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https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
3.50 Spine Plugin Release
This commit is contained in:
parent
f38530da23
commit
f42908f713
6 changed files with 12 additions and 27 deletions
11
plugins/spine/dist/SpineCanvasPlugin.js
vendored
11
plugins/spine/dist/SpineCanvasPlugin.js
vendored
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@ -14067,8 +14067,6 @@ module.exports = RotateTo;
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* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
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* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
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* a clockwise rotation.
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* a clockwise rotation.
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*
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*
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* TODO: Wrap the angles in this function?
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*
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* @function Phaser.Math.Angle.ShortestBetween
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* @function Phaser.Math.Angle.ShortestBetween
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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@ -17902,7 +17900,6 @@ var RandomXYZW = function (vec4, scale)
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{
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{
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if (scale === undefined) { scale = 1; }
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if (scale === undefined) { scale = 1; }
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// TODO: Not spherical; should fix this for more uniform distribution
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vec4.x = (Math.random() * 2 - 1) * scale;
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vec4.x = (Math.random() * 2 - 1) * scale;
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vec4.y = (Math.random() * 2 - 1) * scale;
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vec4.y = (Math.random() * 2 - 1) * scale;
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vec4.z = (Math.random() * 2 - 1) * scale;
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vec4.z = (Math.random() * 2 - 1) * scale;
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@ -18708,9 +18705,6 @@ var Vector4 = new Class({
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*/
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*/
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transformQuat: function (q)
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transformQuat: function (q)
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{
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{
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// TODO: is this really the same as Vector3?
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// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
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// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
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var x = this.x;
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var x = this.x;
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var y = this.y;
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var y = this.y;
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var z = this.z;
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var z = this.z;
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@ -18753,7 +18747,6 @@ var Vector4 = new Class({
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});
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});
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// TODO: Check if these are required internally, if not, remove.
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Vector4.prototype.sub = Vector4.prototype.subtract;
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Vector4.prototype.sub = Vector4.prototype.subtract;
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Vector4.prototype.mul = Vector4.prototype.multiply;
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Vector4.prototype.mul = Vector4.prototype.multiply;
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Vector4.prototype.div = Vector4.prototype.divide;
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Vector4.prototype.div = Vector4.prototype.divide;
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@ -41540,7 +41533,9 @@ var Pipeline = {
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{
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{
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var instance = pipelines[i];
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var instance = pipelines[i];
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if ((typeof pipeline === 'string' && instance.name === pipeline) || instance instanceof pipeline)
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if (
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(typeof pipeline === 'string' && instance.name === pipeline) ||
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(typeof pipeline !== 'string' && instance instanceof pipeline))
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{
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{
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instance.destroy();
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instance.destroy();
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2
plugins/spine/dist/SpineCanvasPlugin.min.js
vendored
2
plugins/spine/dist/SpineCanvasPlugin.min.js
vendored
File diff suppressed because one or more lines are too long
11
plugins/spine/dist/SpinePlugin.js
vendored
11
plugins/spine/dist/SpinePlugin.js
vendored
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@ -14138,8 +14138,6 @@ module.exports = RotateTo;
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* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
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* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
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* a clockwise rotation.
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* a clockwise rotation.
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*
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*
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* TODO: Wrap the angles in this function?
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*
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* @function Phaser.Math.Angle.ShortestBetween
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* @function Phaser.Math.Angle.ShortestBetween
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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@ -17973,7 +17971,6 @@ var RandomXYZW = function (vec4, scale)
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{
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{
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if (scale === undefined) { scale = 1; }
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if (scale === undefined) { scale = 1; }
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// TODO: Not spherical; should fix this for more uniform distribution
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vec4.x = (Math.random() * 2 - 1) * scale;
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vec4.x = (Math.random() * 2 - 1) * scale;
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vec4.y = (Math.random() * 2 - 1) * scale;
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vec4.y = (Math.random() * 2 - 1) * scale;
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vec4.z = (Math.random() * 2 - 1) * scale;
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vec4.z = (Math.random() * 2 - 1) * scale;
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@ -18779,9 +18776,6 @@ var Vector4 = new Class({
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*/
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*/
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transformQuat: function (q)
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transformQuat: function (q)
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{
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{
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// TODO: is this really the same as Vector3?
