From c6e2dd936c7fb300d45609b5033e853bfbffdda7 Mon Sep 17 00:00:00 2001 From: Haoyu Xu Date: Fri, 21 Mar 2025 11:48:39 +0800 Subject: [PATCH] chore: added spine-ts-3.8 --- apps/module-ts/.gitignore | 24 + apps/module-ts/index.html | 13 + apps/module-ts/package.json | 15 + apps/module-ts/public/vite.svg | 1 + apps/module-ts/src/counter.ts | 9 + apps/module-ts/src/main.ts | 24 + apps/module-ts/src/spine-ts/LICENSE | 26 + apps/module-ts/src/spine-ts/README.md | 144 + apps/module-ts/src/spine-ts/build.sh | 28 + .../src/spine-ts/build/spine-all.d.ts | 2002 +++ .../module-ts/src/spine-ts/build/spine-all.js | 12601 ++++++++++++++++ .../src/spine-ts/build/spine-all.js.map | 1 + .../src/spine-ts/build/spine-canvas.d.ts | 1369 ++ .../src/spine-ts/build/spine-canvas.js | 8472 +++++++++++ .../src/spine-ts/build/spine-canvas.js.map | 1 + .../src/spine-ts/build/spine-core.d.ts | 1338 ++ .../src/spine-ts/build/spine-core.js | 8208 ++++++++++ .../src/spine-ts/build/spine-core.js.map | 1 + 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apps/module-ts/src/style.css create mode 100644 apps/module-ts/src/typescript.svg create mode 100644 apps/module-ts/src/vite-env.d.ts create mode 100644 apps/module-ts/tsconfig.json delete mode 100644 pnpm-workspace.yaml diff --git a/apps/module-ts/.gitignore b/apps/module-ts/.gitignore new file mode 100644 index 0000000..a547bf3 --- /dev/null +++ b/apps/module-ts/.gitignore @@ -0,0 +1,24 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +pnpm-debug.log* +lerna-debug.log* + +node_modules +dist +dist-ssr +*.local + +# Editor directories and files +.vscode/* +!.vscode/extensions.json +.idea +.DS_Store +*.suo +*.ntvs* +*.njsproj +*.sln +*.sw? diff --git a/apps/module-ts/index.html b/apps/module-ts/index.html new file mode 100644 index 0000000..44a9335 --- /dev/null +++ b/apps/module-ts/index.html @@ -0,0 +1,13 @@ + + + + + + + Vite + TS + + +
+ + + diff --git a/apps/module-ts/package.json b/apps/module-ts/package.json new file mode 100644 index 0000000..3e8c995 --- /dev/null +++ b/apps/module-ts/package.json @@ -0,0 +1,15 @@ +{ + "name": "module-ts", + "private": true, + "version": "0.0.0", + "type": "module", + "scripts": { + "dev": "vite", + "build": "tsc && vite build", + "preview": "vite preview" + }, + "devDependencies": { + "typescript": "~5.7.2", + "vite": "^6.2.0" + } +} diff --git a/apps/module-ts/public/vite.svg b/apps/module-ts/public/vite.svg new file mode 100644 index 0000000..e7b8dfb --- /dev/null +++ b/apps/module-ts/public/vite.svg @@ -0,0 +1 @@ + \ No newline at end of file diff --git a/apps/module-ts/src/counter.ts b/apps/module-ts/src/counter.ts new file mode 100644 index 0000000..09e5afd --- /dev/null +++ b/apps/module-ts/src/counter.ts @@ -0,0 +1,9 @@ +export function setupCounter(element: HTMLButtonElement) { + let counter = 0 + const setCounter = (count: number) => { + counter = count + element.innerHTML = `count is ${counter}` + } + element.addEventListener('click', () => setCounter(counter + 1)) + setCounter(0) +} diff --git a/apps/module-ts/src/main.ts b/apps/module-ts/src/main.ts new file mode 100644 index 0000000..6396b50 --- /dev/null +++ b/apps/module-ts/src/main.ts @@ -0,0 +1,24 @@ +import './style.css' +import typescriptLogo from './typescript.svg' +import viteLogo from '/vite.svg' +import { setupCounter } from './counter.ts' + +document.querySelector('#app')!.innerHTML = ` +
+ + + + + + +

Vite + TypeScript

+
+ +
+

+ Click on the Vite and TypeScript logos to learn more +

+
+` + +setupCounter(document.querySelector('#counter')!) diff --git a/apps/module-ts/src/spine-ts/LICENSE b/apps/module-ts/src/spine-ts/LICENSE new file mode 100755 index 0000000..4501a61 --- /dev/null +++ b/apps/module-ts/src/spine-ts/LICENSE @@ -0,0 +1,26 @@ +Spine Runtimes License Agreement +Last updated May 1, 2019. Replaces all prior versions. + +Copyright (c) 2013-2019, Esoteric Software LLC + +Integration of the Spine Runtimes into software or otherwise creating +derivative works of the Spine Runtimes is permitted under the terms and +conditions of Section 2 of the Spine Editor License Agreement: +http://esotericsoftware.com/spine-editor-license + +Otherwise, it is permitted to integrate the Spine Runtimes into software +or otherwise create derivative works of the Spine Runtimes (collectively, +"Products"), provided that each user of the Products must obtain their own +Spine Editor license and redistribution of the Products in any form must +include this license and copyright notice. + +THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS +OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES +OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN +NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT, +INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, +BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS +INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING +NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, +EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. \ No newline at end of file diff --git a/apps/module-ts/src/spine-ts/README.md b/apps/module-ts/src/spine-ts/README.md new file mode 100755 index 0000000..fe04045 --- /dev/null +++ b/apps/module-ts/src/spine-ts/README.md @@ -0,0 +1,144 @@ +# spine-ts + +The spine-ts runtime provides functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using TypeScript and JavaScript. spine-ts is split +up into multiple modules: + +1. **Core**: `core/`, the core classes to load and process Spine skeletons. +1. **WebGL**: `webgl/`, a self-contained WebGL backend, built on the core classes. +1. **Canvas**: `canvas/`, a self-contained Canvas backend, built on the core classes. +1. **THREE.JS**: `threejs/`, a self-contained THREE.JS backend, built on the core classes. +1. **Player**: `player/`, a self-contained player to easily display Spine animations on your website, built on core the classes and WebGL backend. + +While the source code for the core library and backends is written in TypeScript, all code is compiled to JavaScript. + +## Licensing + +You are welcome to evaluate the Spine Runtimes and the examples we provide in this repository free of charge. + +You can integrate the Spine Runtimes into your software free of charge, but users of your software must have their own [Spine license](https://esotericsoftware.com/spine-purchase). Please make your users aware of this requirement! This option is often chosen by those making development tools, such as an SDK, game toolkit, or software library. + +In order to distribute your software containing the Spine Runtimes to others that don't have a Spine license, you need a [Spine license](https://esotericsoftware.com/spine-purchase) at the time of integration. Then you can distribute your software containing the Spine Runtimes however you like, provided others don't modify it or use it to create new software. If others want to do that, they'll need their own Spine license. + +For the official legal terms governing the Spine Runtimes, please read the [Spine Runtimes License Agreement](http://esotericsoftware.com/spine-runtimes-license) and Section 2 of the [Spine Editor License Agreement](http://esotericsoftware.com/spine-editor-license#s2). + +## Spine version + +spine-ts works with data exported from Spine 3.8.xx. + +The spine-ts WebGL and Player backends support all Spine features. + +spine-ts Canvas does not support white space stripped texture atlases, color tinting, mesh attachments, or clipping. Only the alpha channel from tint colors is applied. Experimental support for mesh attachments can be enabled by setting `spine.canvas.SkeletonRenderer.useTriangleRendering` to true. Note that this experimental mesh rendering is slow and may lead to artifacts on some browsers. + +spine-ts THREE.JS does not support two color tinting or blend modes. The THREE.JS backend provides `SkeletonMesh.zOffset` to avoid z-fighting. Adjust to your near/far plane settings. + +## Usage + +1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it as a zip via the download button above. +2. To use only the core library without rendering support, include the `build/spine-core.js` file in your project. +3. To use the WebGL backend, include the `build/spine-webgl.js` file in your project. +3. To use the Canvas backend, include the `build/spine-canvas.js` file in your project. +4. To use the Player, include `build/spine-player.js` and `player/css/spine-player.css` file in your project. +5. To use the THREE.JS backend, include the `build/spine-threejs.js` file in your project. THREE.JS must be loaded first. + +All `*.js` files are self-contained and include both the core and respective backend classes. + +If you write your app with TypeScript, additionally copy the corresponding `build/spine-*.d.ts` file into your project. + +**Note:** If you are using the compiled `.js` files with ES6 or other module systems, you need to add: + +``` +export { spine }; +``` + +At the bottom of the `.js` file you are using. You can then import the module as usual, for example: + +``` +import { spine } from './spine-webgl.js'; +``` + +## Examples + +To run the various examples found in each of the spine-ts backend folders, the image, atlas, and JSON files must be served by a webserver. For security reasons browsers will not load these files from your local disk. To work around this, you can spawn a lightweight web server in the spine-ts folder, then navigate to the `index.html` file for the example you want to view. For example: + +``` +cd spine-ts +python -m SimpleHTTPServer // for Python 2 +python -m http.server // for Python 3 +``` + +Then open `http://localhost:8000/webgl/example`, `http://localhost:8000/canvas/example`, `https://localhost:8000/threejs/example`, or `http://localhost:8000/player/example` in your browser. + +### WebGL demos + +The spine-ts WebGL demos can be viewed [all on one page](http://esotericsoftware.com/spine-demos/) or in individual, standalone pages which are easy for you to explore and edit. See the [standalone demos source code](webgl/demos) and view the pages here: + +- [Spine vs sprite sheets](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/spritesheets.html) +- [Image changes](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/imagechanges.html) +- [Transitions](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/transitions.html) +- [Meshes](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/meshes.html) +- [Skins](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/skins.html) +- [Hoverboard](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/hoverboard.html) +- [Vine](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/vine.html) +- [Clipping](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/clipping.html) +- [Stretchyman](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/stretchyman.html) +- [Tank](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/tank.html) +- [Transform constraints](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/demos/transforms.html) + +Please note that Chrome and possibly other browsers do not use the original CORS headers when loading cached resources. After the initial page load for a demo, you may need to forcefully refresh (hold `shift` and click refresh) or clear your browser cache. + +### WebGL examples + +The WebGL demos serve well as examples, showing various ways to use the APIs. We also provide a simple, self-contained example with UI to control the skeletons: + +- [WebGL example](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/example/index.html) + +A barebones example is also available. It doesn't use JQuery and shows the minimal code necessary to use spine-ts with WebGL to load and render a skeleton: + +- [WebGL barebones](http://rawgit.com/EsotericSoftware/spine-runtimes/3.8/spine-ts/webgl/example/barebones.html) + +## Development setup + +The spine-ts runtime and the various backends are implemented in TypeScript for greater maintainability and better tooling support. To setup a development environment, follow these steps: + +1. Install [NPM](https://nodejs.org/en/download/) and make sure it's available on the command line. +2. On the command line, Install the TypeScript compiler via `npm install -g typescript`. +3. Install [Visual Studio Code](https://code.visualstudio.com/). +4. On the command line, change into the `spine-ts` directory. +5. Install the offscreen types package via `npm install @types/offscreencanvas`. +5. Start the TypeScript compiler in watcher mode for the backend you want to work on: + * **Core**: `tsc -w -p tsconfig.core.json`, builds `core/src`, outputs `build/spine-core.js|d.ts|js.map`. + * **WebGL**: `tsc -w -p tsconfig.webgl.json`, builds `core/src` and `webgl/src`, outputs `build/spine-webgl.js|d.ts|js.map`. + * **Canvas**: `tsc -w -p tsconfig.canvas.json`, builds `core/src` and `canvas/src`, outputs `build/spine-canvas.js|d.ts|js.map`. + * **THREE.JS**: `tsc -w -p tsconfig.threejs.json`, builds `core/src` and `threejs/src`, outputs `build/spine-threejs.js|d.ts|js.map`. + * **Player**: `tsc -w -p tsconfig.player.json`, builds `core/src` and `player/src`, outputs `build/spine-player.js|d.ts|js.map`. +6. Open the `spine-ts` folder in Visual Studio Code. VS Code will use the `tsconfig.json` file to find all source files for your development pleasure. The actual JavaScript output is still created by the command line TypeScript compiler process from the previous step. + +Each backend contains an `example/` folder with an `index.html` file that demonstrates the respective backend. For development, we suggest to run a HTTP server in the root of `spine-ts`, for example: + +``` +cd spine-ts +python -m SimpleHTTPServer // for Python 2 +python -m http.server // for Python 3 +``` + +Then navigate to `http://localhost:8000/webgl/example`, `http://localhost:8000/canvas/example`, `http://localhost:8000/threejs/example`, or `http://localhost:8000/player/example`. + +### WebGL backend + +By default, the spine-ts WebGL backend supports two-color tinting. This requires more per vertex data to be submitted to the GPU and the fragment shader has to do a few more arithmetic operations. It has a neglible effect on performance, but you can disable two-color tinting like this: + +```javascript +// If you use SceneRenderer, disable two-color tinting via the last constructor argument. +var sceneRenderer = new spine.SceneRenderer(canvas, gl, false); + +// If you use SkeletonRenderer and PolygonBatcher directly, disable two-color +// tinting in the respective constructor and use the shader returned by +// Shader.newColoredTextured() instead of Shader.newTwoColoredTextured(). +var batcher = new spine.PolygonBatcher(gl, false); +var skeletonRenderer = new spine.SkeletonRenderer(gl, false); +var shader = Shader.newColoredTextured(); +``` + +### Using the Player + +Please see the documentation for the [Spine Web Player](https://esotericsoftware.com/spine-player). diff --git a/apps/module-ts/src/spine-ts/build.sh b/apps/module-ts/src/spine-ts/build.sh new file mode 100755 index 0000000..5c3b56a --- /dev/null +++ b/apps/module-ts/src/spine-ts/build.sh @@ -0,0 +1,28 @@ +#!/bin/sh +set -e + +if [ -z "$GITHUB_REF" ]; +then + BRANCH=$(git symbolic-ref --short -q HEAD) +else + BRANCH=${GITHUB_REF#refs/heads/} +fi + +echo "Building spine-ts $BRANCH artifacts" +npm install @types/offscreencanvas +tsc -p tsconfig.json +tsc -p tsconfig.core.json +tsc -p tsconfig.webgl.json +tsc -p tsconfig.canvas.json +tsc -p tsconfig.threejs.json +tsc -p tsconfig.player.json +ls build/*.js build/*.ts | awk '{print "unexpand -t 4 ", $0, " > /tmp/e; mv /tmp/e ", $0}' | sh + +if ! [ -z "$TS_UPDATE_URL" ] && ! [ -z "$BRANCH" ]; +then + echo "Deploying spine-ts $BRANCH artifacts" + zip -j spine-ts.zip build/* player/css/spine-player.css player/example/external/* + curl -F "file=@spine-ts.zip" "$TS_UPDATE_URL$BRANCH" +else + echo "Not deploying artifacts. TS_UPDATE_URL and/or BRANCH not set." +fi \ No newline at end of file diff --git a/apps/module-ts/src/spine-ts/build/spine-all.d.ts b/apps/module-ts/src/spine-ts/build/spine-all.d.ts new file mode 100755 index 0000000..211c93f --- /dev/null +++ b/apps/module-ts/src/spine-ts/build/spine-all.d.ts @@ -0,0 +1,2002 @@ +/// +declare module spine { + class Animation { + name: string; + timelines: Array; + timelineIds: Array; + duration: number; + constructor(name: string, timelines: Array, duration: number); + hasTimeline(id: number): boolean; + apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + static binarySearch(values: ArrayLike, target: number, step?: number): number; + static linearSearch(values: ArrayLike, target: number, step: number): number; + } + interface Timeline { + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + getPropertyId(): number; + } + enum MixBlend { + setup = 0, + first = 1, + replace = 2, + add = 3 + } + enum MixDirection { + mixIn = 0, + mixOut = 1 + } + enum TimelineType { + rotate = 0, + translate = 1, + scale = 2, + shear = 3, + attachment = 4, + color = 5, + deform = 6, + event = 7, + drawOrder = 8, + ikConstraint = 9, + transformConstraint = 10, + pathConstraintPosition = 11, + pathConstraintSpacing = 12, + pathConstraintMix = 13, + twoColor = 14 + } + abstract class CurveTimeline implements Timeline { + static LINEAR: number; + static STEPPED: number; + static BEZIER: number; + static BEZIER_SIZE: number; + private curves; + abstract getPropertyId(): number; + constructor(frameCount: number); + getFrameCount(): number; + setLinear(frameIndex: number): void; + setStepped(frameIndex: number): void; + getCurveType(frameIndex: number): number; + setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void; + getCurvePercent(frameIndex: number, percent: number): number; + abstract apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class RotateTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_ROTATION: number; + static ROTATION: number; + boneIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, degrees: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class TranslateTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_X: number; + static PREV_Y: number; + static X: number; + static Y: number; + boneIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, x: number, y: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class ScaleTimeline extends TranslateTimeline { + constructor(frameCount: number); + getPropertyId(): number; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class ShearTimeline extends TranslateTimeline { + constructor(frameCount: number); + getPropertyId(): number; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class ColorTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_R: number; + static PREV_G: number; + static PREV_B: number; + static PREV_A: number; + static R: number; + static G: number; + static B: number; + static A: number; + slotIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class TwoColorTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_R: number; + static PREV_G: number; + static PREV_B: number; + static PREV_A: number; + static PREV_R2: number; + static PREV_G2: number; + static PREV_B2: number; + static R: number; + static G: number; + static B: number; + static A: number; + static R2: number; + static G2: number; + static B2: number; + slotIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class AttachmentTimeline implements Timeline { + slotIndex: number; + frames: ArrayLike; + attachmentNames: Array; + constructor(frameCount: number); + getPropertyId(): number; + getFrameCount(): number; + setFrame(frameIndex: number, time: number, attachmentName: string): void; + apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string): void; + } + class DeformTimeline extends CurveTimeline { + slotIndex: number; + attachment: VertexAttachment; + frames: ArrayLike; + frameVertices: Array>; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, vertices: ArrayLike): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class EventTimeline implements Timeline { + frames: ArrayLike; + events: Array; + constructor(frameCount: number); + getPropertyId(): number; + getFrameCount(): number; + setFrame(frameIndex: number, event: Event): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class DrawOrderTimeline implements Timeline { + frames: ArrayLike; + drawOrders: Array>; + constructor(frameCount: number); + getPropertyId(): number; + getFrameCount(): number; + setFrame(frameIndex: number, time: number, drawOrder: Array): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class IkConstraintTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_MIX: number; + static PREV_SOFTNESS: number; + static PREV_BEND_DIRECTION: number; + static PREV_COMPRESS: number; + static PREV_STRETCH: number; + static MIX: number; + static SOFTNESS: number; + static BEND_DIRECTION: number; + static COMPRESS: number; + static STRETCH: number; + ikConstraintIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class TransformConstraintTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_ROTATE: number; + static PREV_TRANSLATE: number; + static PREV_SCALE: number; + static PREV_SHEAR: number; + static ROTATE: number; + static TRANSLATE: number; + static SCALE: number; + static SHEAR: number; + transformConstraintIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number, scaleMix: number, shearMix: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class PathConstraintPositionTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_VALUE: number; + static VALUE: number; + pathConstraintIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, value: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline { + constructor(frameCount: number); + getPropertyId(): number; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } + class PathConstraintMixTimeline extends CurveTimeline { + static ENTRIES: number; + static PREV_TIME: number; + static PREV_ROTATE: number; + static PREV_TRANSLATE: number; + static ROTATE: number; + static TRANSLATE: number; + pathConstraintIndex: number; + frames: ArrayLike; + constructor(frameCount: number); + getPropertyId(): number; + setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void; + apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number, blend: MixBlend, direction: MixDirection): void; + } +} +declare module spine { + class AnimationState { + static emptyAnimation: Animation; + static SUBSEQUENT: number; + static FIRST: number; + static HOLD_SUBSEQUENT: number; + static HOLD_FIRST: number; + static HOLD_MIX: number; + static SETUP: number; + static CURRENT: number; + data: AnimationStateData; + tracks: TrackEntry[]; + timeScale: number; + unkeyedState: number; + events: Event[]; + listeners: AnimationStateListener[]; + queue: EventQueue; + propertyIDs: IntSet; + animationsChanged: boolean; + trackEntryPool: Pool; + constructor(data: AnimationStateData); + update(delta: number): void; + updateMixingFrom(to: TrackEntry, delta: number): boolean; + apply(skeleton: Skeleton): boolean; + applyMixingFrom(to: TrackEntry, skeleton: Skeleton, blend: MixBlend): number; + applyAttachmentTimeline(timeline: AttachmentTimeline, skeleton: Skeleton, time: number, blend: MixBlend, attachments: boolean): void; + setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string, attachments: boolean): void; + applyRotateTimeline(timeline: Timeline, skeleton: Skeleton, time: number, alpha: number, blend: MixBlend, timelinesRotation: Array, i: number, firstFrame: boolean): void; + queueEvents(entry: TrackEntry, animationTime: number): void; + clearTracks(): void; + clearTrack(trackIndex: number): void; + setCurrent(index: number, current: TrackEntry, interrupt: boolean): void; + setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry; + setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry; + addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry; + addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry; + setEmptyAnimation(trackIndex: number, mixDuration: number): TrackEntry; + addEmptyAnimation(trackIndex: number, mixDuration: number, delay: number): TrackEntry; + setEmptyAnimations(mixDuration: number): void; + expandToIndex(index: number): TrackEntry; + trackEntry(trackIndex: number, animation: Animation, loop: boolean, last: TrackEntry): TrackEntry; + disposeNext(entry: TrackEntry): void; + _animationsChanged(): void; + computeHold(entry: TrackEntry): void; + getCurrent(trackIndex: number): TrackEntry; + addListener(listener: AnimationStateListener): void; + removeListener(listener: AnimationStateListener): void; + clearListeners(): void; + clearListenerNotifications(): void; + } + class TrackEntry { + animation: Animation; + next: TrackEntry; + mixingFrom: TrackEntry; + mixingTo: TrackEntry; + listener: AnimationStateListener; + trackIndex: number; + loop: boolean; + holdPrevious: boolean; + eventThreshold: number; + attachmentThreshold: number; + drawOrderThreshold: number; + animationStart: number; + animationEnd: number; + animationLast: number; + nextAnimationLast: number; + delay: number; + trackTime: number; + trackLast: number; + nextTrackLast: number; + trackEnd: number; + timeScale: number; + alpha: number; + mixTime: number; + mixDuration: number; + interruptAlpha: number; + totalAlpha: number; + mixBlend: MixBlend; + timelineMode: number[]; + timelineHoldMix: TrackEntry[]; + timelinesRotation: number[]; + reset(): void; + getAnimationTime(): number; + setAnimationLast(animationLast: number): void; + isComplete(): boolean; + resetRotationDirections(): void; + } + class EventQueue { + objects: Array; + drainDisabled: boolean; + animState: AnimationState; + constructor(animState: AnimationState); + start(entry: TrackEntry): void; + interrupt(entry: TrackEntry): void; + end(entry: TrackEntry): void; + dispose(entry: TrackEntry): void; + complete(entry: TrackEntry): void; + event(entry: TrackEntry, event: Event): void; + drain(): void; + clear(): void; + } + enum EventType { + start = 0, + interrupt = 1, + end = 2, + dispose = 3, + complete = 4, + event = 5 + } + interface AnimationStateListener { + start(entry: TrackEntry): void; + interrupt(entry: TrackEntry): void; + end(entry: TrackEntry): void; + dispose(entry: TrackEntry): void; + complete(entry: TrackEntry): void; + event(entry: TrackEntry, event: Event): void; + } + abstract class AnimationStateAdapter implements AnimationStateListener { + start(entry: TrackEntry): void; + interrupt(entry: TrackEntry): void; + end(entry: TrackEntry): void; + dispose(entry: TrackEntry): void; + complete(entry: TrackEntry): void; + event(entry: TrackEntry, event: Event): void; + } +} +declare module spine { + class AnimationStateData { + skeletonData: SkeletonData; + animationToMixTime: Map; + defaultMix: number; + constructor(skeletonData: SkeletonData); + setMix(fromName: string, toName: string, duration: number): void; + setMixWith(from: Animation, to: Animation, duration: number): void; + getMix(from: Animation, to: Animation): number; + } +} +declare module spine { + class AssetManager implements Disposable { + private pathPrefix; + private textureLoader; + private assets; + private errors; + private toLoad; + private loaded; + private rawDataUris; + constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string); + private downloadText; + private downloadBinary; + setRawDataURI(path: string, data: string): void; + loadBinary(path: string, success?: (path: string, binary: Uint8Array) => void, error?: (path: string, error: string) => void): void; + loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void; + loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void; + loadTextureAtlas(path: string, success?: (path: string, atlas: TextureAtlas) => void, error?: (path: string, error: string) => void): void; + get(path: string): any; + remove(path: string): void; + removeAll(): void; + isLoadingComplete(): boolean; + getToLoad(): number; + getLoaded(): number; + dispose(): void; + hasErrors(): boolean; + getErrors(): Map; + } +} +declare module spine { + class AtlasAttachmentLoader implements AttachmentLoader { + atlas: TextureAtlas; + constructor(atlas: TextureAtlas); + newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment; + newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment; + newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment; + newPathAttachment(skin: Skin, name: string): PathAttachment; + newPointAttachment(skin: Skin, name: string): PointAttachment; + newClippingAttachment(skin: Skin, name: string): ClippingAttachment; + } +} +declare module spine { + enum BlendMode { + Normal = 0, + Additive = 1, + Multiply = 2, + Screen = 3 + } +} +declare module spine { + class Bone implements Updatable { + data: BoneData; + skeleton: Skeleton; + parent: Bone; + children: Bone[]; + x: number; + y: number; + rotation: number; + scaleX: number; + scaleY: number; + shearX: number; + shearY: number; + ax: number; + ay: number; + arotation: number; + ascaleX: number; + ascaleY: number; + ashearX: number; + ashearY: number; + appliedValid: boolean; + a: number; + b: number; + c: number; + d: number; + worldY: number; + worldX: number; + sorted: boolean; + active: boolean; + constructor(data: BoneData, skeleton: Skeleton, parent: Bone); + isActive(): boolean; + update(): void; + updateWorldTransform(): void; + updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void; + setToSetupPose(): void; + getWorldRotationX(): number; + getWorldRotationY(): number; + getWorldScaleX(): number; + getWorldScaleY(): number; + updateAppliedTransform(): void; + worldToLocal(world: Vector2): Vector2; + localToWorld(local: Vector2): Vector2; + worldToLocalRotation(worldRotation: number): number; + localToWorldRotation(localRotation: number): number; + rotateWorld(degrees: number): void; + } +} +declare module spine { + class BoneData { + index: number; + name: string; + parent: BoneData; + length: number; + x: number; + y: number; + rotation: number; + scaleX: number; + scaleY: number; + shearX: number; + shearY: number; + transformMode: TransformMode; + skinRequired: boolean; + color: Color; + constructor(index: number, name: string, parent: BoneData); + } + enum TransformMode { + Normal = 0, + OnlyTranslation = 1, + NoRotationOrReflection = 2, + NoScale = 3, + NoScaleOrReflection = 4 + } +} +declare module spine { + abstract class ConstraintData { + name: string; + order: number; + skinRequired: boolean; + constructor(name: string, order: number, skinRequired: boolean); + } +} +declare module spine { + class Event { + data: EventData; + intValue: number; + floatValue: number; + stringValue: string; + time: number; + volume: number; + balance: number; + constructor(time: number, data: EventData); + } +} +declare module spine { + class EventData { + name: string; + intValue: number; + floatValue: number; + stringValue: string; + audioPath: string; + volume: number; + balance: number; + constructor(name: string); + } +} +declare module spine { + class IkConstraint implements Updatable { + data: IkConstraintData; + bones: Array; + target: Bone; + bendDirection: number; + compress: boolean; + stretch: boolean; + mix: number; + softness: number; + active: boolean; + constructor(data: IkConstraintData, skeleton: Skeleton); + isActive(): boolean; + apply(): void; + update(): void; + apply1(bone: Bone, targetX: number, targetY: number, compress: boolean, stretch: boolean, uniform: boolean, alpha: number): void; + apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, stretch: boolean, softness: number, alpha: number): void; + } +} +declare module spine { + class IkConstraintData extends ConstraintData { + bones: BoneData[]; + target: BoneData; + bendDirection: number; + compress: boolean; + stretch: boolean; + uniform: boolean; + mix: number; + softness: number; + constructor(name: string); + } +} +declare module spine { + class PathConstraint implements Updatable { + static NONE: number; + static BEFORE: number; + static AFTER: number; + static epsilon: number; + data: PathConstraintData; + bones: Array; + target: Slot; + position: number; + spacing: number; + rotateMix: number; + translateMix: number; + spaces: number[]; + positions: number[]; + world: number[]; + curves: number[]; + lengths: number[]; + segments: number[]; + active: boolean; + constructor(data: PathConstraintData, skeleton: Skeleton); + isActive(): boolean; + apply(): void; + update(): void; + computeWorldPositions(path: PathAttachment, spacesCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): number[]; + addBeforePosition(p: number, temp: Array, i: number, out: Array, o: number): void; + addAfterPosition(p: number, temp: Array, i: number, out: Array, o: number): void; + addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array, o: number, tangents: boolean): void; + } +} +declare module spine { + class PathConstraintData extends ConstraintData { + bones: BoneData[]; + target: SlotData; + positionMode: PositionMode; + spacingMode: SpacingMode; + rotateMode: RotateMode; + offsetRotation: number; + position: number; + spacing: number; + rotateMix: number; + translateMix: number; + constructor(name: string); + } + enum PositionMode { + Fixed = 0, + Percent = 1 + } + enum SpacingMode { + Length = 0, + Fixed = 1, + Percent = 2 + } + enum RotateMode { + Tangent = 0, + Chain = 1, + ChainScale = 2 + } +} +declare module spine { + class SharedAssetManager implements Disposable { + private pathPrefix; + private clientAssets; + private queuedAssets; + private rawAssets; + private errors; + constructor(pathPrefix?: string); + private queueAsset; + loadText(clientId: string, path: string): void; + loadJson(clientId: string, path: string): void; + loadTexture(clientId: string, textureLoader: (image: HTMLImageElement | ImageBitmap) => any, path: string): void; + get(clientId: string, path: string): any; + private updateClientAssets; + isLoadingComplete(clientId: string): boolean; + dispose(): void; + hasErrors(): boolean; + getErrors(): Map; + } +} +declare module spine { + class Skeleton { + data: SkeletonData; + bones: Array; + slots: Array; + drawOrder: Array; + ikConstraints: Array; + transformConstraints: Array; + pathConstraints: Array; + _updateCache: Updatable[]; + updateCacheReset: Updatable[]; + skin: Skin; + color: Color; + time: number; + scaleX: number; + scaleY: number; + x: number; + y: number; + constructor(data: SkeletonData); + updateCache(): void; + sortIkConstraint(constraint: IkConstraint): void; + sortPathConstraint(constraint: PathConstraint): void; + sortTransformConstraint(constraint: TransformConstraint): void; + sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void; + sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void; + sortBone(bone: Bone): void; + sortReset(bones: Array): void; + updateWorldTransform(): void; + setToSetupPose(): void; + setBonesToSetupPose(): void; + setSlotsToSetupPose(): void; + getRootBone(): Bone; + findBone(boneName: string): Bone; + findBoneIndex(boneName: string): number; + findSlot(slotName: string): Slot; + findSlotIndex(slotName: string): number; + setSkinByName(skinName: string): void; + setSkin(newSkin: Skin): void; + getAttachmentByName(slotName: string, attachmentName: string): Attachment; + getAttachment(slotIndex: number, attachmentName: string): Attachment; + setAttachment(slotName: string, attachmentName: string): void; + findIkConstraint(constraintName: string): IkConstraint; + findTransformConstraint(constraintName: string): TransformConstraint; + findPathConstraint(constraintName: string): PathConstraint; + getBounds(offset: Vector2, size: Vector2, temp?: Array): void; + update(delta: number): void; + } +} +declare module spine { + class SkeletonBinary { + static AttachmentTypeValues: number[]; + static TransformModeValues: TransformMode[]; + static PositionModeValues: PositionMode[]; + static SpacingModeValues: SpacingMode[]; + static RotateModeValues: RotateMode[]; + static BlendModeValues: BlendMode[]; + static BONE_ROTATE: number; + static BONE_TRANSLATE: number; + static BONE_SCALE: number; + static BONE_SHEAR: number; + static SLOT_ATTACHMENT: number; + static SLOT_COLOR: number; + static SLOT_TWO_COLOR: number; + static PATH_POSITION: number; + static PATH_SPACING: number; + static PATH_MIX: number; + static CURVE_LINEAR: number; + static CURVE_STEPPED: number; + static CURVE_BEZIER: number; + scale: number; + attachmentLoader: AttachmentLoader; + private linkedMeshes; + constructor(attachmentLoader: AttachmentLoader); + readSkeletonData(binary: Uint8Array): SkeletonData; + private readSkin; + private readAttachment; + private readVertices; + private readFloatArray; + private readShortArray; + private readAnimation; + private readCurve; + setCurve(timeline: CurveTimeline, frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void; + } +} +declare module spine { + class SkeletonBounds { + minX: number; + minY: number; + maxX: number; + maxY: number; + boundingBoxes: BoundingBoxAttachment[]; + polygons: ArrayLike[]; + private polygonPool; + update(skeleton: Skeleton, updateAabb: boolean): void; + aabbCompute(): void; + aabbContainsPoint(x: number, y: number): boolean; + aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean; + aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean; + containsPoint(x: number, y: number): BoundingBoxAttachment; + containsPointPolygon(polygon: ArrayLike, x: number, y: number): boolean; + intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment; + intersectsSegmentPolygon(polygon: ArrayLike, x1: number, y1: number, x2: number, y2: number): boolean; + getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike; + getWidth(): number; + getHeight(): number; + } +} +declare module spine { + class SkeletonClipping { + private triangulator; + private clippingPolygon; + private clipOutput; + clippedVertices: number[]; + clippedTriangles: number[]; + private scratch; + private clipAttachment; + private clippingPolygons; + clipStart(slot: Slot, clip: ClippingAttachment): number; + clipEndWithSlot(slot: Slot): void; + clipEnd(): void; + isClipping(): boolean; + clipTriangles(vertices: ArrayLike, verticesLength: number, triangles: ArrayLike, trianglesLength: number, uvs: ArrayLike, light: Color, dark: Color, twoColor: boolean): void; + clip(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, clippingArea: Array, output: Array): boolean; + static makeClockwise(polygon: ArrayLike): void; + } +} +declare module spine { + class SkeletonData { + name: string; + bones: BoneData[]; + slots: SlotData[]; + skins: Skin[]; + defaultSkin: Skin; + events: EventData[]; + animations: Animation[]; + ikConstraints: IkConstraintData[]; + transformConstraints: TransformConstraintData[]; + pathConstraints: PathConstraintData[]; + x: number; + y: number; + width: number; + height: number; + version: string; + hash: string; + fps: number; + imagesPath: string; + audioPath: string; + findBone(boneName: string): BoneData; + findBoneIndex(boneName: string): number; + findSlot(slotName: string): SlotData; + findSlotIndex(slotName: string): number; + findSkin(skinName: string): Skin; + findEvent(eventDataName: string): EventData; + findAnimation(animationName: