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@@ -164,11 +164,11 @@ Bone::updateWorldTransform(float x, float y, float rotation, float scaleX, float
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s = MathUtil::abs(pa * pd - pb * pc) / s;
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pb = pc * s;
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pd = pa * s;
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- prx = MathUtil::atan2(pc, pa) * RAD_DEG;
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+ prx = MathUtil::atan2(pc, pa) * MathUtil::Rad_Deg;
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} else {
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pa = 0;
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pc = 0;
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- prx = 90 - MathUtil::atan2(pd, pb) * RAD_DEG;
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+ prx = 90 - MathUtil::atan2(pd, pb) * MathUtil::Rad_Deg;
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}
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rx = rotation + shearX - prx;
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ry = rotation + shearY - prx + 90;
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@@ -195,7 +195,7 @@ Bone::updateWorldTransform(float x, float y, float rotation, float scaleX, float
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za *= s;
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zc *= s;
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s = MathUtil::sqrt(za * za + zc * zc);
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- r = PI / 2 + MathUtil::atan2(zc, za);
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+ r = MathUtil::Pi / 2 + MathUtil::atan2(zc, za);
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zb = MathUtil::cos(r) * s;
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zd = MathUtil::sin(r) * s;
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la = MathUtil::cosDeg(shearX) * scaleX;
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@@ -258,14 +258,14 @@ float Bone::worldToLocalRotation(float worldRotation) {
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float sin = MathUtil::sinDeg(worldRotation);
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float cos = MathUtil::cosDeg(worldRotation);
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- return MathUtil::atan2(_a * sin - _c * cos, _d * cos - _b * sin) * RAD_DEG;
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+ return MathUtil::atan2(_a * sin - _c * cos, _d * cos - _b * sin) * MathUtil::Rad_Deg;
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}
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float Bone::localToWorldRotation(float localRotation) {
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float sin = MathUtil::sinDeg(localRotation);
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float cos = MathUtil::cosDeg(localRotation);
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- return MathUtil::atan2(cos * _c + sin * _d, cos * _a + sin * _b) * RAD_DEG;
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+ return MathUtil::atan2(cos * _c + sin * _d, cos * _a + sin * _b) * MathUtil::Rad_Deg;
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}
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void Bone::rotateWorld(float degrees) {
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@@ -298,7 +298,7 @@ float Bone::getWorldToLocalRotationX() {
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float a = _a;
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float c = _c;
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- return MathUtil::atan2(pa * c - pc * a, pd * a - pb * c) * RAD_DEG;
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+ return MathUtil::atan2(pa * c - pc * a, pd * a - pb * c) * MathUtil::Rad_Deg;
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}
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float Bone::getWorldToLocalRotationY() {
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@@ -314,7 +314,7 @@ float Bone::getWorldToLocalRotationY() {
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float b = _b;
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float d = _d;
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- return MathUtil::atan2(pa * d - pc * b, pd * b - pb * d) * RAD_DEG;
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+ return MathUtil::atan2(pa * d - pc * b, pd * b - pb * d) * MathUtil::Rad_Deg;
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}
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BoneData &Bone::getData() {
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@@ -494,11 +494,11 @@ void Bone::setWorldY(float inValue) {
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}
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float Bone::getWorldRotationX() {
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- return MathUtil::atan2(_c, _a) * RAD_DEG;
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+ return MathUtil::atan2(_c, _a) * MathUtil::MathUtil::Rad_Deg;
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}
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float Bone::getWorldRotationY() {
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- return MathUtil::atan2(_d, _b) * RAD_DEG;
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+ return MathUtil::atan2(_d, _b) * MathUtil::Rad_Deg;
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}
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float Bone::getWorldScaleX() {
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@@ -522,11 +522,11 @@ void Bone::updateAppliedTransform() {
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if (!parent) {
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_ax = _worldX;
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_ay = _worldY;
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- _arotation = MathUtil::atan2(_c, _a) * RAD_DEG;
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+ _arotation = MathUtil::atan2(_c, _a) * MathUtil::Rad_Deg;
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_ascaleX = MathUtil::sqrt(_a * _a + _c * _c);
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_ascaleY = MathUtil::sqrt(_b * _b + _d * _d);
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_ashearX = 0;
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- _ashearY = MathUtil::atan2(_a * _b + _c * _d, _a * _d - _b * _c) * RAD_DEG;
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+ _ashearY = MathUtil::atan2(_a * _b + _c * _d, _a * _d - _b * _c) * MathUtil::Rad_Deg;
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} else {
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float pa = parent->_a, pb = parent->_b, pc = parent->_c, pd = parent->_d;
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float pid = 1 / (pa * pd - pb * pc);
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@@ -546,13 +546,13 @@ void Bone::updateAppliedTransform() {
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if (_ascaleX > 0.0001f) {
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float det = ra * rd - rb * rc;
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_ascaleY = det / _ascaleX;
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- _ashearY = MathUtil::atan2(ra * rb + rc * rd, det) * RAD_DEG;
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- _arotation = MathUtil::atan2(rc, ra) * RAD_DEG;
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+ _ashearY = MathUtil::atan2(ra * rb + rc * rd, det) * MathUtil::Rad_Deg;
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+ _arotation = MathUtil::atan2(rc, ra) * MathUtil::Rad_Deg;
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} else {
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_ascaleX = 0;
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_ascaleY = MathUtil::sqrt(rb * rb + rd * rd);
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_ashearY = 0;
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- _arotation = 90 - MathUtil::atan2(rd, rb) * RAD_DEG;
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+ _arotation = 90 - MathUtil::atan2(rd, rb) * MathUtil::Rad_Deg;
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}
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}
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}
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