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[v3.8.6] [2D Skew comes back] Add UISkew component support. #18212
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if (cur) { | ||
if (dirtyBits & TransformBit.POSITION) { | ||
if (positionDirty && !rotationScaleDirty) { | ||
Vec3.transformMat4(childPos, child._lpos, cur._mat); |
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If position and (rotation/scale/skew) are both dirty. Doesn't need to go here to calculate world matrix since in the following if (rotationScaleSkewDirty) {
logic , it will do that in Mat4.fromSRT ( get the local matrix)
+ Mat4.multiply ( get the world matrix = parent's world matrix * my local matrix )
.
In this case, we avoid the unused Vec3.transformMat4
operation.
Mat4.fromSRT(childMat, child._lrot, child._lpos, child._lscale); | ||
uiSkewComp = child._uiProps._uiSkewComp; |
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Don't use getter and make _uiSkewComp @engineInternal
public property for fast accessing the UISkew component.
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Re: #17852
Need to consider
TODO:
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