增加scaleX和scaleY
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@@ -152,27 +152,13 @@ namespace SpineRuntime36 {
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Bone parent = this.parent;
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if (parent == null) { // Root bone.
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float rotationY = rotation + 90 + shearY;
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float la = MathUtils.CosDeg(rotation + shearX) * scaleX;
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float lb = MathUtils.CosDeg(rotationY) * scaleY;
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float lc = MathUtils.SinDeg(rotation + shearX) * scaleX;
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float ld = MathUtils.SinDeg(rotationY) * scaleY;
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if (skeleton.flipX) {
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x = -x;
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la = -la;
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lb = -lb;
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}
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if (skeleton.flipY != yDown) {
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y = -y;
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lc = -lc;
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ld = -ld;
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}
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a = la;
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b = lb;
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c = lc;
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d = ld;
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worldX = x + skeleton.x;
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worldY = y + skeleton.y;
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float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
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a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
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b = MathUtils.CosDeg(rotationY) * scaleY * sx;
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c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
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d = MathUtils.SinDeg(rotationY) * scaleY * sy;
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worldX = x * sx + skeleton.x;
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worldY = y * sy + skeleton.y;
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return;
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}
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@@ -228,13 +214,16 @@ namespace SpineRuntime36 {
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case TransformMode.NoScale:
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case TransformMode.NoScaleOrReflection: {
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float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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float za = pa * cos + pb * sin;
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float zc = pc * cos + pd * sin;
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float za = (pa * cos + pb * sin) / skeleton.scaleX;
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float zc = (pc * cos + pd * sin) / skeleton.scaleY;
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float s = (float)Math.Sqrt(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = (float)Math.Sqrt(za * za + zc * zc);
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if (data.transformMode == TransformMode.NoScale
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&& (pa * pd - pb * pc < 0) != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
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float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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float zb = MathUtils.Cos(r) * s;
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float zd = MathUtils.Sin(r) * s;
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@@ -242,26 +231,18 @@ namespace SpineRuntime36 {
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float lb = MathUtils.CosDeg(90 + shearY) * scaleY;
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float lc = MathUtils.SinDeg(shearX) * scaleX;
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float ld = MathUtils.SinDeg(90 + shearY) * scaleY;
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if (data.transformMode != TransformMode.NoScaleOrReflection? pa * pd - pb* pc< 0 : skeleton.flipX != skeleton.flipY) {
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zb = -zb;
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zd = -zd;
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}
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a = za * la + zb * lc;
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b = za * lb + zb * ld;
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c = zc * la + zd * lc;
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d = zc * lb + zd * ld;
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return;
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d = zc * lb + zd * ld;
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break;
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}
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}
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if (skeleton.flipX) {
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a = -a;
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b = -b;
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}
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if (skeleton.flipY != Bone.yDown) {
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c = -c;
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d = -d;
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}
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a *= skeleton.scaleX;
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b *= skeleton.scaleX;
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c *= skeleton.scaleY;
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d *= skeleton.scaleY;
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}
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public void SetToSetupPose () {
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@@ -45,8 +45,8 @@ namespace SpineRuntime36 {
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal bool flipX, flipY;
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internal float x, y;
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internal float scaleX = 1, scaleY = 1;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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@@ -64,10 +64,16 @@ namespace SpineRuntime36 {
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public float Time { get { return time; } set { time = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public Bone RootBone {
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[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
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public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
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[Obsolete("Use ScaleY instead. FlipY is when ScaleY is negative.")]
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public bool FlipY { get { return scaleY < 0; } set { scaleY = value ? -1f : 1f; } }
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public Bone RootBone {
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get { return bones.Count == 0 ? null : bones.Items[0]; }
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}
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