string): Animation; + findIkConstraint(constraintName: string): IkConstraintData; + findTransformConstraint(constraintName: string): TransformConstraintData; + findPathConstraint(constraintName: string): PathConstraintData; + findPathConstraintIndex(pathConstraintName: string): number; + } +} +declare module spine { + class SkeletonJson { + attachmentLoader: AttachmentLoader; + scale: number; + private linkedMeshes; + constructor(attachmentLoader: AttachmentLoader); + readSkeletonData(json: string | any): SkeletonData; + readAttachment(map: any, skin: Skin, slotIndex: number, name: string, skeletonData: SkeletonData): Attachment; + readVertices(map: any, attachment: VertexAttachment, verticesLength: number): void; + readAnimation(map: any, name: string, skeletonData: SkeletonData): void; + readCurve(map: any, timeline: CurveTimeline, frameIndex: number): void; + getValue(map: any, prop: string, defaultValue: any): any; + static blendModeFromString(str: string): BlendMode; + static positionModeFromString(str: string): PositionMode; + static spacingModeFromString(str: string): SpacingMode; + static rotateModeFromString(str: string): RotateMode; + static transformModeFromString(str: string): TransformMode; + } +} +declare module spine { + class SkinEntry { + slotIndex: number; + name: string; + attachment: Attachment; + constructor(slotIndex: number, name: string, attachment: Attachment); + } + class Skin { + name: string; + attachments: Map[]; + bones: BoneData[]; + constraints: ConstraintData[]; + constructor(name: string); + setAttachment(slotIndex: number, name: string, attachment: Attachment): void; + addSkin(skin: Skin): void; + copySkin(skin: Skin): void; + getAttachment(slotIndex: number, name: string): Attachment; + removeAttachment(slotIndex: number, name: string): void; + getAttachments(): Array; + getAttachmentsForSlot(slotIndex: number, attachments: Array): void; + clear(): void; + attachAll(skeleton: Skeleton, oldSkin: Skin): void; + } +} +declare module spine { + class Slot { + data: SlotData; + bone: Bone; + color: Color; + darkColor: Color; + attachment: Attachment; + private attachmentTime; + attachmentState: number; + deform: number[]; + constructor(data: SlotData, bone: Bone); + getSkeleton(): Skeleton; + getAttachment(): Attachment; + setAttachment(attachment: Attachment): void; + setAttachmentTime(time: number): void; + getAttachmentTime(): number; + setToSetupPose(): void; + } +} +declare module spine { + class SlotData { + index: number; + name: string; + boneData: BoneData; + color: Color; + darkColor: Color; + attachmentName: string; + blendMode: BlendMode; + constructor(index: number, name: string, boneData: BoneData); + } +} +declare module spine { + abstract class Texture { + protected _image: HTMLImageElement | ImageBitmap; + constructor(image: HTMLImageElement | ImageBitmap); + getImage(): HTMLImageElement | ImageBitmap; + abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void; + abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void; + abstract dispose(): void; + static filterFromString(text: string): TextureFilter; + static wrapFromString(text: string): TextureWrap; + } + enum TextureFilter { + Nearest = 9728, + Linear = 9729, + MipMap = 9987, + MipMapNearestNearest = 9984, + MipMapLinearNearest = 9985, + MipMapNearestLinear = 9986, + MipMapLinearLinear = 9987 + } + enum TextureWrap { + MirroredRepeat = 33648, + ClampToEdge = 33071, + Repeat = 10497 + } + class TextureRegion { + renderObject: any; + u: number; + v: number; + u2: number; + v2: number; + width: number; + height: number; + rotate: boolean; + offsetX: number; + offsetY: number; + originalWidth: number; + originalHeight: number; + } + class FakeTexture extends Texture { + setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void; + setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void; + dispose(): void; + } +} +declare module spine { + class TextureAtlas implements Disposable { + pages: TextureAtlasPage[]; + regions: TextureAtlasRegion[]; + constructor(atlasText: string, textureLoader: (path: string) => any); + private load; + findRegion(name: string): TextureAtlasRegion; + dispose(): void; + } + class TextureAtlasPage { + name: string; + minFilter: TextureFilter; + magFilter: TextureFilter; + uWrap: TextureWrap; + vWrap: TextureWrap; + texture: Texture; + width: number; + height: number; + } + class TextureAtlasRegion extends TextureRegion { + page: TextureAtlasPage; + name: string; + x: number; + y: number; + index: number; + rotate: boolean; + degrees: number; + texture: Texture; + } +} +declare module spine { + class TransformConstraint implements Updatable { + data: TransformConstraintData; + bones: Array; + target: Bone; + rotateMix: number; + translateMix: number; + scaleMix: number; + shearMix: number; + temp: Vector2; + active: boolean; + constructor(data: TransformConstraintData, skeleton: Skeleton); + isActive(): boolean; + apply(): void; + update(): void; + applyAbsoluteWorld(): void; + applyRelativeWorld(): void; + applyAbsoluteLocal(): void; + applyRelativeLocal(): void; + } +} +declare module spine { + class TransformConstraintData extends ConstraintData { + bones: BoneData[]; + target: BoneData; + rotateMix: number; + translateMix: number; + scaleMix: number; + shearMix: number; + offsetRotation: number; + offsetX: number; + offsetY: number; + offsetScaleX: number; + offsetScaleY: number; + offsetShearY: number; + relative: boolean; + local: boolean; + constructor(name: string); + } +} +declare module spine { + class Triangulator { + private convexPolygons; + private convexPolygonsIndices; + private indicesArray; + private isConcaveArray; + private triangles; + private polygonPool; + private polygonIndicesPool; + triangulate(verticesArray: ArrayLike): Array; + decompose(verticesArray: Array, triangles: Array): Array>; + private static isConcave; + private static positiveArea; + private static winding; + } +} +declare module spine { + interface Updatable { + update(): void; + isActive(): boolean; + } +} +declare module spine { + interface Map { + [key: string]: T; + } + class IntSet { + array: number[]; + add(value: number): boolean; + contains(value: number): boolean; + remove(value: number): void; + clear(): void; + } + interface Disposable { + dispose(): void; + } + interface Restorable { + restore(): void; + } + class Color { + r: number; + g: number; + b: number; + a: number; + static WHITE: Color; + static RED: Color; + static GREEN: Color; + static BLUE: Color; + static MAGENTA: Color; + constructor(r?: number, g?: number, b?: number, a?: number); + set(r: number, g: number, b: number, a: number): this; + setFromColor(c: Color): this; + setFromString(hex: string): this; + add(r: number, g: number, b: number, a: number): this; + clamp(): this; + static rgba8888ToColor(color: Color, value: number): void; + static rgb888ToColor(color: Color, value: number): void; + } + class MathUtils { + static PI: number; + static PI2: number; + static radiansToDegrees: number; + static radDeg: number; + static degreesToRadians: number; + static degRad: number; + static clamp(value: number, min: number, max: number): number; + static cosDeg(degrees: number): number; + static sinDeg(degrees: number): number; + static signum(value: number): number; + static toInt(x: number): number; + static cbrt(x: number): number; + static randomTriangular(min: number, max: number): number; + static randomTriangularWith(min: number, max: number, mode: number): number; + } + abstract class Interpolation { + protected abstract applyInternal(a: number): number; + apply(start: number, end: number, a: number): number; + } + class Pow extends Interpolation { + protected power: number; + constructor(power: number); + applyInternal(a: number): number; + } + class PowOut extends Pow { + constructor(power: number); + applyInternal(a: number): number; + } + class Utils { + static SUPPORTS_TYPED_ARRAYS: boolean; + static arrayCopy(source: ArrayLike, sourceStart: number, dest: ArrayLike, destStart: number, numElements: number): void; + static setArraySize(array: Array, size: number, value?: any): Array; + static ensureArrayCapacity(array: Array, size: number, value?: any): Array; + static newArray(size: number, defaultValue: T): Array; + static newFloatArray(size: number): ArrayLike; + static newShortArray(size: number): ArrayLike; + static toFloatArray(array: Array): number[] | Float32Array; + static toSinglePrecision(value: number): number; + static webkit602BugfixHelper(alpha: number, blend: MixBlend): void; + static contains(array: Array, element: T, identity?: boolean): boolean; + } + class DebugUtils { + static logBones(skeleton: Skeleton): void; + } + class Pool { + private items; + private instantiator; + constructor(instantiator: () => T); + obtain(): T; + free(item: T): void; + freeAll(items: ArrayLike): void; + clear(): void; + } + class Vector2 { + x: number; + y: number; + constructor(x?: number, y?: number); + set(x: number, y: number): Vector2; + length(): number; + normalize(): this; + } + class TimeKeeper { + maxDelta: number; + framesPerSecond: number; + delta: number; + totalTime: number; + private lastTime; + private frameCount; + private frameTime; + update(): void; + } + interface ArrayLike { + length: number; + [n: number]: T; + } + class WindowedMean { + values: Array; + addedValues: number; + lastValue: number; + mean: number; + dirty: boolean; + constructor(windowSize?: number); + hasEnoughData(): boolean; + addValue(value: number): void; + getMean(): number; + } +} +declare module spine { + interface VertexEffect { + begin(skeleton: Skeleton): void; + transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void; + end(): void; + } +} +interface Math { + fround(n: number): number; +} +declare module spine { + abstract class Attachment { + name: string; + constructor(name: string); + abstract copy(): Attachment; + } + abstract class VertexAttachment extends Attachment { + private static nextID; + id: number; + bones: Array; + vertices: ArrayLike; + worldVerticesLength: number; + deformAttachment: VertexAttachment; + constructor(name: string); + computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike, offset: number, stride: number): void; + copyTo(attachment: VertexAttachment): void; + } +} +declare module spine { + interface AttachmentLoader { + newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment; + newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment; + newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment; + newPathAttachment(skin: Skin, name: string): PathAttachment; + newPointAttachment(skin: Skin, name: string): PointAttachment; + newClippingAttachment(skin: Skin, name: string): ClippingAttachment; + } +} +declare module spine { + enum AttachmentType { + Region = 0, + BoundingBox = 1, + Mesh = 2, + LinkedMesh = 3, + Path = 4, + Point = 5, + Clipping = 6 + } +} +declare module spine { + class BoundingBoxAttachment extends VertexAttachment { + color: Color; + constructor(name: string); + copy(): Attachment; + } +} +declare module spine { + class ClippingAttachment extends VertexAttachment { + endSlot: SlotData; + color: Color; + constructor(name: string); + copy(): Attachment; + } +} +declare module spine { + class MeshAttachment extends VertexAttachment { + region: TextureRegion; + path: string; + regionUVs: ArrayLike; + uvs: ArrayLike; + triangles: Array; + color: Color; + width: number; + height: number; + hullLength: number; + edges: Array; + private parentMesh; + tempColor: Color; + constructor(name: string); + updateUVs(): void; + getParentMesh(): MeshAttachment; + setParentMesh(parentMesh: MeshAttachment): void; + copy(): Attachment; + newLinkedMesh(): MeshAttachment; + } +} +declare module spine { + class PathAttachment extends VertexAttachment { + lengths: Array; + closed: boolean; + constantSpeed: boolean; + color: Color; + constructor(name: string); + copy(): Attachment; + } +} +declare module spine { + class PointAttachment extends VertexAttachment { + x: number; + y: number; + rotation: number; + color: Color; + constructor(name: string); + computeWorldPosition(bone: Bone, point: Vector2): Vector2; + computeWorldRotation(bone: Bone): number; + copy(): Attachment; + } +} +declare module spine { + class RegionAttachment extends Attachment { + static OX1: number; + static OY1: number; + static OX2: number; + static OY2: number; + static OX3: number; + static OY3: number; + static OX4: number; + static OY4: number; + static X1: number; + static Y1: number; + static C1R: number; + static C1G: number; + static C1B: number; + static C1A: number; + static U1: number; + static V1: number; + static X2: number; + static Y2: number; + static C2R: number; + static C2G: number; + static C2B: number; + static C2A: number; + static U2: number; + static V2: number; + static X3: number; + static Y3: number; + static C3R: number; + static C3G: number; + static C3B: number; + static C3A: number; + static U3: number; + static V3: number; + static X4: number; + static Y4: number; + static C4R: number; + static C4G: number; + static C4B: number; + static C4A: number; + static U4: number; + static V4: number; + x: number; + y: number; + scaleX: number; + scaleY: number; + rotation: number; + width: number; + height: number; + color: Color; + path: string; + rendererObject: any; + region: TextureRegion; + offset: ArrayLike; + uvs: ArrayLike; + tempColor: Color; + constructor(name: string); + updateOffset(): void; + setRegion(region: TextureRegion): void; + computeWorldVertices(bone: Bone, worldVertices: ArrayLike, offset: number, stride: number): void; + copy(): Attachment; + } +} +declare module spine { + class JitterEffect implements VertexEffect { + jitterX: number; + jitterY: number; + constructor(jitterX: number, jitterY: number); + begin(skeleton: Skeleton): void; + transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void; + end(): void; + } +} +declare module spine { + class SwirlEffect implements VertexEffect { + static interpolation: PowOut; + centerX: number; + centerY: number; + radius: number; + angle: number; + private worldX; + private worldY; + constructor(radius: number); + begin(skeleton: Skeleton): void; + transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void; + end(): void; + } +} +declare module spine.canvas { + class AssetManager extends spine.AssetManager { + constructor(pathPrefix?: string); + } +} +declare module spine.canvas { + class CanvasTexture extends Texture { + constructor(image: HTMLImageElement); + setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void; + setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void; + dispose(): void; + } +} +declare module spine.canvas { + class SkeletonRenderer { + static QUAD_TRIANGLES: number[]; + static VERTEX_SIZE: number; + private ctx; + triangleRendering: boolean; + debugRendering: boolean; + private vertices; + private tempColor; + constructor(context: CanvasRenderingContext2D); + draw(skeleton: Skeleton): void; + private drawImages; + private drawTriangles; + private drawTriangle; + private computeRegionVertices; + private computeMeshVertices; + } +} +declare module spine.webgl { + class AssetManager extends spine.AssetManager { + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, pathPrefix?: string); + } +} +declare module spine.webgl { + class OrthoCamera { + position: Vector3; + direction: Vector3; + up: Vector3; + near: number; + far: number; + zoom: number; + viewportWidth: number; + viewportHeight: number; + projectionView: Matrix4; + inverseProjectionView: Matrix4; + projection: Matrix4; + view: Matrix4; + private tmp; + constructor(viewportWidth: number, viewportHeight: number); + update(): void; + screenToWorld(screenCoords: Vector3, screenWidth: number, screenHeight: number): Vector3; + setViewport(viewportWidth: number, viewportHeight: number): void; + } +} +declare module spine.webgl { + class GLTexture extends Texture implements Disposable, Restorable { + private context; + private texture; + private boundUnit; + private useMipMaps; + static DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL: boolean; + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, image: HTMLImageElement | ImageBitmap, useMipMaps?: boolean); + setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void; + static validateMagFilter(magFilter: TextureFilter): TextureFilter.Nearest | TextureFilter.Linear; + setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void; + update(useMipMaps: boolean): void; + restore(): void; + bind(unit?: number): void; + unbind(): void; + dispose(): void; + } +} +declare module spine.webgl { + class Input { + element: HTMLElement; + lastX: number; + lastY: number; + buttonDown: boolean; + currTouch: Touch; + touchesPool: Pool; + private listeners; + constructor(element: HTMLElement); + private setupCallbacks; + addListener(listener: InputListener): void; + removeListener(listener: InputListener): void; + } + class Touch { + identifier: number; + x: number; + y: number; + constructor(identifier: number, x: number, y: number); + } + interface InputListener { + down(x: number, y: number): void; + up(x: number, y: number): void; + moved(x: number, y: number): void; + dragged(x: number, y: number): void; + } +} +declare module spine.webgl { + class LoadingScreen { + static FADE_SECONDS: number; + private static loaded; + private static spinnerImg; + private static logoImg; + private renderer; + private logo; + private spinner; + private angle; + private fadeOut; + private timeKeeper; + backgroundColor: Color; + private tempColor; + private firstDraw; + private static SPINNER_DATA; + private static SPINE_LOGO_DATA; + constructor(renderer: SceneRenderer); + draw(complete?: boolean): void; + } +} +declare module spine.webgl { + const M00 = 0; + const M01 = 4; + const M02 = 8; + const M03 = 12; + const M10 = 1; + const M11 = 5; + const M12 = 9; + const M13 = 13; + const M20 = 2; + const M21 = 6; + const M22 = 10; + const M23 = 14; + const M30 = 3; + const M31 = 7; + const M32 = 11; + const M33 = 15; + class Matrix4 { + temp: Float32Array; + values: Float32Array; + private static xAxis; + private static yAxis; + private static zAxis; + private static tmpMatrix; + constructor(); + set(values: ArrayLike): Matrix4; + transpose(): Matrix4; + identity(): Matrix4; + invert(): Matrix4; + determinant(): number; + translate(x: number, y: number, z: number): Matrix4; + copy(): Matrix4; + projection(near: number, far: number, fovy: number, aspectRatio: number): Matrix4; + ortho2d(x: number, y: number, width: number, height: number): Matrix4; + ortho(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix4; + multiply(matrix: Matrix4): Matrix4; + multiplyLeft(matrix: Matrix4): Matrix4; + lookAt(position: Vector3, direction: Vector3, up: Vector3): this; + static initTemps(): void; + } +} +declare module spine.webgl { + class Mesh implements Disposable, Restorable { + private attributes; + private context; + private vertices; + private verticesBuffer; + private verticesLength; + private dirtyVertices; + private indices; + private indicesBuffer; + private indicesLength; + private dirtyIndices; + private elementsPerVertex; + getAttributes(): VertexAttribute[]; + maxVertices(): number; + numVertices(): number; + setVerticesLength(length: number): void; + getVertices(): Float32Array; + maxIndices(): number; + numIndices(): number; + setIndicesLength(length: number): void; + getIndices(): Uint16Array; + getVertexSizeInFloats(): number; + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number); + setVertices(vertices: Array): void; + setIndices(indices: Array): void; + draw(shader: Shader, primitiveType: number): void; + drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void; + bind(shader: Shader): void; + unbind(shader: Shader): void; + private update; + restore(): void; + dispose(): void; + } + class VertexAttribute { + name: string; + type: VertexAttributeType; + numElements: number; + constructor(name: string, type: VertexAttributeType, numElements: number); + } + class Position2Attribute extends VertexAttribute { + constructor(); + } + class Position3Attribute extends VertexAttribute { + constructor(); + } + class TexCoordAttribute extends VertexAttribute { + constructor(unit?: number); + } + class ColorAttribute extends VertexAttribute { + constructor(); + } + class Color2Attribute extends VertexAttribute { + constructor(); + } + enum VertexAttributeType { + Float = 0 + } +} +declare module spine.webgl { + class PolygonBatcher implements Disposable { + private context; + private drawCalls; + private isDrawing; + private mesh; + private shader; + private lastTexture; + private verticesLength; + private indicesLength; + private srcBlend; + private dstBlend; + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean, maxVertices?: number); + begin(shader: Shader): void; + setBlendMode(srcBlend: number, dstBlend: number): void; + draw(texture: GLTexture, vertices: ArrayLike, indices: Array): void; + private flush; + end(): void; + getDrawCalls(): number; + dispose(): void; + } +} +declare module spine.webgl { + class SceneRenderer implements Disposable { + context: ManagedWebGLRenderingContext; + canvas: HTMLCanvasElement; + camera: OrthoCamera; + batcher: PolygonBatcher; + private twoColorTint; + private batcherShader; + private shapes; + private shapesShader; + private activeRenderer; + skeletonRenderer: SkeletonRenderer; + skeletonDebugRenderer: SkeletonDebugRenderer; + private QUAD; + private QUAD_TRIANGLES; + private WHITE; + constructor(canvas: HTMLCanvasElement, context: ManagedWebGLRenderingContext | WebGLRenderingContext, twoColorTint?: boolean); + begin(): void; + drawSkeleton(skeleton: Skeleton, premultipliedAlpha?: boolean, slotRangeStart?: number, slotRangeEnd?: number): void; + drawSkeletonDebug(skeleton: Skeleton, premultipliedAlpha?: boolean, ignoredBones?: Array): void; + drawTexture(texture: GLTexture, x: number, y: number, width: number, height: number, color?: Color): void; + drawTextureUV(texture: GLTexture, x: number, y: number, width: number, height: number, u: number, v: number, u2: number, v2: number, color?: Color): void; + drawTextureRotated(texture: GLTexture, x: number, y: number, width: number, height: number, pivotX: number, pivotY: number, angle: number, color?: Color, premultipliedAlpha?: boolean): void; + drawRegion(region: TextureAtlasRegion, x: number, y: number, width: number, height: number, color?: Color, premultipliedAlpha?: boolean): void; + line(x: number, y: number, x2: number, y2: number, color?: Color, color2?: Color): void; + triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void; + quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void; + rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void; + rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void; + polygon(polygonVertices: ArrayLike, offset: number, count: number, color?: Color): void; + circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void; + curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void; + end(): void; + resize(resizeMode: ResizeMode): void; + private enableRenderer; + dispose(): void; + } + enum ResizeMode { + Stretch = 0, + Expand = 1, + Fit = 2 + } +} +declare module spine.webgl { + class Shader implements Disposable, Restorable { + private vertexShader; + private fragmentShader; + static MVP_MATRIX: string; + static POSITION: string; + static COLOR: string; + static COLOR2: string; + static TEXCOORDS: string; + static SAMPLER: string; + private context; + private vs; + private vsSource; + private fs; + private fsSource; + private program; + private tmp2x2; + private tmp3x3; + private tmp4x4; + getProgram(): WebGLProgram; + getVertexShader(): string; + getFragmentShader(): string; + getVertexShaderSource(): string; + getFragmentSource(): string; + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, vertexShader: string, fragmentShader: string); + private compile; + private compileShader; + private compileProgram; + restore(): void; + bind(): void; + unbind(): void; + setUniformi(uniform: string, value: number): void; + setUniformf(uniform: string, value: number): void; + setUniform2f(uniform: string, value: number, value2: number): void; + setUniform3f(uniform: string, value: number, value2: number, value3: number): void; + setUniform4f(uniform: string, value: number, value2: number, value3: number, value4: number): void; + setUniform2x2f(uniform: string, value: ArrayLike): void; + setUniform3x3f(uniform: string, value: ArrayLike): void; + setUniform4x4f(uniform: string, value: ArrayLike): void; + getUniformLocation(uniform: string): WebGLUniformLocation; + getAttributeLocation(attribute: string): number; + dispose(): void; + static newColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader; + static newTwoColoredTextured(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader; + static newColored(context: ManagedWebGLRenderingContext | WebGLRenderingContext): Shader; + } +} +declare module spine.webgl { + class ShapeRenderer implements Disposable { + private context; + private isDrawing; + private mesh; + private shapeType; + private color; + private shader; + private vertexIndex; + private tmp; + private srcBlend; + private dstBlend; + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, maxVertices?: number); + begin(shader: Shader): void; + setBlendMode(srcBlend: number, dstBlend: number): void; + setColor(color: Color): void; + setColorWith(r: number, g: number, b: number, a: number): void; + point(x: number, y: number, color?: Color): void; + line(x: number, y: number, x2: number, y2: number, color?: Color): void; + triangle(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, color?: Color, color2?: Color, color3?: Color): void; + quad(filled: boolean, x: number, y: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number, color?: Color, color2?: Color, color3?: Color, color4?: Color): void; + rect(filled: boolean, x: number, y: number, width: number, height: number, color?: Color): void; + rectLine(filled: boolean, x1: number, y1: number, x2: number, y2: number, width: number, color?: Color): void; + x(x: number, y: number, size: number): void; + polygon(polygonVertices: ArrayLike, offset: number, count: number, color?: Color): void; + circle(filled: boolean, x: number, y: number, radius: number, color?: Color, segments?: number): void; + curve(x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, segments: number, color?: Color): void; + private vertex; + end(): void; + private flush; + private check; + dispose(): void; + } + enum ShapeType { + Point = 0, + Line = 1, + Filled = 4 + } +} +declare module spine.webgl { + class SkeletonDebugRenderer implements Disposable { + boneLineColor: Color; + boneOriginColor: Color; + attachmentLineColor: Color; + triangleLineColor: Color; + pathColor: Color; + clipColor: Color; + aabbColor: Color; + drawBones: boolean; + drawRegionAttachments: boolean; + drawBoundingBoxes: boolean; + drawMeshHull: boolean; + drawMeshTriangles: boolean; + drawPaths: boolean; + drawSkeletonXY: boolean; + drawClipping: boolean; + premultipliedAlpha: boolean; + scale: number; + boneWidth: number; + private context; + private bounds; + private temp; + private vertices; + private static LIGHT_GRAY; + private static GREEN; + constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext); + draw(shapes: ShapeRenderer, skeleton: Skeleton, ignoredBones?: Array): void; + dispose(): void; + } +} +declare module spine.webgl { + class SkeletonRenderer { + static QUAD_TRIANGLES: number[]; + premultipliedAlpha: boolean; + vertexEffect: VertexEffect; + private tempColor; + private tempColor2; + private vertices; + private vertexSize; + private twoColorTint; + private renderable; + private clipper; + private temp; + private temp2; + private temp3; + private temp4; + constructor(context: ManagedWebGLRenderingContext, twoColorTint?: boolean); + draw(batcher: PolygonBatcher, skeleton: Skeleton, slotRangeStart?: number, slotRangeEnd?: number): void; + } +} +declare module spine.webgl { + class Vector3 { + x: number; + y: number; + z: number; + constructor(x?: number, y?: number, z?: number); + setFrom(v: Vector3): Vector3; + set(x: number, y: number, z: number): Vector3; + add(v: Vector3): Vector3; + sub(v: Vector3): Vector3; + scale(s: number): Vector3; + normalize(): Vector3; + cross(v: Vector3): Vector3; + multiply(matrix: Matrix4): Vector3; + project(matrix: Matrix4): Vector3; + dot(v: Vector3): number; + length(): number; + distance(v: Vector3): number; + } +} +declare module spine.webgl { + class ManagedWebGLRenderingContext { + canvas: HTMLCanvasElement | OffscreenCanvas; + gl: WebGLRenderingContext; + private restorables; + constructor(canvasOrContext: HTMLCanvasElement | WebGLRenderingContext | EventTarget | WebGL2RenderingContext, contextConfig?: any); + private setupCanvas; + addRestorable(restorable: Restorable): void; + removeRestorable(restorable: Restorable): void; + } + class WebGLBlendModeConverter { + static ZERO: number; + static ONE: number; + static SRC_COLOR: number; + static ONE_MINUS_SRC_COLOR: number; + static SRC_ALPHA: number; + static ONE_MINUS_SRC_ALPHA: number; + static DST_ALPHA: number; + static ONE_MINUS_DST_ALPHA: number; + static DST_COLOR: number; + static getDestGLBlendMode(blendMode: BlendMode): number; + static getSourceGLBlendMode(blendMode: BlendMode, premultipliedAlpha?: boolean): number; + } +} +declare module spine.threejs { + class AssetManager extends spine.AssetManager { + constructor(pathPrefix?: string); + } +} +declare module spine.threejs { + class MeshBatcher extends THREE.Mesh { + private static VERTEX_SIZE; + private vertexBuffer; + private vertices; + private verticesLength; + private indices; + private indicesLength; + constructor(maxVertices?: number, materialCustomizer?: SkeletonMeshMaterialParametersCustomizer); + dispose(): void; + clear(): void; + begin(): void; + canBatch(verticesLength: number, indicesLength: number): boolean; + batch(vertices: ArrayLike, verticesLength: number, indices: ArrayLike, indicesLength: number, z?: number): void; + end(): void; + } +} +declare module spine.threejs { + interface SkeletonMeshMaterialParametersCustomizer { + (materialParameters: THREE.ShaderMaterialParameters): void; + } + class SkeletonMeshMaterial extends THREE.ShaderMaterial { + constructor(customizer: SkeletonMeshMaterialParametersCustomizer); + } + class SkeletonMesh extends THREE.Object3D { + tempPos: Vector2; + tempUv: Vector2; + tempLight: Color; + tempDark: Color; + skeleton: Skeleton; + state: AnimationState; + zOffset: number; + vertexEffect: VertexEffect; + private batches; + private nextBatchIndex; + private clipper; + static QUAD_TRIANGLES: number[]; + static VERTEX_SIZE: number; + private vertices; + private tempColor; + private materialCustomizer; + constructor(skeletonData: SkeletonData, materialCustomizer?: SkeletonMeshMaterialParametersCustomizer); + update(deltaTime: number): void; + dispose(): void; + private clearBatches; + private nextBatch; + private updateGeometry; + } +} +declare module spine.threejs { + class ThreeJsTexture extends Texture { + texture: THREE.Texture; + constructor(image: HTMLImageElement); + setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void; + setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void; + dispose(): void; + static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter; + static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping; + } +} +declare module spine { + interface Viewport { + x: number; + y: number; + width: number; + height: number; + padLeft: string | number; + padRight: string | number; + padTop: string | number; + padBottom: string | number; + } + interface SpinePlayerConfig { + jsonUrl: string; + skelUrl: string; + atlasUrl: string; + rawDataURIs: Map; + animation: string; + animations: string[]; + defaultMix: number; + skin: string; + skins: string[]; + premultipliedAlpha: boolean; + showControls: boolean; + debug: { + bones: boolean; + regions: boolean; + meshes: boolean; + bounds: boolean; + paths: boolean; + clipping: boolean; + points: boolean; + hulls: boolean; + }; + viewport: { + x: number; + y: number; + width: number; + height: number; + padLeft: string | number; + padRight: string | number; + padTop: string | number; + padBottom: string | number; + animations: Map; + debugRender: boolean; + transitionTime: number; + }; + alpha: boolean; + backgroundColor: string; + backgroundImage: { + url: string; + x: number; + y: number; + width: number; + height: number; + }; + fullScreenBackgroundColor: string; + controlBones: string[]; + success: (widget: SpinePlayer) => void; + error: (widget: SpinePlayer, msg: string) => void; + } + class SpinePlayer { + private config; + static HOVER_COLOR_INNER: Color; + static HOVER_COLOR_OUTER: Color; + static NON_HOVER_COLOR_INNER: Color; + static NON_HOVER_COLOR_OUTER: Color; + private sceneRenderer; + private dom; + private playerControls; + private canvas; + private timelineSlider; + private playButton; + private skinButton; + private animationButton; + private context; + private loadingScreen; + private assetManager; + loaded: boolean; + skeleton: Skeleton; + animationState: AnimationState; + private paused; + private playTime; + private speed; + private time; + private animationViewports; + private currentViewport; + private previousViewport; + private viewportTransitionStart; + private selectedBones; + private parent; + private stopRequestAnimationFrame; + constructor(parent: HTMLElement | string, config: SpinePlayerConfig); + validateConfig(config: SpinePlayerConfig): SpinePlayerConfig; + showError(error: string): void; + render(): HTMLElement; + private lastPopup; + showSpeedDialog(speedButton: HTMLElement): void; + showAnimationsDialog(animationsButton: HTMLElement): void; + showSkinsDialog(skinButton: HTMLElement): void; + showSettingsDialog(settingsButton: HTMLElement): void; + drawFrame(requestNextFrame?: boolean): void; + scale(sourceWidth: number, sourceHeight: number, targetWidth: number, targetHeight: number): Vector2; + loadSkeleton(): void; + private cancelId; + setupInput(): void; + private play; + private pause; + setAnimation(animation: string, loop?: boolean): void; + private percentageToWorldUnit; + private calculateAnimationViewport; + stopRendering(): void; + } +} +declare function CodeMirror(el: Element, config: any): void; +declare module spine { + class SpinePlayerEditor { + private static DEFAULT_CODE; + private prefix; + private postfix; + private code; + private player; + constructor(parent: HTMLElement); + private render; + setPreAndPostfix(prefix: string, postfix: string): void; + setCode(code: string): void; + private timerId; + startPlayer(): void; + } +} diff --git a/apps/module-ts/src/spine-ts/build/spine-all.js b/apps/module-ts/src/spine-ts/build/spine-all.js new file mode 100755 index 0000000..1178df8 --- /dev/null +++ b/apps/module-ts/src/spine-ts/build/spine-all.js @@ -0,0 +1,12601 @@ +var __extends = (this && this.__extends) || (function () { + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || + ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || + function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; + return extendStatics(d, b); + }; + return function (d, b) { + if (typeof b !== "function" && b !