支持spine4.3
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { Constraint } from "./Constraint.js";
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import { ScaleYMode } from "./ConstraintData.js";
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import { Physics } from "./Physics.js";
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import { PhysicsConstraintPose } from "./PhysicsConstraintPose.js";
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import { Skeleton } from "./Skeleton.js";
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import { MathUtils } from "./Utils.js";
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/** Applies physics to a bone.
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*
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* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
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export class PhysicsConstraint extends Constraint {
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bone;
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_reset = true;
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ux = 0;
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uy = 0;
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cx = 0;
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cy = 0;
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tx = 0;
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ty = 0;
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xOffset = 0;
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xLag = 0;
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xVelocity = 0;
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yOffset = 0;
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yLag = 0;
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yVelocity = 0;
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rotateOffset = 0;
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rotateLag = 0;
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rotateVelocity = 0;
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scaleOffset = 0;
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scaleLag = 0;
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scaleVelocity = 0;
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remaining = 0;
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lastTime = 0;
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constructor(data, skeleton) {
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super(data, new PhysicsConstraintPose(), new PhysicsConstraintPose());
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if (skeleton == null)
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throw new Error("skeleton cannot be null.");
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this.bone = skeleton.bones[data.bone.index].constrainedPose;
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}
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copy(skeleton) {
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var copy = new PhysicsConstraint(this.data, skeleton);
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copy.pose.set(this.pose);
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return copy;
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}
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/** Resets all physics state that was the result of previous movement. Use this after moving a bone to prevent physics from
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* reacting to the movement. */
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reset(skeleton) {
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this.remaining = 0;
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this.lastTime = skeleton.time;
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this._reset = true;
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this.xOffset = 0;
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this.xLag = 0;
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this.xVelocity = 0;
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this.yOffset = 0;
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this.yLag = 0;
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this.yVelocity = 0;
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this.rotateOffset = 0;
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this.rotateLag = 0;
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this.rotateVelocity = 0;
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this.scaleOffset = 0;
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this.scaleLag = 0;
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this.scaleVelocity = 0;
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}
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/** Translates the physics constraint so the next {@link update} forces are applied as if the bone moved an
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* additional amount in world space. */
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translate(x, y) {
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this.ux -= x;
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this.uy -= y;
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this.cx -= x;
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this.cy -= y;
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}
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/** Rotates the physics constraint so the next {@link update} forces are applied as if the bone rotated
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* around the specified point in world space. */
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rotate(x, y, degrees) {
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const r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
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const dx = this.cx - x, dy = this.cy - y;
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this.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
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}
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/** Applies the constraint to the constrained bones. */
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update(skeleton, physics) {
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const p = this.appliedPose;
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const mix = p.mix;
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if (mix === 0)
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return;
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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 === Physics.none)
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return;
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bone.modifyWorld(skeleton);
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switch (physics) {
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// biome-ignore lint/suspicious/noFallthroughSwitchClause: fall through expected
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case Physics.reset:
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this.reset(skeleton); // Fall through.
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case Physics.update: {
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const delta = Math.max(skeleton.time - this.lastTime, 0), aa = this.remaining;
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this.remaining += delta;
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this.lastTime = skeleton.time;
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const bx = bone.worldX, by = bone.worldY;
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if (this._reset) {
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this._reset = false;
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this.ux = bx;
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this.uy = by;
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}
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else {
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let a = this.remaining, i = p.inertia, f = skeleton.data.referenceScale, d = -1, m = 0, e = 0, qx = this.data.limit * delta, qy = qx * Math.abs(skeleton.scaleY);
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qx *= Math.abs(skeleton.scaleX);
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if (x || y) {
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if (x) {
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const u = (this.ux - bx) * i;
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this.xOffset += u > qx ? qx : u < -qx ? -qx : u;
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this.ux = bx;
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}
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if (y) {
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const u = (this.uy - by) * i;
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this.yOffset += u > qy ? qy : u < -qy ? -qy : u;
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this.uy = by;
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}
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if (a >= t) {
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const xs = this.xOffset, ys = this.yOffset;
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d = p.damping ** (60 * t);
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m = t * p.massInverse;
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e = p.strength;
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const w = f * p.wind, g = f * p.gravity;
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const ax = (w * skeleton.windX + g * skeleton.gravityX) * skeleton.scaleX;
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const ay = (w * skeleton.windY + g * skeleton.gravityY) * skeleton.scaleY;
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do {
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if (x) {
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this.xVelocity += (ax - this.xOffset * e) * m;
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this.xOffset += this.xVelocity * t;
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this.xVelocity *= d;
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}
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if (y) {
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this.yVelocity -= (ay + this.yOffset * e) * m;
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this.yOffset += this.yVelocity * t;
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this.yVelocity *= d;
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}
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a -= t;
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} while (a >= t);
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this.xLag = this.xOffset - xs;
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this.yLag = this.yOffset - ys;
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}
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z = Math.max(0, 1 - a / t);
