2.0.5
我最近在做一个帧同步的游戏,然后发现 getBoundingBox() 精度问题导致计算不一致!!
getBoundingBox () {
this._updateLocalMatrix();
let width = this._contentSize.width;
let height = this._contentSize.height;
let rect = cc.rect(
-this._anchorPoint.x * width,
-this._anchorPoint.y * height,
width,
height);
return rect.transformMat4(rect, this._matrix);
},
this._matrix的值:
m00: -0.4
m01:
4.898587196589413
e-17
m02: 0
m03: 0
m04:
-4.898587196589413
e-17
m05: -0.4
m06: 0
m07: 0
m08: 0
m09: 0
m10: 1
m11: 0
m12: -52
m13: -90
m14: 0
m15: 1
m01 m04已经有精度问题了
导致getBoundingBox() 方法 在不同浏览器 同一个node 同样position rotation size 居然 获得的x y 不同
rect:
height: 11.199999999999989
width: 11.200000000000003
x: -57.6
y: -97.6
请问这个是否属于bug