== null) + throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); + extendStatics(d, b); + function __() { this.constructor = d; } + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + }; +})(); +var spine; +(function (spine) { + var Animation = (function () { + function Animation(name, timelines, duration) { + if (name == null) + throw new Error("name cannot be null."); + if (timelines == null) + throw new Error("timelines cannot be null."); + this.name = name; + this.timelines = timelines; + this.timelineIds = []; + for (var i = 0; i < timelines.length; i++) + this.timelineIds[timelines[i].getPropertyId()] = true; + this.duration = duration; + } + Animation.prototype.hasTimeline = function (id) { + return this.timelineIds[id] == true; + }; + Animation.prototype.apply = function (skeleton, lastTime, time, loop, events, alpha, blend, direction) { + if (skeleton == null) + throw new Error("skeleton cannot be null."); + if (loop && this.duration != 0) { + time %= this.duration; + if (lastTime > 0) + lastTime %= this.duration; + } + var timelines = this.timelines; + for (var i = 0, n = timelines.length; i < n; i++) + timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction); + }; + Animation.binarySearch = function (values, target, step) { + if (step === void 0) { step = 1; } + var low = 0; + var high = values.length / step - 2; + if (high == 0) + return step; + var current = high >>> 1; + while (true) { + if (values[(current + 1) * step] <= target) + low = current + 1; + else + high = current; + if (low == high) + return (low + 1) * step; + current = (low + high) >>> 1; + } + }; + Animation.linearSearch = function (values, target, step) { + for (var i = 0, last = values.length - step; i <= last; i += step) + if (values[i] > target) + return i; + return -1; + }; + return Animation; + }()); + spine.Animation = Animation; + var MixBlend; + (function (MixBlend) { + MixBlend[MixBlend["setup"] = 0] = "setup"; + MixBlend[MixBlend["first"] = 1] = "first"; + MixBlend[MixBlend["replace"] = 2] = "replace"; + MixBlend[MixBlend["add"] = 3] = "add"; + })(MixBlend = spine.MixBlend || (spine.MixBlend = {})); + var MixDirection; + (function (MixDirection) { + MixDirection[MixDirection["mixIn"] = 0] = "mixIn"; + MixDirection[MixDirection["mixOut"] = 1] = "mixOut"; + })(MixDirection = spine.MixDirection || (spine.MixDirection = {})); + var TimelineType; + (function (TimelineType) { + TimelineType[TimelineType["rotate"] = 0] = "rotate"; + TimelineType[TimelineType["translate"] = 1] = "translate"; + TimelineType[TimelineType["scale"] = 2] = "scale"; + TimelineType[TimelineType["shear"] = 3] = "shear"; + TimelineType[TimelineType["attachment"] = 4] = "attachment"; + TimelineType[TimelineType["color"] = 5] = "color"; + TimelineType[TimelineType["deform"] = 6] = "deform"; + TimelineType[TimelineType["event"] = 7] = "event"; + TimelineType[TimelineType["drawOrder"] = 8] = "drawOrder"; + TimelineType[TimelineType["ikConstraint"] = 9] = "ikConstraint"; + TimelineType[TimelineType["transformConstraint"] = 10] = "transformConstraint"; + TimelineType[TimelineType["pathConstraintPosition"] = 11] = "pathConstraintPosition"; + TimelineType[TimelineType["pathConstraintSpacing"] = 12] = "pathConstraintSpacing"; + TimelineType[TimelineType["pathConstraintMix"] = 13] = "pathConstraintMix"; + TimelineType[TimelineType["twoColor"] = 14] = "twoColor"; + })(TimelineType = spine.TimelineType || (spine.TimelineType = {})); + var CurveTimeline = (function () { + function CurveTimeline(frameCount) { + if (frameCount <= 0) + throw new Error("frameCount must be > 0: " + frameCount); + this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE); + } + CurveTimeline.prototype.getFrameCount = function () { + return this.curves.length / CurveTimeline.BEZIER_SIZE + 1; + }; + CurveTimeline.prototype.setLinear = function (frameIndex) { + this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR; + }; + CurveTimeline.prototype.setStepped = function (frameIndex) { + this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED; + }; + CurveTimeline.prototype.getCurveType = function (frameIndex) { + var index = frameIndex * CurveTimeline.BEZIER_SIZE; + if (index == this.curves.length) + return CurveTimeline.LINEAR; + var type = this.curves[index]; + if (type == CurveTimeline.LINEAR) + return CurveTimeline.LINEAR; + if (type == CurveTimeline.STEPPED) + return CurveTimeline.STEPPED; + return CurveTimeline.BEZIER; + }; + CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) { + var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03; + var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006; + var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy; + var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667; + var i = frameIndex * CurveTimeline.BEZIER_SIZE; + var curves = this.curves; + curves[i++] = CurveTimeline.BEZIER; + var x = dfx, y = dfy; + for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { + curves[i] = x; + curves[i + 1] = y; + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + x += dfx; + y += dfy; + } + }; + CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) { + percent = spine.MathUtils.clamp(percent, 0, 1); + var curves = this.curves; + var i = frameIndex * CurveTimeline.BEZIER_SIZE; + var type = curves[i]; + if (type == CurveTimeline.LINEAR) + return percent; + if (type == CurveTimeline.STEPPED) + return 0; + i++; + var x = 0; + for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) { + x = curves[i]; + if (x >= percent) { + var prevX = void 0, prevY = void 0; + if (i == start) { + prevX = 0; + prevY = 0; + } + else { + prevX = curves[i - 2]; + prevY = curves[i - 1]; + } + return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); + } + } + var y = curves[i - 1]; + return y + (1 - y) * (percent - x) / (1 - x); + }; + CurveTimeline.LINEAR = 0; + CurveTimeline.STEPPED = 1; + CurveTimeline.BEZIER = 2; + CurveTimeline.BEZIER_SIZE = 10 * 2 - 1; + return CurveTimeline; + }()); + spine.CurveTimeline = CurveTimeline; + var RotateTimeline = (function (_super) { + __extends(RotateTimeline, _super); + function RotateTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount << 1); + return _this; + } + RotateTimeline.prototype.getPropertyId = function () { + return (TimelineType.rotate << 24) + this.boneIndex; + }; + RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) { + frameIndex <<= 1; + this.frames[frameIndex] = time; + this.frames[frameIndex + RotateTimeline.ROTATION] = degrees; + }; + RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.rotation = bone.data.rotation; + return; + case MixBlend.first: + var r_1 = bone.data.rotation - bone.rotation; + bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha; + } + return; + } + if (time >= frames[frames.length - RotateTimeline.ENTRIES]) { + var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION]; + switch (blend) { + case MixBlend.setup: + bone.rotation = bone.data.rotation + r_2 * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + r_2 += bone.data.rotation - bone.rotation; + r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360; + case MixBlend.add: + bone.rotation += r_2 * alpha; + } + return; + } + var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES); + var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime)); + var r = frames[frame + RotateTimeline.ROTATION] - prevRotation; + r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent; + switch (blend) { + case MixBlend.setup: + bone.rotation = bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + r += bone.data.rotation - bone.rotation; + case MixBlend.add: + bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha; + } + }; + RotateTimeline.ENTRIES = 2; + RotateTimeline.PREV_TIME = -2; + RotateTimeline.PREV_ROTATION = -1; + RotateTimeline.ROTATION = 1; + return RotateTimeline; + }(CurveTimeline)); + spine.RotateTimeline = RotateTimeline; + var TranslateTimeline = (function (_super) { + __extends(TranslateTimeline, _super); + function TranslateTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES); + return _this; + } + TranslateTimeline.prototype.getPropertyId = function () { + return (TimelineType.translate << 24) + this.boneIndex; + }; + TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) { + frameIndex *= TranslateTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + TranslateTimeline.X] = x; + this.frames[frameIndex + TranslateTimeline.Y] = y; + }; + TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.x = bone.data.x; + bone.y = bone.data.y; + return; + case MixBlend.first: + bone.x += (bone.data.x - bone.x) * alpha; + bone.y += (bone.data.y - bone.y) * alpha; + } + return; + } + var x = 0, y = 0; + if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) { + x = frames[frames.length + TranslateTimeline.PREV_X]; + y = frames[frames.length + TranslateTimeline.PREV_Y]; + } + else { + var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES); + x = frames[frame + TranslateTimeline.PREV_X]; + y = frames[frame + TranslateTimeline.PREV_Y]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime)); + x += (frames[frame + TranslateTimeline.X] - x) * percent; + y += (frames[frame + TranslateTimeline.Y] - y) * percent; + } + switch (blend) { + case MixBlend.setup: + bone.x = bone.data.x + x * alpha; + bone.y = bone.data.y + y * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bone.x += (bone.data.x + x - bone.x) * alpha; + bone.y += (bone.data.y + y - bone.y) * alpha; + break; + case MixBlend.add: + bone.x += x * alpha; + bone.y += y * alpha; + } + }; + TranslateTimeline.ENTRIES = 3; + TranslateTimeline.PREV_TIME = -3; + TranslateTimeline.PREV_X = -2; + TranslateTimeline.PREV_Y = -1; + TranslateTimeline.X = 1; + TranslateTimeline.Y = 2; + return TranslateTimeline; + }(CurveTimeline)); + spine.TranslateTimeline = TranslateTimeline; + var ScaleTimeline = (function (_super) { + __extends(ScaleTimeline, _super); + function ScaleTimeline(frameCount) { + return _super.call(this, frameCount) || this; + } + ScaleTimeline.prototype.getPropertyId = function () { + return (TimelineType.scale << 24) + this.boneIndex; + }; + ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.scaleX = bone.data.scaleX; + bone.scaleY = bone.data.scaleY; + return; + case MixBlend.first: + bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; + } + return; + } + var x = 0, y = 0; + if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) { + x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX; + y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY; + } + else { + var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES); + x = frames[frame + ScaleTimeline.PREV_X]; + y = frames[frame + ScaleTimeline.PREV_Y]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime)); + x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX; + y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY; + } + if (alpha == 1) { + if (blend == MixBlend.add) { + bone.scaleX += x - bone.data.scaleX; + bone.scaleY += y - bone.data.scaleY; + } + else { + bone.scaleX = x; + bone.scaleY = y; + } + } + else { + var bx = 0, by = 0; + if (direction == MixDirection.mixOut) { + switch (blend) { + case MixBlend.setup: + bx = bone.data.scaleX; + by = bone.data.scaleY; + bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha; + bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bx = bone.scaleX; + by = bone.scaleY; + bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha; + bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha; + break; + case MixBlend.add: + bx = bone.scaleX; + by = bone.scaleY; + bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bone.data.scaleX) * alpha; + bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - bone.data.scaleY) * alpha; + } + } + else { + switch (blend) { + case MixBlend.setup: + bx = Math.abs(bone.data.scaleX) * spine.MathUtils.signum(x); + by = Math.abs(bone.data.scaleY) * spine.MathUtils.signum(y); + bone.scaleX = bx + (x - bx) * alpha; + bone.scaleY = by + (y - by) * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bx = Math.abs(bone.scaleX) * spine.MathUtils.signum(x); + by = Math.abs(bone.scaleY) * spine.MathUtils.signum(y); + bone.scaleX = bx + (x - bx) * alpha; + bone.scaleY = by + (y - by) * alpha; + break; + case MixBlend.add: + bx = spine.MathUtils.signum(x); + by = spine.MathUtils.signum(y); + bone.scaleX = Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha; + bone.scaleY = Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha; + } + } + } + }; + return ScaleTimeline; + }(TranslateTimeline)); + spine.ScaleTimeline = ScaleTimeline; + var ShearTimeline = (function (_super) { + __extends(ShearTimeline, _super); + function ShearTimeline(frameCount) { + return _super.call(this, frameCount) || this; + } + ShearTimeline.prototype.getPropertyId = function () { + return (TimelineType.shear << 24) + this.boneIndex; + }; + ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var frames = this.frames; + var bone = skeleton.bones[this.boneIndex]; + if (!bone.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + bone.shearX = bone.data.shearX; + bone.shearY = bone.data.shearY; + return; + case MixBlend.first: + bone.shearX += (bone.data.shearX - bone.shearX) * alpha; + bone.shearY += (bone.data.shearY - bone.shearY) * alpha; + } + return; + } + var x = 0, y = 0; + if (time >= frames[frames.length - ShearTimeline.ENTRIES]) { + x = frames[frames.length + ShearTimeline.PREV_X]; + y = frames[frames.length + ShearTimeline.PREV_Y]; + } + else { + var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES); + x = frames[frame + ShearTimeline.PREV_X]; + y = frames[frame + ShearTimeline.PREV_Y]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime)); + x = x + (frames[frame + ShearTimeline.X] - x) * percent; + y = y + (frames[frame + ShearTimeline.Y] - y) * percent; + } + switch (blend) { + case MixBlend.setup: + bone.shearX = bone.data.shearX + x * alpha; + bone.shearY = bone.data.shearY + y * alpha; + break; + case MixBlend.first: + case MixBlend.replace: + bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; + bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; + break; + case MixBlend.add: + bone.shearX += x * alpha; + bone.shearY += y * alpha; + } + }; + return ShearTimeline; + }(TranslateTimeline)); + spine.ShearTimeline = ShearTimeline; + var ColorTimeline = (function (_super) { + __extends(ColorTimeline, _super); + function ColorTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES); + return _this; + } + ColorTimeline.prototype.getPropertyId = function () { + return (TimelineType.color << 24) + this.slotIndex; + }; + ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) { + frameIndex *= ColorTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + ColorTimeline.R] = r; + this.frames[frameIndex + ColorTimeline.G] = g; + this.frames[frameIndex + ColorTimeline.B] = b; + this.frames[frameIndex + ColorTimeline.A] = a; + }; + ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + var frames = this.frames; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + slot.color.setFromColor(slot.data.color); + return; + case MixBlend.first: + var color = slot.color, setup = slot.data.color; + color.add((setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha); + } + return; + } + var r = 0, g = 0, b = 0, a = 0; + if (time >= frames[frames.length - ColorTimeline.ENTRIES]) { + var i = frames.length; + r = frames[i + ColorTimeline.PREV_R]; + g = frames[i + ColorTimeline.PREV_G]; + b = frames[i + ColorTimeline.PREV_B]; + a = frames[i + ColorTimeline.PREV_A]; + } + else { + var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES); + r = frames[frame + ColorTimeline.PREV_R]; + g = frames[frame + ColorTimeline.PREV_G]; + b = frames[frame + ColorTimeline.PREV_B]; + a = frames[frame + ColorTimeline.PREV_A]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime)); + r += (frames[frame + ColorTimeline.R] - r) * percent; + g += (frames[frame + ColorTimeline.G] - g) * percent; + b += (frames[frame + ColorTimeline.B] - b) * percent; + a += (frames[frame + ColorTimeline.A] - a) * percent; + } + if (alpha == 1) + slot.color.set(r, g, b, a); + else { + var color = slot.color; + if (blend == MixBlend.setup) + color.setFromColor(slot.data.color); + color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); + } + }; + ColorTimeline.ENTRIES = 5; + ColorTimeline.PREV_TIME = -5; + ColorTimeline.PREV_R = -4; + ColorTimeline.PREV_G = -3; + ColorTimeline.PREV_B = -2; + ColorTimeline.PREV_A = -1; + ColorTimeline.R = 1; + ColorTimeline.G = 2; + ColorTimeline.B = 3; + ColorTimeline.A = 4; + return ColorTimeline; + }(CurveTimeline)); + spine.ColorTimeline = ColorTimeline; + var TwoColorTimeline = (function (_super) { + __extends(TwoColorTimeline, _super); + function TwoColorTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES); + return _this; + } + TwoColorTimeline.prototype.getPropertyId = function () { + return (TimelineType.twoColor << 24) + this.slotIndex; + }; + TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) { + frameIndex *= TwoColorTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + TwoColorTimeline.R] = r; + this.frames[frameIndex + TwoColorTimeline.G] = g; + this.frames[frameIndex + TwoColorTimeline.B] = b; + this.frames[frameIndex + TwoColorTimeline.A] = a; + this.frames[frameIndex + TwoColorTimeline.R2] = r2; + this.frames[frameIndex + TwoColorTimeline.G2] = g2; + this.frames[frameIndex + TwoColorTimeline.B2] = b2; + }; + TwoColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + var frames = this.frames; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + slot.color.setFromColor(slot.data.color); + slot.darkColor.setFromColor(slot.data.darkColor); + return; + case MixBlend.first: + var light = slot.color, dark = slot.darkColor, setupLight = slot.data.color, setupDark = slot.data.darkColor; + light.add((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha); + dark.add((setupDark.r - dark.r) * alpha, (setupDark.g - dark.g) * alpha, (setupDark.b - dark.b) * alpha, 0); + } + return; + } + var r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; + if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) { + var i = frames.length; + r = frames[i + TwoColorTimeline.PREV_R]; + g = frames[i + TwoColorTimeline.PREV_G]; + b = frames[i + TwoColorTimeline.PREV_B]; + a = frames[i + TwoColorTimeline.PREV_A]; + r2 = frames[i + TwoColorTimeline.PREV_R2]; + g2 = frames[i + TwoColorTimeline.PREV_G2]; + b2 = frames[i + TwoColorTimeline.PREV_B2]; + } + else { + var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES); + r = frames[frame + TwoColorTimeline.PREV_R]; + g = frames[frame + TwoColorTimeline.PREV_G]; + b = frames[frame + TwoColorTimeline.PREV_B]; + a = frames[frame + TwoColorTimeline.PREV_A]; + r2 = frames[frame + TwoColorTimeline.PREV_R2]; + g2 = frames[frame + TwoColorTimeline.PREV_G2]; + b2 = frames[frame + TwoColorTimeline.PREV_B2]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / TwoColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime)); + r += (frames[frame + TwoColorTimeline.R] - r) * percent; + g += (frames[frame + TwoColorTimeline.G] - g) * percent; + b += (frames[frame + TwoColorTimeline.B] - b) * percent; + a += (frames[frame + TwoColorTimeline.A] - a) * percent; + r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent; + g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent; + b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent; + } + if (alpha == 1) { + slot.color.set(r, g, b, a); + slot.darkColor.set(r2, g2, b2, 1); + } + else { + var light = slot.color, dark = slot.darkColor; + if (blend == MixBlend.setup) { + light.setFromColor(slot.data.color); + dark.setFromColor(slot.data.darkColor); + } + light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha); + dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0); + } + }; + TwoColorTimeline.ENTRIES = 8; + TwoColorTimeline.PREV_TIME = -8; + TwoColorTimeline.PREV_R = -7; + TwoColorTimeline.PREV_G = -6; + TwoColorTimeline.PREV_B = -5; + TwoColorTimeline.PREV_A = -4; + TwoColorTimeline.PREV_R2 = -3; + TwoColorTimeline.PREV_G2 = -2; + TwoColorTimeline.PREV_B2 = -1; + TwoColorTimeline.R = 1; + TwoColorTimeline.G = 2; + TwoColorTimeline.B = 3; + TwoColorTimeline.A = 4; + TwoColorTimeline.R2 = 5; + TwoColorTimeline.G2 = 6; + TwoColorTimeline.B2 = 7; + return TwoColorTimeline; + }(CurveTimeline)); + spine.TwoColorTimeline = TwoColorTimeline; + var AttachmentTimeline = (function () { + function AttachmentTimeline(frameCount) { + this.frames = spine.Utils.newFloatArray(frameCount); + this.attachmentNames = new Array(frameCount); + } + AttachmentTimeline.prototype.getPropertyId = function () { + return (TimelineType.attachment << 24) + this.slotIndex; + }; + AttachmentTimeline.prototype.getFrameCount = function () { + return this.frames.length; + }; + AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) { + this.frames[frameIndex] = time; + this.attachmentNames[frameIndex] = attachmentName; + }; + AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + if (direction == MixDirection.mixOut) { + if (blend == MixBlend.setup) + this.setAttachment(skeleton, slot, slot.data.attachmentName); + return; + } + var frames = this.frames; + if (time < frames[0]) { + if (blend == MixBlend.setup || blend == MixBlend.first) + this.setAttachment(skeleton, slot, slot.data.attachmentName); + return; + } + var frameIndex = 0; + if (time >= frames[frames.length - 1]) + frameIndex = frames.length - 1; + else + frameIndex = Animation.binarySearch(frames, time, 1) - 1; + var attachmentName = this.attachmentNames[frameIndex]; + skeleton.slots[this.slotIndex] + .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); + }; + AttachmentTimeline.prototype.setAttachment = function (skeleton, slot, attachmentName) { + slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); + }; + return AttachmentTimeline; + }()); + spine.AttachmentTimeline = AttachmentTimeline; + var zeros = null; + var DeformTimeline = (function (_super) { + __extends(DeformTimeline, _super); + function DeformTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount); + _this.frameVertices = new Array(frameCount); + if (zeros == null) + zeros = spine.Utils.newFloatArray(64); + return _this; + } + DeformTimeline.prototype.getPropertyId = function () { + return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex; + }; + DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) { + this.frames[frameIndex] = time; + this.frameVertices[frameIndex] = vertices; + }; + DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var slot = skeleton.slots[this.slotIndex]; + if (!slot.bone.active) + return; + var slotAttachment = slot.getAttachment(); + if (!(slotAttachment instanceof spine.VertexAttachment) || !(slotAttachment.deformAttachment == this.attachment)) + return; + var deformArray = slot.deform; + if (deformArray.length == 0) + blend = MixBlend.setup; + var frameVertices = this.frameVertices; + var vertexCount = frameVertices[0].length; + var frames = this.frames; + if (time < frames[0]) { + var vertexAttachment = slotAttachment; + switch (blend) { + case MixBlend.setup: + deformArray.length = 0; + return; + case MixBlend.first: + if (alpha == 1) { + deformArray.length = 0; + break; + } + var deform_1 = spine.Utils.setArraySize(deformArray, vertexCount); + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i = 0; i < vertexCount; i++) + deform_1[i] += (setupVertices[i] - deform_1[i]) * alpha; + } + else { + alpha = 1 - alpha; + for (var i = 0; i < vertexCount; i++) + deform_1[i] *= alpha; + } + } + return; + } + var deform = spine.Utils.setArraySize(deformArray, vertexCount); + if (time >= frames[frames.length - 1]) { + var lastVertices = frameVertices[frames.length - 1]; + if (alpha == 1) { + if (blend == MixBlend.add) { + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_1 = 0; i_1 < vertexCount; i_1++) { + deform[i_1] += lastVertices[i_1] - setupVertices[i_1]; + } + } + else { + for (var i_2 = 0; i_2 < vertexCount; i_2++) + deform[i_2] += lastVertices[i_2]; + } + } + else { + spine.Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount); + } + } + else { + switch (blend) { + case MixBlend.setup: { + var vertexAttachment_1 = slotAttachment; + if (vertexAttachment_1.bones == null) { + var setupVertices = vertexAttachment_1.vertices; + for (var i_3 = 0; i_3 < vertexCount; i_3++) { + var setup = setupVertices[i_3]; + deform[i_3] = setup + (lastVertices[i_3] - setup) * alpha; + } + } + else { + for (var i_4 = 0; i_4 < vertexCount; i_4++) + deform[i_4] = lastVertices[i_4] * alpha; + } + break; + } + case MixBlend.first: + case MixBlend.replace: + for (var i_5 = 0; i_5 < vertexCount; i_5++) + deform[i_5] += (lastVertices[i_5] - deform[i_5]) * alpha; + break; + case MixBlend.add: + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_6 = 0; i_6 < vertexCount; i_6++) { + deform[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha; + } + } + else { + for (var i_7 = 0; i_7 < vertexCount; i_7++) + deform[i_7] += lastVertices[i_7] * alpha; + } + } + } + return; + } + var frame = Animation.binarySearch(frames, time); + var prevVertices = frameVertices[frame - 1]; + var nextVertices = frameVertices[frame]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime)); + if (alpha == 1) { + if (blend == MixBlend.add) { + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_8 = 0; i_8 < vertexCount; i_8++) { + var prev = prevVertices[i_8]; + deform[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8]; + } + } + else { + for (var i_9 = 0; i_9 < vertexCount; i_9++) { + var prev = prevVertices[i_9]; + deform[i_9] += prev + (nextVertices[i_9] - prev) * percent; + } + } + } + else { + for (var i_10 = 0; i_10 < vertexCount; i_10++) { + var prev = prevVertices[i_10]; + deform[i_10] = prev + (nextVertices[i_10] - prev) * percent; + } + } + } + else { + switch (blend) { + case MixBlend.setup: { + var vertexAttachment_2 = slotAttachment; + if (vertexAttachment_2.bones == null) { + var setupVertices = vertexAttachment_2.vertices; + for (var i_11 = 0; i_11 < vertexCount; i_11++) { + var prev = prevVertices[i_11], setup = setupVertices[i_11]; + deform[i_11] = setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha; + } + } + else { + for (var i_12 = 0; i_12 < vertexCount; i_12++) { + var prev = prevVertices[i_12]; + deform[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha; + } + } + break; + } + case MixBlend.first: + case MixBlend.replace: + for (var i_13 = 0; i_13 < vertexCount; i_13++) { + var prev = prevVertices[i_13]; + deform[i_13] += (prev + (nextVertices[i_13] - prev) * percent - deform[i_13]) * alpha; + } + break; + case MixBlend.add: + var vertexAttachment = slotAttachment; + if (vertexAttachment.bones == null) { + var setupVertices = vertexAttachment.vertices; + for (var i_14 = 0; i_14 < vertexCount; i_14++) { + var prev = prevVertices[i_14]; + deform[i_14] += (prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha; + } + } + else { + for (var i_15 = 0; i_15 < vertexCount; i_15++) { + var prev = prevVertices[i_15]; + deform[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha; + } + } + } + } + }; + return DeformTimeline; + }(CurveTimeline)); + spine.DeformTimeline = DeformTimeline; + var EventTimeline = (function () { + function EventTimeline(frameCount) { + this.frames = spine.Utils.newFloatArray(frameCount); + this.events = new Array(frameCount); + } + EventTimeline.prototype.getPropertyId = function () { + return TimelineType.event << 24; + }; + EventTimeline.prototype.getFrameCount = function () { + return this.frames.length; + }; + EventTimeline.prototype.setFrame = function (frameIndex, event) { + this.frames[frameIndex] = event.time; + this.events[frameIndex] = event; + }; + EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + if (firedEvents == null) + return; + var frames = this.frames; + var frameCount = this.frames.length; + if (lastTime > time) { + this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction); + lastTime = -1; + } + else if (lastTime >= frames[frameCount - 1]) + return; + if (time < frames[0]) + return; + var frame = 0; + if (lastTime < frames[0]) + frame = 0; + else { + frame = Animation.binarySearch(frames, lastTime); + var frameTime = frames[frame]; + while (frame > 0) { + if (frames[frame - 1] != frameTime) + break; + frame--; + } + } + for (; frame < frameCount && time >= frames[frame]; frame++) + firedEvents.push(this.events[frame]); + }; + return EventTimeline; + }()); + spine.EventTimeline = EventTimeline; + var DrawOrderTimeline = (function () { + function DrawOrderTimeline(frameCount) { + this.frames = spine.Utils.newFloatArray(frameCount); + this.drawOrders = new Array(frameCount); + } + DrawOrderTimeline.prototype.getPropertyId = function () { + return TimelineType.drawOrder << 24; + }; + DrawOrderTimeline.prototype.getFrameCount = function () { + return this.frames.length; + }; + DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) { + this.frames[frameIndex] = time; + this.drawOrders[frameIndex] = drawOrder; + }; + DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var drawOrder = skeleton.drawOrder; + var slots = skeleton.slots; + if (direction == MixDirection.mixOut) { + if (blend == MixBlend.setup) + spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); + return; + } + var frames = this.frames; + if (time < frames[0]) { + if (blend == MixBlend.setup || blend == MixBlend.first) + spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); + return; + } + var frame = 0; + if (time >= frames[frames.length - 1]) + frame = frames.length - 1; + else + frame = Animation.binarySearch(frames, time) - 1; + var drawOrderToSetupIndex = this.drawOrders[frame]; + if (drawOrderToSetupIndex == null) + spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length); + else { + for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++) + drawOrder[i] = slots[drawOrderToSetupIndex[i]]; + } + }; + return DrawOrderTimeline; + }()); + spine.DrawOrderTimeline = DrawOrderTimeline; + var IkConstraintTimeline = (function (_super) { + __extends(IkConstraintTimeline, _super); + function IkConstraintTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES); + return _this; + } + IkConstraintTimeline.prototype.getPropertyId = function () { + return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex; + }; + IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, softness, bendDirection, compress, stretch) { + frameIndex *= IkConstraintTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + IkConstraintTimeline.MIX] = mix; + this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness; + this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection; + this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0; + this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0; + }; + IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.ikConstraints[this.ikConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.mix = constraint.data.mix; + constraint.softness = constraint.data.softness; + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + return; + case MixBlend.first: + constraint.mix += (constraint.data.mix - constraint.mix) * alpha; + constraint.softness += (constraint.data.softness - constraint.softness) * alpha; + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + return; + } + if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) { + if (blend == MixBlend.setup) { + constraint.mix = constraint.data.mix + (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha; + constraint.softness = constraint.data.softness + + (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.data.softness) * alpha; + if (direction == MixDirection.mixOut) { + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + else { + constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + else { + constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha; + constraint.softness += (frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.softness) * alpha; + if (direction == MixDirection.mixIn) { + constraint.bendDirection = frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + return; + } + var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES); + var mix = frames[frame + IkConstraintTimeline.PREV_MIX]; + var softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime)); + if (blend == MixBlend.setup) { + constraint.mix = constraint.data.mix + (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) * alpha; + constraint.softness = constraint.data.softness + + (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.data.softness) * alpha; + if (direction == MixDirection.mixOut) { + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + else { + constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + else { + constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha; + constraint.softness += (softness + (frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent - constraint.softness) * alpha; + if (direction == MixDirection.mixIn) { + constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]; + constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0; + constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0; + } + } + }; + IkConstraintTimeline.ENTRIES = 6; + IkConstraintTimeline.PREV_TIME = -6; + IkConstraintTimeline.PREV_MIX = -5; + IkConstraintTimeline.PREV_SOFTNESS = -4; + IkConstraintTimeline.PREV_BEND_DIRECTION = -3; + IkConstraintTimeline.PREV_COMPRESS = -2; + IkConstraintTimeline.PREV_STRETCH = -1; + IkConstraintTimeline.MIX = 1; + IkConstraintTimeline.SOFTNESS = 2; + IkConstraintTimeline.BEND_DIRECTION = 3; + IkConstraintTimeline.COMPRESS = 4; + IkConstraintTimeline.STRETCH = 5; + return IkConstraintTimeline; + }(CurveTimeline)); + spine.IkConstraintTimeline = IkConstraintTimeline; + var TransformConstraintTimeline = (function (_super) { + __extends(TransformConstraintTimeline, _super); + function TransformConstraintTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES); + return _this; + } + TransformConstraintTimeline.prototype.getPropertyId = function () { + return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex; + }; + TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) { + frameIndex *= TransformConstraintTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix; + this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix; + this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix; + this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix; + }; + TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.transformConstraints[this.transformConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + var data = constraint.data; + switch (blend) { + case MixBlend.setup: + constraint.rotateMix = data.rotateMix; + constraint.translateMix = data.translateMix; + constraint.scaleMix = data.scaleMix; + constraint.shearMix = data.shearMix; + return; + case MixBlend.first: + constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha; + constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha; + constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha; + constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha; + } + return; + } + var rotate = 0, translate = 0, scale = 0, shear = 0; + if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) { + var i = frames.length; + rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE]; + translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE]; + scale = frames[i + TransformConstraintTimeline.PREV_SCALE]; + shear = frames[i + TransformConstraintTimeline.PREV_SHEAR]; + } + else { + var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES); + rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE]; + translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE]; + scale = frames[frame + TransformConstraintTimeline.PREV_SCALE]; + shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime)); + rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent; + translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent; + scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent; + shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent; + } + if (blend == MixBlend.setup) { + var data = constraint.data; + constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha; + constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha; + constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha; + constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha; + } + else { + constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; + constraint.translateMix += (translate - constraint.translateMix) * alpha; + constraint.scaleMix += (scale - constraint.scaleMix) * alpha; + constraint.shearMix += (shear - constraint.shearMix) * alpha; + } + }; + TransformConstraintTimeline.ENTRIES = 5; + TransformConstraintTimeline.PREV_TIME = -5; + TransformConstraintTimeline.PREV_ROTATE = -4; + TransformConstraintTimeline.PREV_TRANSLATE = -3; + TransformConstraintTimeline.PREV_SCALE = -2; + TransformConstraintTimeline.PREV_SHEAR = -1; + TransformConstraintTimeline.ROTATE = 1; + TransformConstraintTimeline.TRANSLATE = 2; + TransformConstraintTimeline.SCALE = 3; + TransformConstraintTimeline.SHEAR = 4; + return TransformConstraintTimeline; + }(CurveTimeline)); + spine.TransformConstraintTimeline = TransformConstraintTimeline; + var PathConstraintPositionTimeline = (function (_super) { + __extends(PathConstraintPositionTimeline, _super); + function PathConstraintPositionTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES); + return _this; + } + PathConstraintPositionTimeline.prototype.getPropertyId = function () { + return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex; + }; + PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) { + frameIndex *= PathConstraintPositionTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value; + }; + PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.position = constraint.data.position; + return; + case MixBlend.first: + constraint.position += (constraint.data.position - constraint.position) * alpha; + } + return; + } + var position = 0; + if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) + position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE]; + else { + var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES); + position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime)); + position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent; + } + if (blend == MixBlend.setup) + constraint.position = constraint.data.position + (position - constraint.data.position) * alpha; + else + constraint.position += (position - constraint.position) * alpha; + }; + PathConstraintPositionTimeline.ENTRIES = 2; + PathConstraintPositionTimeline.PREV_TIME = -2; + PathConstraintPositionTimeline.PREV_VALUE = -1; + PathConstraintPositionTimeline.VALUE = 1; + return PathConstraintPositionTimeline; + }(CurveTimeline)); + spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline; + var PathConstraintSpacingTimeline = (function (_super) { + __extends(PathConstraintSpacingTimeline, _super); + function PathConstraintSpacingTimeline(frameCount) { + return _super.call(this, frameCount) || this; + } + PathConstraintSpacingTimeline.prototype.getPropertyId = function () { + return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex; + }; + PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.spacing = constraint.data.spacing; + return; + case MixBlend.first: + constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha; + } + return; + } + var spacing = 0; + if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) + spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE]; + else { + var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES); + spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime)); + spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent; + } + if (blend == MixBlend.setup) + constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha; + else + constraint.spacing += (spacing - constraint.spacing) * alpha; + }; + return PathConstraintSpacingTimeline; + }(PathConstraintPositionTimeline)); + spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline; + var PathConstraintMixTimeline = (function (_super) { + __extends(PathConstraintMixTimeline, _super); + function PathConstraintMixTimeline(frameCount) { + var _this = _super.call(this, frameCount) || this; + _this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES); + return _this; + } + PathConstraintMixTimeline.prototype.getPropertyId = function () { + return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex; + }; + PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) { + frameIndex *= PathConstraintMixTimeline.ENTRIES; + this.frames[frameIndex] = time; + this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix; + this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix; + }; + PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha, blend, direction) { + var frames = this.frames; + var constraint = skeleton.pathConstraints[this.pathConstraintIndex]; + if (!constraint.active) + return; + if (time < frames[0]) { + switch (blend) { + case MixBlend.setup: + constraint.rotateMix = constraint.data.rotateMix; + constraint.translateMix = constraint.data.translateMix; + return; + case MixBlend.first: + constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha; + constraint.translateMix += (constraint.data.translateMix - constraint.translateMix) * alpha; + } + return; + } + var rotate = 0, translate = 0; + if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) { + rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE]; + translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE]; + } + else { + var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES); + rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE]; + translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE]; + var frameTime = frames[frame]; + var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime)); + rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent; + translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent; + } + if (blend == MixBlend.setup) { + constraint.rotateMix = constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha; + constraint.translateMix = constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha; + } + else { + constraint.rotateMix += (rotate - constraint.rotateMix) * alpha; + constraint.translateMix += (translate - constraint.translateMix) * alpha; + } + }; + PathConstraintMixTimeline.ENTRIES = 3; + PathConstraintMixTimeline.PREV_TIME = -3; + PathConstraintMixTimeline.PREV_ROTATE = -2; + PathConstraintMixTimeline.PREV_TRANSLATE = -1; + PathConstraintMixTimeline.ROTATE = 1; + PathConstraintMixTimeline.TRANSLATE = 2; + return PathConstraintMixTimeline; + }(CurveTimeline)); + spine.PathConstraintMixTimeline = PathConstraintMixTimeline; +})(spine || (spine = {})); +var spine; +(function (spine) { + var AnimationState = (function () { + function AnimationState(data) { + this.tracks = new Array(); + this.timeScale = 1; + this.unkeyedState = 0; + this.events = new Array(); + this.listeners = new Array(); + this.queue = new EventQueue(this); + this.propertyIDs = new spine.IntSet(); + this.animationsChanged = false; + this.trackEntryPool = new spine.Pool(function () { return new TrackEntry(); }); + this.data = data; + } + AnimationState.prototype.update = function (delta) { + delta *= this.timeScale; + var tracks = this.tracks; + for (var i = 0, n = tracks.length; i < n; i++) { + var current = tracks[i]; + if (current == null) + continue; + current.animationLast = current.nextAnimationLast; + current.trackLast = current.nextTrackLast; + var currentDelta = delta * current.timeScale; + if (current.delay > 0) { + current.delay -= currentDelta; + if (current.delay > 0) + continue; + currentDelta = -current.delay; + current.delay = 0; + } + var next = current.next; + if (next != null) { + var nextTime = current.trackLast - next.delay; + if (nextTime >= 0) { + next.delay = 0; + next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale; + current.trackTime += currentDelta; + this.setCurrent(i, next, true); + while (next.mixingFrom != null) { + next.mixTime += delta; + next = next.mixingFrom; + } + continue; + } + } + else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) { + tracks[i] = null; + this.queue.end(current); + this.disposeNext(current); + continue; + } + if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) { + var from = current.mixingFrom; + current.mixingFrom = null; + if (from != null) + from.mixingTo = null; + while (from != null) { + this.queue.end(from); + from = from.mixingFrom; + } + } + current.trackTime += currentDelta; + } + this.queue.drain(); + }; + AnimationState.prototype.updateMixingFrom = function (to, delta) { + var from = to.mixingFrom; + if (from == null) + return true; + var finished = this.updateMixingFrom(from, delta); + from.animationLast = from.nextAnimationLast; + from.trackLast = from.nextTrackLast; + if (to.mixTime > 0 && to.mixTime >= to.mixDuration) { + if (from.totalAlpha == 0 || to.mixDuration == 0) { + to.mixingFrom = from.mixingFrom; + if (from.mixingFrom != null) + from.mixingFrom.mixingTo = to; + to.interruptAlpha = from.interruptAlpha; + this.queue.end(from); + } + return finished; + } + from.trackTime += delta * from.timeScale; + to.mixTime += delta; + return false; + }; + AnimationState.prototype.apply = function (skeleton) { + if (skeleton == null) + throw new Error("skeleton cannot be null."); + if (this.animationsChanged) + this._animationsChanged(); + var events = this.events; + var tracks = this.tracks; + var applied = false; + for (var i_16 = 0, n_1 = tracks.length; i_16 < n_1; i_16++) { + var current = tracks[i_16]; + if (current == null || current.delay > 0) + continue; + applied = true; + var blend = i_16 == 0 ? spine.MixBlend.first : current.mixBlend; + var mix = current.alpha; + if (current.mixingFrom != null) + mix *= this.applyMixingFrom(current, skeleton, blend); + else if (current.trackTime >= current.trackEnd && current.next == null) + mix = 0; + var animationLast = current.animationLast, animationTime = current.getAnimationTime(); + var timelineCount = current.animation.timelines.length; + var timelines = current.animation.timelines; + if ((i_16 == 0 && mix == 1) || blend == spine.MixBlend.add) { + for (var ii = 0; ii < timelineCount; ii++) { + spine.Utils.webkit602BugfixHelper(mix, blend); + var timeline = timelines[ii]; + if (timeline instanceof spine.AttachmentTimeline) + this.applyAttachmentTimeline(timeline, skeleton, animationTime, blend, true); + else + timeline.apply(skeleton, animationLast, animationTime, events, mix, blend, spine.MixDirection.mixIn); + } + } + else { + var timelineMode = current.timelineMode; + var firstFrame = current.timelinesRotation.length == 0; + if (firstFrame) + spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null); + var timelinesRotation = current.timelinesRotation; + for (var ii = 0; ii < timelineCount; ii++) { + var timeline_1 = timelines[ii]; + var timelineBlend = timelineMode[ii] == AnimationState.SUBSEQUENT ? blend : spine.MixBlend.setup; + if (timeline_1 instanceof spine.RotateTimeline) { + this.applyRotateTimeline(timeline_1, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame); + } + else if (timeline_1 instanceof spine.AttachmentTimeline) { + this.applyAttachmentTimeline(timeline_1, skeleton, animationTime, blend, true); + } + else { + spine.Utils.webkit602BugfixHelper(mix, blend); + timeline_1.