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[libgdx] Fixed root bone transform for skeleton scale to use world axes.

#1373
NathanSweet 6 jaren geleden
bovenliggende
commit
ccc5b2f38b
1 gewijzigde bestanden met toevoegingen van 2 en 2 verwijderingen
  1. 2 2
      spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Bone.java

+ 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;
 			float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
 			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;
 			worldX = x * sx + skeleton.x;
 			worldY = y * sy + skeleton.y;