@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/iife/spine-webgl.js
CHANGED
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@@ -172,6 +172,7 @@ var spine = (() => {
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172
172
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SkeletonData: () => SkeletonData,
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173
173
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SkeletonDebugRenderer: () => SkeletonDebugRenderer,
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174
174
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SkeletonJson: () => SkeletonJson,
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175
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+
SkeletonPhysicsMovement: () => SkeletonPhysicsMovement,
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175
176
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SkeletonRenderer: () => SkeletonRenderer,
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176
177
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SkeletonRendererCore: () => SkeletonRendererCore,
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177
178
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Skin: () => Skin,
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@@ -13070,6 +13071,151 @@ ${error}` : ""}`);
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13070
13071
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return map[property] !== void 0 ? map[property] : defaultValue;
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13071
13072
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}
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13072
13073
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13074
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+
// spine-core/src/SkeletonPhysicsMovement.ts
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13075
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var SkeletonPhysicsMovement = class {
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13076
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/**
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13077
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* Creates a movement tracker for a skeleton displayed by a host runtime object.
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13078
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* @param skeleton The skeleton whose physics constraints receive inherited movement.
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13079
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* @param adapter Runtime-specific hooks used to read and convert the host object's transform.
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13080
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* @param options Initial movement inheritance values.
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13081
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*/
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13082
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constructor(skeleton, adapter, options = {}) {
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13083
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this.skeleton = skeleton;
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13084
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this.adapter = adapter;
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13085
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this.positionInheritanceFactorX = options.positionInheritanceX ?? 0;
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13086
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this.positionInheritanceFactorY = options.positionInheritanceY ?? 0;
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13087
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this.rotationInheritanceFactor = options.rotationInheritance ?? 0;
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13088
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}
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13089
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positionInheritanceFactorX = 0;
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13090
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positionInheritanceFactorY = 0;
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13091
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rotationInheritanceFactor = 0;
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13092
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hasLastTransform = false;
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13093
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lastX = 0;
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13094
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lastY = 0;
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13095
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lastZ = 0;
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13096
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lastRotation = 0;
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13097
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currentTransform = { x: 0, y: 0, z: 0, rotation: 0 };
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13098
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currentPosition = { x: 0, y: 0, z: 0 };
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13099
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lastPosition = { x: 0, y: 0, z: 0 };
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13100
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/** Horizontal position inheritance factor. `0` disables horizontal position inheritance. */
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13101
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get positionInheritanceX() {
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13102
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return this.positionInheritanceFactorX;
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13103
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}
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13104
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/** Vertical position inheritance factor. `0` disables vertical position inheritance. */
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13105
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get positionInheritanceY() {
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13106
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return this.positionInheritanceFactorY;
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13107
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}
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13108
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/**
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13109
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* Sets how much host object translation is inherited by skeleton physics constraints.
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13110
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* Use `(1, 1)` for normal inheritance, or `(0, 0)` to disable position inheritance.
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13111
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* @param x The horizontal position inheritance factor.
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13112
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* @param y The vertical position inheritance factor.
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13113
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*/
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13114
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setPositionInheritance(x, y) {
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13115
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const wasDisabled = this.positionInheritanceFactorX === 0 && this.positionInheritanceFactorY === 0;
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13116
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const isEnabled = x !== 0 || y !== 0;
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13117
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this.positionInheritanceFactorX = x;
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13118
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this.positionInheritanceFactorY = y;
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13119
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if (wasDisabled && isEnabled) this.resetPosition();
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13120
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}
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13121
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/** Rotation inheritance factor. `0` disables rotation inheritance. */
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13122
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get rotationInheritance() {
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13123
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return this.rotationInheritanceFactor;
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13124
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}
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13125
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/**
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13126
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* Sets how much host object rotation is inherited by skeleton physics constraints.
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13127
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* @param value The rotation inheritance factor.
