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Changing scaleX
or scaleY
on a MatterImage
or MatterSprite
would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206
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2 changed files with 8 additions and 5 deletions
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@ -230,6 +230,7 @@ one set of bindings ever created, which makes things a lot cleaner.
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* `Utils.Array.MoveUp` wouldn't let you move an array element to the top-most index in the array. This also impacted `Container.moveUp`.
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* The Texture Tint Pipeline had a logic error that would cause every 2001st quad to either be invisible, or pick-up the texture of the 2000th quad by mistake. The `batchQuad` and `batchTri` methods how handle re-assigning the batch texture if they cause a batch flush as part of their process.
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* Rotating Sprites that used a Normal Map wouldn't rotate the normal map with it, causing the lighting effects to become irregular. The normal map vectors are now rotated correctly (thanks @sercant for the PR and @fazzamatazz and @ysraelJMM for the report)
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* Changing `scaleX` or `scaleY` on a `MatterImage` or `MatterSprite` would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 (thanks @YannCaron)
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### Examples and TypeScript
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@ -84,7 +84,8 @@ var Transform = {
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set: function (value)
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{
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var factor = 1 / this._scaleX;
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var factorX = 1 / this._scaleX;
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var factorY = 1 / this._scaleY;
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this._scaleX = value;
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@ -98,7 +99,7 @@ var Transform = {
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}
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// Reset Matter scale back to 1 (sigh)
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Body.scale(this.body, factor, this._scaleY);
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Body.scale(this.body, factorX, factorY);
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Body.scale(this.body, value, this._scaleY);
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}
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@ -121,7 +122,8 @@ var Transform = {
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set: function (value)
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{
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var factor = 1 / this._scaleY;
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var factorX = 1 / this._scaleX;
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var factorY = 1 / this._scaleY;
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this._scaleY = value;
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@ -134,7 +136,7 @@ var Transform = {
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this.renderFlags |= _FLAG;
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}
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Body.scale(this.body, this._scaleX, factor);
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Body.scale(this.body, factorX, factorY);
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Body.scale(this.body, this._scaleX, value);
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}
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