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@@ -122,25 +122,24 @@ void BonePose::updateWorldTransform(Skeleton &skeleton) {
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}
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}
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case Inherit_NoScale:
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case Inherit_NoScale:
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case Inherit_NoScaleOrReflection: {
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case Inherit_NoScaleOrReflection: {
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- float rot = _rotation * MathUtil::Deg_Rad;
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- float cosRot = MathUtil::cos(rot), sinRot = MathUtil::sin(rot);
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- float za = (pa * cosRot + pb * sinRot) / skeleton.getScaleX();
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- float zc = (pc * cosRot + pd * sinRot) / skeleton.getScaleY();
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+ float r = _rotation * MathUtil::Deg_Rad, cosR = MathUtil::cos(r), sinR = MathUtil::sin(r);
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+ float za = (pa * cosR + pb * sinR) / skeleton.getScaleX();
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+ float zc = (pc * cosR + pd * sinR) / skeleton.getScaleY();
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float s = MathUtil::sqrt(za * za + zc * zc);
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float s = MathUtil::sqrt(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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za *= s;
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zc *= s;
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zc *= s;
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s = MathUtil::sqrt(za * za + zc * zc);
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s = MathUtil::sqrt(za * za + zc * zc);
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if (_inherit == Inherit_NoScale && (pa * pd - pb * pc < 0) != (skeleton.getScaleX() < 0 != skeleton.getScaleY() < 0)) s = -s;
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if (_inherit == Inherit_NoScale && (pa * pd - pb * pc < 0) != (skeleton.getScaleX() < 0 != skeleton.getScaleY() < 0)) s = -s;
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- rot = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
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- float zb = MathUtil::cos(rot) * s;
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- float zd = MathUtil::sin(rot) * s;
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- float _shearXRad = _shearX * MathUtil::Deg_Rad;
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- float _shearYRad = (90 + _shearY) * MathUtil::Deg_Rad;
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- float la = MathUtil::cos(_shearXRad) * _scaleX;
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- float lb = MathUtil::cos(_shearYRad) * _scaleY;
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- float lc = MathUtil::sin(_shearXRad) * _scaleX;
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- float ld = MathUtil::sin(_shearYRad) * _scaleY;
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+ r = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
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+ float zb = MathUtil::cos(r) * s;
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+ float zd = MathUtil::sin(r) * s;
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+ float rx = _shearX * MathUtil::Deg_Rad;
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+ float ry = (90 + _shearY) * MathUtil::Deg_Rad;
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+ float la = MathUtil::cos(rx) * _scaleX;
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+ float lb = MathUtil::cos(ry) * _scaleY;
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+ float lc = MathUtil::sin(rx) * _scaleX;
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+ float ld = MathUtil::sin(ry) * _scaleY;
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_a = za * la + zb * lc;
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_a = za * la + zb * lc;
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_b = za * lb + zb * ld;
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_b = za * lb + zb * ld;
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_c = zc * la + zd * lc;
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_c = zc * la + zd * lc;
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