@esotericsoftware/spine-webgl 4.3.10 → 4.3.11
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/esm/spine-webgl.mjs
CHANGED
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@@ -12841,6 +12841,151 @@ function getValue(map, property, defaultValue) {
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12841
12841
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return map[property] !== void 0 ? map[property] : defaultValue;
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12842
12842
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}
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12843
12843
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12844
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+
// spine-core/src/SkeletonPhysicsMovement.ts
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12845
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var SkeletonPhysicsMovement = class {
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12846
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/**
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12847
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* Creates a movement tracker for a skeleton displayed by a host runtime object.
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12848
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* @param skeleton The skeleton whose physics constraints receive inherited movement.
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12849
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* @param adapter Runtime-specific hooks used to read and convert the host object's transform.
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12850
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* @param options Initial movement inheritance values.
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12851
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*/
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12852
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constructor(skeleton, adapter, options = {}) {
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12853
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this.skeleton = skeleton;
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12854
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this.adapter = adapter;
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12855
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this.positionInheritanceFactorX = options.positionInheritanceX ?? 0;
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12856
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this.positionInheritanceFactorY = options.positionInheritanceY ?? 0;
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12857
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this.rotationInheritanceFactor = options.rotationInheritance ?? 0;
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12858
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}
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12859
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positionInheritanceFactorX = 0;
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12860
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positionInheritanceFactorY = 0;
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12861
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rotationInheritanceFactor = 0;
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12862
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hasLastTransform = false;
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12863
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lastX = 0;
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12864
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lastY = 0;
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12865
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lastZ = 0;
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12866
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lastRotation = 0;
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12867
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currentTransform = { x: 0, y: 0, z: 0, rotation: 0 };
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12868
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currentPosition = { x: 0, y: 0, z: 0 };
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12869
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lastPosition = { x: 0, y: 0, z: 0 };
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12870
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/** Horizontal position inheritance factor. `0` disables horizontal position inheritance. */
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12871
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get positionInheritanceX() {
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12872
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return this.positionInheritanceFactorX;
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12873
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}
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12874
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/** Vertical position inheritance factor. `0` disables vertical position inheritance. */
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12875
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get positionInheritanceY() {
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12876
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return this.positionInheritanceFactorY;
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12877
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}
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12878
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/**
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12879
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* Sets how much host object translation is inherited by skeleton physics constraints.
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12880
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* Use `(1, 1)` for normal inheritance, or `(0, 0)` to disable position inheritance.
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12881
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* @param x The horizontal position inheritance factor.
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12882
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* @param y The vertical position inheritance factor.
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12883
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*/
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12884
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setPositionInheritance(x, y) {
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12885
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const wasDisabled = this.positionInheritanceFactorX === 0 && this.positionInheritanceFactorY === 0;
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12886
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const isEnabled = x !== 0 || y !== 0;
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12887
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this.positionInheritanceFactorX = x;
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12888
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this.positionInheritanceFactorY = y;
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12889
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if (wasDisabled && isEnabled) this.resetPosition();
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12890
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}
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12891
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/** Rotation inheritance factor. `0` disables rotation inheritance. */
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12892
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get rotationInheritance() {
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12893
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return this.rotationInheritanceFactor;
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12894
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}
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12895
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/**
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12896
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* Sets how much host object rotation is inherited by skeleton physics constraints.
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12897
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* @param value The rotation inheritance factor.
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12898
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*/
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12899
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set rotationInheritance(value) {
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12900
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const wasDisabled = this.rotationInheritanceFactor === 0;
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12901
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this.rotationInheritanceFactor = value;
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12902
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if (wasDisabled && value !== 0) this.resetRotation();
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12903
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}
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12904
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/** Resets the previous position used to calculate inherited translation. */
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12905
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resetPosition() {
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12906
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const transform = this.currentTransform;
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12907
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const readRotation = !this.hasLastTransform && this.rotationInheritanceFactor !== 0;
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12908
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this.adapter.readTransform(transform, readRotation);
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12909
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this.lastX = transform.x;
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12910
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this.lastY = transform.y;
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12911
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this.lastZ = transform.z;
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12912
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if (readRotation) this.lastRotation = transform.rotation;
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12913
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this.hasLastTransform = true;
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12914
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}
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12915
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/** Resets the previous rotation used to calculate inherited rotation. */
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12916
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resetRotation() {
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12917
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const transform = this.currentTransform;
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12918
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this.adapter.readTransform(transform, true);
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12919
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this.lastRotation = transform.rotation;
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12920
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if (!this.hasLastTransform) {
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12921
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this.lastX = transform.x;
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12922
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this.lastY = transform.y;
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12923
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this.lastZ = transform.z;
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12924
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}
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12925
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this.hasLastTransform = true;
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12926
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}
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12927
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/** Resets both previous position and previous rotation. */
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12928
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resetTransform() {
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12929
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const transform = this.currentTransform;
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12930
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this.adapter.readTransform(transform, true);
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12931
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this.setLastTransform(transform.x, transform.y, transform.z, transform.rotation);
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12932
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}
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12933
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/**
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12934
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* Applies host object transform movement since the previous call to the skeleton's physics constraints.
