@esotericsoftware/spine-webgl 4.3.7 → 4.3.9

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@@ -6515,21 +6515,22 @@ ${error}` : ""}`);
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  modifyLocal(skeleton) {
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  if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
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  this.world = 0;
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- this.resetWorld(skeleton._update);
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+ this.resetWorld(skeleton, skeleton._update);
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  }
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- modifyWorld(update) {
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+ modifyWorld(skeleton) {
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+ const update = skeleton._update;
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  this.local = update;
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  this.world = update;
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- this.resetWorld(update);
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+ this.resetWorld(skeleton, update);
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  }
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- resetWorld(update) {
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+ resetWorld(skeleton, update) {
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  const children = this.bone.children;
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  for (let i = 0, n = children.length; i < n; i++) {
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  const child = children[i].appliedPose;
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  if (child.world === update) {
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+ if (child.local === update) child.updateLocalTransform(skeleton);
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  child.world = 0;
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- child.local = 0;
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- child.resetWorld(update);
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+ child.resetWorld(skeleton, update);
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  }
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  }
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  }
@@ -7322,8 +7323,9 @@ ${error}` : ""}`);
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  const bone = this.slot.bone.appliedPose;
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  offsetRotation *= bone.a * bone.d - bone.b * bone.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
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  }
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- for (let i = 0, ip = 3, u = skeleton._update; i < boneCount; i++, ip += 3) {
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+ for (let i = 0, ip = 3; i < boneCount; i++, ip += 3) {
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  const bone = bones[i];
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+ bone.modifyWorld(skeleton);
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  bone.worldX += (boneX - bone.worldX) * mixX;
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  bone.worldY += (boneY - bone.worldY) * mixY;
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  const x = positions[ip], y = positions[ip + 1], dx = x - boneX, dy = y - boneY;
@@ -7367,7 +7369,6 @@ ${error}` : ""}`);
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  bone.c = sin * a + cos * c;
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  bone.d = sin * b + cos * d;
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  }
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- bone.modifyWorld(u);
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  }
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  }
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  computeWorldPositions(skeleton, path, spacesCount, tangents) {
@@ -8280,9 +8281,9 @@ ${error}` : ""}`);
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  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;
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  const bone = this.bone;
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  let l = bone.bone.data.length, t = this.data.step, z = 0;
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+ if (physics === 0 /* none */) return;
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+ bone.modifyWorld(skeleton);
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  switch (physics) {
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- case 0 /* none */:
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- return;
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  // biome-ignore lint/suspicious/noFallthroughSwitchClause: fall through expected
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  case 1 /* reset */:
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  this.reset(skeleton);
@@ -8460,7 +8461,6 @@ ${error}` : ""}`);
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  this.tx = l * bone.a;
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  this.ty = l * bone.c;
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  }
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- bone.modifyWorld(skeleton._update);
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  }
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  sort(skeleton) {
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  const bone = this.bone.bone;
@@ -9027,14 +9027,14 @@ ${error}` : ""}`);
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  const source = this.source.appliedPose;
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  if (localSource) source.validateLocalTransform(skeleton);
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  const fromItems = data.properties;
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- const fn = data.properties.length, update = skeleton._update;
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+ const fn = data.properties.length;
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  const bones = this.bones;
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  for (let i = 0, n = this.bones.length; i < n; i++) {
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  const bone = bones[i];
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  if (localTarget)
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  bone.modifyLocal(skeleton);
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  else
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- bone.modifyWorld(update);
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+ bone.modifyWorld(skeleton);
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  for (let f = 0; f < fn; f++) {
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  const from = fromItems[f];
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  const value = from.value(skeleton, source, localSource, offsets) - from.offset;