math.max(0.0001, pa * pa + pc * pc);
 				let sa = pa / bone.skeleton.scaleX;
 				let sc = pc / bone.skeleton.scaleY;
 				pb = -sc * s * bone.skeleton.scaleX;
@@ -127,8 +127,13 @@ export class IkConstraint implements Updatable {
 			default:
 				let x = targetX - p.worldX, y = targetY - p.worldY;
 				let d = pa * pd - pb * pc;
-				tx = (x * pd - y * pb) / d - bone.ax;
-				ty = (y * pa - x * pc) / d - bone.ay;
+				if (Math.abs(d) <= 0.0001) {
+					tx = 0;
+					ty = 0;
+				} else {
+					tx = (x * pd - y * pb) / d - bone.ax;
+					ty = (y * pa - x * pc) / d - bone.ay;
+				}
 		}
 		rotationIK += Math.atan2(ty, tx) * MathUtils.radDeg;
 		if (bone.ascaleX < 0) rotationIK += 180;
@@ -194,7 +199,8 @@ export class IkConstraint implements Updatable {
 		b = pp.b;
 		c = pp.c;
 		d = pp.d;
-		let id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
+		let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY;
+		id = Math.abs(id) <= 0.0001 ? 0 : 1 / id;
 		let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
 		let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
 		if (l1 < 0.0001) {