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if (x)
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bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
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if (y)
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bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
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}
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if (rotateOrShearX || scaleX) {
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let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0, dx = this.cx - bone.worldX, dy = this.cy - bone.worldY;
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if (dx > qx)
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dx = qx;
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else if (dx < -qx) //
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dx = -qx;
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if (dy > qy)
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dy = qy;
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else if (dy < -qy) //
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dy = -qy;
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a = this.remaining;
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if (rotateOrShearX) {
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mr = (this.data.rotate + this.data.shearX) * mix;
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z = this.rotateLag * Math.max(0, 1 - aa / t);
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let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - (this.rotateOffset - z) * mr;
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this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i;
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r = (this.rotateOffset - z) * mr + ca;
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c = Math.cos(r);
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s = Math.sin(r);
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if (scaleX) {
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r = l * bone.getWorldScaleX();
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if (r > 0)
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this.scaleOffset += (dx * c + dy * s) * i / r;
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}
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}
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else {
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c = Math.cos(ca);
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s = Math.sin(ca);
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const r = l * bone.getWorldScaleX() - this.scaleLag * Math.max(0, 1 - aa / t);
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if (r > 0)
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this.scaleOffset += (dx * c + dy * s) * i / r;
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}
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if (a >= t) {
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if (d === -1) {
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d = p.damping ** (60 * t);
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m = t * p.massInverse;
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e = p.strength;
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}
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const ax = p.wind * skeleton.windX + p.gravity * skeleton.gravityX;
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const ay = (p.wind * skeleton.windY + p.gravity * skeleton.gravityY) * Skeleton.yDir;
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const rs = this.rotateOffset, ss = this.scaleOffset, h = l / f;
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while (true) {
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a -= t;
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if (scaleX) {
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this.scaleVelocity += (ax * c - ay * s - this.scaleOffset * e) * m;
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this.scaleOffset += this.scaleVelocity * t;
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this.scaleVelocity *= d;
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}
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if (rotateOrShearX) {
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this.rotateVelocity -= ((ax * s + ay * c) * h + this.rotateOffset * e) * m;
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this.rotateOffset += this.rotateVelocity * t;
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this.rotateVelocity *= d;
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if (a < t)
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break;
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const r = this.rotateOffset * mr + ca;
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c = Math.cos(r);
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s = Math.sin(r);
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}
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else if (a < t) //
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break;
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}
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this.rotateLag = this.rotateOffset - rs;
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this.scaleLag = this.scaleOffset - ss;
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}
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z = Math.max(0, 1 - a / t);
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}
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this.remaining = a;
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}
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this.cx = bone.worldX;
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this.cy = bone.worldY;
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break;
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}
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case Physics.pose:
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z = Math.max(0, 1 - this.remaining / t);
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if (x)
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bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
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if (y)
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bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
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}
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if (rotateOrShearX) {
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let o = (this.rotateOffset - this.rotateLag * z) * mix, s = 0, c = 0, a = 0;
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if (this.data.shearX > 0) {
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let r = 0;
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if (this.data.rotate > 0) {
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r = o * this.data.rotate;
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s = Math.sin(r);
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c = Math.cos(r);
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a = bone.b;
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bone.b = c * a - s * bone.d;
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bone.d = s * a + c * bone.d;
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}
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r += o * this.data.shearX;
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s = Math.sin(r);
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c = Math.cos(r);
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a = bone.a;
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bone.a = c * a - s * bone.c;
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bone.c = s * a + c * bone.c;
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}
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else {
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o *= this.data.rotate;
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s = Math.sin(o);
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c = Math.cos(o);
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a = bone.a;
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bone.a = c * a - s * bone.c;
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bone.c = s * a + c * bone.c;
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a = bone.b;
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bone.b = c * a - s * bone.d;
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bone.d = s * a + c * bone.d;
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}
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}
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if (scaleX) {
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let s = 1 + (this.scaleOffset - this.scaleLag * z) * mix * this.data.scaleX;
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bone.a *= s;
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bone.c *= s;
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switch (this.data.scaleYMode) {
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case ScaleYMode.Uniform:
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bone.b *= s;
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bone.d *= s;
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break;
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case ScaleYMode.Volume:
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s = Math.abs(s);
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s = s >= 0.7 ? 1 / s : 4 - 3.67347 * s;
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bone.b *= s;
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bone.d *= s;
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}
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}
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if (physics !== Physics.pose) {
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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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}
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sort(skeleton) {
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const bone = this.bone.bone;
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skeleton.sortBone(bone);
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skeleton._updateCache.push(this);
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skeleton.sortReset(bone.children);
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skeleton.constrained(bone);
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}
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isSourceActive() {
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return this.bone.bone.active;
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}
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}
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Reference in new issue
Block a user