New plugin build

This commit is contained in:
Richard Davey 2019-07-26 14:26:32 +01:00
parent bb942382fc
commit 9ac86227ae
2 changed files with 39 additions and 19 deletions

View file

@ -3135,8 +3135,9 @@ var Transform = {
/**
* The angle of this Game Object as expressed in degrees.
*
* Where 0 is to the right, 90 is down, 180 is left.
*
* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
* and -90 is up.
*
* If you prefer to work in radians, see the `rotation` property instead.
*
@ -3161,6 +3162,9 @@ var Transform = {
/**
* The angle of this Game Object in radians.
*
* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
* and -90 is up.
*
* If you prefer to work in degrees, see the `angle` property instead.
*
@ -3713,9 +3717,10 @@ var TransformMatrix = new Class({
},
/**
* The rotation of the Matrix.
* The rotation of the Matrix, normalized to be within the Phaser right-handed
* clockwise rotation space. Value is in radians.
*
* @name Phaser.GameObjects.Components.TransformMatrix#rotation
* @name Phaser.GameObjects.Components.TransformMatrix#rotationNormalized
* @type {number}
* @readonly
* @since 3.4.0
@ -3724,7 +3729,33 @@ var TransformMatrix = new Class({
get: function ()
{
return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
// Previous version:
// return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
// Normalized version:
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
if (a || b)
{
var r = Math.sqrt(a * a + b * b);
return (b > 0) ? Math.acos(a / r) : -Math.acos(a / r);
}
else if (c || d)
{
var s = Math.sqrt(c * c + d * d);
return Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s));
}
else
{
return 0;
}
}
},
@ -11065,8 +11096,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
var spriteMatrix = renderer._tempMatrix2;
var calcMatrix = renderer._tempMatrix3;
// - 90 degrees to account for the difference in Spine vs. Phaser rotation
// spriteMatrix.applyITRS(src.x, src.y, src.rotation - 1.5707963267948966, src.scaleX, src.scaleY);
spriteMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
camMatrix.copyFrom(camera.matrix);
@ -11109,15 +11138,8 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
skeleton.scaleY = calcMatrix.scaleY;
}
// src.root.rotation = RadToDeg(calcMatrix.rotation);
// - 90 degrees to account for the difference in Spine vs. Phaser rotation
// Correct method via angle:
// spineBoy.root.rotation = RadToDeg(CounterClockwise(DegToRad(arrow.angle))) + 90;
// src.root.rotation = RadToDeg(CounterClockwise(calcMatrix.rotation)) + 90;
// src.root.rotation = RadToDeg(calcMatrix.rotation);
// +90 degrees to account for the difference in Spine vs. Phaser rotation
src.root.rotation = RadToDeg(CounterClockwise(calcMatrix.rotation)) + 90;
sceneRenderer.camera.position.x = viewportWidth / 2;
sceneRenderer.camera.position.y = viewportHeight / 2;
@ -11125,8 +11147,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
sceneRenderer.camera.viewportWidth = viewportWidth;
sceneRenderer.camera.viewportHeight = viewportHeight;
// sceneRenderer.camera.update();
// Add autoUpdate option
skeleton.updateWorldTransform();

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