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, spine.MixDirection.mixIn); + } + } + } + this.queueEvents(current, animationTime); + events.length = 0; + current.nextAnimationLast = animationTime; + current.nextTrackLast = current.trackTime; + } + var setupState = this.unkeyedState + AnimationState.SETUP; + var slots = skeleton.slots; + for (var i = 0, n = skeleton.slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.attachmentState == setupState) { + var attachmentName = slot.data.attachmentName; + slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName)); + } + } + this.unkeyedState += 2; + this.queue.drain(); + return applied; + }; + AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) { + var from = to.mixingFrom; + if (from.mixingFrom != null) + this.applyMixingFrom(from, skeleton, blend); + var mix = 0; + if (to.mixDuration == 0) { + mix = 1; + if (blend == spine.MixBlend.first) + blend = spine.MixBlend.setup; + } + else { + mix = to.mixTime / to.mixDuration; + if (mix > 1) + mix = 1; + if (blend != spine.MixBlend.first) + blend = from.mixBlend; + } + var events = mix < from.eventThreshold ? this.events : null; + var attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold; + var animationLast = from.animationLast, animationTime = from.getAnimationTime(); + var timelineCount = from.animation.timelines.length; + var timelines = from.animation.timelines; + var alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); + if (blend == spine.MixBlend.add) { + for (var i = 0; i < timelineCount; i++) + timelines[i].apply(skeleton, animationLast, animationTime, events, alphaMix, blend, spine.MixDirection.mixOut); + } + else { + var timelineMode = from.timelineMode; + var timelineHoldMix = from.timelineHoldMix; + var firstFrame = from.timelinesRotation.length == 0; + if (firstFrame) + spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null); + var timelinesRotation = from.timelinesRotation; + from.totalAlpha = 0; + for (var i = 0; i < timelineCount; i++) { + var timeline = timelines[i]; + var direction = spine.MixDirection.mixOut; + var timelineBlend = void 0; + var alpha = 0; + switch (timelineMode[i]) { + case AnimationState.SUBSEQUENT: + if (!drawOrder && timeline instanceof spine.DrawOrderTimeline) + continue; + timelineBlend = blend; + alpha = alphaMix; + break; + case AnimationState.FIRST: + timelineBlend = spine.MixBlend.setup; + alpha = alphaMix; + break; + case AnimationState.HOLD_SUBSEQUENT: + timelineBlend = blend; + alpha = alphaHold; + break; + case AnimationState.HOLD_FIRST: + timelineBlend = spine.MixBlend.setup; + alpha = alphaHold; + break; + default: + timelineBlend = spine.MixBlend.setup; + var holdMix = timelineHoldMix[i]; + alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration); + break; + } + from.totalAlpha += alpha; + if (timeline instanceof spine.RotateTimeline) + this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame); + else if (timeline instanceof spine.AttachmentTimeline) + this.applyAttachmentTimeline(timeline, skeleton, animationTime, timelineBlend, attachments); + else { + spine.Utils.webkit602BugfixHelper(alpha, blend); + if (drawOrder && timeline instanceof spine.DrawOrderTimeline && timelineBlend == spine.MixBlend.setup) + direction = spine.MixDirection.mixIn; + timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction); + } + } + } + if (to.mixDuration > 0) + this.queueEvents(from, animationTime); + this.events.length = 0; + from.nextAnimationLast = animationTime; + from.nextTrackLast = from.trackTime; + return mix; + }; + AnimationState.prototype.applyAttachmentTimeline = function (timeline, skeleton, time, blend, attachments) { + var slot = skeleton.slots[timeline.slotIndex]; + if (!slot.bone.active) + return; + var frames = timeline.frames; + if (time < frames[0]) { + if (blend == spine.MixBlend.setup || blend == spine.MixBlend.first) + this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments); + } + else { + var frameIndex; + if (time >= frames[frames.length - 1]) + frameIndex = frames.length - 1; + else + frameIndex = spine.Animation.binarySearch(frames, time) - 1; + this.setAttachment(skeleton, slot, timeline.attachmentNames[frameIndex], attachments); + } + if (slot.attachmentState <= this.unkeyedState) + slot.attachmentState = this.unkeyedState + AnimationState.SETUP; + }; + AnimationState.prototype.setAttachment = function (skeleton, slot, attachmentName, attachments) { + slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName)); + if (attachments) + slot.attachmentState = this.unkeyedState + AnimationState.CURRENT; + }; + AnimationState.prototype.applyRotateTimeline = function (timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) { + if (firstFrame) + timelinesRotation[i] = 0; + if (alpha == 1) { + timeline.apply(skeleton, 0, time, null, 1, blend, spine.MixDirection.mixIn); + return; + } + var rotateTimeline = timeline; + var frames = rotateTimeline.frames; + var bone = skeleton.bones[rotateTimeline.boneIndex]; + if (!bone.active) + return; + var r1 = 0, r2 = 0; + if (time < frames[0]) { + switch (blend) { + case spine.MixBlend.setup: + bone.rotation = bone.data.rotation; + default: + return; + case spine.MixBlend.first: + r1 = bone.rotation; + r2 = bone.data.rotation; + } + } + else { + r1 = blend == spine.MixBlend.setup ? bone.data.rotation : bone.rotation; + if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES]) + r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION]; + else { + var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES); + var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION]; + var frameTime = frames[frame]; + var percent = rotateTimeline.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime)); + r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation; + r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360; + r2 = prevRotation + r2 * percent + bone.data.rotation; + r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360; + } + } + var total = 0, diff = r2 - r1; + diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360; + if (diff == 0) { + total = timelinesRotation[i]; + } + else { + var lastTotal = 0, lastDiff = 0; + if (firstFrame) { + lastTotal = 0; + lastDiff = diff; + } + else { + lastTotal = timelinesRotation[i]; + lastDiff = timelinesRotation[i + 1]; + } + var current = diff > 0, dir = lastTotal >= 0; + if (spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) { + if (Math.abs(lastTotal) > 180) + lastTotal += 360 * spine.MathUtils.signum(lastTotal); + dir = current; + } + total = diff + lastTotal - lastTotal % 360; + if (dir != current) + total += 360 * spine.MathUtils.signum(lastTotal); + timelinesRotation[i] = total; + } + timelinesRotation[i + 1] = diff; + r1 += total * alpha; + bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360; + }; + AnimationState.prototype.queueEvents = function (entry, animationTime) { + var animationStart = entry.animationStart, animationEnd = entry.animationEnd; + var duration = animationEnd - animationStart; + var trackLastWrapped = entry.trackLast % duration; + var events = this.events; + var i = 0, n = events.length; + for (; i < n; i++) { + var event_1 = events[i]; + if (event_1.time < trackLastWrapped) + break; + if (event_1.time > animationEnd) + continue; + this.queue.event(entry, event_1); + } + var complete = false; + if (entry.loop) + complete = duration == 0 || trackLastWrapped > entry.trackTime % duration; + else + complete = animationTime >= animationEnd && entry.animationLast < animationEnd; + if (complete) + this.queue.complete(entry); + for (; i < n; i++) { + var event_2 = events[i]; + if (event_2.time < animationStart) + continue; + this.queue.event(entry, events[i]); + } + }; + AnimationState.prototype.clearTracks = function () { + var oldDrainDisabled = this.queue.drainDisabled; + this.queue.drainDisabled = true; + for (var i = 0, n = this.tracks.length; i < n; i++) + this.clearTrack(i); + this.tracks.length = 0; + this.queue.drainDisabled = oldDrainDisabled; + this.queue.drain(); + }; + AnimationState.prototype.clearTrack = function (trackIndex) { + if (trackIndex >= this.tracks.length) + return; + var current = this.tracks[trackIndex]; + if (current == null) + return; + this.queue.end(current); + this.disposeNext(current); + var entry = current; + while (true) { + var from = entry.mixingFrom; + if (from == null) + break; + this.queue.end(from); + entry.mixingFrom = null; + entry.mixingTo = null; + entry = from; + } + this.tracks[current.trackIndex] = null; + this.queue.drain(); + }; + AnimationState.prototype.setCurrent = function (index, current, interrupt) { + var from = this.expandToIndex(index); + this.tracks[index] = current; + if (from != null) { + if (interrupt) + this.queue.interrupt(from); + current.mixingFrom = from; + from.mixingTo = current; + current.mixTime = 0; + if (from.mixingFrom != null && from.mixDuration > 0) + current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration); + from.timelinesRotation.length = 0; + } + this.queue.start(current); + }; + AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (animation == null) + throw new Error("Animation not found: " + animationName); + return this.setAnimationWith(trackIndex, animation, loop); + }; + AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) { + if (animation == null) + throw new Error("animation cannot be null."); + var interrupt = true; + var current = this.expandToIndex(trackIndex); + if (current != null) { + if (current.nextTrackLast == -1) { + this.tracks[trackIndex] = current.mixingFrom; + this.queue.interrupt(current); + this.queue.end(current); + this.disposeNext(current); + current = current.mixingFrom; + interrupt = false; + } + else + this.disposeNext(current); + } + var entry = this.trackEntry(trackIndex, animation, loop, current); + this.setCurrent(trackIndex, entry, interrupt); + this.queue.drain(); + return entry; + }; + AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) { + var animation = this.data.skeletonData.findAnimation(animationName); + if (animation == null) + throw new Error("Animation not found: " + animationName); + return this.addAnimationWith(trackIndex, animation, loop, delay); + }; + AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) { + if (animation == null) + throw new Error("animation cannot be null."); + var last = this.expandToIndex(trackIndex); + if (last != null) { + while (last.next != null) + last = last.next; + } + var entry = this.trackEntry(trackIndex, animation, loop, last); + if (last == null) { + this.setCurrent(trackIndex, entry, true); + this.queue.drain(); + } + else { + last.next = entry; + if (delay <= 0) { + var duration = last.animationEnd - last.animationStart; + if (duration != 0) { + if (last.loop) + delay += duration * (1 + ((last.trackTime / duration) | 0)); + else + delay += Math.max(duration, last.trackTime); + delay -= this.data.getMix(last.animation, animation); + } + else + delay = last.trackTime; + } + } + entry.delay = delay; + return entry; + }; + AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) { + var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false); + entry.mixDuration = mixDuration; + entry.trackEnd = mixDuration; + return entry; + }; + AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) { + if (delay <= 0) + delay -= mixDuration; + var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay); + entry.mixDuration = mixDuration; + entry.trackEnd = mixDuration; + return entry; + }; + AnimationState.prototype.setEmptyAnimations = function (mixDuration) { + var oldDrainDisabled = this.queue.drainDisabled; + this.queue.drainDisabled = true; + for (var i = 0, n = this.tracks.length; i < n; i++) { + var current = this.tracks[i]; + if (current != null) + this.setEmptyAnimation(current.trackIndex, mixDuration); + } + this.queue.drainDisabled = oldDrainDisabled; + this.queue.drain(); + }; + AnimationState.prototype.expandToIndex = function (index) { + if (index < this.tracks.length) + return this.tracks[index]; + spine.Utils.ensureArrayCapacity(this.tracks, index + 1, null); + this.tracks.length = index + 1; + return null; + }; + AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) { + var entry = this.trackEntryPool.obtain(); + entry.trackIndex = trackIndex; + entry.animation = animation; + entry.loop = loop; + entry.holdPrevious = false; + entry.eventThreshold = 0; + entry.attachmentThreshold = 0; + entry.drawOrderThreshold = 0; + entry.animationStart = 0; + entry.animationEnd = animation.duration; + entry.animationLast = -1; + entry.nextAnimationLast = -1; + entry.delay = 0; + entry.trackTime = 0; + entry.trackLast = -1; + entry.nextTrackLast = -1; + entry.trackEnd = Number.MAX_VALUE; + entry.timeScale = 1; + entry.alpha = 1; + entry.interruptAlpha = 1; + entry.mixTime = 0; + entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation); + entry.mixBlend = spine.MixBlend.replace; + return entry; + }; + AnimationState.prototype.disposeNext = function (entry) { + var next = entry.next; + while (next != null) { + this.queue.dispose(next); + next = next.next; + } + entry.next = null; + }; + AnimationState.prototype._animationsChanged = function () { + this.animationsChanged = false; + this.propertyIDs.clear(); + for (var i = 0, n = this.tracks.length; i < n; i++) { + var entry = this.tracks[i]; + if (entry == null) + continue; + while (entry.mixingFrom != null) + entry = entry.mixingFrom; + do { + if (entry.mixingFrom == null || entry.mixBlend != spine.MixBlend.add) + this.computeHold(entry); + entry = entry.mixingTo; + } while (entry != null); + } + }; + AnimationState.prototype.computeHold = function (entry) { + var to = entry.mixingTo; + var timelines = entry.animation.timelines; + var timelinesCount = entry.animation.timelines.length; + var timelineMode = spine.Utils.setArraySize(entry.timelineMode, timelinesCount); + entry.timelineHoldMix.length = 0; + var timelineDipMix = spine.Utils.setArraySize(entry.timelineHoldMix, timelinesCount); + var propertyIDs = this.propertyIDs; + if (to != null && to.holdPrevious) { + for (var i = 0; i < timelinesCount; i++) { + timelineMode[i] = propertyIDs.add(timelines[i].getPropertyId()) ? AnimationState.HOLD_FIRST : AnimationState.HOLD_SUBSEQUENT; + } + return; + } + outer: for (var i = 0; i < timelinesCount; i++) { + var timeline = timelines[i]; + var id = timeline.getPropertyId(); + if (!propertyIDs.add(id)) + timelineMode[i] = AnimationState.SUBSEQUENT; + else if (to == null || timeline instanceof spine.AttachmentTimeline || timeline instanceof spine.DrawOrderTimeline + || timeline instanceof spine.EventTimeline || !to.animation.hasTimeline(id)) { + timelineMode[i] = AnimationState.FIRST; + } + else { + for (var next = to.mixingTo; next != null; next = next.mixingTo) { + if (next.animation.hasTimeline(id)) + continue; + if (entry.mixDuration > 0) { + timelineMode[i] = AnimationState.HOLD_MIX; + timelineDipMix[i] = next; + continue outer; + } + break; + } + timelineMode[i] = AnimationState.HOLD_FIRST; + } + } + }; + AnimationState.prototype.getCurrent = function (trackIndex) { + if (trackIndex >= this.tracks.length) + return null; + return this.tracks[trackIndex]; + }; + AnimationState.prototype.addListener = function (listener) { + if (listener == null) + throw new Error("listener cannot be null."); + this.listeners.push(listener); + }; + AnimationState.prototype.removeListener = function (listener) { + var index = this.listeners.indexOf(listener); + if (index >= 0) + this.listeners.splice(index, 1); + }; + AnimationState.prototype.clearListeners = function () { + this.listeners.length = 0; + }; + AnimationState.prototype.clearListenerNotifications = function () { + this.queue.clear(); + }; + AnimationState.emptyAnimation = new spine.Animation("", [], 0); + AnimationState.SUBSEQUENT = 0; + AnimationState.FIRST = 1; + AnimationState.HOLD_SUBSEQUENT = 2; + AnimationState.HOLD_FIRST = 3; + AnimationState.HOLD_MIX = 4; + AnimationState.SETUP = 1; + AnimationState.CURRENT = 2; + return AnimationState; + }()); + spine.AnimationState = AnimationState; + var TrackEntry = (function () { + function TrackEntry() { + this.mixBlend = spine.MixBlend.replace; + this.timelineMode = new Array(); + this.timelineHoldMix = new Array(); + this.timelinesRotation = new Array(); + } + TrackEntry.prototype.reset = function () { + this.next = null; + this.mixingFrom = null; + this.mixingTo = null; + this.animation = null; + this.listener = null; + this.timelineMode.length = 0; + this.timelineHoldMix.length = 0; + this.timelinesRotation.length = 0; + }; + TrackEntry.prototype.getAnimationTime = function () { + if (this.loop) { + var duration = this.animationEnd - this.animationStart; + if (duration == 0) + return this.animationStart; + return (this.trackTime % duration) + this.animationStart; + } + return Math.min(this.trackTime + this.animationStart, this.animationEnd); + }; + TrackEntry.prototype.setAnimationLast = function (animationLast) { + this.animationLast = animationLast; + this.nextAnimationLast = animationLast; + }; + TrackEntry.prototype.isComplete = function () { + return this.trackTime >= this.animationEnd - this.animationStart; + }; + TrackEntry.prototype.resetRotationDirections = function () { + this.timelinesRotation.length = 0; + }; + return TrackEntry; + }()); + spine.TrackEntry = TrackEntry; + var EventQueue = (function () { + function EventQueue(animState) { + this.objects = []; + this.drainDisabled = false; + this.animState = animState; + } + EventQueue.prototype.start = function (entry) { + this.objects.push(EventType.start); + this.objects.push(entry); + this.animState.animationsChanged = true; + }; + EventQueue.prototype.interrupt = function (entry) { + this.objects.push(EventType.interrupt); + this.objects.push(entry); + }; + EventQueue.prototype.end = function (entry) { + this.objects.push(EventType.end); + this.objects.push(entry); + this.animState.animationsChanged = true; + }; + EventQueue.prototype.dispose = function (entry) { + this.objects.push(EventType.dispose); + this.objects.push(entry); + }; + EventQueue.prototype.complete = function (entry) { + this.objects.push(EventType.complete); + this.objects.push(entry); + }; + EventQueue.prototype.event = function (entry, event) { + this.objects.push(EventType.event); + this.objects.push(entry); + this.objects.push(event); + }; + EventQueue.prototype.drain = function () { + if (this.drainDisabled) + return; + this.drainDisabled = true; + var objects = this.objects; + var listeners = this.animState.listeners; + for (var i = 0; i < objects.length; i += 2) { + var type = objects[i]; + var entry = objects[i + 1]; + switch (type) { + case EventType.start: + if (entry.listener != null && entry.listener.start) + entry.listener.start(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].start) + listeners[ii].start(entry); + break; + case EventType.interrupt: + if (entry.listener != null && entry.listener.interrupt) + entry.listener.interrupt(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].interrupt) + listeners[ii].interrupt(entry); + break; + case EventType.end: + if (entry.listener != null && entry.listener.end) + entry.listener.end(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].end) + listeners[ii].end(entry); + case EventType.dispose: + if (entry.listener != null && entry.listener.dispose) + entry.listener.dispose(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].dispose) + listeners[ii].dispose(entry); + this.animState.trackEntryPool.free(entry); + break; + case EventType.complete: + if (entry.listener != null && entry.listener.complete) + entry.listener.complete(entry); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].complete) + listeners[ii].complete(entry); + break; + case EventType.event: + var event_3 = objects[i++ + 2]; + if (entry.listener != null && entry.listener.event) + entry.listener.event(entry, event_3); + for (var ii = 0; ii < listeners.length; ii++) + if (listeners[ii].event) + listeners[ii].event(entry, event_3); + break; + } + } + this.clear(); + this.drainDisabled = false; + }; + EventQueue.prototype.clear = function () { + this.objects.length = 0; + }; + return EventQueue; + }()); + spine.EventQueue = EventQueue; + var EventType; + (function (EventType) { + EventType[EventType["start"] = 0] = "start"; + EventType[EventType["interrupt"] = 1] = "interrupt"; + EventType[EventType["end"] = 2] = "end"; + EventType[EventType["dispose"] = 3] = "dispose"; + EventType[EventType["complete"] = 4] = "complete"; + EventType[EventType["event"] = 5] = "event"; + })(EventType = spine.EventType || (spine.EventType = {})); + var AnimationStateAdapter = (function () { + function AnimationStateAdapter() { + } + AnimationStateAdapter.prototype.start = function (entry) { + }; + AnimationStateAdapter.prototype.interrupt = function (entry) { + }; + AnimationStateAdapter.prototype.end = function (entry) { + }; + AnimationStateAdapter.prototype.dispose = function (entry) { + }; + AnimationStateAdapter.prototype.complete = function (entry) { + }; + AnimationStateAdapter.prototype.event = function (entry, event) { + }; + return AnimationStateAdapter; + }()); + spine.AnimationStateAdapter = AnimationStateAdapter; +})(spine || (spine = {})); +var spine; +(function (spine) { + var AnimationStateData = (function () { + function AnimationStateData(skeletonData) { + this.animationToMixTime = {}; + this.defaultMix = 0; + if (skeletonData == null) + throw new Error("skeletonData cannot be null."); + this.skeletonData = skeletonData; + } + AnimationStateData.prototype.setMix = function (fromName, toName, duration) { + var from = this.skeletonData.findAnimation(fromName); + if (from == null) + throw new Error("Animation not found: " + fromName); + var to = this.skeletonData.findAnimation(toName); + if (to == null) + throw new Error("Animation not found: " + toName); + this.setMixWith(from, to, duration); + }; + AnimationStateData.prototype.setMixWith = function (from, to, duration) { + if (from == null) + throw new Error("from cannot be null."); + if (to == null) + throw new Error("to cannot be null."); + var key = from.name + "." + to.name; + this.animationToMixTime[key] = duration; + }; + AnimationStateData.prototype.getMix = function (from, to) { + var key = from.name + "." + to.name; + var value = this.animationToMixTime[key]; + return value === undefined ? this.defaultMix : value; + }; + return AnimationStateData; + }()); + spine.AnimationStateData = AnimationStateData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var AssetManager = (function () { + function AssetManager(textureLoader, pathPrefix) { + if (pathPrefix === void 0) { pathPrefix = ""; } + this.assets = {}; + this.errors = {}; + this.toLoad = 0; + this.loaded = 0; + this.rawDataUris = {}; + this.textureLoader = textureLoader; + this.pathPrefix = pathPrefix; + } + AssetManager.prototype.downloadText = function (url, success, error) { + var request = new XMLHttpRequest(); + request.overrideMimeType("text/html"); + if (this.rawDataUris[url]) + url = this.rawDataUris[url]; + request.open("GET", url, true); + request.onload = function () { + if (request.status == 200) { + success(request.responseText); + } + else { + error(request.status, request.responseText); + } + }; + request.onerror = function () { + error(request.status, request.responseText); + }; + request.send(); + }; + AssetManager.prototype.downloadBinary = function (url, success, error) { + var request = new XMLHttpRequest(); + if (this.rawDataUris[url]) + url = this.rawDataUris[url]; + request.open("GET", url, true); + request.responseType = "arraybuffer"; + request.onload = function () { + if (request.status == 200) { + success(new Uint8Array(request.response)); + } + else { + error(request.status, request.responseText); + } + }; + request.onerror = function () { + error(request.status, request.responseText); + }; + request.send(); + }; + AssetManager.prototype.setRawDataURI = function (path, data) { + this.rawDataUris[this.pathPrefix + path] = data; + }; + AssetManager.prototype.loadBinary = function (path, success, error) { + var _this = this; + if (success === void 0) { success = null; } + if (error === void 0) { error = null; } + path = this.pathPrefix + path; + this.toLoad++; + this.downloadBinary(path, function (data) { + _this.assets[path] = data; + if (success) + success(path, data); + _this.toLoad--; + _this.loaded++; + }, function (state, responseText) { + _this.errors[path] = "Couldn't load binary " + path + ": status " + status + ", " + responseText; + if (error) + error(path, "Couldn't load binary " + path + ": status " + status + ", " + responseText); + _this.toLoad--; + _this.loaded++; + }); + }; + AssetManager.prototype.loadText = function (path, success, error) { + var _this = this; + if (success === void 0) { success = null; } + if (error === void 0) { error = null; } + path = this.pathPrefix + path; + this.toLoad++; + this.downloadText(path, function (data) { + _this.assets[path] = data; + if (success) + success(path, data); + _this.toLoad--; + _this.loaded++; + }, function (state, responseText) { + _this.errors[path] = "Couldn't load text " + path + ": status " + status + ", " + responseText; + if (error) + error(path, "Couldn't load text " + path + ": status " + status + ", " + responseText); + _this.toLoad--; + _this.loaded++; + }); + }; + AssetManager.prototype.loadTexture = function (path, success, error) { + var _this = this; + if (success === void 0) { success = null; } + if (error === void 0) { error = null; } + path = this.pathPrefix + path; + var storagePath = path; + this.toLoad++; + var img = new Image(); + img.crossOrigin = "anonymous"; + img.onload = function (ev) { + var texture = _this.textureLoader(img); + _this.assets[storagePath] = texture; + _this.toLoad--; + _this.loaded++; + if (success) + success(path, img); + }; + img.onerror = function (ev) { + _this.errors[path] = "Couldn't load image " + path; + _this.toLoad--; + _this.loaded++; + if (error) + error(path, "Couldn't load image " + path); + }; + if (this.rawDataUris[path]) + path = this.rawDataUris[path]; + img.src = path; + }; + AssetManager.prototype.loadTextureAtlas = function (path, success, error) { + var _this = this; + if (success === void 0) { success = null; } + if (error === void 0) { error = null; } + var parent = path.lastIndexOf("/") >= 0 ? path.substring(0, path.lastIndexOf("/")) : ""; + path = this.pathPrefix + path; + this.toLoad++; + this.downloadText(path, function (atlasData) { + var pagesLoaded = { count: 0 }; + var atlasPages = new Array(); + try { + var atlas = new spine.TextureAtlas(atlasData, function (path) { + atlasPages.push(parent == "" ? path : parent + "/" + path); + var image = document.createElement("img"); + image.width = 16; + image.height = 16; + return new spine.FakeTexture(image); + }); + } + catch (e) { + var ex = e; + _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message; + if (error) + error(path, "Couldn't load texture atlas " + path + ": " + ex.message); + _this.toLoad--; + _this.loaded++; + return; + } + var _loop_1 = function (atlasPage) { + var pageLoadError = false; + _this.loadTexture(atlasPage, function (imagePath, image) { + pagesLoaded.count++; + if (pagesLoaded.count == atlasPages.length) { + if (!pageLoadError) { + try { + var atlas = new spine.TextureAtlas(atlasData, function (path) { + return _this.get(parent == "" ? path : parent + "/" + path); + }); + _this.assets[path] = atlas; + if (success) + success(path, atlas); + _this.toLoad--; + _this.loaded++; + } + catch (e) { + var ex = e; + _this.errors[path] = "Couldn't load texture atlas " + path + ": " + ex.message; + if (error) + error(path, "Couldn't load texture atlas " + path + ": " + ex.message); + _this.toLoad--; + _this.loaded++; + } + } + else { + _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path; + if (error) + error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path); + _this.toLoad--; + _this.loaded++; + } + } + }, function (imagePath, errorMessage) { + pageLoadError = true; + pagesLoaded.count++; + if (pagesLoaded.count == atlasPages.length) { + _this.errors[path] = "Couldn't load texture atlas page " + imagePath + "} of atlas " + path; + if (error) + error(path, "Couldn't load texture atlas page " + imagePath + " of atlas " + path); + _this.toLoad--; + _this.loaded++; + } + }); + }; + for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) { + var atlasPage = atlasPages_1[_i]; + _loop_1(atlasPage); + } + }, function (state, responseText) { + _this.errors[path] = "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText; + if (error) + error(path, "Couldn't load texture atlas " + path + ": status " + status + ", " + responseText); + _this.toLoad--; + _this.loaded++; + }); + }; + AssetManager.prototype.get = function (path) { + path = this.pathPrefix + path; + return this.assets[path]; + }; + AssetManager.prototype.remove = function (path) { + path = this.pathPrefix + path; + var asset = this.assets[path]; + if (asset.dispose) + asset.dispose(); + this.assets[path] = null; + }; + AssetManager.prototype.removeAll = function () { + for (var key in this.assets) { + var asset = this.assets[key]; + if (asset.dispose) + asset.dispose(); + } + this.assets = {}; + }; + AssetManager.prototype.isLoadingComplete = function () { + return this.toLoad == 0; + }; + AssetManager.prototype.getToLoad = function () { + return this.toLoad; + }; + AssetManager.prototype.getLoaded = function () { + return this.loaded; + }; + AssetManager.prototype.dispose = function () { + this.removeAll(); + }; + AssetManager.prototype.hasErrors = function () { + return Object.keys(this.errors).length > 0; + }; + AssetManager.prototype.getErrors = function () { + return this.errors; + }; + return AssetManager; + }()); + spine.AssetManager = AssetManager; +})(spine || (spine = {})); +var spine; +(function (spine) { + var AtlasAttachmentLoader = (function () { + function AtlasAttachmentLoader(atlas) { + this.atlas = atlas; + } + AtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) { + var region = this.atlas.findRegion(path); + if (region == null) + throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")"); + region.renderObject = region; + var attachment = new spine.RegionAttachment(name); + attachment.setRegion(region); + return attachment; + }; + AtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) { + var region = this.atlas.findRegion(path); + if (region == null) + throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")"); + region.renderObject = region; + var attachment = new spine.MeshAttachment(name); + attachment.region = region; + return attachment; + }; + AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) { + return new spine.BoundingBoxAttachment(name); + }; + AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) { + return new spine.PathAttachment(name); + }; + AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) { + return new spine.PointAttachment(name); + }; + AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) { + return new spine.ClippingAttachment(name); + }; + return AtlasAttachmentLoader; + }()); + spine.AtlasAttachmentLoader = AtlasAttachmentLoader; +})(spine || (spine = {})); +var spine; +(function (spine) { + var BlendMode; + (function (BlendMode) { + BlendMode[BlendMode["Normal"] = 0] = "Normal"; + BlendMode[BlendMode["Additive"] = 1] = "Additive"; + BlendMode[BlendMode["Multiply"] = 2] = "Multiply"; + BlendMode[BlendMode["Screen"] = 3] = "Screen"; + })(BlendMode = spine.BlendMode || (spine.BlendMode = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var Bone = (function () { + function Bone(data, skeleton, parent) { + this.children = new Array(); + this.x = 0; + this.y = 0; + this.rotation = 0; + this.scaleX = 0; + this.scaleY = 0; + this.shearX = 0; + this.shearY = 0; + this.ax = 0; + this.ay = 0; + this.arotation = 0; + this.ascaleX = 0; + this.ascaleY = 0; + this.ashearX = 0; + this.ashearY = 0; + this.appliedValid = false; + this.a = 0; + this.b = 0; + this.c = 0; + this.d = 0; + this.worldY = 0; + this.worldX = 0; + this.sorted = false; + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.skeleton = skeleton; + this.parent = parent; + this.setToSetupPose(); + } + Bone.prototype.isActive = function () { + return this.active; + }; + Bone.prototype.update = function () { + this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); + }; + Bone.prototype.updateWorldTransform = function () { + this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); + }; + Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) { + this.ax = x; + this.ay = y; + this.arotation = rotation; + this.ascaleX = scaleX; + this.ascaleY = scaleY; + this.ashearX = shearX; + this.ashearY = shearY; + this.appliedValid = true; + var parent = this.parent; + if (parent == null) { + var skeleton = this.skeleton; + var rotationY = rotation + 90 + shearY; + var sx = skeleton.scaleX; + var sy = skeleton.scaleY; + this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx; + this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx; + this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy; + this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy; + this.worldX = x * sx + skeleton.x; + this.worldY = y * sy + skeleton.y; + return; + } + var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; + this.worldX = pa * x + pb * y + parent.worldX; + this.worldY = pc * x + pd * y + parent.worldY; + switch (this.data.transformMode) { + case spine.TransformMode.Normal: { + var rotationY = rotation + 90 + shearY; + var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX; + var lb = spine.MathUtils.cosDeg(rotationY) * scaleY; + var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX; + var ld = spine.MathUtils.sinDeg(rotationY) * scaleY; + this.a = pa * la + pb * lc; + this.b = pa * lb + pb * ld; + this.c = pc * la + pd * lc; + this.d = pc * lb + pd * ld; + return; + } + case spine.TransformMode.OnlyTranslation: { + var rotationY = rotation + 90 + shearY; + this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX; + this.b = spine.MathUtils.cosDeg(rotationY) * scaleY; + this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX; + this.d = spine.MathUtils.sinDeg(rotationY) * scaleY; + break; + } + case spine.TransformMode.NoRotationOrReflection: { + var s = pa * pa + pc * pc; + var prx = 0; + if (s > 0.0001) { + s = Math.abs(pa * pd - pb * pc) / s; + pa /= this.skeleton.scaleX; + pc /= this.skeleton.scaleY; + pb = pc * s; + pd = pa * s; + prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg; + } + else { + pa = 0; + pc = 0; + prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg; + } + var rx = rotation + shearX - prx; + var ry = rotation + shearY - prx + 90; + var la = spine.MathUtils.cosDeg(rx) * scaleX; + var lb = spine.MathUtils.cosDeg(ry) * scaleY; + var lc = spine.MathUtils.sinDeg(rx) * scaleX; + var ld = spine.MathUtils.sinDeg(ry) * scaleY; + this.a = pa * la - pb * lc; + this.b = pa * lb - pb * ld; + this.c = pc * la + pd * lc; + this.d = pc * lb + pd * ld; + break; + } + case spine.TransformMode.NoScale: + case spine.TransformMode.NoScaleOrReflection: { + var cos = spine.MathUtils.cosDeg(rotation); + var sin = spine.MathUtils.sinDeg(rotation); + var za = (pa * cos + pb * sin) / this.skeleton.scaleX; + var zc = (pc * cos + pd * sin) / this.skeleton.scaleY; + var s = Math.sqrt(za * za + zc * zc); + if (s > 0.00001) + s = 1 / s; + za *= s; + zc *= s; + s = Math.sqrt(za * za + zc * zc); + if (this.data.transformMode == spine.TransformMode.NoScale + && (pa * pd - pb * pc < 0) != