3.50 Spine Plugin Release

This commit is contained in:
Richard Davey 2020-12-16 10:28:05 +00:00
parent f38530da23
commit f42908f713
6 changed files with 12 additions and 27 deletions

View file

@ -14067,8 +14067,6 @@ module.exports = RotateTo;
* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's * greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
* a clockwise rotation. * a clockwise rotation.
* *
* TODO: Wrap the angles in this function?
*
* @function Phaser.Math.Angle.ShortestBetween * @function Phaser.Math.Angle.ShortestBetween
* @since 3.0.0 * @since 3.0.0
* *
@ -17902,7 +17900,6 @@ var RandomXYZW = function (vec4, scale)
{ {
if (scale === undefined) { scale = 1; } if (scale === undefined) { scale = 1; }
// TODO: Not spherical; should fix this for more uniform distribution
vec4.x = (Math.random() * 2 - 1) * scale; vec4.x = (Math.random() * 2 - 1) * scale;
vec4.y = (Math.random() * 2 - 1) * scale; vec4.y = (Math.random() * 2 - 1) * scale;
vec4.z = (Math.random() * 2 - 1) * scale; vec4.z = (Math.random() * 2 - 1) * scale;
@ -18708,9 +18705,6 @@ var Vector4 = new Class({
*/ */
transformQuat: function (q) transformQuat: function (q)
{ {
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x; var x = this.x;
var y = this.y; var y = this.y;
var z = this.z; var z = this.z;
@ -18753,7 +18747,6 @@ var Vector4 = new Class({
}); });
// TODO: Check if these are required internally, if not, remove.
Vector4.prototype.sub = Vector4.prototype.subtract; Vector4.prototype.sub = Vector4.prototype.subtract;
Vector4.prototype.mul = Vector4.prototype.multiply; Vector4.prototype.mul = Vector4.prototype.multiply;
Vector4.prototype.div = Vector4.prototype.divide; Vector4.prototype.div = Vector4.prototype.divide;
@ -41540,7 +41533,9 @@ var Pipeline = {
{ {
var instance = pipelines[i]; var instance = pipelines[i];
if ((typeof pipeline === 'string' && instance.name === pipeline) || instance instanceof pipeline) if (
(typeof pipeline === 'string' && instance.name === pipeline) ||
(typeof pipeline !== 'string' && instance instanceof pipeline))
{ {
instance.destroy(); instance.destroy();

File diff suppressed because one or more lines are too long

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@ -14138,8 +14138,6 @@ module.exports = RotateTo;
* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's * greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
* a clockwise rotation. * a clockwise rotation.
* *
* TODO: Wrap the angles in this function?
*
* @function Phaser.Math.Angle.ShortestBetween * @function Phaser.Math.Angle.ShortestBetween
* @since 3.0.0 * @since 3.0.0
* *
@ -17973,7 +17971,6 @@ var RandomXYZW = function (vec4, scale)
{ {
if (scale === undefined) { scale = 1; } if (scale === undefined) { scale = 1; }
// TODO: Not spherical; should fix this for more uniform distribution
vec4.x = (Math.random() * 2 - 1) * scale; vec4.x = (Math.random() * 2 - 1) * scale;
vec4.y = (Math.random() * 2 - 1) * scale; vec4.y = (Math.random() * 2 - 1) * scale;
vec4.z = (Math.random() * 2 - 1) * scale; vec4.z = (Math.random() * 2 - 1) * scale;
@ -18779,9 +18776,6 @@ var Vector4 = new Class({
*/ */
transformQuat: function (q) transformQuat: function (q)
{ {
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x; var x = this.x;
var y = this.y; var y = this.y;
var z = this.z; var z = this.z;
@ -18824,7 +18818,6 @@ var Vector4 = new Class({
}); });
// TODO: Check if these are required internally, if not, remove.
Vector4.prototype.sub = Vector4.prototype.subtract; Vector4.prototype.sub = Vector4.prototype.subtract;
Vector4.prototype.mul = Vector4.prototype.multiply; Vector4.prototype.mul = Vector4.prototype.multiply;
Vector4.prototype.div = Vector4.prototype.divide; Vector4.prototype.div = Vector4.prototype.divide;
@ -44234,7 +44227,9 @@ var Pipeline = {
{ {
var instance = pipelines[i]; var instance = pipelines[i];
if ((typeof pipeline === 'string' && instance.name === pipeline) || instance instanceof pipeline) if (
(typeof pipeline === 'string' && instance.name === pipeline) ||
(typeof pipeline !== 'string' && instance instanceof pipeline))
{ {
instance.destroy(); instance.destroy();

File diff suppressed because one or more lines are too long

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@ -14138,8 +14138,6 @@ module.exports = RotateTo;
* greater than 0 then it's a counter-clockwise rotation, if < 0 then it's * greater than 0 then it's a counter-clockwise rotation, if < 0 then it's
* a clockwise rotation. * a clockwise rotation.
* *
* TODO: Wrap the angles in this function?
*
* @function Phaser.Math.Angle.ShortestBetween * @function Phaser.Math.Angle.ShortestBetween
* @since 3.0.0 * @since 3.0.0
* *
@ -17973,7 +17971,6 @@ var RandomXYZW = function (vec4, scale)
{ {
if (scale === undefined) { scale = 1; } if (scale === undefined) { scale = 1; }
// TODO: Not spherical; should fix this for more uniform distribution
vec4.x = (Math.random() * 2 - 1) * scale; vec4.x = (Math.random() * 2 - 1) * scale;
vec4.y = (Math.random() * 2 - 1) * scale; vec4.y = (Math.random() * 2 - 1) * scale;
vec4.z = (Math.random() * 2 - 1) * scale; vec4.z = (Math.random() * 2 - 1) * scale;
@ -18779,9 +18776,6 @@ var Vector4 = new Class({
*/ */
transformQuat: function (q) transformQuat: function (q)
{ {
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x; var x = this.x;
var y = this.y; var y = this.y;
var z = this.z; var z = this.z;
@ -18824,7 +18818,6 @@ var Vector4 = new Class({
}); });
// TODO: Check if these are required internally, if not, remove.
Vector4.prototype.sub = Vector4.prototype.subtract; Vector4.prototype.sub = Vector4.prototype.subtract;
Vector4.prototype.mul = Vector4.prototype.multiply; Vector4.prototype.mul = Vector4.prototype.multiply;
Vector4.prototype.div = Vector4.prototype.divide; Vector4.prototype.div = Vector4.prototype.divide;
@ -43844,7 +43837,9 @@ var Pipeline = {
{ {
var instance = pipelines[i]; var instance = pipelines[i];
if ((typeof pipeline === 'string' && instance.name === pipeline) || instance instanceof pipeline) if (
(typeof pipeline === 'string' && instance.name === pipeline) ||
(typeof pipeline !== 'string' && instance instanceof pipeline))
{ {
instance.destroy(); instance.destroy();

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