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13128
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*/
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13129
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set rotationInheritance(value) {
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13130
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const wasDisabled = this.rotationInheritanceFactor === 0;
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13131
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this.rotationInheritanceFactor = value;
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13132
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if (wasDisabled && value !== 0) this.resetRotation();
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13133
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}
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13134
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/** Resets the previous position used to calculate inherited translation. */
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13135
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resetPosition() {
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13136
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const transform = this.currentTransform;
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13137
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const readRotation = !this.hasLastTransform && this.rotationInheritanceFactor !== 0;
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13138
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this.adapter.readTransform(transform, readRotation);
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13139
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this.lastX = transform.x;
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13140
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this.lastY = transform.y;
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13141
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this.lastZ = transform.z;
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13142
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if (readRotation) this.lastRotation = transform.rotation;
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13143
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this.hasLastTransform = true;
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13144
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}
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13145
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/** Resets the previous rotation used to calculate inherited rotation. */
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13146
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resetRotation() {
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13147
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const transform = this.currentTransform;
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13148
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this.adapter.readTransform(transform, true);
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13149
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this.lastRotation = transform.rotation;
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13150
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if (!this.hasLastTransform) {
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13151
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this.lastX = transform.x;
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13152
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this.lastY = transform.y;
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13153
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this.lastZ = transform.z;
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13154
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}
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13155
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this.hasLastTransform = true;
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13156
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}
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13157
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/** Resets both previous position and previous rotation. */
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13158
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resetTransform() {
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13159
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const transform = this.currentTransform;
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13160
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this.adapter.readTransform(transform, true);
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13161
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this.setLastTransform(transform.x, transform.y, transform.z, transform.rotation);
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13162
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}
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13163
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/**
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13164
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* Applies host object transform movement since the previous call to the skeleton's physics constraints.
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13165
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*
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13166
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* The first call records the current transform as the baseline and does not apply movement.
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13167
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*/
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13168
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applyTransformMovement() {
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13169
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const inheritPosition = this.positionInheritanceFactorX !== 0 || this.positionInheritanceFactorY !== 0;
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13170
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const inheritRotation = this.rotationInheritanceFactor !== 0;
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13171
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if (!inheritPosition && !inheritRotation) return;
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13172
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const transform = this.currentTransform;
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13173
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this.adapter.readTransform(transform, inheritRotation);
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13174
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const { x, y, z } = transform;
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13175
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const currentRotation = inheritRotation ? transform.rotation : this.lastRotation;
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13176
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const positionChanged = x !== this.lastX || y !== this.lastY || z !== this.lastZ;
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13177
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if (this.hasLastTransform) {
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13178
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if (!positionChanged && currentRotation === this.lastRotation) return;
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13179
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if (inheritPosition && positionChanged) this.applyPositionMovement(x, y, z);
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13180
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if (inheritRotation && currentRotation !== this.lastRotation) this.applyRotationMovement(currentRotation);
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13181
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}
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13182
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this.setLastTransform(x, y, z, currentRotation);
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13183
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}
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13184
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applyPositionMovement(currentX, currentY, currentZ) {
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13185
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const currentPosition = this.currentPosition;
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13186
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currentPosition.x = currentX;
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13187
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currentPosition.y = currentY;
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13188
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currentPosition.z = currentZ;
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13189
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this.adapter.worldToSkeleton(currentPosition);
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13190
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const lastPosition = this.lastPosition;
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13191
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lastPosition.x = this.lastX;
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13192
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lastPosition.y = this.lastY;
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13193
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lastPosition.z = this.lastZ;
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13194
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this.adapter.worldToSkeleton(lastPosition);
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13195
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this.skeleton.physicsTranslate(
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13196
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(currentPosition.x - lastPosition.x) * this.positionInheritanceFactorX,
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13197
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(currentPosition.y - lastPosition.y) * this.positionInheritanceFactorY
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13198
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);
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13199
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}
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13200
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applyRotationMovement(currentRotation) {
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13201
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const rotationFactor = this.rotationInheritanceFactor;
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13202
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if (rotationFactor === 0) return;
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13203
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this.skeleton.physicsRotate(0, 0, this.getRotationDelta(currentRotation, this.lastRotation) * rotationFactor);
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13204
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}
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13205
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setLastTransform(x, y, z, rotation) {
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13206
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this.lastX = x;
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13207
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this.lastY = y;
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13208
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this.lastZ = z;
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13209
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this.lastRotation = rotation;
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13210
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this.hasLastTransform = true;
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13211
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}
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13212
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getRotationDelta(current, previous) {
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13213
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let delta = current - previous;
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13214
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delta = (delta + 180) % 360 - 180;
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13215
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return delta < -180 ? delta + 360 : delta;
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13216
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}
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13217
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};
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13218
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13073
13219
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// spine-core/src/SkeletonRendererCore.ts
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13074
13220
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var SkeletonRendererCore = class {
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13075
13221
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commandPool = new CommandPool();
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