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) + s = -s; + var r = Math.PI / 2 + Math.atan2(zc, za); + var zb = Math.cos(r) * s; + var zd = Math.sin(r) * s; + var la = spine.MathUtils.cosDeg(shearX) * scaleX; + var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY; + var lc = spine.MathUtils.sinDeg(shearX) * scaleX; + var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY; + this.a = za * la + zb * lc; + this.b = za * lb + zb * ld; + this.c = zc * la + zd * lc; + this.d = zc * lb + zd * ld; + break; + } + } + this.a *= this.skeleton.scaleX; + this.b *= this.skeleton.scaleX; + this.c *= this.skeleton.scaleY; + this.d *= this.skeleton.scaleY; + }; + Bone.prototype.setToSetupPose = function () { + var data = this.data; + this.x = data.x; + this.y = data.y; + this.rotation = data.rotation; + this.scaleX = data.scaleX; + this.scaleY = data.scaleY; + this.shearX = data.shearX; + this.shearY = data.shearY; + }; + Bone.prototype.getWorldRotationX = function () { + return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg; + }; + Bone.prototype.getWorldRotationY = function () { + return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg; + }; + Bone.prototype.getWorldScaleX = function () { + return Math.sqrt(this.a * this.a + this.c * this.c); + }; + Bone.prototype.getWorldScaleY = function () { + return Math.sqrt(this.b * this.b + this.d * this.d); + }; + Bone.prototype.updateAppliedTransform = function () { + this.appliedValid = true; + var parent = this.parent; + if (parent == null) { + this.ax = this.worldX; + this.ay = this.worldY; + this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg; + this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c); + this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d); + this.ashearX = 0; + this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * spine.MathUtils.radDeg; + return; + } + var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; + var pid = 1 / (pa * pd - pb * pc); + var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY; + this.ax = (dx * pd * pid - dy * pb * pid); + this.ay = (dy * pa * pid - dx * pc * pid); + var ia = pid * pd; + var id = pid * pa; + var ib = pid * pb; + var ic = pid * pc; + var ra = ia * this.a - ib * this.c; + var rb = ia * this.b - ib * this.d; + var rc = id * this.c - ic * this.a; + var rd = id * this.d - ic * this.b; + this.ashearX = 0; + this.ascaleX = Math.sqrt(ra * ra + rc * rc); + if (this.ascaleX > 0.0001) { + var det = ra * rd - rb * rc; + this.ascaleY = det / this.ascaleX; + this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg; + this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg; + } + else { + this.ascaleX = 0; + this.ascaleY = Math.sqrt(rb * rb + rd * rd); + this.ashearY = 0; + this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg; + } + }; + Bone.prototype.worldToLocal = function (world) { + var a = this.a, b = this.b, c = this.c, d = this.d; + var invDet = 1 / (a * d - b * c); + var x = world.x - this.worldX, y = world.y - this.worldY; + world.x = (x * d * invDet - y * b * invDet); + world.y = (y * a * invDet - x * c * invDet); + return world; + }; + Bone.prototype.localToWorld = function (local) { + var x = local.x, y = local.y; + local.x = x * this.a + y * this.b + this.worldX; + local.y = x * this.c + y * this.d + this.worldY; + return local; + }; + Bone.prototype.worldToLocalRotation = function (worldRotation) { + var sin = spine.MathUtils.sinDeg(worldRotation), cos = spine.MathUtils.cosDeg(worldRotation); + return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * spine.MathUtils.radDeg + this.rotation - this.shearX; + }; + Bone.prototype.localToWorldRotation = function (localRotation) { + localRotation -= this.rotation - this.shearX; + var sin = spine.MathUtils.sinDeg(localRotation), cos = spine.MathUtils.cosDeg(localRotation); + return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * spine.MathUtils.radDeg; + }; + Bone.prototype.rotateWorld = function (degrees) { + var a = this.a, b = this.b, c = this.c, d = this.d; + var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees); + this.a = cos * a - sin * c; + this.b = cos * b - sin * d; + this.c = sin * a + cos * c; + this.d = sin * b + cos * d; + this.appliedValid = false; + }; + return Bone; + }()); + spine.Bone = Bone; +})(spine || (spine = {})); +var spine; +(function (spine) { + var BoneData = (function () { + function BoneData(index, name, parent) { + this.x = 0; + this.y = 0; + this.rotation = 0; + this.scaleX = 1; + this.scaleY = 1; + this.shearX = 0; + this.shearY = 0; + this.transformMode = TransformMode.Normal; + this.skinRequired = false; + this.color = new spine.Color(); + if (index < 0) + throw new Error("index must be >= 0."); + if (name == null) + throw new Error("name cannot be null."); + this.index = index; + this.name = name; + this.parent = parent; + } + return BoneData; + }()); + spine.BoneData = BoneData; + var TransformMode; + (function (TransformMode) { + TransformMode[TransformMode["Normal"] = 0] = "Normal"; + TransformMode[TransformMode["OnlyTranslation"] = 1] = "OnlyTranslation"; + TransformMode[TransformMode["NoRotationOrReflection"] = 2] = "NoRotationOrReflection"; + TransformMode[TransformMode["NoScale"] = 3] = "NoScale"; + TransformMode[TransformMode["NoScaleOrReflection"] = 4] = "NoScaleOrReflection"; + })(TransformMode = spine.TransformMode || (spine.TransformMode = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var ConstraintData = (function () { + function ConstraintData(name, order, skinRequired) { + this.name = name; + this.order = order; + this.skinRequired = skinRequired; + } + return ConstraintData; + }()); + spine.ConstraintData = ConstraintData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var Event = (function () { + function Event(time, data) { + if (data == null) + throw new Error("data cannot be null."); + this.time = time; + this.data = data; + } + return Event; + }()); + spine.Event = Event; +})(spine || (spine = {})); +var spine; +(function (spine) { + var EventData = (function () { + function EventData(name) { + this.name = name; + } + return EventData; + }()); + spine.EventData = EventData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var IkConstraint = (function () { + function IkConstraint(data, skeleton) { + this.bendDirection = 0; + this.compress = false; + this.stretch = false; + this.mix = 1; + this.softness = 0; + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.mix = data.mix; + this.softness = data.softness; + this.bendDirection = data.bendDirection; + this.compress = data.compress; + this.stretch = data.stretch; + this.bones = new Array(); + for (var i = 0; i < data.bones.length; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findBone(data.target.name); + } + IkConstraint.prototype.isActive = function () { + return this.active; + }; + IkConstraint.prototype.apply = function () { + this.update(); + }; + IkConstraint.prototype.update = function () { + var target = this.target; + var bones = this.bones; + switch (bones.length) { + case 1: + this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix); + break; + case 2: + this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.softness, this.mix); + break; + } + }; + IkConstraint.prototype.apply1 = function (bone, targetX, targetY, compress, stretch, uniform, alpha) { + if (!bone.appliedValid) + bone.updateAppliedTransform(); + var p = bone.parent; + var pa = p.a, pb = p.b, pc = p.c, pd = p.d; + var rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; + switch (bone.data.transformMode) { + case spine.TransformMode.OnlyTranslation: + tx = targetX - bone.worldX; + ty = targetY - bone.worldY; + break; + case spine.TransformMode.NoRotationOrReflection: + var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); + var sa = pa / bone.skeleton.scaleX; + var sc = pc / bone.skeleton.scaleY; + pb = -sc * s * bone.skeleton.scaleX; + pd = sa * s * bone.skeleton.scaleY; + rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg; + default: + var x = targetX - p.worldX, y = targetY - p.worldY; + var d = pa * pd - pb * pc; + tx = (x * pd - y * pb) / d - bone.ax; + ty = (y * pa - x * pc) / d - bone.ay; + } + rotationIK += Math.atan2(ty, tx) * spine.MathUtils.radDeg; + if (bone.ascaleX < 0) + rotationIK += 180; + if (rotationIK > 180) + rotationIK -= 360; + else if (rotationIK < -180) + rotationIK += 360; + var sx = bone.ascaleX, sy = bone.ascaleY; + if (compress || stretch) { + switch (bone.data.transformMode) { + case spine.TransformMode.NoScale: + case spine.TransformMode.NoScaleOrReflection: + tx = targetX - bone.worldX; + ty = targetY - bone.worldY; + } + var b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty); + if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001) { + var s = (dd / b - 1) * alpha + 1; + sx *= s; + if (uniform) + sy *= s; + } + } + bone.updateWorldTransformWith(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY); + }; + IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, stretch, softness, alpha) { + if (alpha == 0) { + child.updateWorldTransform(); + return; + } + if (!parent.appliedValid) + parent.updateAppliedTransform(); + if (!child.appliedValid) + child.updateAppliedTransform(); + var px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX; + var os1 = 0, os2 = 0, s2 = 0; + if (psx < 0) { + psx = -psx; + os1 = 180; + s2 = -1; + } + else { + os1 = 0; + s2 = 1; + } + if (psy < 0) { + psy = -psy; + s2 = -s2; + } + if (csx < 0) { + csx = -csx; + os2 = 180; + } + else + os2 = 0; + var cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; + var u = Math.abs(psx - psy) <= 0.0001; + if (!u) { + cy = 0; + cwx = a * cx + parent.worldX; + cwy = c * cx + parent.worldY; + } + else { + cy = child.ay; + cwx = a * cx + b * cy + parent.worldX; + cwy = c * cx + d * cy + parent.worldY; + } + var pp = parent.parent; + a = pp.a; + b = pp.b; + c = pp.c; + d = pp.d; + var id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY; + var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; + var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; + if (l1 < 0.0001) { + this.apply1(parent, targetX, targetY, false, stretch, false, alpha); + child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); + return; + } + x = targetX - pp.worldX; + y = targetY - pp.worldY; + var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; + var dd = tx * tx + ty * ty; + if (softness != 0) { + softness *= psx * (csx + 1) / 2; + var td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; + if (sd > 0) { + var p = Math.min(1, sd / (softness * 2)) - 1; + p = (sd - softness * (1 - p * p)) / td; + tx -= p * tx; + ty -= p * ty; + dd = tx * tx + ty * ty; + } + } + outer: if (u) { + l2 *= psx; + var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); + if (cos < -1) + cos = -1; + else if (cos > 1) { + cos = 1; + if (stretch) + sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; + } + a2 = Math.acos(cos) * bendDir; + a = l1 + l2 * cos; + b = l2 * Math.sin(a2); + a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); + } + else { + a = psx * l2; + b = psy * l2; + var aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); + c = bb * l1 * l1 + aa * dd - aa * bb; + var c1 = -2 * bb * l1, c2 = bb - aa; + d = c1 * c1 - 4 * c2 * c; + if (d >= 0) { + var q = Math.sqrt(d); + if (c1 < 0) + q = -q; + q = -(c1 + q) / 2; + var r0 = q / c2, r1 = c / q; + var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; + if (r * r <= dd) { + y = Math.sqrt(dd - r * r) * bendDir; + a1 = ta - Math.atan2(y, r); + a2 = Math.atan2(y / psy, (r - l1) / psx); + break outer; + } + } + var minAngle = spine.MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; + var maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; + c = -a * l1 / (aa - bb); + if (c >= -1 && c <= 1) { + c = Math.acos(c); + x = a * Math.cos(c) + l1; + y = b * Math.sin(c); + d = x * x + y * y; + if (d < minDist) { + minAngle = c; + minDist = d; + minX = x; + minY = y; + } + if (d > maxDist) { + maxAngle = c; + maxDist = d; + maxX = x; + maxY = y; + } + } + if (dd <= (minDist + maxDist) / 2) { + a1 = ta - Math.atan2(minY * bendDir, minX); + a2 = minAngle * bendDir; + } + else { + a1 = ta - Math.atan2(maxY * bendDir, maxX); + a2 = maxAngle * bendDir; + } + } + var os = Math.atan2(cy, cx) * s2; + var rotation = parent.arotation; + a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation; + if (a1 > 180) + a1 -= 360; + else if (a1 < -180) + a1 += 360; + parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0); + rotation = child.arotation; + a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation; + if (a2 > 180) + a2 -= 360; + else if (a2 < -180) + a2 += 360; + child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); + }; + return IkConstraint; + }()); + spine.IkConstraint = IkConstraint; +})(spine || (spine = {})); +var spine; +(function (spine) { + var IkConstraintData = (function (_super) { + __extends(IkConstraintData, _super); + function IkConstraintData(name) { + var _this = _super.call(this, name, 0, false) || this; + _this.bones = new Array(); + _this.bendDirection = 1; + _this.compress = false; + _this.stretch = false; + _this.uniform = false; + _this.mix = 1; + _this.softness = 0; + return _this; + } + return IkConstraintData; + }(spine.ConstraintData)); + spine.IkConstraintData = IkConstraintData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var PathConstraint = (function () { + function PathConstraint(data, skeleton) { + this.position = 0; + this.spacing = 0; + this.rotateMix = 0; + this.translateMix = 0; + this.spaces = new Array(); + this.positions = new Array(); + this.world = new Array(); + this.curves = new Array(); + this.lengths = new Array(); + this.segments = new Array(); + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.bones = new Array(); + for (var i = 0, n = data.bones.length; i < n; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findSlot(data.target.name); + this.position = data.position; + this.spacing = data.spacing; + this.rotateMix = data.rotateMix; + this.translateMix = data.translateMix; + } + PathConstraint.prototype.isActive = function () { + return this.active; + }; + PathConstraint.prototype.apply = function () { + this.update(); + }; + PathConstraint.prototype.update = function () { + var attachment = this.target.getAttachment(); + if (!(attachment instanceof spine.PathAttachment)) + return; + var rotateMix = this.rotateMix, translateMix = this.translateMix; + var translate = translateMix > 0, rotate = rotateMix > 0; + if (!translate && !rotate) + return; + var data = this.data; + var percentSpacing = data.spacingMode == spine.SpacingMode.Percent; + var rotateMode = data.rotateMode; + var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale; + var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1; + var bones = this.bones; + var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null; + var spacing = this.spacing; + if (scale || !percentSpacing) { + if (scale) + lengths = spine.Utils.setArraySize(this.lengths, boneCount); + var lengthSpacing = data.spacingMode == spine.SpacingMode.Length; + for (var i = 0, n = spacesCount - 1; i < n;) { + var bone = bones[i]; + var setupLength = bone.data.length; + if (setupLength < PathConstraint.epsilon) { + if (scale) + lengths[i] = 0; + spaces[++i] = 0; + } + else if (percentSpacing) { + if (scale) { + var x = setupLength * bone.a, y = setupLength * bone.c; + var length_1 = Math.sqrt(x * x + y * y); + lengths[i] = length_1; + } + spaces[++i] = spacing; + } + else { + var x = setupLength * bone.a, y = setupLength * bone.c; + var length_2 = Math.sqrt(x * x + y * y); + if (scale) + lengths[i] = length_2; + spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length_2 / setupLength; + } + } + } + else { + for (var i = 1; i < spacesCount; i++) + spaces[i] = spacing; + } + var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, percentSpacing); + var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; + var tip = false; + if (offsetRotation == 0) + tip = rotateMode == spine.RotateMode.Chain; + else { + tip = false; + var p = this.target.bone; + offsetRotation *= p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad; + } + for (var i = 0, p = 3; i < boneCount; i++, p += 3) { + var bone = bones[i]; + bone.worldX += (boneX - bone.worldX) * translateMix; + bone.worldY += (boneY - bone.worldY) * translateMix; + var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; + if (scale) { + var length_3 = lengths[i]; + if (length_3 != 0) { + var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 1) * rotateMix + 1; + bone.a *= s; + bone.c *= s; + } + } + boneX = x; + boneY = y; + if (rotate) { + var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0; + if (tangents) + r = positions[p - 1]; + else if (spaces[i + 1] == 0) + r = positions[p + 2]; + else + r = Math.atan2(dy, dx); + r -= Math.atan2(c, a); + if (tip) { + cos = Math.cos(r); + sin = Math.sin(r); + var length_4 = bone.data.length; + boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix; + boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix; + } + else { + r += offsetRotation; + } + if (r > spine.MathUtils.PI) + r -= spine.MathUtils.PI2; + else if (r < -spine.MathUtils.PI) + r += spine.MathUtils.PI2; + r *= rotateMix; + cos = Math.cos(r); + sin = Math.sin(r); + bone.a = cos * a - sin * c; + bone.b = cos * b - sin * d; + bone.c = sin * a + cos * c; + bone.d = sin * b + cos * d; + } + bone.appliedValid = false; + } + }; + PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) { + var target = this.target; + var position = this.position; + var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null; + var closed = path.closed; + var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE; + if (!path.constantSpeed) { + var lengths = path.lengths; + curveCount -= closed ? 1 : 2; + var pathLength_1 = lengths[curveCount]; + if (percentPosition) + position *= pathLength_1; + if (percentSpacing) { + for (var i = 1; i < spacesCount; i++) + spaces[i] *= pathLength_1; + } + world = spine.Utils.setArraySize(this.world, 8); + for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { + var space = spaces[i]; + position += space; + var p = position; + if (closed) { + p %= pathLength_1; + if (p < 0) + p += pathLength_1; + curve = 0; + } + else if (p < 0) { + if (prevCurve != PathConstraint.BEFORE) { + prevCurve = PathConstraint.BEFORE; + path.computeWorldVertices(target, 2, 4, world, 0, 2); + } + this.addBeforePosition(p, world, 0, out, o); + continue; + } + else if (p > pathLength_1) { + if (prevCurve != PathConstraint.AFTER) { + prevCurve = PathConstraint.AFTER; + path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); + } + this.addAfterPosition(p - pathLength_1, world, 0, out, o); + continue; + } + for (;; curve++) { + var length_5 = lengths[curve]; + if (p > length_5) + continue; + if (curve == 0) + p /= length_5; + else { + var prev = lengths[curve - 1]; + p = (p - prev) / (length_5 - prev); + } + break; + } + if (curve != prevCurve) { + prevCurve = curve; + if (closed && curve == curveCount) { + path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2); + path.computeWorldVertices(target, 0, 4, world, 4, 2); + } + else + path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); + } + this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0)); + } + return out; + } + if (closed) { + verticesLength += 2; + world = spine.Utils.setArraySize(this.world, verticesLength); + path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2); + path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2); + world[verticesLength - 2] = world[0]; + world[verticesLength - 1] = world[1]; + } + else { + curveCount--; + verticesLength -= 4; + world = spine.Utils.setArraySize(this.world, verticesLength); + path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); + } + var curves = spine.Utils.setArraySize(this.curves, curveCount); + var pathLength = 0; + var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; + var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; + for (var i = 0, w = 2; i < curveCount; i++, w += 6) { + cx1 = world[w]; + cy1 = world[w + 1]; + cx2 = world[w + 2]; + cy2 = world[w + 3]; + x2 = world[w + 4]; + y2 = world[w + 5]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; + tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + curves[i] = pathLength; + x1 = x2; + y1 = y2; + } + if (percentPosition) + position *= pathLength; + else + position *= pathLength / path.lengths[curveCount - 1]; + if (percentSpacing) { + for (var i = 1; i < spacesCount; i++) + spaces[i] *= pathLength; + } + var segments = this.segments; + var curveLength = 0; + for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { + var space = spaces[i]; + position += space; + var p = position; + if (closed) { + p %= pathLength; + if (p < 0) + p += pathLength; + curve = 0; + } + else if (p < 0) { + this.addBeforePosition(p, world, 0, out, o); + continue; + } + else if (p > pathLength) { + this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o); + continue; + } + for (;; curve++) { + var length_6 = curves[curve]; + if (p > length_6) + continue; + if (curve == 0) + p /= length_6; + else { + var prev = curves[curve - 1]; + p = (p - prev) / (length_6 - prev); + } + break; + } + if (curve != prevCurve) { + prevCurve = curve; + var ii = curve * 6; + x1 = world[ii]; + y1 = world[ii + 1]; + cx1 = world[ii + 2]; + cy1 = world[ii + 3]; + cx2 = world[ii + 4]; + cy2 = world[ii + 5]; + x2 = world[ii + 6]; + y2 = world[ii + 7]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.03; + tmpy = (y1 - cy1 * 2 + cy2) * 0.03; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; + curveLength = Math.sqrt(dfx * dfx + dfy * dfy); + segments[0] = curveLength; + for (ii = 1; ii < 8; ii++) { + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[ii] = curveLength; + } + dfx += ddfx; + dfy += ddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[8] = curveLength; + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[9] = curveLength; + segment = 0; + } + p *= curveLength; + for (;; segment++) { + var length_7 = segments[segment]; + if (p > length_7) + continue; + if (segment == 0) + p /= length_7; + else { + var prev = segments[segment - 1]; + p = segment + (p - prev) / (length_7 - prev); + } + break; + } + this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0)); + } + return out; + }; + PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) { + var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx); + out[o] = x1 + p * Math.cos(r); + out[o + 1] = y1 + p * Math.sin(r); + out[o + 2] = r; + }; + PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) { + var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx); + out[o] = x1 + p * Math.cos(r); + out[o + 1] = y1 + p * Math.sin(r); + out[o + 2] = r; + }; + PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) { + if (p == 0 || isNaN(p)) { + out[o] = x1; + out[o + 1] = y1; + out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); + return; + } + var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; + var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; + var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt; + out[o] = x; + out[o + 1] = y; + if (tangents) { + if (p < 0.001) + out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); + else + out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)); + } + }; + PathConstraint.NONE = -1; + PathConstraint.BEFORE = -2; + PathConstraint.AFTER = -3; + PathConstraint.epsilon = 0.00001; + return PathConstraint; + }()); + spine.PathConstraint = PathConstraint; +})(spine || (spine = {})); +var spine; +(function (spine) { + var PathConstraintData = (function (_super) { + __extends(PathConstraintData, _super); + function PathConstraintData(name) { + var _this = _super.call(this, name, 0, false) || this; + _this.bones = new Array(); + return _this; + } + return PathConstraintData; + }(spine.ConstraintData)); + spine.PathConstraintData = PathConstraintData; + var PositionMode; + (function (PositionMode) { + PositionMode[PositionMode["Fixed"] = 0] = "Fixed"; + PositionMode[PositionMode["Percent"] = 1] = "Percent"; + })(PositionMode = spine.PositionMode || (spine.PositionMode = {})); + var SpacingMode; + (function (SpacingMode) { + SpacingMode[SpacingMode["Length"] = 0] = "Length"; + SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed"; + SpacingMode[SpacingMode["Percent"] = 2] = "Percent"; + })(SpacingMode = spine.SpacingMode || (spine.SpacingMode = {})); + var RotateMode; + (function (RotateMode) { + RotateMode[RotateMode["Tangent"] = 0] = "Tangent"; + RotateMode[RotateMode["Chain"] = 1] = "Chain"; + RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale"; + })(RotateMode = spine.RotateMode || (spine.RotateMode = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var Assets = (function () { + function Assets(clientId) { + this.toLoad = new Array(); + this.assets = {}; + this.clientId = clientId; + } + Assets.prototype.loaded = function () { + var i = 0; + for (var v in this.assets) + i++; + return i; + }; + return Assets; + }()); + var SharedAssetManager = (function () { + function SharedAssetManager(pathPrefix) { + if (pathPrefix === void 0) { pathPrefix = ""; } + this.clientAssets = {}; + this.queuedAssets = {}; + this.rawAssets = {}; + this.errors = {}; + this.pathPrefix = pathPrefix; + } + SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) { + var clientAssets = this.clientAssets[clientId]; + if (clientAssets === null || clientAssets === undefined) { + clientAssets = new Assets(clientId); + this.clientAssets[clientId] = clientAssets; + } + if (textureLoader !== null) + clientAssets.textureLoader = textureLoader; + clientAssets.toLoad.push(path); + if (this.queuedAssets[path] === path) { + return false; + } + else { + this.queuedAssets[path] = path; + return true; + } + }; + SharedAssetManager.prototype.loadText = function (clientId, path) { + var _this = this; + path = this.pathPrefix + path; + if (!this.queueAsset(clientId, null, path)) + return; + var request = new XMLHttpRequest(); + request.overrideMimeType("text/html"); + request.onreadystatechange = function () { + if (request.readyState == XMLHttpRequest.DONE) { + if (request.status >= 200 && request.status < 300) { + _this.rawAssets[path] = request.responseText; + } + else { + _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText; + } + } + }; + request.open("GET", path, true); + request.send(); + }; + SharedAssetManager.prototype.loadJson = function (clientId, path) { + var _this = this; + path = this.pathPrefix + path; + if (!this.queueAsset(clientId, null, path)) + return; + var request = new XMLHttpRequest(); + request.overrideMimeType("text/html"); + request.onreadystatechange = function () { + if (request.readyState == XMLHttpRequest.DONE) { + if (request.status >= 200 && request.status < 300) { + _this.rawAssets[path] = JSON.parse(request.responseText); + } + else { + _this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText; + } + } + }; + request.open("GET", path, true); + request.send(); + }; + SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) { + var _this = this; + path = this.pathPrefix + path; + if (!this.queueAsset(clientId, textureLoader, path)) + return; + var isBrowser = !!(typeof window !== 'undefined' && typeof navigator !== 'undefined' && window.document); + var isWebWorker = !isBrowser && typeof importScripts !== 'undefined'; + if (isWebWorker) { + var options = { mode: "cors" }; + fetch(path, options).then(function (response) { + if (!response.ok) { + _this.errors[path] = "Couldn't load image " + path; + } + return response.blob(); + }).then(function (blob) { + return createImageBitmap(blob, { + premultiplyAlpha: 'none', + colorSpaceConversion: 'none' + }); + }).then(function (bitmap) { + _this.rawAssets[path] = bitmap; + }); + } + else { + var img_1 = new Image(); + img_1.crossOrigin = "anonymous"; + img_1.onload = function (ev) { + _this.rawAssets[path] = img_1; + }; + img_1.onerror = function (ev) { + _this.errors[path] = "Couldn't load image " + path; + }; + img_1.src = path; + } + }; + SharedAssetManager.prototype.get = function (clientId, path) { + path = this.pathPrefix + path; + var clientAssets = this.clientAssets[clientId]; + if (clientAssets === null || clientAssets === undefined) + return true; + return clientAssets.assets[path]; + }; + SharedAssetManager.prototype.updateClientAssets = function (clientAssets) { + var isBrowser = !!(typeof window !== 'undefined' && typeof navigator !== 'undefined' && window.document); + var isWebWorker = !isBrowser && typeof importScripts !== 'undefined'; + for (var i = 0; i < clientAssets.toLoad.length; i++) { + var path = clientAssets.toLoad[i]; + var asset = clientAssets.assets[path]; + if (asset === null || asset === undefined) { + var rawAsset = this.rawAssets[path]; + if (rawAsset === null || rawAsset === undefined) + continue; + if (isWebWorker) { + if (rawAsset instanceof ImageBitmap) { + clientAssets.assets[path] = clientAssets.textureLoader(rawAsset); + } + else { + clientAssets.assets[path] = rawAsset; + } + } + else { + if (rawAsset instanceof HTMLImageElement) { + clientAssets.assets[path] = clientAssets.textureLoader(rawAsset); + } + else { + clientAssets.assets[path] = rawAsset; + } + } + } + } + }; + SharedAssetManager.prototype.isLoadingComplete = function (clientId) { + var clientAssets = this.clientAssets[clientId]; + if (clientAssets === null || clientAssets === undefined) + return true; + this.updateClientAssets(clientAssets); + return clientAssets.toLoad.length == clientAssets.loaded(); + }; + SharedAssetManager.prototype.dispose = function () { + }; + SharedAssetManager.prototype.hasErrors = function () { + return Object.keys(this.errors).length > 0; + }; + SharedAssetManager.prototype.getErrors = function () { + return this.errors; + }; + return SharedAssetManager; + }()); + spine.SharedAssetManager = SharedAssetManager; +})(spine || (spine = {})); +var spine; +(function (spine) { + var Skeleton = (function () { + function Skeleton(data) { + this._updateCache = new Array(); + this.updateCacheReset = new Array(); + this.time = 0; + this.scaleX = 1; + this.scaleY = 1; + this.x = 0; + this.y = 0; + if (data == null) + throw new Error("data cannot be null."); + this.data = data; + this.bones = new Array(); + for (var i = 0; i < data.bones.length; i++) { + var boneData = data.bones[i]; + var bone = void 0; + if (boneData.parent == null) + bone = new spine.Bone(boneData, this, null); + else { + var parent_1 = this.bones[boneData.parent.index]; + bone = new spine.Bone(boneData, this, parent_1); + parent_1.children.push(bone); + } + this.bones.push(bone); + } + this.slots = new Array(); + this.drawOrder = new Array(); + for (var i = 0; i < data.slots.length; i++) { + var slotData = data.slots[i]; + var bone = this.bones[slotData.boneData.index]; + var slot = new spine.Slot(slotData, bone); + this.slots.push(slot); + this.drawOrder.push(slot); + } + this.ikConstraints = new Array(); + for (var i = 0; i < data.ikConstraints.length; i++) { + var ikConstraintData = data.ikConstraints[i]; + this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this)); + } + this.transformConstraints = new Array(); + for (var i = 0; i < data.transformConstraints.length; i++) { + var transformConstraintData = data.transformConstraints[i]; + this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this)); + } + this.pathConstraints = new Array(); + for (var i = 0; i < data.pathConstraints.length; i++) { + var pathConstraintData = data.pathConstraints[i]; + this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this)); + } + this.color = new spine.Color(1, 1, 1, 1); + this.updateCache(); + } + Skeleton.prototype.updateCache = function () { + var updateCache = this._updateCache; + updateCache.length = 0; + this.updateCacheReset.length = 0; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + bone.sorted = bone.data.skinRequired; + bone.active = !bone.sorted; + } + if (this.skin != null) { + var skinBones = this.skin.bones; + for (var i = 0, n = this.skin.bones.length; i < n; i++) { + var bone = this.bones[skinBones[i].index]; + do { + bone.sorted = false; + bone.active = true; + bone = bone.parent; + } while (bone != null); + } + } + var ikConstraints = this.ikConstraints; + var transformConstraints = this.transformConstraints; + var pathConstraints = this.pathConstraints; + var ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; + var constraintCount = ikCount + transformCount + pathCount; + outer: for (var i = 0; i < constraintCount; i++) { + for (var ii = 0; ii < ikCount; ii++) { + var constraint = ikConstraints[ii]; + if (constraint.data.order == i) { + this.sortIkConstraint(constraint); + continue outer; + } + } + for (var ii = 0; ii < transformCount; ii++) { + var constraint = transformConstraints[ii]; + if (constraint.data.order == i) { + this.sortTransformConstraint(constraint); + continue outer; + } + } + for (var ii = 0; ii < pathCount; ii++) { + var constraint = pathConstraints[ii]; + if (constraint.data.order == i) { + this.sortPathConstraint(constraint); + continue outer; + } + } + } + for (var i = 0, n = bones.length; i < n; i++) + this.sortBone(bones[i]); + }; + Skeleton.prototype.sortIkConstraint = function (constraint) { + constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true))); + if (!constraint.active) + return; + var target = constraint.target; + this.sortBone(target); + var constrained = constraint.bones; + var parent = constrained[0]; + this.sortBone(parent); + if (constrained.length > 1) { + var child = constrained[constrained.length - 1]; + if (!(this._updateCache.indexOf(child) > -1)) + this.updateCacheReset.push(child); + } + this._updateCache.push(constraint); + this.sortReset(parent.children); + constrained[constrained.length - 1].sorted = true; + }; + Skeleton.prototype.sortPathConstraint = function (constraint) { + constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true))); + if (!constraint.active) + return; + var slot = constraint.target; + var slotIndex = slot.data.index; + var slotBone = slot.bone; + if (this.skin != null) + this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); + if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin) + this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); + for (var i = 0, n = this.data.skins.length; i < n; i++) + this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); + var attachment = slot.getAttachment(); + if (attachment instanceof spine.PathAttachment) + this.sortPathConstraintAttachmentWith(attachment, slotBone); + var constrained = constraint.bones; + var boneCount = constrained.length; + for (var i = 0; i < boneCount; i++) + this.sortBone(constrained[i]); + this._updateCache.push(constraint); + for (var i = 0; i < boneCount; i++) + this.sortReset(constrained[i].children); + for (var i = 0; i < boneCount; i++) + constrained[i].sorted = true; + }; + Skeleton.prototype.sortTransformConstraint = function (constraint) { + constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true))); + if (!constraint.active) + return; + this.sortBone(constraint.target); + var constrained = constraint.bones; + var boneCount = constrained.length; + if (constraint.data.local) { + for (var i = 0; i < boneCount; i++) { + var child = constrained[i]; + this.sortBone(child.parent); + if (!(this._updateCache.indexOf(child) > -1)) + this.updateCacheReset.push(child); + } + } + else { + for (var i = 0; i < boneCount; i++) { + this.sortBone(constrained[i]); + } + } + this._updateCache.push(constraint); + for (var ii = 0; ii < boneCount; ii++) + this.sortReset(constrained[ii].children); + for (var ii = 0; ii < boneCount; ii++) + constrained[ii].sorted = true; + }; + Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) { + var attachments = skin.attachments[slotIndex]; + if (!attachments) + return; + for (var key in attachments) { + this.sortPathConstraintAttachmentWith(attachments[key], slotBone); + } + }; + Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) { + if (!