@esotericsoftware/spine-webgl 4.2.71 → 4.2.72

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@@ -7177,7 +7177,7 @@ var spine = (() => {
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  }
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  if (a >= t) {
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  d = Math.pow(this.damping, 60 * t);
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- const m = this.massInverse * t, e = this.strength, w = this.wind * f * skeleton.scaleX, g = (Skeleton.yDown ? -this.gravity : this.gravity) * f * skeleton.scaleY;
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+ const m = this.massInverse * t, e = this.strength, w = this.wind * f * skeleton.scaleX, g = this.gravity * f * skeleton.scaleY;
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  do {
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  if (x) {
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  this.xVelocity += (w - this.xOffset * e) * m;
@@ -8132,10 +8132,10 @@ var spine = (() => {
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  }
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  /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`.
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  * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */
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- getBoundsRect() {
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+ getBoundsRect(clipper) {
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  let offset = new Vector2();
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  let size = new Vector2();
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- this.getBounds(offset, size);
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+ this.getBounds(offset, size, void 0, clipper);
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  return { x: offset.x, y: offset.y, width: size.x, height: size.y };
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  }
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  /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.