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Merge branch '3.7' into 3.8-beta

badlogic 6 years ago
parent
commit
c9ccd43121

BIN
spine-as3/spine-as3-example/lib/spine-as3.swc


+ 2 - 2
spine-as3/spine-as3/src/spine/Bone.as

@@ -105,8 +105,8 @@ package spine {
 				rotationY = rotation + 90 + shearY;				
 				var skeleton : Skeleton = _skeleton;								
 				this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
 				worldX = x * sx + skeleton.x;
 				worldY = y * sy + skeleton.y;

+ 2 - 2
spine-c/spine-c/src/spine/Bone.c

@@ -79,8 +79,8 @@ void spBone_updateWorldTransformWith (spBone* self, float x, float y, float rota
 	if (!parent) { /* Root bone. */
 		float rotationY = rotation + 90 + shearY;
 		CONST_CAST(float, self->a) = COS_DEG(rotation + shearX) * scaleX * sx;
-		CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * sy;
-		CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX * sx;
+		CONST_CAST(float, self->b) = COS_DEG(rotationY) * scaleY * sx;
+		CONST_CAST(float, self->c) = SIN_DEG(rotation + shearX) * scaleX * sy;
 		CONST_CAST(float, self->d) = SIN_DEG(rotationY) * scaleY * sy;
 		CONST_CAST(float, self->worldX) = x * sx + self->skeleton->x;
 		CONST_CAST(float, self->worldY) = y * sy + self->skeleton->y;

+ 2 - 2
spine-cpp/spine-cpp/src/spine/Bone.cpp

@@ -108,8 +108,8 @@ Bone::updateWorldTransform(float x, float y, float rotation, float scaleX, float
 		float sx = _skeleton.getScaleX();
 		float sy = _skeleton.getScaleY();
 		_a = MathUtil::cosDeg(rotation + shearX) * scaleX * sx;
-		_b = MathUtil::cosDeg(rotationY) * scaleY * sy;
-		_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sx;
+		_b = MathUtil::cosDeg(rotationY) * scaleY * sx;
+		_c = MathUtil::sinDeg(rotation + shearX) * scaleX * sy;
 		_d = MathUtil::sinDeg(rotationY) * scaleY * sy;
 		_worldX = x * sx + _skeleton.getX();
 		_worldY = y * sy + _skeleton.getY();

+ 7 - 7
spine-lua/Bone.lua

@@ -95,7 +95,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
 	self.ashearX = shearX
 	self.ashearY = shearY
 	self.appliedValid = true
-	
+
 	local sx = self.skeleton.scaleX;
 	local sy = self.skeleton.scaleY;
 
@@ -103,11 +103,11 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
 	if parent == nil then
 		local rotationY = rotation + 90 + shearY
 		local rotationRad = math_rad(rotation + shearX)
-		local rotationYRad = math_rad(rotationY)		
+		local rotationYRad = math_rad(rotationY)
 		local skeleton = self.skeleton
 		self.a = math_cos(rotationRad) * scaleX * sx
-		self.b = math_cos(rotationYRad) * scaleY * sy
-		self.c = math_sin(rotationRad) * scaleX * sx
+		self.b = math_cos(rotationYRad) * scaleY * sx
+		self.c = math_sin(rotationRad) * scaleX * sy
 		self.d = math_sin(rotationYRad) * scaleY * sy
 		self.worldX = x * sx + skeleton.x
 		self.worldY = y * sy + skeleton.y
@@ -161,7 +161,7 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
 		self.a = pa * la - pb * lc
 		self.b = pa * lb - pb * ld
 		self.c = pc * la + pd * lc
-		self.d = pc * lb + pd * ld	
+		self.d = pc * lb + pd * ld
 	elseif transformMode == TransformMode.noScale or transformMode == TransformMode.noScaleOrReflection then
 		local cos = math_cos(math_rad(rotation))
 		local sin = math_sin(math_rad(rotation))
@@ -185,9 +185,9 @@ function Bone:updateWorldTransformWith (x, y, rotation, scaleX, scaleY, shearX,
 		self.a = za * la + zb * lc
 		self.b = za * lb + zb * ld
 		self.c = zc * la + zd * lc
-		self.d = zc * lb + zd * ld		
+		self.d = zc * lb + zd * ld
 	end
-	
+
 	self.a = self.a * sx
 	self.b = self.b * sx
 	self.c = self.c * sy

BIN
spine-starling/spine-starling-example/lib/spine-as3.swc


BIN
spine-starling/spine-starling/lib/spine-as3.swc


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

@@ -2508,8 +2508,8 @@ 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

@@ -2508,8 +2508,8 @@ 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

@@ -2508,8 +2508,8 @@ 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

@@ -2508,8 +2508,8 @@ 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

@@ -2508,8 +2508,8 @@ 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

@@ -2508,8 +2508,8 @@ 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/core/src/Bone.ts

@@ -85,8 +85,8 @@ module spine {
 				let sx = skeleton.scaleX;
 				let sy = skeleton.scaleY;
 				this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
-				this.b = MathUtils.cosDeg(rotationY) * scaleY * sy;
-				this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sx;
+				this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
+				this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
 				this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
 				this.worldX = x * sx + skeleton.x;
 				this.worldY = y * sy + skeleton.y;