(attachment instanceof spine.PathAttachment)) + return; + var pathBones = attachment.bones; + if (pathBones == null) + this.sortBone(slotBone); + else { + var bones = this.bones; + var i = 0; + while (i < pathBones.length) { + var boneCount = pathBones[i++]; + for (var n = i + boneCount; i < n; i++) { + var boneIndex = pathBones[i]; + this.sortBone(bones[boneIndex]); + } + } + } + }; + Skeleton.prototype.sortBone = function (bone) { + if (bone.sorted) + return; + var parent = bone.parent; + if (parent != null) + this.sortBone(parent); + bone.sorted = true; + this._updateCache.push(bone); + }; + Skeleton.prototype.sortReset = function (bones) { + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (!bone.active) + continue; + if (bone.sorted) + this.sortReset(bone.children); + bone.sorted = false; + } + }; + Skeleton.prototype.updateWorldTransform = function () { + var updateCacheReset = this.updateCacheReset; + for (var i = 0, n = updateCacheReset.length; i < n; i++) { + var bone = updateCacheReset[i]; + bone.ax = bone.x; + bone.ay = bone.y; + bone.arotation = bone.rotation; + bone.ascaleX = bone.scaleX; + bone.ascaleY = bone.scaleY; + bone.ashearX = bone.shearX; + bone.ashearY = bone.shearY; + bone.appliedValid = true; + } + var updateCache = this._updateCache; + for (var i = 0, n = updateCache.length; i < n; i++) + updateCache[i].update(); + }; + Skeleton.prototype.setToSetupPose = function () { + this.setBonesToSetupPose(); + this.setSlotsToSetupPose(); + }; + Skeleton.prototype.setBonesToSetupPose = function () { + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + bones[i].setToSetupPose(); + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var constraint = ikConstraints[i]; + constraint.mix = constraint.data.mix; + constraint.softness = constraint.data.softness; + constraint.bendDirection = constraint.data.bendDirection; + constraint.compress = constraint.data.compress; + constraint.stretch = constraint.data.stretch; + } + var transformConstraints = this.transformConstraints; + for (var i = 0, n = transformConstraints.length; i < n; i++) { + var constraint = transformConstraints[i]; + var data = constraint.data; + constraint.rotateMix = data.rotateMix; + constraint.translateMix = data.translateMix; + constraint.scaleMix = data.scaleMix; + constraint.shearMix = data.shearMix; + } + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) { + var constraint = pathConstraints[i]; + var data = constraint.data; + constraint.position = data.position; + constraint.spacing = data.spacing; + constraint.rotateMix = data.rotateMix; + constraint.translateMix = data.translateMix; + } + }; + Skeleton.prototype.setSlotsToSetupPose = function () { + var slots = this.slots; + spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); + for (var i = 0, n = slots.length; i < n; i++) + slots[i].setToSetupPose(); + }; + Skeleton.prototype.getRootBone = function () { + if (this.bones.length == 0) + return null; + return this.bones[0]; + }; + Skeleton.prototype.findBone = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (bone.data.name == boneName) + return bone; + } + return null; + }; + Skeleton.prototype.findBoneIndex = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].data.name == boneName) + return i; + return -1; + }; + Skeleton.prototype.findSlot = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) + return slot; + } + return null; + }; + Skeleton.prototype.findSlotIndex = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].data.name == slotName) + return i; + return -1; + }; + Skeleton.prototype.setSkinByName = function (skinName) { + var skin = this.data.findSkin(skinName); + if (skin == null) + throw new Error("Skin not found: " + skinName); + this.setSkin(skin); + }; + Skeleton.prototype.setSkin = function (newSkin) { + if (newSkin == this.skin) + return; + if (newSkin != null) { + if (this.skin != null) + newSkin.attachAll(this, this.skin); + else { + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + var name_1 = slot.data.attachmentName; + if (name_1 != null) { + var attachment = newSkin.getAttachment(i, name_1); + if (attachment != null) + slot.setAttachment(attachment); + } + } + } + } + this.skin = newSkin; + this.updateCache(); + }; + Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) { + return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName); + }; + Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) { + if (attachmentName == null) + throw new Error("attachmentName cannot be null."); + if (this.skin != null) { + var attachment = this.skin.getAttachment(slotIndex, attachmentName); + if (attachment != null) + return attachment; + } + if (this.data.defaultSkin != null) + return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); + return null; + }; + Skeleton.prototype.setAttachment = function (slotName, attachmentName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.data.name == slotName) { + var attachment = null; + if (attachmentName != null) { + attachment = this.getAttachment(i, attachmentName); + if (attachment == null) + throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); + } + slot.setAttachment(attachment); + return; + } + } + throw new Error("Slot not found: " + slotName); + }; + Skeleton.prototype.findIkConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var ikConstraint = ikConstraints[i]; + if (ikConstraint.data.name == constraintName) + return ikConstraint; + } + return null; + }; + Skeleton.prototype.findTransformConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var transformConstraints = this.transformConstraints; + for (var i = 0, n = transformConstraints.length; i < n; i++) { + var constraint = transformConstraints[i]; + if (constraint.data.name == constraintName) + return constraint; + } + return null; + }; + Skeleton.prototype.findPathConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) { + var constraint = pathConstraints[i]; + if (constraint.data.name == constraintName) + return constraint; + } + return null; + }; + Skeleton.prototype.getBounds = function (offset, size, temp) { + if (temp === void 0) { temp = new Array(2); } + if (offset == null) + throw new Error("offset cannot be null."); + if (size == null) + throw new Error("size cannot be null."); + var drawOrder = this.drawOrder; + var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + if (!slot.bone.active) + continue; + var verticesLength = 0; + var vertices = null; + var attachment = slot.getAttachment(); + if (attachment instanceof spine.RegionAttachment) { + verticesLength = 8; + vertices = spine.Utils.setArraySize(temp, verticesLength, 0); + attachment.computeWorldVertices(slot.bone, vertices, 0, 2); + } + else if (attachment instanceof spine.MeshAttachment) { + var mesh = attachment; + verticesLength = mesh.worldVerticesLength; + vertices = spine.Utils.setArraySize(temp, verticesLength, 0); + mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); + } + if (vertices != null) { + for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) { + var x = vertices[ii], y = vertices[ii + 1]; + minX = Math.min(minX, x); + minY = Math.min(minY, y); + maxX = Math.max(maxX, x); + maxY = Math.max(maxY, y); + } + } + } + offset.set(minX, minY); + size.set(maxX - minX, maxY - minY); + }; + Skeleton.prototype.update = function (delta) { + this.time += delta; + }; + return Skeleton; + }()); + spine.Skeleton = Skeleton; +})(spine || (spine = {})); +var spine; +(function (spine) { + var SkeletonBinary = (function () { + function SkeletonBinary(attachmentLoader) { + this.scale = 1; + this.linkedMeshes = new Array(); + this.attachmentLoader = attachmentLoader; + } + SkeletonBinary.prototype.readSkeletonData = function (binary) { + var scale = this.scale; + var skeletonData = new spine.SkeletonData(); + skeletonData.name = ""; + var input = new BinaryInput(binary); + skeletonData.hash = input.readString(); + skeletonData.version = input.readString(); + if ("3.8.75" == skeletonData.version) + throw new Error("Unsupported skeleton data, please export with a newer version of Spine."); + skeletonData.x = input.readFloat(); + skeletonData.y = input.readFloat(); + skeletonData.width = input.readFloat(); + skeletonData.height = input.readFloat(); + var nonessential = input.readBoolean(); + if (nonessential) { + skeletonData.fps = input.readFloat(); + skeletonData.imagesPath = input.readString(); + skeletonData.audioPath = input.readString(); + } + var n = 0; + n = input.readInt(true); + for (var i = 0; i < n; i++) + input.strings.push(input.readString()); + n = input.readInt(true); + for (var i = 0; i < n; i++) { + var name_2 = input.readString(); + var parent_2 = i == 0 ? null : skeletonData.bones[input.readInt(true)]; + var data = new spine.BoneData(i, name_2, parent_2); + data.rotation = input.readFloat(); + data.x = input.readFloat() * scale; + data.y = input.readFloat() * scale; + data.scaleX = input.readFloat(); + data.scaleY = input.readFloat(); + data.shearX = input.readFloat(); + data.shearY = input.readFloat(); + data.length = input.readFloat() * scale; + data.transformMode = SkeletonBinary.TransformModeValues[input.readInt(true)]; + data.skinRequired = input.readBoolean(); + if (nonessential) + spine.Color.rgba8888ToColor(data.color, input.readInt32()); + skeletonData.bones.push(data); + } + n = input.readInt(true); + for (var i = 0; i < n; i++) { + var slotName = input.readString(); + var boneData = skeletonData.bones[input.readInt(true)]; + var data = new spine.SlotData(i, slotName, boneData); + spine.Color.rgba8888ToColor(data.color, input.readInt32()); + var darkColor = input.readInt32(); + if (darkColor != -1) + spine.Color.rgb888ToColor(data.darkColor = new spine.Color(), darkColor); + data.attachmentName = input.readStringRef(); + data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)]; + skeletonData.slots.push(data); + } + n = input.readInt(true); + for (var i = 0, nn = void 0; i < n; i++) { + var data = new spine.IkConstraintData(input.readString()); + data.order = input.readInt(true); + data.skinRequired = input.readBoolean(); + nn = input.readInt(true); + for (var ii = 0; ii < nn; ii++) + data.bones.push(skeletonData.bones[input.readInt(true)]); + data.target = skeletonData.bones[input.readInt(true)]; + data.mix = input.readFloat(); + data.softness = input.readFloat() * scale; + data.bendDirection = input.readByte(); + data.compress = input.readBoolean(); + data.stretch = input.readBoolean(); + data.uniform = input.readBoolean(); + skeletonData.ikConstraints.push(data); + } + n = input.readInt(true); + for (var i = 0, nn = void 0; i < n; i++) { + var data = new spine.TransformConstraintData(input.readString()); + data.order = input.readInt(true); + data.skinRequired = input.readBoolean(); + nn = input.readInt(true); + for (var ii = 0; ii < nn; ii++) + data.bones.push(skeletonData.bones[input.readInt(true)]); + data.target = skeletonData.bones[input.readInt(true)]; + data.local = input.readBoolean(); + data.relative = input.readBoolean(); + data.offsetRotation = input.readFloat(); + data.offsetX = input.readFloat() * scale; + data.offsetY = input.readFloat() * scale; + data.offsetScaleX = input.readFloat(); + data.offsetScaleY = input.readFloat(); + data.offsetShearY = input.readFloat(); + data.rotateMix = input.readFloat(); + data.translateMix = input.readFloat(); + data.scaleMix = input.readFloat(); + data.shearMix = input.readFloat(); + skeletonData.transformConstraints.push(data); + } + n = input.readInt(true); + for (var i = 0, nn = void 0; i < n; i++) { + var data = new spine.PathConstraintData(input.readString()); + data.order = input.readInt(true); + data.skinRequired = input.readBoolean(); + nn = input.readInt(true); + for (var ii = 0; ii < nn; ii++) + data.bones.push(skeletonData.bones[input.readInt(true)]); + data.target = skeletonData.slots[input.readInt(true)]; + data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)]; + data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)]; + data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)]; + data.offsetRotation = input.readFloat(); + data.position = input.readFloat(); + if (data.positionMode == spine.PositionMode.Fixed) + data.position *= scale; + data.spacing = input.readFloat(); + if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) + data.spacing *= scale; + data.rotateMix = input.readFloat(); + data.translateMix = input.readFloat(); + skeletonData.pathConstraints.push(data); + } + var defaultSkin = this.readSkin(input, skeletonData, true, nonessential); + if (defaultSkin != null) { + skeletonData.defaultSkin = defaultSkin; + skeletonData.skins.push(defaultSkin); + } + { + var i = skeletonData.skins.length; + spine.Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true)); + for (; i < n; i++) + skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential); + } + n = this.linkedMeshes.length; + for (var i = 0; i < n; i++) { + var linkedMesh = this.linkedMeshes[i]; + var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); + if (skin == null) + throw new Error("Skin not found: " + linkedMesh.skin); + var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); + if (parent_3 == null) + throw new Error("Parent mesh not found: " + linkedMesh.parent); + linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh; + linkedMesh.mesh.setParentMesh(parent_3); + linkedMesh.mesh.updateUVs(); + } + this.linkedMeshes.length = 0; + n = input.readInt(true); + for (var i = 0; i < n; i++) { + var data = new spine.EventData(input.readStringRef()); + data.intValue = input.readInt(false); + data.floatValue = input.readFloat(); + data.stringValue = input.readString(); + data.audioPath = input.readString(); + if (data.audioPath != null) { + data.volume = input.readFloat(); + data.balance = input.readFloat(); + } + skeletonData.events.push(data); + } + n = input.readInt(true); + for (var i = 0; i < n; i++) + skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData)); + return skeletonData; + }; + SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) { + var skin = null; + var slotCount = 0; + if (defaultSkin) { + slotCount = input.readInt(true); + if (slotCount == 0) + return null; + skin = new spine.Skin("default"); + } + else { + skin = new spine.Skin(input.readStringRef()); + skin.bones.length = input.readInt(true); + for (var i = 0, n = skin.bones.length; i < n; i++) + skin.bones[i] = skeletonData.bones[input.readInt(true)]; + for (var i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]); + for (var i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]); + for (var i = 0, n = input.readInt(true); i < n; i++) + skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]); + slotCount = input.readInt(true); + } + for (var i = 0; i < slotCount; i++) { + var slotIndex = input.readInt(true); + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var name_3 = input.readStringRef(); + var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_3, nonessential); + if (attachment != null) + skin.setAttachment(slotIndex, name_3, attachment); + } + } + return skin; + }; + SkeletonBinary.prototype.readAttachment = function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) { + var scale = this.scale; + var name = input.readStringRef(); + if (name == null) + name = attachmentName; + var typeIndex = input.readByte(); + var type = SkeletonBinary.AttachmentTypeValues[typeIndex]; + switch (type) { + case spine.AttachmentType.Region: { + var path = input.readStringRef(); + var rotation = input.readFloat(); + var x = input.readFloat(); + var y = input.readFloat(); + var scaleX = input.readFloat(); + var scaleY = input.readFloat(); + var width = input.readFloat(); + var height = input.readFloat(); + var color = input.readInt32(); + if (path == null) + path = name; + var region = this.attachmentLoader.newRegionAttachment(skin, name, path); + if (region == null) + return null; + region.path = path; + region.x = x * scale; + region.y = y * scale; + region.scaleX = scaleX; + region.scaleY = scaleY; + region.rotation = rotation; + region.width = width * scale; + region.height = height * scale; + spine.Color.rgba8888ToColor(region.color, color); + region.updateOffset(); + return region; + } + case spine.AttachmentType.BoundingBox: { + var vertexCount = input.readInt(true); + var vertices = this.readVertices(input, vertexCount); + var color = nonessential ? input.readInt32() : 0; + var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); + if (box == null) + return null; + box.worldVerticesLength = vertexCount << 1; + box.vertices = vertices.vertices; + box.bones = vertices.bones; + if (nonessential) + spine.Color.rgba8888ToColor(box.color, color); + return box; + } + case spine.AttachmentType.Mesh: { + var path = input.readStringRef(); + var color = input.readInt32(); + var vertexCount = input.readInt(true); + var uvs = this.readFloatArray(input, vertexCount << 1, 1); + var triangles = this.readShortArray(input); + var vertices = this.readVertices(input, vertexCount); + var hullLength = input.readInt(true); + var edges = null; + var width = 0, height = 0; + if (nonessential) { + edges = this.readShortArray(input); + width = input.readFloat(); + height = input.readFloat(); + } + if (path == null) + path = name; + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (mesh == null) + return null; + mesh.path = path; + spine.Color.rgba8888ToColor(mesh.color, color); + mesh.bones = vertices.bones; + mesh.vertices = vertices.vertices; + mesh.worldVerticesLength = vertexCount << 1; + mesh.triangles = triangles; + mesh.regionUVs = uvs; + mesh.updateUVs(); + mesh.hullLength = hullLength << 1; + if (nonessential) { + mesh.edges = edges; + mesh.width = width * scale; + mesh.height = height * scale; + } + return mesh; + } + case spine.AttachmentType.LinkedMesh: { + var path = input.readStringRef(); + var color = input.readInt32(); + var skinName = input.readStringRef(); + var parent_4 = input.readStringRef(); + var inheritDeform = input.readBoolean(); + var width = 0, height = 0; + if (nonessential) { + width = input.readFloat(); + height = input.readFloat(); + } + if (path == null) + path = name; + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (mesh == null) + return null; + mesh.path = path; + spine.Color.rgba8888ToColor(mesh.color, color); + if (nonessential) { + mesh.width = width * scale; + mesh.height = height * scale; + } + this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4, inheritDeform)); + return mesh; + } + case spine.AttachmentType.Path: { + var closed_1 = input.readBoolean(); + var constantSpeed = input.readBoolean(); + var vertexCount = input.readInt(true); + var vertices = this.readVertices(input, vertexCount); + var lengths = spine.Utils.newArray(vertexCount / 3, 0); + for (var i = 0, n = lengths.length; i < n; i++) + lengths[i] = input.readFloat() * scale; + var color = nonessential ? input.readInt32() : 0; + var path = this.attachmentLoader.newPathAttachment(skin, name); + if (path == null) + return null; + path.closed = closed_1; + path.constantSpeed = constantSpeed; + path.worldVerticesLength = vertexCount << 1; + path.vertices = vertices.vertices; + path.bones = vertices.bones; + path.lengths = lengths; + if (nonessential) + spine.Color.rgba8888ToColor(path.color, color); + return path; + } + case spine.AttachmentType.Point: { + var rotation = input.readFloat(); + var x = input.readFloat(); + var y = input.readFloat(); + var color = nonessential ? input.readInt32() : 0; + var point = this.attachmentLoader.newPointAttachment(skin, name); + if (point == null) + return null; + point.x = x * scale; + point.y = y * scale; + point.rotation = rotation; + if (nonessential) + spine.Color.rgba8888ToColor(point.color, color); + return point; + } + case spine.AttachmentType.Clipping: { + var endSlotIndex = input.readInt(true); + var vertexCount = input.readInt(true); + var vertices = this.readVertices(input, vertexCount); + var color = nonessential ? input.readInt32() : 0; + var clip = this.attachmentLoader.newClippingAttachment(skin, name); + if (clip == null) + return null; + clip.endSlot = skeletonData.slots[endSlotIndex]; + clip.worldVerticesLength = vertexCount << 1; + clip.vertices = vertices.vertices; + clip.bones = vertices.bones; + if (nonessential) + spine.Color.rgba8888ToColor(clip.color, color); + return clip; + } + } + return null; + }; + SkeletonBinary.prototype.readVertices = function (input, vertexCount) { + var verticesLength = vertexCount << 1; + var vertices = new Vertices(); + var scale = this.scale; + if (!input.readBoolean()) { + vertices.vertices = this.readFloatArray(input, verticesLength, scale); + return vertices; + } + var weights = new Array(); + var bonesArray = new Array(); + for (var i = 0; i < vertexCount; i++) { + var boneCount = input.readInt(true); + bonesArray.push(boneCount); + for (var ii = 0; ii < boneCount; ii++) { + bonesArray.push(input.readInt(true)); + weights.push(input.readFloat() * scale); + weights.push(input.readFloat() * scale); + weights.push(input.readFloat()); + } + } + vertices.vertices = spine.Utils.toFloatArray(weights); + vertices.bones = bonesArray; + return vertices; + }; + SkeletonBinary.prototype.readFloatArray = function (input, n, scale) { + var array = new Array(n); + if (scale == 1) { + for (var i = 0; i < n; i++) + array[i] = input.readFloat(); + } + else { + for (var i = 0; i < n; i++) + array[i] = input.readFloat() * scale; + } + return array; + }; + SkeletonBinary.prototype.readShortArray = function (input) { + var n = input.readInt(true); + var array = new Array(n); + for (var i = 0; i < n; i++) + array[i] = input.readShort(); + return array; + }; + SkeletonBinary.prototype.readAnimation = function (input, name, skeletonData) { + var timelines = new Array(); + var scale = this.scale; + var duration = 0; + var tempColor1 = new spine.Color(); + var tempColor2 = new spine.Color(); + for (var i = 0, n = input.readInt(true); i < n; i++) { + var slotIndex = input.readInt(true); + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var timelineType = input.readByte(); + var frameCount = input.readInt(true); + switch (timelineType) { + case SkeletonBinary.SLOT_ATTACHMENT: { + var timeline = new spine.AttachmentTimeline(frameCount); + timeline.slotIndex = slotIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) + timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef()); + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[frameCount - 1]); + break; + } + case SkeletonBinary.SLOT_COLOR: { + var timeline = new spine.ColorTimeline(frameCount); + timeline.slotIndex = slotIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + var time = input.readFloat(); + spine.Color.rgba8888ToColor(tempColor1, input.readInt32()); + timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.ColorTimeline.ENTRIES]); + break; + } + case SkeletonBinary.SLOT_TWO_COLOR: { + var timeline = new spine.TwoColorTimeline(frameCount); + timeline.slotIndex = slotIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + var time = input.readFloat(); + spine.Color.rgba8888ToColor(tempColor1, input.readInt32()); + spine.Color.rgb888ToColor(tempColor2, input.readInt32()); + timeline.setFrame(frameIndex, time, tempColor1.r, tempColor1.g, tempColor1.b, tempColor1.a, tempColor2.r, tempColor2.g, tempColor2.b); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TwoColorTimeline.ENTRIES]); + break; + } + } + } + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var boneIndex = input.readInt(true); + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var timelineType = input.readByte(); + var frameCount = input.readInt(true); + switch (timelineType) { + case SkeletonBinary.BONE_ROTATE: { + var timeline = new spine.RotateTimeline(frameCount); + timeline.boneIndex = boneIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.RotateTimeline.ENTRIES]); + break; + } + case SkeletonBinary.BONE_TRANSLATE: + case SkeletonBinary.BONE_SCALE: + case SkeletonBinary.BONE_SHEAR: { + var timeline = void 0; + var timelineScale = 1; + if (timelineType == SkeletonBinary.BONE_SCALE) + timeline = new spine.ScaleTimeline(frameCount); + else if (timelineType == SkeletonBinary.BONE_SHEAR) + timeline = new spine.ShearTimeline(frameCount); + else { + timeline = new spine.TranslateTimeline(frameCount); + timelineScale = scale; + } + timeline.boneIndex = boneIndex; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale, input.readFloat() * timelineScale); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TranslateTimeline.ENTRIES]); + break; + } + } + } + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var index = input.readInt(true); + var frameCount = input.readInt(true); + var timeline = new spine.IkConstraintTimeline(frameCount); + timeline.ikConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat() * scale, input.readByte(), input.readBoolean(), input.readBoolean()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.IkConstraintTimeline.ENTRIES]); + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var index = input.readInt(true); + var frameCount = input.readInt(true); + var timeline = new spine.TransformConstraintTimeline(frameCount); + timeline.transformConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.TransformConstraintTimeline.ENTRIES]); + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var index = input.readInt(true); + var data = skeletonData.pathConstraints[index]; + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var timelineType = input.readByte(); + var frameCount = input.readInt(true); + switch (timelineType) { + case SkeletonBinary.PATH_POSITION: + case SkeletonBinary.PATH_SPACING: { + var timeline = void 0; + var timelineScale = 1; + if (timelineType == SkeletonBinary.PATH_SPACING) { + timeline = new spine.PathConstraintSpacingTimeline(frameCount); + if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) + timelineScale = scale; + } + else { + timeline = new spine.PathConstraintPositionTimeline(frameCount); + if (data.positionMode == spine.PositionMode.Fixed) + timelineScale = scale; + } + timeline.pathConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintPositionTimeline.ENTRIES]); + break; + } + case SkeletonBinary.PATH_MIX: { + var timeline = new spine.PathConstraintMixTimeline(frameCount); + timeline.pathConstraintIndex = index; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readFloat()); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.PathConstraintMixTimeline.ENTRIES]); + break; + } + } + } + } + for (var i = 0, n = input.readInt(true); i < n; i++) { + var skin = skeletonData.skins[input.readInt(true)]; + for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) { + var slotIndex = input.readInt(true); + for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) { + var attachment = skin.getAttachment(slotIndex, input.readStringRef()); + var weighted = attachment.bones != null; + var vertices = attachment.vertices; + var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; + var frameCount = input.readInt(true); + var timeline = new spine.DeformTimeline(frameCount); + timeline.slotIndex = slotIndex; + timeline.attachment = attachment; + for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) { + var time = input.readFloat(); + var deform = void 0; + var end = input.readInt(true); + if (end == 0) + deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices; + else { + deform = spine.Utils.newFloatArray(deformLength); + var start = input.readInt(true); + end += start; + if (scale == 1) { + for (var v = start; v < end; v++) + deform[v] = input.readFloat(); + } + else { + for (var v = start; v < end; v++) + deform[v] = input.readFloat() * scale; + } + if (!weighted) { + for (var v = 0, vn = deform.length; v < vn; v++) + deform[v] += vertices[v]; + } + } + timeline.setFrame(frameIndex, time, deform); + if (frameIndex < frameCount - 1) + this.readCurve(input, frameIndex, timeline); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[frameCount - 1]); + } + } + } + var drawOrderCount = input.readInt(true); + if (drawOrderCount > 0) { + var timeline = new spine.DrawOrderTimeline(drawOrderCount); + var slotCount = skeletonData.slots.length; + for (var i = 0; i < drawOrderCount; i++) { + var time = input.readFloat(); + var offsetCount = input.readInt(true); + var drawOrder = spine.Utils.newArray(slotCount, 0); + for (var ii = slotCount - 1; ii >= 0; ii--) + drawOrder[ii] = -1; + var unchanged = spine.Utils.newArray(slotCount - offsetCount, 0); + var originalIndex = 0, unchangedIndex = 0; + for (var ii = 0; ii < offsetCount; ii++) { + var slotIndex = input.readInt(true); + while (originalIndex != slotIndex) + unchanged[unchangedIndex++] = originalIndex++; + drawOrder[originalIndex + input.readInt(true)] = originalIndex++; + } + while (originalIndex < slotCount) + unchanged[unchangedIndex++] = originalIndex++; + for (var ii = slotCount - 1; ii >= 0; ii--) + if (drawOrder[ii] == -1) + drawOrder[ii] = unchanged[--unchangedIndex]; + timeline.setFrame(i, time, drawOrder); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[drawOrderCount - 1]); + } + var eventCount = input.readInt(true); + if (eventCount > 0) { + var timeline = new spine.EventTimeline(eventCount); + for (var i = 0; i < eventCount; i++) { + var time = input.readFloat(); + var eventData = skeletonData.events[input.readInt(true)]; + var event_4 = new spine.Event(time, eventData); + event_4.intValue = input.readInt(false); + event_4.floatValue = input.readFloat(); + event_4.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue; + if (event_4.data.audioPath != null) { + event_4.volume = input.readFloat(); + event_4.balance = input.readFloat(); + } + timeline.setFrame(i, event_4); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[eventCount - 1]); + } + return new spine.Animation(name, timelines, duration); + }; + SkeletonBinary.prototype.readCurve = function (input, frameIndex, timeline) { + switch (input.readByte()) { + case SkeletonBinary.CURVE_STEPPED: + timeline.setStepped(frameIndex); + break; + case SkeletonBinary.CURVE_BEZIER: + this.setCurve(timeline, frameIndex, input.readFloat(), input.readFloat(), input.readFloat(), input.readFloat()); + break; + } + }; + SkeletonBinary.prototype.setCurve = function (timeline, frameIndex, cx1, cy1, cx2, cy2) { + timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2); + }; + SkeletonBinary.AttachmentTypeValues = [0, 1, 2, 3, 4, 5, 6]; + SkeletonBinary.TransformModeValues = [spine.TransformMode.Normal, spine.TransformMode.OnlyTranslation, spine.TransformMode.NoRotationOrReflection, spine.TransformMode.NoScale, spine.TransformMode.NoScaleOrReflection]; + SkeletonBinary.PositionModeValues = [spine.PositionMode.Fixed, spine.PositionMode.Percent]; + SkeletonBinary.SpacingModeValues = [spine.SpacingMode.Length, spine.SpacingMode.Fixed, spine.SpacingMode.Percent]; + SkeletonBinary.RotateModeValues = [spine.RotateMode.Tangent, spine.RotateMode.Chain, spine.RotateMode.ChainScale]; + SkeletonBinary.BlendModeValues = [spine.BlendMode.Normal, spine.BlendMode.Additive, spine.BlendMode.Multiply, spine.BlendMode.Screen]; + SkeletonBinary.BONE_ROTATE = 0; + SkeletonBinary.BONE_TRANSLATE = 1; + SkeletonBinary.BONE_SCALE = 2; + SkeletonBinary.BONE_SHEAR = 3; + SkeletonBinary.SLOT_ATTACHMENT = 0; + SkeletonBinary.SLOT_COLOR = 1; + SkeletonBinary.SLOT_TWO_COLOR = 2; + SkeletonBinary.PATH_POSITION = 0; + SkeletonBinary.PATH_SPACING = 1; + SkeletonBinary.PATH_MIX = 2; + SkeletonBinary.CURVE_LINEAR = 0; + SkeletonBinary.CURVE_STEPPED = 1; + SkeletonBinary.CURVE_BEZIER = 2; + return SkeletonBinary; + }()); + spine.SkeletonBinary = SkeletonBinary; + var BinaryInput = (function () { + function BinaryInput(data, strings, index, buffer) { + if (strings === void 0) { strings = new Array(); } + if (index === void 0) { index = 0; } + if (buffer === void 0) { buffer = new DataView(data.buffer); } + this.strings = strings; + this.index = index; + this.buffer = buffer; + } + BinaryInput.prototype.readByte = function () { + return this.buffer.getInt8(this.index++); + }; + BinaryInput.prototype.readShort = function () { + var value = this.buffer.getInt16(this.index); + this.index += 2; + return value; + }; + BinaryInput.prototype.readInt32 = function () { + var value = this.buffer.getInt32(this.index); + this.index += 4; + return value; + }; + BinaryInput.prototype.readInt = function (optimizePositive) { + var b = this.readByte(); + var result = b & 0x7F; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 7; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 14; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 21; + if ((b & 0x80) != 0) { + b = this.readByte(); + result |= (b & 0x7F) << 28; + } + } + } + } + return optimizePositive ? result : ((result >>> 1) ^ -(result & 1)); + }; + BinaryInput.prototype.readStringRef = function () { + var index = this.readInt(true); + return index == 0 ? null : this.strings[index - 1]; + }; + BinaryInput.prototype.readString = function () { + var byteCount = this.readInt(true); + switch (byteCount) { + case 0: + return null; + case 1: + return ""; + } + byteCount--; + var chars = ""; + var charCount = 0; + for (var i = 0; i < byteCount;) { + var b = this.readByte(); + switch (b >> 4) { + case 12: + case 13: + chars += String.fromCharCode(((b & 0x1F) << 6 | this.readByte() & 0x3F)); + i += 2; + break; + case 14: + chars += String.fromCharCode(((b & 0x0F) << 12 | (this.readByte() & 0x3F) << 6 | this.readByte() & 0x3F)); + i += 3; + break; + default: + chars += String.fromCharCode(b); + i++; + } + } + return chars; + }; + BinaryInput.prototype.readFloat = function () { + var value = this.buffer.getFloat32(this.index); + this.index += 4; + return value; + }; + BinaryInput.prototype.readBoolean = function () { + return this.readByte() != 0; + }; + return BinaryInput; + }()); + var LinkedMesh = (function () { + function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) { + this.mesh = mesh; + this.skin = skin; + this.slotIndex = slotIndex; + this.parent = parent; + this.inheritDeform = inheritDeform; + } + return LinkedMesh; + }()); + var Vertices = (function () { + function Vertices(bones, vertices) { + if (bones === void 0) { bones = null; } + if (vertices === void 0) { vertices = null; } + this.bones = bones; + this.vertices = vertices; + } + return Vertices; + }()); +})(spine || (spine = {})); +var spine; +(function (spine) { + var SkeletonBounds = (function () { + function SkeletonBounds() { + this.minX = 0; + this.minY = 0; + this.maxX = 0; + this.maxY = 0; + this.boundingBoxes = new Array(); + this.polygons = new Array(); + this.polygonPool = new spine.Pool(function () { + return spine.Utils.newFloatArray(16); + }); + } + SkeletonBounds.prototype.update = function (skeleton, updateAabb) { + if (skeleton == null) + throw new Error("skeleton cannot be null."); + var boundingBoxes = this.boundingBoxes; + var polygons = this.polygons; + var polygonPool = this.polygonPool; + var slots = skeleton.slots; + var slotCount = slots.length; + boundingBoxes.length = 0; + polygonPool.freeAll(polygons); + polygons.length = 0; + for (var i = 0; i < slotCount; i++) { + var slot = slots[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + if (attachment instanceof spine.BoundingBoxAttachment) { + var boundingBox = attachment; + boundingBoxes.push(boundingBox); + var polygon = polygonPool.obtain(); + if (polygon.length != boundingBox.worldVerticesLength) { + polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength); + } + polygons.push(polygon); + boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2); + } + } + if (updateAabb) { + this.aabbCompute(); + } + else { + this.minX = Number.POSITIVE_INFINITY; + this.minY = Number.POSITIVE_INFINITY; + this.maxX = Number.NEGATIVE_INFINITY; + this.maxY = Number.NEGATIVE_INFINITY; + } + }; + SkeletonBounds.prototype.aabbCompute = function () { + var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) { + var polygon = polygons[i]; + var vertices = polygon; + for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) { + var x = vertices[ii]; + var y = vertices[ii + 1]; + minX = Math.min(minX, x); + minY = Math.min(minY, y); + maxX = Math.max(maxX, x); + maxY = Math.max(maxY, y); + } + } + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + }; + SkeletonBounds.prototype.aabbContainsPoint = function (x, y) { + return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; + }; + SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) { + var minX = this.minX; + var minY = this.minY; + var maxX = this.maxX; + var maxY = this.maxY; + if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY)) + return false; + var m = (y2 - y1) / (x2 - x1); + var y = m * (minX - x1) + y1; + if (y > minY && y < maxY) + return true; + y = m * (maxX - x1) + y1; + if (y > minY && y < maxY) + return true; + var x = (minY - y1) / m + x1; + if (x > minX && x < maxX) + return true; + x = (maxY - y1) / m + x1; + if (x > minX && x < maxX) + return true; + return false; + }; + SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) { + return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; + }; + SkeletonBounds.prototype.containsPoint = function (x, y) { + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) + if (this.containsPointPolygon(polygons[i], x, y)) + return this.boundingBoxes[i]; + return null; + }; + SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) { + var vertices = polygon; + var nn = polygon.length; + var prevIndex = nn - 2; + var inside = false; + for (var ii = 0; ii < nn; ii += 2) { + var vertexY = vertices[ii + 1]; + var prevY = vertices[prevIndex + 1]; + if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { + var vertexX = vertices[ii]; + if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) + inside = !inside; + } + prevIndex = ii; + } + return inside; + }; + SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) { + var polygons = this.polygons; + for (var i = 0, n = polygons.length; i < n; i++) + if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) + return this.boundingBoxes[i]; + return null; + }; + SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) { + var vertices = polygon; + var nn = polygon.length; + var width12 = x1 - x2, height12 = y1 - y2; + var det1 = x1 * y2 - y1 * x2; + var x3 = vertices[nn - 2], y3 = vertices[nn - 1]; + for (var ii = 0; ii < nn; ii += 2) { + var x4 = vertices[ii], y4 = vertices[ii + 1]; + var det2 = x3 * y4 - y3 * x4; + var width34 = x3 - x4, height34 = y3 - y4; + var det3 = width12 * height34 - height12 * width34; + var x = (det1 * width34 - width12 * det2) / det3; + if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) { + var y = (det1 * height34 - height12 * det2) / det3; + if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) + return true; + } + x3 = x4; + y3 = y4; + } + return false; + }; + SkeletonBounds.prototype.getPolygon = function (boundingBox) { + if (boundingBox == null) + throw new Error("boundingBox cannot be null."); + var index = this.boundingBoxes.indexOf(boundingBox); + return index == -1 ? null : this.polygons[index]; + }; + SkeletonBounds.prototype.getWidth = function () { + return this.maxX - this.minX; + }; + SkeletonBounds.prototype.getHeight = function () { + return this.maxY - this.minY; + }; + return SkeletonBounds; + }()); + spine.SkeletonBounds = SkeletonBounds; +})(spine || (spine = {})); +var spine; +(function (spine) { + var SkeletonClipping = (function () { + function SkeletonClipping() { + this.triangulator = new spine.Triangulator(); + this.clippingPolygon = new Array(); + this.clipOutput = new Array(); + this.clippedVertices = new Array(); + this.clippedTriangles = new Array(); + this.scratch = new Array(); + } + SkeletonClipping.prototype.clipStart = function (slot, clip) { + if (this.clipAttachment != null) + return 0; + this.clipAttachment = clip; + var n = clip.worldVerticesLength; + var vertices = spine.Utils.setArraySize(this.clippingPolygon, n); + clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); + var clippingPolygon = this.clippingPolygon; + SkeletonClipping.makeClockwise(clippingPolygon); + var clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)); + for (var i = 0, n_2 = clippingPolygons.length; i < n_2; i++) { + var polygon = clippingPolygons[i]; + SkeletonClipping.makeClockwise(polygon); + polygon.push(polygon[0]); + polygon.push(polygon[1]); + } + return clippingPolygons.length; + }; + SkeletonClipping.prototype.clipEndWithSlot = function (slot) { + if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data) + this.clipEnd(); + }; + SkeletonClipping.prototype.clipEnd = function () { + if (this.clipAttachment == null) + return; + this.clipAttachment = null; + this.clippingPolygons = null; + this.clippedVertices.length = 0; + this.clippedTriangles.length = 0; + this.clippingPolygon.length = 0; + }; + SkeletonClipping.prototype.isClipping = function () { + return this.clipAttachment != null; + }; + SkeletonClipping.prototype.clipTriangles = function (vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { + var clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; + var clippedTriangles = this.clippedTriangles; + var polygons = this.clippingPolygons; + var polygonsCount = this.clippingPolygons.length; + var vertexSize = twoColor ? 