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12935
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*
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12936
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* The first call records the current transform as the baseline and does not apply movement.
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12937
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*/
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12938
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applyTransformMovement() {
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12939
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const inheritPosition = this.positionInheritanceFactorX !== 0 || this.positionInheritanceFactorY !== 0;
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12940
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const inheritRotation = this.rotationInheritanceFactor !== 0;
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12941
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if (!inheritPosition && !inheritRotation) return;
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12942
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const transform = this.currentTransform;
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12943
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this.adapter.readTransform(transform, inheritRotation);
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12944
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const { x, y, z } = transform;
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12945
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const currentRotation = inheritRotation ? transform.rotation : this.lastRotation;
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12946
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const positionChanged = x !== this.lastX || y !== this.lastY || z !== this.lastZ;
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12947
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if (this.hasLastTransform) {
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12948
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if (!positionChanged && currentRotation === this.lastRotation) return;
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12949
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if (inheritPosition && positionChanged) this.applyPositionMovement(x, y, z);
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12950
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if (inheritRotation && currentRotation !== this.lastRotation) this.applyRotationMovement(currentRotation);
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12951
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}
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12952
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this.setLastTransform(x, y, z, currentRotation);
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12953
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}
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12954
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applyPositionMovement(currentX, currentY, currentZ) {
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12955
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const currentPosition = this.currentPosition;
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12956
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currentPosition.x = currentX;
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12957
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currentPosition.y = currentY;
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12958
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currentPosition.z = currentZ;
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12959
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this.adapter.worldToSkeleton(currentPosition);
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12960
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const lastPosition = this.lastPosition;
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12961
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lastPosition.x = this.lastX;
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12962
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lastPosition.y = this.lastY;
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12963
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lastPosition.z = this.lastZ;
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12964
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this.adapter.worldToSkeleton(lastPosition);
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12965
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this.skeleton.physicsTranslate(
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12966
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(currentPosition.x - lastPosition.x) * this.positionInheritanceFactorX,
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12967
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(currentPosition.y - lastPosition.y) * this.positionInheritanceFactorY
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);
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12969
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}
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12970
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applyRotationMovement(currentRotation) {
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12971
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const rotationFactor = this.rotationInheritanceFactor;
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12972
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if (rotationFactor === 0) return;
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12973
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this.skeleton.physicsRotate(0, 0, this.getRotationDelta(currentRotation, this.lastRotation) * rotationFactor);
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12974
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}
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12975
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setLastTransform(x, y, z, rotation) {
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12976
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this.lastX = x;
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12977
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this.lastY = y;
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12978
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this.lastZ = z;
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12979
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this.lastRotation = rotation;
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12980
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this.hasLastTransform = true;
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12981
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}
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12982
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getRotationDelta(current, previous) {
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12983
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let delta = current - previous;
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12984
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delta = (delta + 180) % 360 - 180;
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12985
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return delta < -180 ? delta + 360 : delta;
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12986
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}
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12987
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};
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12988
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12844
12989
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// spine-core/src/SkeletonRendererCore.ts
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12845
12990
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var SkeletonRendererCore = class {
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12846
12991
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commandPool = new CommandPool();
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@@ -15930,6 +16075,7 @@ export {
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15930
16075
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SkeletonData,
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15931
16076
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SkeletonDebugRenderer,
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15932
16077
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SkeletonJson,
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16078
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SkeletonPhysicsMovement,
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15933
16079
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SkeletonRenderer,
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15934
16080
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SkeletonRendererCore,
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15935
16081
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Skin,
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