chore(spine-player): removed some unnecessary changes from v3.8
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@@ -1,8 +1,13 @@
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var __extends = (this && this.__extends) || (function () {
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var extendStatics = Object.setPrototypeOf ||
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var extendStatics = function (d, b) {
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extendStatics = Object.setPrototypeOf ||
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({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
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function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
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function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
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return extendStatics(d, b);
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};
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return function (d, b) {
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if (typeof b !== "function" && b !== null)
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throw new TypeError("Class extends value " + String(b) + " is not a constructor or null");
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extendStatics(d, b);
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function __() { this.constructor = d; }
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d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
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@@ -7839,19 +7844,7 @@ var spine;
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var gl = this.context.gl;
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this.bind();
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter));
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};
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GLTexture.validateMagFilter = function (magFilter) {
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switch (magFilter) {
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case spine.TextureFilter.MipMap:
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case spine.TextureFilter.MipMapLinearLinear:
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case spine.TextureFilter.MipMapLinearNearest:
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case spine.TextureFilter.MipMapNearestLinear:
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case spine.TextureFilter.MipMapNearestNearest:
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return spine.TextureFilter.Linear;
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default:
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return magFilter;
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}
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
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};
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GLTexture.prototype.setWraps = function (uWrap, vWrap) {
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var gl = this.context.gl;
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@@ -7865,8 +7858,6 @@ var spine;
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this.texture = this.context.gl.createTexture();
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}
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this.bind();
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if (GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL)
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gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
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@@ -7896,7 +7887,6 @@ var spine;
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var gl = this.context.gl;
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gl.deleteTexture(this.texture);
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};
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GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false;
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return GLTexture;
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}(spine.Texture));
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webgl.GLTexture = GLTexture;
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@@ -9908,11 +9898,11 @@ var spine;
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var nn = clip.worldVerticesLength;
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var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0);
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clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
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for (var i_21 = 0, n_3 = world.length; i_21 < n_3; i_21 += 2) {
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var x = world[i_21];
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var y = world[i_21 + 1];
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var x2 = world[(i_21 + 2) % world.length];
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var y2 = world[(i_21 + 3) % world.length];
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for (var i_20 = 0, n_2 = world.length; i_20 < n_2; i_20 += 2) {
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var x = world[i_20];
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var y = world[i_20 + 1];
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var x2 = world[(i_20 + 2) % world.length];
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var y2 = world[(i_20 + 3) % world.length];
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shapes.line(x, y, x2, y2);
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}
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}
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@@ -10069,7 +10059,7 @@ var spine;
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var vertexEffect = this.vertexEffect;
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var verts = clippedVertices;
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if (!twoColorTint) {
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for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) {
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for (var v = 0, n_3 = clippedVertices.length; v < n_3; v += vertexSize) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
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@@ -10088,7 +10078,7 @@ var spine;
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}
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}
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else {
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for (var v = 0, n_5 = clippedVertices.length; v < n_5; v += vertexSize) {
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for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]);
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@@ -10118,7 +10108,7 @@ var spine;
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if (this.vertexEffect != null) {
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var vertexEffect = this.vertexEffect;
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if (!twoColorTint) {
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for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
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for (var v = 0, u = 0, n_5 = renderable.numFloats; v < n_5; v += vertexSize, u += 2) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempUv.x = uvs[u];
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@@ -10137,7 +10127,7 @@ var spine;
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}
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}
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else {
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for (var v = 0, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) {
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for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) {
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tempPos.x = verts[v];
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tempPos.y = verts[v + 1];
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tempUv.x = uvs[u];
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@@ -10162,7 +10152,7 @@ var spine;
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}
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else {
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if (!twoColorTint) {
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for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) {
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for (var v = 2, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) {
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verts[v] = finalColor.r;
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verts[v + 1] = finalColor.g;
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verts[v + 2] = finalColor.b;
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@@ -10172,7 +10162,7 @@ var spine;
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}
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}
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else {
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for (var v = 2, u = 0, n_9 = renderable.numFloats; v < n_9; v += vertexSize, u += 2) {
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for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) {
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verts[v] = finalColor.r;
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verts[v + 1] = finalColor.g;
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verts[v + 2] = finalColor.b;
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@@ -10606,7 +10596,6 @@ var spine;
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this.loadingScreen = new spine.webgl.LoadingScreen(this.sceneRenderer, config);
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}
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catch (e) {
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console.log(e)
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this.showError("Sorry, your browser does not support WebGL.<br><br>Please use the latest version of Firefox, Chrome, Edge, or Safari.");
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return dom;
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}
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