12 : 8; + var index = 0; + clippedVertices.length = 0; + clippedTriangles.length = 0; + outer: for (var i = 0; i < trianglesLength; i += 3) { + var vertexOffset = triangles[i] << 1; + var x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; + var u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; + vertexOffset = triangles[i + 1] << 1; + var x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; + var u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; + vertexOffset = triangles[i + 2] << 1; + var x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; + var u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; + for (var p = 0; p < polygonsCount; p++) { + var s = clippedVertices.length; + if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { + var clipOutputLength = clipOutput.length; + if (clipOutputLength == 0) + continue; + var d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; + var d = 1 / (d0 * d2 + d1 * (y1 - y3)); + var clipOutputCount = clipOutputLength >> 1; + var clipOutputItems = this.clipOutput; + var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); + for (var ii = 0; ii < clipOutputLength; ii += 2) { + var x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; + clippedVerticesItems[s] = x; + clippedVerticesItems[s + 1] = y; + clippedVerticesItems[s + 2] = light.r; + clippedVerticesItems[s + 3] = light.g; + clippedVerticesItems[s + 4] = light.b; + clippedVerticesItems[s + 5] = light.a; + var c0 = x - x3, c1 = y - y3; + var a = (d0 * c0 + d1 * c1) * d; + var b = (d4 * c0 + d2 * c1) * d; + var c = 1 - a - b; + clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c; + clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c; + if (twoColor) { + clippedVerticesItems[s + 8] = dark.r; + clippedVerticesItems[s + 9] = dark.g; + clippedVerticesItems[s + 10] = dark.b; + clippedVerticesItems[s + 11] = dark.a; + } + s += vertexSize; + } + s = clippedTriangles.length; + var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); + clipOutputCount--; + for (var ii = 1; ii < clipOutputCount; ii++) { + clippedTrianglesItems[s] = index; + clippedTrianglesItems[s + 1] = (index + ii); + clippedTrianglesItems[s + 2] = (index + ii + 1); + s += 3; + } + index += clipOutputCount + 1; + } + else { + var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize); + clippedVerticesItems[s] = x1; + clippedVerticesItems[s + 1] = y1; + clippedVerticesItems[s + 2] = light.r; + clippedVerticesItems[s + 3] = light.g; + clippedVerticesItems[s + 4] = light.b; + clippedVerticesItems[s + 5] = light.a; + if (!twoColor) { + clippedVerticesItems[s + 6] = u1; + clippedVerticesItems[s + 7] = v1; + clippedVerticesItems[s + 8] = x2; + clippedVerticesItems[s + 9] = y2; + clippedVerticesItems[s + 10] = light.r; + clippedVerticesItems[s + 11] = light.g; + clippedVerticesItems[s + 12] = light.b; + clippedVerticesItems[s + 13] = light.a; + clippedVerticesItems[s + 14] = u2; + clippedVerticesItems[s + 15] = v2; + clippedVerticesItems[s + 16] = x3; + clippedVerticesItems[s + 17] = y3; + clippedVerticesItems[s + 18] = light.r; + clippedVerticesItems[s + 19] = light.g; + clippedVerticesItems[s + 20] = light.b; + clippedVerticesItems[s + 21] = light.a; + clippedVerticesItems[s + 22] = u3; + clippedVerticesItems[s + 23] = v3; + } + else { + clippedVerticesItems[s + 6] = u1; + clippedVerticesItems[s + 7] = v1; + clippedVerticesItems[s + 8] = dark.r; + clippedVerticesItems[s + 9] = dark.g; + clippedVerticesItems[s + 10] = dark.b; + clippedVerticesItems[s + 11] = dark.a; + clippedVerticesItems[s + 12] = x2; + clippedVerticesItems[s + 13] = y2; + clippedVerticesItems[s + 14] = light.r; + clippedVerticesItems[s + 15] = light.g; + clippedVerticesItems[s + 16] = light.b; + clippedVerticesItems[s + 17] = light.a; + clippedVerticesItems[s + 18] = u2; + clippedVerticesItems[s + 19] = v2; + clippedVerticesItems[s + 20] = dark.r; + clippedVerticesItems[s + 21] = dark.g; + clippedVerticesItems[s + 22] = dark.b; + clippedVerticesItems[s + 23] = dark.a; + clippedVerticesItems[s + 24] = x3; + clippedVerticesItems[s + 25] = y3; + clippedVerticesItems[s + 26] = light.r; + clippedVerticesItems[s + 27] = light.g; + clippedVerticesItems[s + 28] = light.b; + clippedVerticesItems[s + 29] = light.a; + clippedVerticesItems[s + 30] = u3; + clippedVerticesItems[s + 31] = v3; + clippedVerticesItems[s + 32] = dark.r; + clippedVerticesItems[s + 33] = dark.g; + clippedVerticesItems[s + 34] = dark.b; + clippedVerticesItems[s + 35] = dark.a; + } + s = clippedTriangles.length; + var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3); + clippedTrianglesItems[s] = index; + clippedTrianglesItems[s + 1] = (index + 1); + clippedTrianglesItems[s + 2] = (index + 2); + index += 3; + continue outer; + } + } + } + }; + SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) { + var originalOutput = output; + var clipped = false; + var input = null; + if (clippingArea.length % 4 >= 2) { + input = output; + output = this.scratch; + } + else + input = this.scratch; + input.length = 0; + input.push(x1); + input.push(y1); + input.push(x2); + input.push(y2); + input.push(x3); + input.push(y3); + input.push(x1); + input.push(y1); + output.length = 0; + var clippingVertices = clippingArea; + var clippingVerticesLast = clippingArea.length - 4; + for (var i = 0;; i += 2) { + var edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; + var edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; + var deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2; + var inputVertices = input; + var inputVerticesLength = input.length - 2, outputStart = output.length; + for (var ii = 0; ii < inputVerticesLength; ii += 2) { + var inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; + var inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; + var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; + if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { + if (side2) { + output.push(inputX2); + output.push(inputY2); + continue; + } + var c0 = inputY2 - inputY, c2 = inputX2 - inputX; + var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); + if (Math.abs(s) > 0.000001) { + var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; + output.push(edgeX + (edgeX2 - edgeX) * ua); + output.push(edgeY + (edgeY2 - edgeY) * ua); + } + else { + output.push(edgeX); + output.push(edgeY); + } + } + else if (side2) { + var c0 = inputY2 - inputY, c2 = inputX2 - inputX; + var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); + if (Math.abs(s) > 0.000001) { + var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; + output.push(edgeX + (edgeX2 - edgeX) * ua); + output.push(edgeY + (edgeY2 - edgeY) * ua); + } + else { + output.push(edgeX); + output.push(edgeY); + } + output.push(inputX2); + output.push(inputY2); + } + clipped = true; + } + if (outputStart == output.length) { + originalOutput.length = 0; + return true; + } + output.push(output[0]); + output.push(output[1]); + if (i == clippingVerticesLast) + break; + var temp = output; + output = input; + output.length = 0; + input = temp; + } + if (originalOutput != output) { + originalOutput.length = 0; + for (var i = 0, n = output.length - 2; i < n; i++) + originalOutput[i] = output[i]; + } + else + originalOutput.length = originalOutput.length - 2; + return clipped; + }; + SkeletonClipping.makeClockwise = function (polygon) { + var vertices = polygon; + var verticeslength = polygon.length; + var area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0; + for (var i = 0, n = verticeslength - 3; i < n; i += 2) { + p1x = vertices[i]; + p1y = vertices[i + 1]; + p2x = vertices[i + 2]; + p2y = vertices[i + 3]; + area += p1x * p2y - p2x * p1y; + } + if (area < 0) + return; + for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { + var x = vertices[i], y = vertices[i + 1]; + var other = lastX - i; + vertices[i] = vertices[other]; + vertices[i + 1] = vertices[other + 1]; + vertices[other] = x; + vertices[other + 1] = y; + } + }; + return SkeletonClipping; + }()); + spine.SkeletonClipping = SkeletonClipping; +})(spine || (spine = {})); +var spine; +(function (spine) { + var SkeletonData = (function () { + function SkeletonData() { + this.bones = new Array(); + this.slots = new Array(); + this.skins = new Array(); + this.events = new Array(); + this.animations = new Array(); + this.ikConstraints = new Array(); + this.transformConstraints = new Array(); + this.pathConstraints = new Array(); + this.fps = 0; + } + SkeletonData.prototype.findBone = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (bone.name == boneName) + return bone; + } + return null; + }; + SkeletonData.prototype.findBoneIndex = function (boneName) { + if (boneName == null) + throw new Error("boneName cannot be null."); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) + if (bones[i].name == boneName) + return i; + return -1; + }; + SkeletonData.prototype.findSlot = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (slot.name == slotName) + return slot; + } + return null; + }; + SkeletonData.prototype.findSlotIndex = function (slotName) { + if (slotName == null) + throw new Error("slotName cannot be null."); + var slots = this.slots; + for (var i = 0, n = slots.length; i < n; i++) + if (slots[i].name == slotName) + return i; + return -1; + }; + SkeletonData.prototype.findSkin = function (skinName) { + if (skinName == null) + throw new Error("skinName cannot be null."); + var skins = this.skins; + for (var i = 0, n = skins.length; i < n; i++) { + var skin = skins[i]; + if (skin.name == skinName) + return skin; + } + return null; + }; + SkeletonData.prototype.findEvent = function (eventDataName) { + if (eventDataName == null) + throw new Error("eventDataName cannot be null."); + var events = this.events; + for (var i = 0, n = events.length; i < n; i++) { + var event_5 = events[i]; + if (event_5.name == eventDataName) + return event_5; + } + return null; + }; + SkeletonData.prototype.findAnimation = function (animationName) { + if (animationName == null) + throw new Error("animationName cannot be null."); + var animations = this.animations; + for (var i = 0, n = animations.length; i < n; i++) { + var animation = animations[i]; + if (animation.name == animationName) + return animation; + } + return null; + }; + SkeletonData.prototype.findIkConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var ikConstraints = this.ikConstraints; + for (var i = 0, n = ikConstraints.length; i < n; i++) { + var constraint = ikConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + }; + SkeletonData.prototype.findTransformConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var transformConstraints = this.transformConstraints; + for (var i = 0, n = transformConstraints.length; i < n; i++) { + var constraint = transformConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + }; + SkeletonData.prototype.findPathConstraint = function (constraintName) { + if (constraintName == null) + throw new Error("constraintName cannot be null."); + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) { + var constraint = pathConstraints[i]; + if (constraint.name == constraintName) + return constraint; + } + return null; + }; + SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) { + if (pathConstraintName == null) + throw new Error("pathConstraintName cannot be null."); + var pathConstraints = this.pathConstraints; + for (var i = 0, n = pathConstraints.length; i < n; i++) + if (pathConstraints[i].name == pathConstraintName) + return i; + return -1; + }; + return SkeletonData; + }()); + spine.SkeletonData = SkeletonData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var SkeletonJson = (function () { + function SkeletonJson(attachmentLoader) { + this.scale = 1; + this.linkedMeshes = new Array(); + this.attachmentLoader = attachmentLoader; + } + SkeletonJson.prototype.readSkeletonData = function (json) { + var scale = this.scale; + var skeletonData = new spine.SkeletonData(); + var root = typeof (json) === "string" ? JSON.parse(json) : json; + var skeletonMap = root.skeleton; + if (skeletonMap != null) { + skeletonData.hash = skeletonMap.hash; + skeletonData.version = skeletonMap.spine; + if ("3.8.75" == skeletonData.version) + throw new Error("Unsupported skeleton data, please export with a newer version of Spine."); + skeletonData.x = skeletonMap.x; + skeletonData.y = skeletonMap.y; + skeletonData.width = skeletonMap.width; + skeletonData.height = skeletonMap.height; + skeletonData.fps = skeletonMap.fps; + skeletonData.imagesPath = skeletonMap.images; + } + if (root.bones) { + for (var i = 0; i < root.bones.length; i++) { + var boneMap = root.bones[i]; + var parent_5 = null; + var parentName = this.getValue(boneMap, "parent", null); + if (parentName != null) { + parent_5 = skeletonData.findBone(parentName); + if (parent_5 == null) + throw new Error("Parent bone not found: " + parentName); + } + var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_5); + data.length = this.getValue(boneMap, "length", 0) * scale; + data.x = this.getValue(boneMap, "x", 0) * scale; + data.y = this.getValue(boneMap, "y", 0) * scale; + data.rotation = this.getValue(boneMap, "rotation", 0); + data.scaleX = this.getValue(boneMap, "scaleX", 1); + data.scaleY = this.getValue(boneMap, "scaleY", 1); + data.shearX = this.getValue(boneMap, "shearX", 0); + data.shearY = this.getValue(boneMap, "shearY", 0); + data.transformMode = SkeletonJson.transformModeFromString(this.getValue(boneMap, "transform", "normal")); + data.skinRequired = this.getValue(boneMap, "skin", false); + skeletonData.bones.push(data); + } + } + if (root.slots) { + for (var i = 0; i < root.slots.length; i++) { + var slotMap = root.slots[i]; + var slotName = slotMap.name; + var boneName = slotMap.bone; + var boneData = skeletonData.findBone(boneName); + if (boneData == null) + throw new Error("Slot bone not found: " + boneName); + var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData); + var color = this.getValue(slotMap, "color", null); + if (color != null) + data.color.setFromString(color); + var dark = this.getValue(slotMap, "dark", null); + if (dark != null) { + data.darkColor = new spine.Color(1, 1, 1, 1); + data.darkColor.setFromString(dark); + } + data.attachmentName = this.getValue(slotMap, "attachment", null); + data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal")); + skeletonData.slots.push(data); + } + } + if (root.ik) { + for (var i = 0; i < root.ik.length; i++) { + var constraintMap = root.ik[i]; + var data = new spine.IkConstraintData(constraintMap.name); + data.order = this.getValue(constraintMap, "order", 0); + data.skinRequired = this.getValue(constraintMap, "skin", false); + for (var j = 0; j < constraintMap.bones.length; j++) { + var boneName = constraintMap.bones[j]; + var bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("IK bone not found: " + boneName); + data.bones.push(bone); + } + var targetName = constraintMap.target; + data.target = skeletonData.findBone(targetName); + if (data.target == null) + throw new Error("IK target bone not found: " + targetName); + data.mix = this.getValue(constraintMap, "mix", 1); + data.softness = this.getValue(constraintMap, "softness", 0) * scale; + data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1; + data.compress = this.getValue(constraintMap, "compress", false); + data.stretch = this.getValue(constraintMap, "stretch", false); + data.uniform = this.getValue(constraintMap, "uniform", false); + skeletonData.ikConstraints.push(data); + } + } + if (root.transform) { + for (var i = 0; i < root.transform.length; i++) { + var constraintMap = root.transform[i]; + var data = new spine.TransformConstraintData(constraintMap.name); + data.order = this.getValue(constraintMap, "order", 0); + data.skinRequired = this.getValue(constraintMap, "skin", false); + for (var j = 0; j < constraintMap.bones.length; j++) { + var boneName = constraintMap.bones[j]; + var bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("Transform constraint bone not found: " + boneName); + data.bones.push(bone); + } + var targetName = constraintMap.target; + data.target = skeletonData.findBone(targetName); + if (data.target == null) + throw new Error("Transform constraint target bone not found: " + targetName); + data.local = this.getValue(constraintMap, "local", false); + data.relative = this.getValue(constraintMap, "relative", false); + data.offsetRotation = this.getValue(constraintMap, "rotation", 0); + data.offsetX = this.getValue(constraintMap, "x", 0) * scale; + data.offsetY = this.getValue(constraintMap, "y", 0) * scale; + data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0); + data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0); + data.offsetShearY = this.getValue(constraintMap, "shearY", 0); + data.rotateMix = this.getValue(constraintMap, "rotateMix", 1); + data.translateMix = this.getValue(constraintMap, "translateMix", 1); + data.scaleMix = this.getValue(constraintMap, "scaleMix", 1); + data.shearMix = this.getValue(constraintMap, "shearMix", 1); + skeletonData.transformConstraints.push(data); + } + } + if (root.path) { + for (var i = 0; i < root.path.length; i++) { + var constraintMap = root.path[i]; + var data = new spine.PathConstraintData(constraintMap.name); + data.order = this.getValue(constraintMap, "order", 0); + data.skinRequired = this.getValue(constraintMap, "skin", false); + for (var j = 0; j < constraintMap.bones.length; j++) { + var boneName = constraintMap.bones[j]; + var bone = skeletonData.findBone(boneName); + if (bone == null) + throw new Error("Transform constraint bone not found: " + boneName); + data.bones.push(bone); + } + var targetName = constraintMap.target; + data.target = skeletonData.findSlot(targetName); + if (data.target == null) + throw new Error("Path target slot not found: " + targetName); + data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent")); + data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length")); + data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent")); + data.offsetRotation = this.getValue(constraintMap, "rotation", 0); + data.position = this.getValue(constraintMap, "position", 0); + if (data.positionMode == spine.PositionMode.Fixed) + data.position *= scale; + data.spacing = this.getValue(constraintMap, "spacing", 0); + if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) + data.spacing *= scale; + data.rotateMix = this.getValue(constraintMap, "rotateMix", 1); + data.translateMix = this.getValue(constraintMap, "translateMix", 1); + skeletonData.pathConstraints.push(data); + } + } + if (root.skins) { + for (var i = 0; i < root.skins.length; i++) { + var skinMap = root.skins[i]; + var skin = new spine.Skin(skinMap.name); + if (skinMap.bones) { + for (var ii = 0; ii < skinMap.bones.length; ii++) { + var bone = skeletonData.findBone(skinMap.bones[ii]); + if (bone == null) + throw new Error("Skin bone not found: " + skinMap.bones[i]); + skin.bones.push(bone); + } + } + if (skinMap.ik) { + for (var ii = 0; ii < skinMap.ik.length; ii++) { + var constraint = skeletonData.findIkConstraint(skinMap.ik[ii]); + if (constraint == null) + throw new Error("Skin IK constraint not found: " + skinMap.ik[i]); + skin.constraints.push(constraint); + } + } + if (skinMap.transform) { + for (var ii = 0; ii < skinMap.transform.length; ii++) { + var constraint = skeletonData.findTransformConstraint(skinMap.transform[ii]); + if (constraint == null) + throw new Error("Skin transform constraint not found: " + skinMap.transform[i]); + skin.constraints.push(constraint); + } + } + if (skinMap.path) { + for (var ii = 0; ii < skinMap.path.length; ii++) { + var constraint = skeletonData.findPathConstraint(skinMap.path[ii]); + if (constraint == null) + throw new Error("Skin path constraint not found: " + skinMap.path[i]); + skin.constraints.push(constraint); + } + } + for (var slotName in skinMap.attachments) { + var slot = skeletonData.findSlot(slotName); + if (slot == null) + throw new Error("Slot not found: " + slotName); + var slotMap = skinMap.attachments[slotName]; + for (var entryName in slotMap) { + var attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData); + if (attachment != null) + skin.setAttachment(slot.index, entryName, attachment); + } + } + skeletonData.skins.push(skin); + if (skin.name == "default") + skeletonData.defaultSkin = skin; + } + } + for (var i = 0, n = this.linkedMeshes.length; i < n; i++) { + var linkedMesh = this.linkedMeshes[i]; + var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); + if (skin == null) + throw new Error("Skin not found: " + linkedMesh.skin); + var parent_6 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); + if (parent_6 == null) + throw new Error("Parent mesh not found: " + linkedMesh.parent); + linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_6 : linkedMesh.mesh; + linkedMesh.mesh.setParentMesh(parent_6); + linkedMesh.mesh.updateUVs(); + } + this.linkedMeshes.length = 0; + if (root.events) { + for (var eventName in root.events) { + var eventMap = root.events[eventName]; + var data = new spine.EventData(eventName); + data.intValue = this.getValue(eventMap, "int", 0); + data.floatValue = this.getValue(eventMap, "float", 0); + data.stringValue = this.getValue(eventMap, "string", ""); + data.audioPath = this.getValue(eventMap, "audio", null); + if (data.audioPath != null) { + data.volume = this.getValue(eventMap, "volume", 1); + data.balance = this.getValue(eventMap, "balance", 0); + } + skeletonData.events.push(data); + } + } + if (root.animations) { + for (var animationName in root.animations) { + var animationMap = root.animations[animationName]; + this.readAnimation(animationMap, animationName, skeletonData); + } + } + return skeletonData; + }; + SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name, skeletonData) { + var scale = this.scale; + name = this.getValue(map, "name", name); + var type = this.getValue(map, "type", "region"); + switch (type) { + case "region": { + var path = this.getValue(map, "path", name); + var region = this.attachmentLoader.newRegionAttachment(skin, name, path); + if (region == null) + return null; + region.path = path; + region.x = this.getValue(map, "x", 0) * scale; + region.y = this.getValue(map, "y", 0) * scale; + region.scaleX = this.getValue(map, "scaleX", 1); + region.scaleY = this.getValue(map, "scaleY", 1); + region.rotation = this.getValue(map, "rotation", 0); + region.width = map.width * scale; + region.height = map.height * scale; + var color = this.getValue(map, "color", null); + if (color != null) + region.color.setFromString(color); + region.updateOffset(); + return region; + } + case "boundingbox": { + var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); + if (box == null) + return null; + this.readVertices(map, box, map.vertexCount << 1); + var color = this.getValue(map, "color", null); + if (color != null) + box.color.setFromString(color); + return box; + } + case "mesh": + case "linkedmesh": { + var path = this.getValue(map, "path", name); + var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); + if (mesh == null) + return null; + mesh.path = path; + var color = this.getValue(map, "color", null); + if (color != null) + mesh.color.setFromString(color); + mesh.width = this.getValue(map, "width", 0) * scale; + mesh.height = this.getValue(map, "height", 0) * scale; + var parent_7 = this.getValue(map, "parent", null); + if (parent_7 != null) { + this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_7, this.getValue(map, "deform", true))); + return mesh; + } + var uvs = map.uvs; + this.readVertices(map, mesh, uvs.length); + mesh.triangles = map.triangles; + mesh.regionUVs = uvs; + mesh.updateUVs(); + mesh.edges = this.getValue(map, "edges", null); + mesh.hullLength = this.getValue(map, "hull", 0) * 2; + return mesh; + } + case "path": { + var path = this.attachmentLoader.newPathAttachment(skin, name); + if (path == null) + return null; + path.closed = this.getValue(map, "closed", false); + path.constantSpeed = this.getValue(map, "constantSpeed", true); + var vertexCount = map.vertexCount; + this.readVertices(map, path, vertexCount << 1); + var lengths = spine.Utils.newArray(vertexCount / 3, 0); + for (var i = 0; i < map.lengths.length; i++) + lengths[i] = map.lengths[i] * scale; + path.lengths = lengths; + var color = this.getValue(map, "color", null); + if (color != null) + path.color.setFromString(color); + return path; + } + case "point": { + var point = this.attachmentLoader.newPointAttachment(skin, name); + if (point == null) + return null; + point.x = this.getValue(map, "x", 0) * scale; + point.y = this.getValue(map, "y", 0) * scale; + point.rotation = this.getValue(map, "rotation", 0); + var color = this.getValue(map, "color", null); + if (color != null) + point.color.setFromString(color); + return point; + } + case "clipping": { + var clip = this.attachmentLoader.newClippingAttachment(skin, name); + if (clip == null) + return null; + var end = this.getValue(map, "end", null); + if (end != null) { + var slot = skeletonData.findSlot(end); + if (slot == null) + throw new Error("Clipping end slot not found: " + end); + clip.endSlot = slot; + } + var vertexCount = map.vertexCount; + this.readVertices(map, clip, vertexCount << 1); + var color = this.getValue(map, "color", null); + if (color != null) + clip.color.setFromString(color); + return clip; + } + } + return null; + }; + SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) { + var scale = this.scale; + attachment.worldVerticesLength = verticesLength; + var vertices = map.vertices; + if (verticesLength == vertices.length) { + var scaledVertices = spine.Utils.toFloatArray(vertices); + if (scale != 1) { + for (var i = 0, n = vertices.length; i < n; i++) + scaledVertices[i] *= scale; + } + attachment.vertices = scaledVertices; + return; + } + var weights = new Array(); + var bones = new Array(); + for (var i = 0, n = vertices.length; i < n;) { + var boneCount = vertices[i++]; + bones.push(boneCount); + for (var nn = i + boneCount * 4; i < nn; i += 4) { + bones.push(vertices[i]); + weights.push(vertices[i + 1] * scale); + weights.push(vertices[i + 2] * scale); + weights.push(vertices[i + 3]); + } + } + attachment.bones = bones; + attachment.vertices = spine.Utils.toFloatArray(weights); + }; + SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) { + var scale = this.scale; + var timelines = new Array(); + var duration = 0; + if (map.slots) { + for (var slotName in map.slots) { + var slotMap = map.slots[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + if (slotIndex == -1) + throw new Error("Slot not found: " + slotName); + for (var timelineName in slotMap) { + var timelineMap = slotMap[timelineName]; + if (timelineName == "attachment") { + var timeline = new spine.AttachmentTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex++, this.getValue(valueMap, "time", 0), valueMap.name); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + else if (timelineName == "color") { + var timeline = new spine.ColorTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + var color = new spine.Color(); + color.setFromString(valueMap.color); + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), color.r, color.g, color.b, color.a); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]); + } + else if (timelineName == "twoColor") { + var timeline = new spine.TwoColorTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + var light = new spine.Color(); + var dark = new spine.Color(); + light.setFromString(valueMap.light); + dark.setFromString(valueMap.dark); + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), light.r, light.g, light.b, light.a, dark.r, dark.g, dark.b); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES]); + } + else + throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"); + } + } + } + if (map.bones) { + for (var boneName in map.bones) { + var boneMap = map.bones[boneName]; + var boneIndex = skeletonData.findBoneIndex(boneName); + if (boneIndex == -1) + throw new Error("Bone not found: " + boneName); + for (var timelineName in boneMap) { + var timelineMap = boneMap[timelineName]; + if (timelineName === "rotate") { + var timeline = new spine.RotateTimeline(timelineMap.length); + timeline.boneIndex = boneIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "angle", 0)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]); + } + else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") { + var timeline = null; + var timelineScale = 1, defaultValue = 0; + if (timelineName === "scale") { + timeline = new spine.ScaleTimeline(timelineMap.length); + defaultValue = 1; + } + else if (timelineName === "shear") + timeline = new spine.ShearTimeline(timelineMap.length); + else { + timeline = new spine.TranslateTimeline(timelineMap.length); + timelineScale = scale; + } + timeline.boneIndex = boneIndex; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + var x = this.getValue(valueMap, "x", defaultValue), y = this.getValue(valueMap, "y", defaultValue); + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), x * timelineScale, y * timelineScale); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]); + } + else + throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"); + } + } + } + if (map.ik) { + for (var constraintName in map.ik) { + var constraintMap = map.ik[constraintName]; + var constraint = skeletonData.findIkConstraint(constraintName); + var timeline = new spine.IkConstraintTimeline(constraintMap.length); + timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint); + var frameIndex = 0; + for (var i = 0; i < constraintMap.length; i++) { + var valueMap = constraintMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "softness", 0) * scale, this.getValue(valueMap, "bendPositive", true) ? 1 : -1, this.getValue(valueMap, "compress", false), this.getValue(valueMap, "stretch", false)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]); + } + } + if (map.transform) { + for (var constraintName in map.transform) { + var constraintMap = map.transform[constraintName]; + var constraint = skeletonData.findTransformConstraint(constraintName); + var timeline = new spine.TransformConstraintTimeline(constraintMap.length); + timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint); + var frameIndex = 0; + for (var i = 0; i < constraintMap.length; i++) { + var valueMap = constraintMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]); + } + } + if (map.path) { + for (var constraintName in map.path) { + var constraintMap = map.path[constraintName]; + var index = skeletonData.findPathConstraintIndex(constraintName); + if (index == -1) + throw new Error("Path constraint not found: " + constraintName); + var data = skeletonData.pathConstraints[index]; + for (var timelineName in constraintMap) { + var timelineMap = constraintMap[timelineName]; + if (timelineName === "position" || timelineName === "spacing") { + var timeline = null; + var timelineScale = 1; + if (timelineName === "spacing") { + timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length); + if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed) + timelineScale = scale; + } + else { + timeline = new spine.PathConstraintPositionTimeline(timelineMap.length); + if (data.positionMode == spine.PositionMode.Fixed) + timelineScale = scale; + } + timeline.pathConstraintIndex = index; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, timelineName, 0) * timelineScale); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]); + } + else if (timelineName === "mix") { + var timeline = new spine.PathConstraintMixTimeline(timelineMap.length); + timeline.pathConstraintIndex = index; + var frameIndex = 0; + for (var i = 0; i < timelineMap.length; i++) { + var valueMap = timelineMap[i]; + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1)); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]); + } + } + } + } + if (map.deform) { + for (var deformName in map.deform) { + var deformMap = map.deform[deformName]; + var skin = skeletonData.findSkin(deformName); + if (skin == null) + throw new Error("Skin not found: " + deformName); + for (var slotName in deformMap) { + var slotMap = deformMap[slotName]; + var slotIndex = skeletonData.findSlotIndex(slotName); + if (slotIndex == -1) + throw new Error("Slot not found: " + slotMap.name); + for (var timelineName in slotMap) { + var timelineMap = slotMap[timelineName]; + var attachment = skin.getAttachment(slotIndex, timelineName); + if (attachment == null) + throw new Error("Deform attachment not found: " + timelineMap.name); + var weighted = attachment.bones != null; + var vertices = attachment.vertices; + var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; + var timeline = new spine.DeformTimeline(timelineMap.length); + timeline.slotIndex = slotIndex; + timeline.attachment = attachment; + var frameIndex = 0; + for (var j = 0; j < timelineMap.length; j++) { + var valueMap = timelineMap[j]; + var deform = void 0; + var verticesValue = this.getValue(valueMap, "vertices", null); + if (verticesValue == null) + deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices; + else { + deform = spine.Utils.newFloatArray(deformLength); + var start = this.getValue(valueMap, "offset", 0); + spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length); + if (scale != 1) { + for (var i = start, n = i + verticesValue.length; i < n; i++) + deform[i] *= scale; + } + if (!weighted) { + for (var i = 0; i < deformLength; i++) + deform[i] += vertices[i]; + } + } + timeline.setFrame(frameIndex, this.getValue(valueMap, "time", 0), deform); + this.readCurve(valueMap, timeline, frameIndex); + frameIndex++; + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + } + } + } + var drawOrderNode = map.drawOrder; + if (drawOrderNode == null) + drawOrderNode = map.draworder; + if (drawOrderNode != null) { + var timeline = new spine.DrawOrderTimeline(drawOrderNode.length); + var slotCount = skeletonData.slots.length; + var frameIndex = 0; + for (var j = 0; j < drawOrderNode.length; j++) { + var drawOrderMap = drawOrderNode[j]; + var drawOrder = null; + var offsets = this.getValue(drawOrderMap, "offsets", null); + if (offsets != null) { + drawOrder = spine.Utils.newArray(slotCount, -1); + var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0); + var originalIndex = 0, unchangedIndex = 0; + for (var i = 0; i < offsets.length; i++) { + var offsetMap = offsets[i]; + var slotIndex = skeletonData.findSlotIndex(offsetMap.slot); + if (slotIndex == -1) + throw new Error("Slot not found: " + offsetMap.slot); + while (originalIndex != slotIndex) + unchanged[unchangedIndex++] = originalIndex++; + drawOrder[originalIndex + offsetMap.offset] = originalIndex++; + } + while (originalIndex < slotCount) + unchanged[unchangedIndex++] = originalIndex++; + for (var i = slotCount - 1; i >= 0; i--) + if (drawOrder[i] == -1) + drawOrder[i] = unchanged[--unchangedIndex]; + } + timeline.setFrame(frameIndex++, this.getValue(drawOrderMap, "time", 0), drawOrder); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + if (map.events) { + var timeline = new spine.EventTimeline(map.events.length); + var frameIndex = 0; + for (var i = 0; i < map.events.length; i++) { + var eventMap = map.events[i]; + var eventData = skeletonData.findEvent(eventMap.name); + if (eventData == null) + throw new Error("Event not found: " + eventMap.name); + var event_6 = new spine.Event(spine.Utils.toSinglePrecision(this.getValue(eventMap, "time", 0)), eventData); + event_6.intValue = this.getValue(eventMap, "int", eventData.intValue); + event_6.floatValue = this.getValue(eventMap, "float", eventData.floatValue); + event_6.stringValue = this.getValue(eventMap, "string", eventData.stringValue); + if (event_6.data.audioPath != null) { + event_6.volume = this.getValue(eventMap, "volume", 1); + event_6.balance = this.getValue(eventMap, "balance", 0); + } + timeline.setFrame(frameIndex++, event_6); + } + timelines.push(timeline); + duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); + } + if (isNaN(duration)) { + throw new Error("Error while parsing animation, duration is NaN"); + } + skeletonData.animations.push(new spine.Animation(name, timelines, duration)); + }; + SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) { + if (!map.hasOwnProperty("curve")) + return; + if (map.curve == "stepped") + timeline.setStepped(frameIndex); + else { + var curve = map.curve; + timeline.setCurve(frameIndex, curve, this.getValue(map, "c2", 0), this.getValue(map, "c3", 1), this.getValue(map, "c4", 1)); + } + }; + SkeletonJson.prototype.getValue = function (map, prop, defaultValue) { + return map[prop] !