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// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
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// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
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var x = this.x;
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var x = this.x;
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var y = this.y;
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var y = this.y;
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var z = this.z;
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var z = this.z;
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@ -18824,7 +18818,6 @@ var Vector4 = new Class({
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});
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});
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// TODO: Check if these are required internally, if not, remove.
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Vector4.prototype.sub = Vector4.prototype.subtract;
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Vector4.prototype.sub = Vector4.prototype.subtract;
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Vector4.prototype.mul = Vector4.prototype.multiply;
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Vector4.prototype.mul = Vector4.prototype.multiply;
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Vector4.prototype.div = Vector4.prototype.divide;
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Vector4.prototype.div = Vector4.prototype.divide;
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@ -44234,7 +44227,9 @@ var Pipeline = {
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{
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{
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var instance = pipelines[i];
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var instance = pipelines[i];
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if ((typeof pipeline === 'string' && instance.name === pipeline) || instance instanceof pipeline)
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if (
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(typeof pipeline === 'string' && instance.name === pipeline) ||
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(typeof pipeline !== 'string' && instance instanceof pipeline))
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{
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{
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instance.destroy();
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instance.destroy();
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2
plugins/spine/dist/SpinePlugin.min.js
vendored
2
plugins/spine/dist/SpinePlugin.min.js
vendored
File diff suppressed because one or more lines are too long
11
plugins/spine/dist/SpineWebGLPlugin.js
vendored
11
plugins/spine/dist/SpineWebGLPlugin.js
vendored
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@ -14138,8 +14138,6 @@ module.exports = RotateTo;
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* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
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* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
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* a clockwise rotation.
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* a clockwise rotation.
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*
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*
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* TODO: Wrap the angles in this function?
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*
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* @function Phaser.Math.Angle.ShortestBetween
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* @function Phaser.Math.Angle.ShortestBetween
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* @since 3.0.0
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* @since 3.0.0
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*
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*
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@ -17973,7 +17971,6 @@ var RandomXYZW = function (vec4, scale)
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{
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{
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if (scale === undefined) { scale = 1; }
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if (scale === undefined) { scale = 1; }
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// TODO: Not spherical; should fix this for more uniform distribution
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vec4.x = (Math.random() * 2 - 1) * scale;
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vec4.x = (Math.random() * 2 - 1) * scale;
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vec4.y = (Math.random() * 2 - 1) * scale;
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vec4.y = (Math.random() * 2 - 1) * scale;
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vec4.z = (Math.random() * 2 - 1) * scale;
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vec4.z = (Math.random() * 2 - 1) * scale;
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@ -18779,9 +18776,6 @@ var Vector4 = new Class({
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*/
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*/
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transformQuat: function (q)
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transformQuat: function (q)
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{
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{
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// TODO: is this really the same as Vector3?
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// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
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// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
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var x = this.x;
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var x = this.x;
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var y = this.y;
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var y = this.y;
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var z = this.z;
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var z = this.z;
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@ -18824,7 +18818,6 @@ var Vector4 = new Class({
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});
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});
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// TODO: Check if these are required internally, if not, remove.
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Vector4.prototype.sub = Vector4.prototype.subtract;
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Vector4.prototype.sub = Vector4.prototype.subtract;
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Vector4.prototype.mul = Vector4.prototype.multiply;
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Vector4.prototype.mul = Vector4.prototype.multiply;
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Vector4.prototype.div = Vector4.prototype.divide;
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Vector4.prototype.div = Vector4.prototype.divide;
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@ -43844,7 +43837,9 @@ var Pipeline = {
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{
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{
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var instance = pipelines[i];
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var instance = pipelines[i];
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if ((typeof pipeline === 'string' && instance.name === pipeline) || instance instanceof pipeline)
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if (
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(typeof pipeline === 'string' && instance.name === pipeline) ||
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(typeof pipeline !== 'string' && instance instanceof pipeline))
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{
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{
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instance.destroy();
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instance.destroy();
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2
plugins/spine/dist/SpineWebGLPlugin.min.js
vendored
2
plugins/spine/dist/SpineWebGLPlugin.min.js
vendored
File diff suppressed because one or more lines are too long
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