float worldOriginX = this.x + originX;\r
float worldOriginY = this.y + originY;\r
\r
- vertices[X1] = localX * cos - localY * sin + worldOriginX;\r
- vertices[Y1] = localY * cos + localX * sin + worldOriginY;\r
-\r
- vertices[X2] = localX * cos - localY2 * sin + worldOriginX;\r
- vertices[Y2] = localY2 * cos + localX * sin + worldOriginY;\r
-\r
- vertices[X3] = localX2 * cos - localY2 * sin + worldOriginX;\r
- vertices[Y3] = localY2 * cos + localX2 * sin + worldOriginY;\r
-\r
- vertices[X4] = vertices[X1] + (vertices[X3] - vertices[X2]);\r
- vertices[Y4] = vertices[Y3] - (vertices[Y2] - vertices[Y1]);\r
+ float x1 = localX * cos - localY * sin + worldOriginX;\r
+ float y1 = localY * cos + localX * sin + worldOriginY;\r
+ vertices[X1] = x1;\r
+ vertices[Y1] = y1;\r
+\r
+ float x2 = localX * cos - localY2 * sin + worldOriginX;\r
+ float y2 = localY2 * cos + localX * sin + worldOriginY;\r
+ vertices[X2] = x2;\r
+ vertices[Y2] = y2;\r
+\r
+ float x3 = localX2 * cos - localY2 * sin + worldOriginX;\r
+ float y3 = localY2 * cos + localX2 * sin + worldOriginY;\r
+ vertices[X3] = x3;\r
+ vertices[Y3] = y3;\r
+\r
+ vertices[X4] = x1 + (x3 - x2);\r
+ vertices[Y4] = y3 - (y2 - y1);\r
}\r
System.arraycopy(vertices, 0, out, offset, 20);\r
}\r
if( angleInc != 0)\r
sprites3[i].rotate( angleInc ); // this is aids\r
if( scale != 1 )\r
- sprites3[i].scale( scale ); // this is aids\r
+ sprites3[i].setScale( scale ); // this is aids\r
spriteBatch.draw( sprites3[i] );\r
}\r
draw1 = (System.nanoTime()-start)/1000000000.0f;\r
if( angleInc != 0)\r
sprites3[i].rotate( angleInc ); // this is aids\r
if( scale != 1 )\r
- sprites3[i].scale( scale ); // this is aids\r
+ sprites3[i].setScale( scale ); // this is aids\r
spriteBatch.draw( sprites3[i] );\r
}\r
draw2 = (System.nanoTime()-start)/1000000000.0f;\r