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https://github.com/photonstorm/phaser
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New plugin build
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bb942382fc
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2 changed files with 39 additions and 19 deletions
56
plugins/spine/dist/SpinePlugin.js
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56
plugins/spine/dist/SpinePlugin.js
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@ -3135,8 +3135,9 @@ var Transform = {
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/**
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* The angle of this Game Object as expressed in degrees.
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*
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* Where 0 is to the right, 90 is down, 180 is left.
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*
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* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
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* and -90 is up.
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*
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* If you prefer to work in radians, see the `rotation` property instead.
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*
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@ -3161,6 +3162,9 @@ var Transform = {
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/**
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* The angle of this Game Object in radians.
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*
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* Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left
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* and -90 is up.
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*
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* If you prefer to work in degrees, see the `angle` property instead.
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*
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@ -3713,9 +3717,10 @@ var TransformMatrix = new Class({
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},
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/**
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* The rotation of the Matrix.
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* The rotation of the Matrix, normalized to be within the Phaser right-handed
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* clockwise rotation space. Value is in radians.
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*
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* @name Phaser.GameObjects.Components.TransformMatrix#rotation
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* @name Phaser.GameObjects.Components.TransformMatrix#rotationNormalized
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* @type {number}
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* @readonly
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* @since 3.4.0
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@ -3724,7 +3729,33 @@ var TransformMatrix = new Class({
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get: function ()
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{
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return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
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// Previous version:
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// return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
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// Normalized version:
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var matrix = this.matrix;
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var a = matrix[0];
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var b = matrix[1];
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var c = matrix[2];
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var d = matrix[3];
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if (a || b)
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{
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var r = Math.sqrt(a * a + b * b);
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return (b > 0) ? Math.acos(a / r) : -Math.acos(a / r);
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}
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else if (c || d)
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{
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var s = Math.sqrt(c * c + d * d);
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return Math.PI * 0.5 - (d > 0 ? Math.acos(-c / s) : -Math.acos(c / s));
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}
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else
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{
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return 0;
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}
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}
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},
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@ -11065,8 +11096,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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var spriteMatrix = renderer._tempMatrix2;
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var calcMatrix = renderer._tempMatrix3;
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// - 90 degrees to account for the difference in Spine vs. Phaser rotation
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// spriteMatrix.applyITRS(src.x, src.y, src.rotation - 1.5707963267948966, src.scaleX, src.scaleY);
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spriteMatrix.applyITRS(src.x, src.y, src.rotation, src.scaleX, src.scaleY);
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camMatrix.copyFrom(camera.matrix);
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@ -11109,15 +11138,8 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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skeleton.scaleY = calcMatrix.scaleY;
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}
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// src.root.rotation = RadToDeg(calcMatrix.rotation);
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// - 90 degrees to account for the difference in Spine vs. Phaser rotation
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// Correct method via angle:
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// spineBoy.root.rotation = RadToDeg(CounterClockwise(DegToRad(arrow.angle))) + 90;
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// src.root.rotation = RadToDeg(CounterClockwise(calcMatrix.rotation)) + 90;
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// src.root.rotation = RadToDeg(calcMatrix.rotation);
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// +90 degrees to account for the difference in Spine vs. Phaser rotation
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src.root.rotation = RadToDeg(CounterClockwise(calcMatrix.rotation)) + 90;
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sceneRenderer.camera.position.x = viewportWidth / 2;
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sceneRenderer.camera.position.y = viewportHeight / 2;
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@ -11125,8 +11147,6 @@ var SpineGameObjectWebGLRenderer = function (renderer, src, interpolationPercent
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sceneRenderer.camera.viewportWidth = viewportWidth;
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sceneRenderer.camera.viewportHeight = viewportHeight;
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// sceneRenderer.camera.update();
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// Add autoUpdate option
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skeleton.updateWorldTransform();
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2
plugins/spine/dist/SpinePlugin.js.map
vendored
2
plugins/spine/dist/SpinePlugin.js.map
vendored
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