@esotericsoftware/spine-webgl 4.3.7 → 4.3.9

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.
@@ -6286,21 +6286,22 @@ var BonePose = class {
6286
6286
  modifyLocal(skeleton) {
6287
6287
  if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
6288
6288
  this.world = 0;
6289
- this.resetWorld(skeleton._update);
6289
+ this.resetWorld(skeleton, skeleton._update);
6290
6290
  }
6291
- modifyWorld(update) {
6291
+ modifyWorld(skeleton) {
6292
+ const update = skeleton._update;
6292
6293
  this.local = update;
6293
6294
  this.world = update;
6294
- this.resetWorld(update);
6295
+ this.resetWorld(skeleton, update);
6295
6296
  }
6296
- resetWorld(update) {
6297
+ resetWorld(skeleton, update) {
6297
6298
  const children = this.bone.children;
6298
6299
  for (let i = 0, n = children.length; i < n; i++) {
6299
6300
  const child = children[i].appliedPose;
6300
6301
  if (child.world === update) {
6302
+ if (child.local === update) child.updateLocalTransform(skeleton);
6301
6303
  child.world = 0;
6302
- child.local = 0;
6303
- child.resetWorld(update);
6304
+ child.resetWorld(skeleton, update);
6304
6305
  }
6305
6306
  }
6306
6307
  }
@@ -7093,8 +7094,9 @@ var PathConstraint = class _PathConstraint extends Constraint {
7093
7094
  const bone = this.slot.bone.appliedPose;
7094
7095
  offsetRotation *= bone.a * bone.d - bone.b * bone.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
7095
7096
  }
7096
- for (let i = 0, ip = 3, u = skeleton._update; i < boneCount; i++, ip += 3) {
7097
+ for (let i = 0, ip = 3; i < boneCount; i++, ip += 3) {
7097
7098
  const bone = bones[i];
7099
+ bone.modifyWorld(skeleton);
7098
7100
  bone.worldX += (boneX - bone.worldX) * mixX;
7099
7101
  bone.worldY += (boneY - bone.worldY) * mixY;
7100
7102
  const x = positions[ip], y = positions[ip + 1], dx = x - boneX, dy = y - boneY;
@@ -7138,7 +7140,6 @@ var PathConstraint = class _PathConstraint extends Constraint {
7138
7140
  bone.c = sin * a + cos * c;
7139
7141
  bone.d = sin * b + cos * d;
7140
7142
  }
7141
- bone.modifyWorld(u);
7142
7143
  }
7143
7144
  }
7144
7145
  computeWorldPositions(skeleton, path, spacesCount, tangents) {
@@ -8051,9 +8052,9 @@ var PhysicsConstraint = class _PhysicsConstraint extends Constraint {
8051
8052
  const x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0;
8052
8053
  const bone = this.bone;
8053
8054
  let l = bone.bone.data.length, t = this.data.step, z = 0;
8055
+ if (physics === 0 /* none */) return;
8056
+ bone.modifyWorld(skeleton);
8054
8057
  switch (physics) {
8055
- case 0 /* none */:
8056
- return;
8057
8058
  // biome-ignore lint/suspicious/noFallthroughSwitchClause: fall through expected
8058
8059
  case 1 /* reset */:
8059
8060
  this.reset(skeleton);
@@ -8231,7 +8232,6 @@ var PhysicsConstraint = class _PhysicsConstraint extends Constraint {
8231
8232
  this.tx = l * bone.a;
8232
8233
  this.ty = l * bone.c;
8233
8234
  }
8234
- bone.modifyWorld(skeleton._update);
8235
8235
  }
8236
8236
  sort(skeleton) {
8237
8237
  const bone = this.bone.bone;
@@ -8798,14 +8798,14 @@ var TransformConstraint = class _TransformConstraint extends Constraint {
8798
8798
  const source = this.source.appliedPose;
8799
8799
  if (localSource) source.validateLocalTransform(skeleton);
8800
8800
  const fromItems = data.properties;
8801
- const fn = data.properties.length, update = skeleton._update;
8801
+ const fn = data.properties.length;
8802
8802
  const bones = this.bones;
8803
8803
  for (let i = 0, n = this.bones.length; i < n; i++) {
8804
8804
  const bone = bones[i];
8805
8805
  if (localTarget)
8806
8806
  bone.modifyLocal(skeleton);
8807
8807
  else
8808
- bone.modifyWorld(update);
8808
+ bone.modifyWorld(skeleton);
8809
8809
  for (let f = 0; f < fn; f++) {
8810
8810
  const from = fromItems[f];
8811
8811
  const value = from.value(skeleton, source, localSource, offsets) - from.offset;