== undefined ? map[prop] : defaultValue; + }; + SkeletonJson.blendModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "normal") + return spine.BlendMode.Normal; + if (str == "additive") + return spine.BlendMode.Additive; + if (str == "multiply") + return spine.BlendMode.Multiply; + if (str == "screen") + return spine.BlendMode.Screen; + throw new Error("Unknown blend mode: " + str); + }; + SkeletonJson.positionModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "fixed") + return spine.PositionMode.Fixed; + if (str == "percent") + return spine.PositionMode.Percent; + throw new Error("Unknown position mode: " + str); + }; + SkeletonJson.spacingModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "length") + return spine.SpacingMode.Length; + if (str == "fixed") + return spine.SpacingMode.Fixed; + if (str == "percent") + return spine.SpacingMode.Percent; + throw new Error("Unknown position mode: " + str); + }; + SkeletonJson.rotateModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "tangent") + return spine.RotateMode.Tangent; + if (str == "chain") + return spine.RotateMode.Chain; + if (str == "chainscale") + return spine.RotateMode.ChainScale; + throw new Error("Unknown rotate mode: " + str); + }; + SkeletonJson.transformModeFromString = function (str) { + str = str.toLowerCase(); + if (str == "normal") + return spine.TransformMode.Normal; + if (str == "onlytranslation") + return spine.TransformMode.OnlyTranslation; + if (str == "norotationorreflection") + return spine.TransformMode.NoRotationOrReflection; + if (str == "noscale") + return spine.TransformMode.NoScale; + if (str == "noscaleorreflection") + return spine.TransformMode.NoScaleOrReflection; + throw new Error("Unknown transform mode: " + str); + }; + return SkeletonJson; + }()); + spine.SkeletonJson = SkeletonJson; + var LinkedMesh = (function () { + function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) { + this.mesh = mesh; + this.skin = skin; + this.slotIndex = slotIndex; + this.parent = parent; + this.inheritDeform = inheritDeform; + } + return LinkedMesh; + }()); +})(spine || (spine = {})); +var spine; +(function (spine) { + var SkinEntry = (function () { + function SkinEntry(slotIndex, name, attachment) { + this.slotIndex = slotIndex; + this.name = name; + this.attachment = attachment; + } + return SkinEntry; + }()); + spine.SkinEntry = SkinEntry; + var Skin = (function () { + function Skin(name) { + this.attachments = new Array(); + this.bones = Array(); + this.constraints = new Array(); + if (name == null) + throw new Error("name cannot be null."); + this.name = name; + } + Skin.prototype.setAttachment = function (slotIndex, name, attachment) { + if (attachment == null) + throw new Error("attachment cannot be null."); + var attachments = this.attachments; + if (slotIndex >= attachments.length) + attachments.length = slotIndex + 1; + if (!attachments[slotIndex]) + attachments[slotIndex] = {}; + attachments[slotIndex][name] = attachment; + }; + Skin.prototype.addSkin = function (skin) { + for (var i = 0; i < skin.bones.length; i++) { + var bone = skin.bones[i]; + var contained = false; + for (var j = 0; j < this.bones.length; j++) { + if (this.bones[j] == bone) { + contained = true; + break; + } + } + if (!contained) + this.bones.push(bone); + } + for (var i = 0; i < skin.constraints.length; i++) { + var constraint = skin.constraints[i]; + var contained = false; + for (var j = 0; j < this.constraints.length; j++) { + if (this.constraints[j] == constraint) { + contained = true; + break; + } + } + if (!contained) + this.constraints.push(constraint); + } + var attachments = skin.getAttachments(); + for (var i = 0; i < attachments.length; i++) { + var attachment = attachments[i]; + this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); + } + }; + Skin.prototype.copySkin = function (skin) { + for (var i = 0; i < skin.bones.length; i++) { + var bone = skin.bones[i]; + var contained = false; + for (var j = 0; j < this.bones.length; j++) { + if (this.bones[j] == bone) { + contained = true; + break; + } + } + if (!contained) + this.bones.push(bone); + } + for (var i = 0; i < skin.constraints.length; i++) { + var constraint = skin.constraints[i]; + var contained = false; + for (var j = 0; j < this.constraints.length; j++) { + if (this.constraints[j] == constraint) { + contained = true; + break; + } + } + if (!contained) + this.constraints.push(constraint); + } + var attachments = skin.getAttachments(); + for (var i = 0; i < attachments.length; i++) { + var attachment = attachments[i]; + if (attachment.attachment == null) + continue; + if (attachment.attachment instanceof spine.MeshAttachment) { + attachment.attachment = attachment.attachment.newLinkedMesh(); + this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); + } + else { + attachment.attachment = attachment.attachment.copy(); + this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); + } + } + }; + Skin.prototype.getAttachment = function (slotIndex, name) { + var dictionary = this.attachments[slotIndex]; + return dictionary ? dictionary[name] : null; + }; + Skin.prototype.removeAttachment = function (slotIndex, name) { + var dictionary = this.attachments[slotIndex]; + if (dictionary) + dictionary[name] = null; + }; + Skin.prototype.getAttachments = function () { + var entries = new Array(); + for (var i = 0; i < this.attachments.length; i++) { + var slotAttachments = this.attachments[i]; + if (slotAttachments) { + for (var name_4 in slotAttachments) { + var attachment = slotAttachments[name_4]; + if (attachment) + entries.push(new SkinEntry(i, name_4, attachment)); + } + } + } + return entries; + }; + Skin.prototype.getAttachmentsForSlot = function (slotIndex, attachments) { + var slotAttachments = this.attachments[slotIndex]; + if (slotAttachments) { + for (var name_5 in slotAttachments) { + var attachment = slotAttachments[name_5]; + if (attachment) + attachments.push(new SkinEntry(slotIndex, name_5, attachment)); + } + } + }; + Skin.prototype.clear = function () { + this.attachments.length = 0; + this.bones.length = 0; + this.constraints.length = 0; + }; + Skin.prototype.attachAll = function (skeleton, oldSkin) { + var slotIndex = 0; + for (var i = 0; i < skeleton.slots.length; i++) { + var slot = skeleton.slots[i]; + var slotAttachment = slot.getAttachment(); + if (slotAttachment && slotIndex < oldSkin.attachments.length) { + var dictionary = oldSkin.attachments[slotIndex]; + for (var key in dictionary) { + var skinAttachment = dictionary[key]; + if (slotAttachment == skinAttachment) { + var attachment = this.getAttachment(slotIndex, key); + if (attachment != null) + slot.setAttachment(attachment); + break; + } + } + } + slotIndex++; + } + }; + return Skin; + }()); + spine.Skin = Skin; +})(spine || (spine = {})); +var spine; +(function (spine) { + var Slot = (function () { + function Slot(data, bone) { + this.deform = new Array(); + if (data == null) + throw new Error("data cannot be null."); + if (bone == null) + throw new Error("bone cannot be null."); + this.data = data; + this.bone = bone; + this.color = new spine.Color(); + this.darkColor = data.darkColor == null ? null : new spine.Color(); + this.setToSetupPose(); + } + Slot.prototype.getSkeleton = function () { + return this.bone.skeleton; + }; + Slot.prototype.getAttachment = function () { + return this.attachment; + }; + Slot.prototype.setAttachment = function (attachment) { + if (this.attachment == attachment) + return; + this.attachment = attachment; + this.attachmentTime = this.bone.skeleton.time; + this.deform.length = 0; + }; + Slot.prototype.setAttachmentTime = function (time) { + this.attachmentTime = this.bone.skeleton.time - time; + }; + Slot.prototype.getAttachmentTime = function () { + return this.bone.skeleton.time - this.attachmentTime; + }; + Slot.prototype.setToSetupPose = function () { + this.color.setFromColor(this.data.color); + if (this.darkColor != null) + this.darkColor.setFromColor(this.data.darkColor); + if (this.data.attachmentName == null) + this.attachment = null; + else { + this.attachment = null; + this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); + } + }; + return Slot; + }()); + spine.Slot = Slot; +})(spine || (spine = {})); +var spine; +(function (spine) { + var SlotData = (function () { + function SlotData(index, name, boneData) { + this.color = new spine.Color(1, 1, 1, 1); + if (index < 0) + throw new Error("index must be >= 0."); + if (name == null) + throw new Error("name cannot be null."); + if (boneData == null) + throw new Error("boneData cannot be null."); + this.index = index; + this.name = name; + this.boneData = boneData; + } + return SlotData; + }()); + spine.SlotData = SlotData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var Texture = (function () { + function Texture(image) { + this._image = image; + } + Texture.prototype.getImage = function () { + return this._image; + }; + Texture.filterFromString = function (text) { + switch (text.toLowerCase()) { + case "nearest": return TextureFilter.Nearest; + case "linear": return TextureFilter.Linear; + case "mipmap": return TextureFilter.MipMap; + case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest; + case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest; + case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear; + case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear; + default: throw new Error("Unknown texture filter " + text); + } + }; + Texture.wrapFromString = function (text) { + switch (text.toLowerCase()) { + case "mirroredtepeat": return TextureWrap.MirroredRepeat; + case "clamptoedge": return TextureWrap.ClampToEdge; + case "repeat": return TextureWrap.Repeat; + default: throw new Error("Unknown texture wrap " + text); + } + }; + return Texture; + }()); + spine.Texture = Texture; + var TextureFilter; + (function (TextureFilter) { + TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest"; + TextureFilter[TextureFilter["Linear"] = 9729] = "Linear"; + TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap"; + TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest"; + TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest"; + TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear"; + TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear"; + })(TextureFilter = spine.TextureFilter || (spine.TextureFilter = {})); + var TextureWrap; + (function (TextureWrap) { + TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat"; + TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge"; + TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat"; + })(TextureWrap = spine.TextureWrap || (spine.TextureWrap = {})); + var TextureRegion = (function () { + function TextureRegion() { + this.u = 0; + this.v = 0; + this.u2 = 0; + this.v2 = 0; + this.width = 0; + this.height = 0; + this.rotate = false; + this.offsetX = 0; + this.offsetY = 0; + this.originalWidth = 0; + this.originalHeight = 0; + } + return TextureRegion; + }()); + spine.TextureRegion = TextureRegion; + var FakeTexture = (function (_super) { + __extends(FakeTexture, _super); + function FakeTexture() { + return _super !== null && _super.apply(this, arguments) || this; + } + FakeTexture.prototype.setFilters = function (minFilter, magFilter) { }; + FakeTexture.prototype.setWraps = function (uWrap, vWrap) { }; + FakeTexture.prototype.dispose = function () { }; + return FakeTexture; + }(Texture)); + spine.FakeTexture = FakeTexture; +})(spine || (spine = {})); +var spine; +(function (spine) { + var TextureAtlas = (function () { + function TextureAtlas(atlasText, textureLoader) { + this.pages = new Array(); + this.regions = new Array(); + this.load(atlasText, textureLoader); + } + TextureAtlas.prototype.load = function (atlasText, textureLoader) { + if (textureLoader == null) + throw new Error("textureLoader cannot be null."); + var reader = new TextureAtlasReader(atlasText); + var tuple = new Array(4); + var page = null; + while (true) { + var line = reader.readLine(); + if (line == null) + break; + line = line.trim(); + if (line.length == 0) + page = null; + else if (!page) { + page = new TextureAtlasPage(); + page.name = line; + if (reader.readTuple(tuple) == 2) { + page.width = parseInt(tuple[0]); + page.height = parseInt(tuple[1]); + reader.readTuple(tuple); + } + reader.readTuple(tuple); + page.minFilter = spine.Texture.filterFromString(tuple[0]); + page.magFilter = spine.Texture.filterFromString(tuple[1]); + var direction = reader.readValue(); + page.uWrap = spine.TextureWrap.ClampToEdge; + page.vWrap = spine.TextureWrap.ClampToEdge; + if (direction == "x") + page.uWrap = spine.TextureWrap.Repeat; + else if (direction == "y") + page.vWrap = spine.TextureWrap.Repeat; + else if (direction == "xy") + page.uWrap = page.vWrap = spine.TextureWrap.Repeat; + page.texture = textureLoader(line); + page.texture.setFilters(page.minFilter, page.magFilter); + page.texture.setWraps(page.uWrap, page.vWrap); + page.width = page.texture.getImage().width; + page.height = page.texture.getImage().height; + this.pages.push(page); + } + else { + var region = new TextureAtlasRegion(); + region.name = line; + region.page = page; + var rotateValue = reader.readValue(); + if (rotateValue.toLocaleLowerCase() == "true") { + region.degrees = 90; + } + else if (rotateValue.toLocaleLowerCase() == "false") { + region.degrees = 0; + } + else { + region.degrees = parseFloat(rotateValue); + } + region.rotate = region.degrees == 90; + reader.readTuple(tuple); + var x = parseInt(tuple[0]); + var y = parseInt(tuple[1]); + reader.readTuple(tuple); + var width = parseInt(tuple[0]); + var height = parseInt(tuple[1]); + region.u = x / page.width; + region.v = y / page.height; + if (region.rotate) { + region.u2 = (x + height) / page.width; + region.v2 = (y + width) / page.height; + } + else { + region.u2 = (x + width) / page.width; + region.v2 = (y + height) / page.height; + } + region.x = x; + region.y = y; + region.width = Math.abs(width); + region.height = Math.abs(height); + if (reader.readTuple(tuple) == 4) { + if (reader.readTuple(tuple) == 4) { + reader.readTuple(tuple); + } + } + region.originalWidth = parseInt(tuple[0]); + region.originalHeight = parseInt(tuple[1]); + reader.readTuple(tuple); + region.offsetX = parseInt(tuple[0]); + region.offsetY = parseInt(tuple[1]); + region.index = parseInt(reader.readValue()); + region.texture = page.texture; + this.regions.push(region); + } + } + }; + TextureAtlas.prototype.findRegion = function (name) { + for (var i = 0; i < this.regions.length; i++) { + if (this.regions[i].name == name) { + return this.regions[i]; + } + } + return null; + }; + TextureAtlas.prototype.dispose = function () { + for (var i = 0; i < this.pages.length; i++) { + this.pages[i].texture.dispose(); + } + }; + return TextureAtlas; + }()); + spine.TextureAtlas = TextureAtlas; + var TextureAtlasReader = (function () { + function TextureAtlasReader(text) { + this.index = 0; + this.lines = text.split(/\r\n|\r|\n/); + } + TextureAtlasReader.prototype.readLine = function () { + if (this.index >= this.lines.length) + return null; + return this.lines[this.index++]; + }; + TextureAtlasReader.prototype.readValue = function () { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) + throw new Error("Invalid line: " + line); + return line.substring(colon + 1).trim(); + }; + TextureAtlasReader.prototype.readTuple = function (tuple) { + var line = this.readLine(); + var colon = line.indexOf(":"); + if (colon == -1) + throw new Error("Invalid line: " + line); + var i = 0, lastMatch = colon + 1; + for (; i < 3; i++) { + var comma = line.indexOf(",", lastMatch); + if (comma == -1) + break; + tuple[i] = line.substr(lastMatch, comma - lastMatch).trim(); + lastMatch = comma + 1; + } + tuple[i] = line.substring(lastMatch).trim(); + return i + 1; + }; + return TextureAtlasReader; + }()); + var TextureAtlasPage = (function () { + function TextureAtlasPage() { + } + return TextureAtlasPage; + }()); + spine.TextureAtlasPage = TextureAtlasPage; + var TextureAtlasRegion = (function (_super) { + __extends(TextureAtlasRegion, _super); + function TextureAtlasRegion() { + return _super !== null && _super.apply(this, arguments) || this; + } + return TextureAtlasRegion; + }(spine.TextureRegion)); + spine.TextureAtlasRegion = TextureAtlasRegion; +})(spine || (spine = {})); +var spine; +(function (spine) { + var TransformConstraint = (function () { + function TransformConstraint(data, skeleton) { + this.rotateMix = 0; + this.translateMix = 0; + this.scaleMix = 0; + this.shearMix = 0; + this.temp = new spine.Vector2(); + this.active = false; + if (data == null) + throw new Error("data cannot be null."); + if (skeleton == null) + throw new Error("skeleton cannot be null."); + this.data = data; + this.rotateMix = data.rotateMix; + this.translateMix = data.translateMix; + this.scaleMix = data.scaleMix; + this.shearMix = data.shearMix; + this.bones = new Array(); + for (var i = 0; i < data.bones.length; i++) + this.bones.push(skeleton.findBone(data.bones[i].name)); + this.target = skeleton.findBone(data.target.name); + } + TransformConstraint.prototype.isActive = function () { + return this.active; + }; + TransformConstraint.prototype.apply = function () { + this.update(); + }; + TransformConstraint.prototype.update = function () { + if (this.data.local) { + if (this.data.relative) + this.applyRelativeLocal(); + else + this.applyAbsoluteLocal(); + } + else { + if (this.data.relative) + this.applyRelativeWorld(); + else + this.applyAbsoluteWorld(); + } + }; + TransformConstraint.prototype.applyAbsoluteWorld = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + var ta = target.a, tb = target.b, tc = target.c, td = target.d; + var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad; + var offsetRotation = this.data.offsetRotation * degRadReflect; + var offsetShearY = this.data.offsetShearY * degRadReflect; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + var modified = false; + if (rotateMix != 0) { + var a = bone.a, b = bone.b, c = bone.c, d = bone.d; + var r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; + if (r > spine.MathUtils.PI) + r -= spine.MathUtils.PI2; + else if (r < -spine.MathUtils.PI) + r += spine.MathUtils.PI2; + r *= rotateMix; + var cos = Math.cos(r), sin = Math.sin(r); + bone.a = cos * a - sin * c; + bone.b = cos * b - sin * d; + bone.c = sin * a + cos * c; + bone.d = sin * b + cos * d; + modified = true; + } + if (translateMix != 0) { + var temp = this.temp; + target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); + bone.worldX += (temp.x - bone.worldX) * translateMix; + bone.worldY += (temp.y - bone.worldY) * translateMix; + modified = true; + } + if (scaleMix > 0) { + var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c); + var ts = Math.sqrt(ta * ta + tc * tc); + if (s > 0.00001) + s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s; + bone.a *= s; + bone.c *= s; + s = Math.sqrt(bone.b * bone.b + bone.d * bone.d); + ts = Math.sqrt(tb * tb + td * td); + if (s > 0.00001) + s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s; + bone.b *= s; + bone.d *= s; + modified = true; + } + if (shearMix > 0) { + var b = bone.b, d = bone.d; + var by = Math.atan2(d, b); + var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a)); + if (r > spine.MathUtils.PI) + r -= spine.MathUtils.PI2; + else if (r < -spine.MathUtils.PI) + r += spine.MathUtils.PI2; + r = by + (r + offsetShearY) * shearMix; + var s = Math.sqrt(b * b + d * d); + bone.b = Math.cos(r) * s; + bone.d = Math.sin(r) * s; + modified = true; + } + if (modified) + bone.appliedValid = false; + } + }; + TransformConstraint.prototype.applyRelativeWorld = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + var ta = target.a, tb = target.b, tc = target.c, td = target.d; + var degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad; + var offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + var modified = false; + if (rotateMix != 0) { + var a = bone.a, b = bone.b, c = bone.c, d = bone.d; + var r = Math.atan2(tc, ta) + offsetRotation; + if (r > spine.MathUtils.PI) + r -= spine.MathUtils.PI2; + else if (r < -spine.MathUtils.PI) + r += spine.MathUtils.PI2; + r *= rotateMix; + var cos = Math.cos(r), sin = Math.sin(r); + bone.a = cos * a - sin * c; + bone.b = cos * b - sin * d; + bone.c = sin * a + cos * c; + bone.d = sin * b + cos * d; + modified = true; + } + if (translateMix != 0) { + var temp = this.temp; + target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); + bone.worldX += temp.x * translateMix; + bone.worldY += temp.y * translateMix; + modified = true; + } + if (scaleMix > 0) { + var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1; + bone.a *= s; + bone.c *= s; + s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1; + bone.b *= s; + bone.d *= s; + modified = true; + } + if (shearMix > 0) { + var r = Math.atan2(td, tb) - Math.atan2(tc, ta); + if (r > spine.MathUtils.PI) + r -= spine.MathUtils.PI2; + else if (r < -spine.MathUtils.PI) + r += spine.MathUtils.PI2; + var b = bone.b, d = bone.d; + r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix; + var s = Math.sqrt(b * b + d * d); + bone.b = Math.cos(r) * s; + bone.d = Math.sin(r) * s; + modified = true; + } + if (modified) + bone.appliedValid = false; + } + }; + TransformConstraint.prototype.applyAbsoluteLocal = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + if (!target.appliedValid) + target.updateAppliedTransform(); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (!bone.appliedValid) + bone.updateAppliedTransform(); + var rotation = bone.arotation; + if (rotateMix != 0) { + var r = target.arotation - rotation + this.data.offsetRotation; + r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; + rotation += r * rotateMix; + } + var x = bone.ax, y = bone.ay; + if (translateMix != 0) { + x += (target.ax - x + this.data.offsetX) * translateMix; + y += (target.ay - y + this.data.offsetY) * translateMix; + } + var scaleX = bone.ascaleX, scaleY = bone.ascaleY; + if (scaleMix != 0) { + if (scaleX > 0.00001) + scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX; + if (scaleY > 0.00001) + scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY; + } + var shearY = bone.ashearY; + if (shearMix != 0) { + var r = target.ashearY - shearY + this.data.offsetShearY; + r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360; + bone.shearY += r * shearMix; + } + bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); + } + }; + TransformConstraint.prototype.applyRelativeLocal = function () { + var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix; + var target = this.target; + if (!target.appliedValid) + target.updateAppliedTransform(); + var bones = this.bones; + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (!bone.appliedValid) + bone.updateAppliedTransform(); + var rotation = bone.arotation; + if (rotateMix != 0) + rotation += (target.arotation + this.data.offsetRotation) * rotateMix; + var x = bone.ax, y = bone.ay; + if (translateMix != 0) { + x += (target.ax + this.data.offsetX) * translateMix; + y += (target.ay + this.data.offsetY) * translateMix; + } + var scaleX = bone.ascaleX, scaleY = bone.ascaleY; + if (scaleMix != 0) { + if (scaleX > 0.00001) + scaleX *= ((target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix) + 1; + if (scaleY > 0.00001) + scaleY *= ((target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix) + 1; + } + var shearY = bone.ashearY; + if (shearMix != 0) + shearY += (target.ashearY + this.data.offsetShearY) * shearMix; + bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); + } + }; + return TransformConstraint; + }()); + spine.TransformConstraint = TransformConstraint; +})(spine || (spine = {})); +var spine; +(function (spine) { + var TransformConstraintData = (function (_super) { + __extends(TransformConstraintData, _super); + function TransformConstraintData(name) { + var _this = _super.call(this, name, 0, false) || this; + _this.bones = new Array(); + _this.rotateMix = 0; + _this.translateMix = 0; + _this.scaleMix = 0; + _this.shearMix = 0; + _this.offsetRotation = 0; + _this.offsetX = 0; + _this.offsetY = 0; + _this.offsetScaleX = 0; + _this.offsetScaleY = 0; + _this.offsetShearY = 0; + _this.relative = false; + _this.local = false; + return _this; + } + return TransformConstraintData; + }(spine.ConstraintData)); + spine.TransformConstraintData = TransformConstraintData; +})(spine || (spine = {})); +var spine; +(function (spine) { + var Triangulator = (function () { + function Triangulator() { + this.convexPolygons = new Array(); + this.convexPolygonsIndices = new Array(); + this.indicesArray = new Array(); + this.isConcaveArray = new Array(); + this.triangles = new Array(); + this.polygonPool = new spine.Pool(function () { + return new Array(); + }); + this.polygonIndicesPool = new spine.Pool(function () { + return new Array(); + }); + } + Triangulator.prototype.triangulate = function (verticesArray) { + var vertices = verticesArray; + var vertexCount = verticesArray.length >> 1; + var indices = this.indicesArray; + indices.length = 0; + for (var i = 0; i < vertexCount; i++) + indices[i] = i; + var isConcave = this.isConcaveArray; + isConcave.length = 0; + for (var i = 0, n = vertexCount; i < n; ++i) + isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices); + var triangles = this.triangles; + triangles.length = 0; + while (vertexCount > 3) { + var previous = vertexCount - 1, i = 0, next = 1; + while (true) { + outer: if (!isConcave[i]) { + var p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; + var p1x = vertices[p1], p1y = vertices[p1 + 1]; + var p2x = vertices[p2], p2y = vertices[p2 + 1]; + var p3x = vertices[p3], p3y = vertices[p3 + 1]; + for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { + if (!isConcave[ii]) + continue; + var v = indices[ii] << 1; + var vx = vertices[v], vy = vertices[v + 1]; + if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) { + if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) { + if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) + break outer; + } + } + } + break; + } + if (next == 0) { + do { + if (!isConcave[i]) + break; + i--; + } while (i > 0); + break; + } + previous = i; + i = next; + next = (next + 1) % vertexCount; + } + triangles.push(indices[(vertexCount + i - 1) % vertexCount]); + triangles.push(indices[i]); + triangles.push(indices[(i + 1) % vertexCount]); + indices.splice(i, 1); + isConcave.splice(i, 1); + vertexCount--; + var previousIndex = (vertexCount + i - 1) % vertexCount; + var nextIndex = i == vertexCount ? 0 : i; + isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices); + isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices); + } + if (vertexCount == 3) { + triangles.push(indices[2]); + triangles.push(indices[0]); + triangles.push(indices[1]); + } + return triangles; + }; + Triangulator.prototype.decompose = function (verticesArray, triangles) { + var vertices = verticesArray; + var convexPolygons = this.convexPolygons; + this.polygonPool.freeAll(convexPolygons); + convexPolygons.length = 0; + var convexPolygonsIndices = this.convexPolygonsIndices; + this.polygonIndicesPool.freeAll(convexPolygonsIndices); + convexPolygonsIndices.length = 0; + var polygonIndices = this.polygonIndicesPool.obtain(); + polygonIndices.length = 0; + var polygon = this.polygonPool.obtain(); + polygon.length = 0; + var fanBaseIndex = -1, lastWinding = 0; + for (var i = 0, n = triangles.length; i < n; i += 3) { + var t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1; + var x1 = vertices[t1], y1 = vertices[t1 + 1]; + var x2 = vertices[t2], y2 = vertices[t2 + 1]; + var x3 = vertices[t3], y3 = vertices[t3 + 1]; + var merged = false; + if (fanBaseIndex == t1) { + var o = polygon.length - 4; + var winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); + var winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]); + if (winding1 == lastWinding && winding2 == lastWinding) { + polygon.push(x3); + polygon.push(y3); + polygonIndices.push(t3); + merged = true; + } + } + if (!merged) { + if (polygon.length > 0) { + convexPolygons.push(polygon); + convexPolygonsIndices.push(polygonIndices); + } + else { + this.polygonPool.free(polygon); + this.polygonIndicesPool.free(polygonIndices); + } + polygon = this.polygonPool.obtain(); + polygon.length = 0; + polygon.push(x1); + polygon.push(y1); + polygon.push(x2); + polygon.push(y2); + polygon.push(x3); + polygon.push(y3); + polygonIndices = this.polygonIndicesPool.obtain(); + polygonIndices.length = 0; + polygonIndices.push(t1); + polygonIndices.push(t2); + polygonIndices.push(t3); + lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3); + fanBaseIndex = t1; + } + } + if (polygon.length > 0) { + convexPolygons.push(polygon); + convexPolygonsIndices.push(polygonIndices); + } + for (var i = 0, n = convexPolygons.length; i < n; i++) { + polygonIndices = convexPolygonsIndices[i]; + if (polygonIndices.length == 0) + continue; + var firstIndex = polygonIndices[0]; + var lastIndex = polygonIndices[polygonIndices.length - 1]; + polygon = convexPolygons[i]; + var o = polygon.length - 4; + var prevPrevX = polygon[o], prevPrevY = polygon[o + 1]; + var prevX = polygon[o + 2], prevY = polygon[o + 3]; + var firstX = polygon[0], firstY = polygon[1]; + var secondX = polygon[2], secondY = polygon[3]; + var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); + for (var ii = 0; ii < n; ii++) { + if (ii == i) + continue; + var otherIndices = convexPolygonsIndices[ii]; + if (otherIndices.length != 3) + continue; + var otherFirstIndex = otherIndices[0]; + var otherSecondIndex = otherIndices[1]; + var otherLastIndex = otherIndices[2]; + var otherPoly = convexPolygons[ii]; + var x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1]; + if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) + continue; + var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); + var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY); + if (winding1 == winding && winding2 == winding) { + otherPoly.length = 0; + otherIndices.length = 0; + polygon.push(x3); + polygon.push(y3); + polygonIndices.push(otherLastIndex); + prevPrevX = prevX; + prevPrevY = prevY; + prevX = x3; + prevY = y3; + ii = 0; + } + } + } + for (var i = convexPolygons.length - 1; i >= 0; i--) { + polygon = convexPolygons[i]; + if (polygon.length == 0) { + convexPolygons.splice(i, 1); + this.polygonPool.free(polygon); + polygonIndices = convexPolygonsIndices[i]; + convexPolygonsIndices.splice(i, 1); + this.polygonIndicesPool.free(polygonIndices); + } + } + return convexPolygons; + }; + Triangulator.isConcave = function (index, vertexCount, vertices, indices) { + var previous = indices[(vertexCount + index - 1) % vertexCount] << 1; + var current = indices[index] << 1; + var next = indices[(index + 1) % vertexCount] << 1; + return !this.positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1]); + }; + Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) { + return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; + }; + Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) { + var px = p2x - p1x, py = p2y - p1y; + return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; + }; + return Triangulator; + }()); + spine.Triangulator = Triangulator; +})(spine || (spine = {})); +var spine; +(function (spine) { + var IntSet = (function () { + function IntSet() { + this.array = new Array(); + } + IntSet.prototype.add = function (value) { + var contains = this.contains(value); + this.array[value | 0] = value | 0; + return !contains; + }; + IntSet.prototype.contains = function (value) { + return this.array[value | 0] != undefined; + }; + IntSet.prototype.remove = function (value) { + this.array[value | 0] = undefined; + }; + IntSet.prototype.clear = function () { + this.array.length = 0; + }; + return IntSet; + }()); + spine.IntSet = IntSet; + var Color = (function () { + function Color(r, g, b, a) { + if (r === void 0) { r = 0; } + if (g === void 0) { g = 0; } + if (b === void 0) { b = 0; } + if (a === void 0) { a = 0; } + this.r = r; + this.g = g; + this.b = b; + this.a = a; + } + Color.prototype.set = function (r, g, b, a) { + this.r = r; + this.g = g; + this.b = b; + this.a = a; + this.clamp(); + return this; + }; + Color.prototype.setFromColor = function (c) { + this.r = c.r; + this.g = c.g; + this.b = c.b; + this.a = c.a; + return this; + }; + Color.prototype.setFromString = function (hex) { + hex = hex.charAt(0) == '#' ? hex.substr(1) : hex; + this.r = parseInt(hex.substr(0, 2), 16) / 255.0; + this.g = parseInt(hex.substr(2, 2), 16) / 255.0; + this.b = parseInt(hex.substr(4, 2), 16) / 255.0; + this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0; + return this; + }; + Color.prototype.add = function (r, g, b, a) { + this.r += r; + this.g += g; + this.b += b; + this.a += a; + this.clamp(); + return this; + }; + Color.prototype.clamp = function () { + if (this.r < 0) + this.r = 0; + else if (this.r > 1) + this.r = 1; + if (this.g < 0) + this.g = 0; + else if (this.g > 1) + this.g = 1; + if (this.b < 0) + this.b = 0; + else if (this.b > 1) + this.b = 1; + if (this.a < 0) + this.a = 0; + else if (this.a > 1) + this.a = 1; + return this; + }; + Color.rgba8888ToColor = function (color, value) { + color.r = ((value & 0xff000000) >>> 24) / 255; + color.g = ((value & 0x00ff0000) >>> 16) / 255; + color.b = ((value & 0x0000ff00) >>> 8) / 255; + color.a = ((value & 0x000000ff)) / 255; + }; + Color.rgb888ToColor = function (color, value) { + color.r = ((value & 0x00ff0000) >>> 16) / 255; + color.g = ((value & 0x0000ff00) >>> 8) / 255; + color.b = ((value & 0x000000ff)) / 255; + }; + Color.WHITE = new Color(1, 1, 1, 1); + Color.RED = new Color(1, 0, 0, 1); + Color.GREEN = new Color(0, 1, 0, 1); + Color.BLUE = new Color(0, 0, 1, 1); + Color.MAGENTA = new Color(1, 0, 1, 1); + return Color; + }()); + spine.Color = Color; + var MathUtils = (function () { + function MathUtils() { + } + MathUtils.clamp = function (value, min, max) { + if (value < min) + return min; + if (value > max) + return max; + return value; + }; + MathUtils.cosDeg = function (degrees) { + return Math.cos(degrees * MathUtils.degRad); + }; + MathUtils.sinDeg = function (degrees) { + return Math.sin(degrees * MathUtils.degRad); + }; + MathUtils.signum = function (value) { + return value > 0 ? 1 : value < 0 ? -1 : 0; + }; + MathUtils.toInt = function (x) { + return x > 0 ? Math.floor(x) : Math.ceil(x); + }; + MathUtils.cbrt = function (x) { + var y = Math.pow(Math.abs(x), 1 / 3); + return x < 0 ? -y : y; + }; + MathUtils.randomTriangular = function (min, max) { + return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5); + }; + MathUtils.randomTriangularWith = function (min, max, mode) { + var u = Math.random(); + var d = max - min; + if (u <= (mode - min) / d) + return min + Math.sqrt(u * d * (mode - min)); + return max - Math.sqrt((1 - u) * d * (max - mode)); + }; + MathUtils.PI = 3.1415927; + MathUtils.PI2 = MathUtils.PI * 2; + MathUtils.radiansToDegrees = 180 / MathUtils.PI; + MathUtils.radDeg = MathUtils.radiansToDegrees; + MathUtils.degreesToRadians = MathUtils.PI / 180; + MathUtils.degRad = MathUtils.degreesToRadians; + return MathUtils; + }()); + spine.MathUtils = MathUtils; + var Interpolation = (function () { + function Interpolation() { + } + Interpolation.prototype.apply = function (start, end, a) { + return start + (end - start) * this.applyInternal(a); + }; + return Interpolation; + }()); + spine.Interpolation = Interpolation; + var Pow = (function (_super) { + __extends(Pow, _super); + function Pow(power) { + var _this = _super.call(this) || this; + _this.power = 2; + _this.power = power; + return _this; + } + Pow.prototype.applyInternal = function (a) { + if (a <= 0.5) + return Math.pow(a * 2, this.power) / 2; + return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1; + }; + return Pow; + }(Interpolation)); + spine.Pow = Pow; + var PowOut = (function (_super) { + __extends(PowOut, _super); + function PowOut(power) { + return _super.call(this, power) || this; + } + PowOut.prototype.applyInternal = function (a) { + return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1; + }; + return PowOut; + }(Pow)); + spine.PowOut = PowOut; + var Utils = (function () { + function Utils() { + } + Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) { + for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) { + dest[j] = source[i]; + } + }; + Utils.setArraySize = function (array, size, value) { + if (value === void 0) { value = 0; } + var oldSize = array.length; + if (oldSize == size) + return array; + array.length = size; + if (oldSize < size) { + for (var i = oldSize; i < size; i++) + array[i] = value; + } + return array; + }; + Utils.ensureArrayCapacity = function (array, size, value) { + if (value === void 0) { value = 0; } + if (array.length >= size) + return array; + return Utils.setArraySize(array, size, value); + }; + Utils.newArray = function (size, defaultValue) { + var array = new Array(size); + for (var i = 0; i < size; i++) + array[i] = defaultValue; + return array; + }; + Utils.newFloatArray = function (size) { + if (Utils.SUPPORTS_TYPED_ARRAYS) { + return new Float32Array(size); + } + else { + var array = new Array(size); + for (var i = 0; i < array.length; i++) + array[i] = 0; + return array; + } + }; + Utils.newShortArray = function (size) { + if (Utils.SUPPORTS_TYPED_ARRAYS) { + return new Int16Array(size); + } + else { + var array = new Array(size); + for (var i = 0; i < array.length; i++) + array[i] = 0; + return array; + } + }; + Utils.toFloatArray = function (array) { + return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array; + }; + Utils.toSinglePrecision = function (value) { + return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value; + }; + Utils.webkit602BugfixHelper = function (alpha, blend) { + }; + Utils.contains = function (array, element, identity) { + if (identity === void 0) { identity = true; } + for (var i = 0; i < array.length; i++) { + if (array[i] == element) + return true; + } + return false; + }; + Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined"; + return Utils; + }()); + spine.Utils = Utils; + var DebugUtils = (function () { + function DebugUtils() { + } + DebugUtils.logBones = function (skeleton) { + for (var i = 0; i < skeleton.bones.length; i++) { + var bone = skeleton.bones[i]; + console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY); + } + }; + return DebugUtils; + }()); + spine.DebugUtils = DebugUtils; + var Pool = (function () { + function Pool(instantiator) { + this.items = new Array(); + this.instantiator = instantiator; + } + Pool.prototype.obtain = function () { + return this.items.length > 0 ? this.items.pop() : this.instantiator(); + }; + Pool.prototype.free = function (item) { + if (item.reset) + item.reset(); + this.items.push(item); + }; + Pool.prototype.freeAll = function (items) { + for (var i = 0; i < items.length; i++) { + this.free(items[i]); + } + }; + Pool.prototype.clear = function () { + this.items.length = 0; + }; + return Pool; + }()); + spine.Pool = Pool; + var Vector2 = (function () { + function Vector2(x, y) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + this.x = x; + this.y = y; + } + Vector2.prototype.set = function (x, y) { + this.x = x; + this.y = y; + return this; + }; + Vector2.prototype.length = function () { + var x = this.x; + var y = this.y; + return Math.sqrt(x * x + y * y); + }; + Vector2.prototype.normalize = function () { + var len = this.length(); + if (len != 0) { + this.x /= len; + this.y /= len; + } + return this; + }; + return Vector2; + }()); + spine.Vector2 = Vector2; + var TimeKeeper = (function () { + function TimeKeeper() { + this.maxDelta = 0.064; + this.framesPerSecond = 0; + this.delta = 0; + this.totalTime = 0; + this.lastTime = Date.now() / 1000; + this.frameCount = 0; + this.frameTime = 0; + } + TimeKeeper.prototype.update = function () { + var now = Date.now() / 1000; + this.delta = now - this.lastTime; + this.frameTime += this.delta; + this.totalTime += this.delta; + if (this.delta > this.maxDelta) + this.delta = this.maxDelta; + this.lastTime = now; + this.frameCount++; + if (this.frameTime > 1) { + this.framesPerSecond = this.frameCount / this.frameTime; + this.frameTime = 0; + this.frameCount = 0; + } + }; + return TimeKeeper; + }()); + spine.TimeKeeper = TimeKeeper; + var WindowedMean = (function () { + function WindowedMean(windowSize) { + if (windowSize === void 0) { windowSize = 32; } + this.addedValues = 0; + this.lastValue = 0; + this.mean = 0; + this.dirty = true; + this.values = new Array(windowSize); + } + WindowedMean.prototype.hasEnoughData = function () { + return this.addedValues >= this.values.length; + }; + WindowedMean.prototype.addValue = function (value) { + if (this.addedValues < this.values.length) + this.addedValues++; + this.values[this.lastValue++] = value; + if (this.lastValue > this.values.length - 1) + this.lastValue = 0; + this.dirty = true; + }; + WindowedMean.prototype.getMean = function () { + if (this.hasEnoughData()) { + if (this.dirty) { + var mean = 0; + for (var i = 0; i < this.values.length; i++) { + mean += this.values[i]; + } + this.mean = mean / this.values.length; + this.dirty = false; + } + return this.mean; + } + else { + return 0; + } + }; + return WindowedMean; + }()); + spine.WindowedMean = WindowedMean; +})(spine || (spine = {})); +(function () { + if (!Math.fround) { + Math.fround = (function (array) { + return function (x) { + return array[0] = x, array[0]; + }; + })(new Float32Array(1)); + } +})(); +var spine; +(function (spine) { + var Attachment = (function () { + function Attachment(name) { + if (name == null) + throw new Error("name cannot be null."); + this.name = name; + } + return Attachment; + }()); + spine.Attachment = Attachment; + var VertexAttachment = (function (_super) { + __extends(VertexAttachment, _super); + function VertexAttachment(name) { + var _this = _super.call(this, name) || this; + _this.id = (VertexAttachment.nextID++ & 65535) << 11; + _this.worldVerticesLength = 0; + _this.deformAttachment = _this; + return _this; + } + VertexAttachment.prototype.computeWorldVertices = function (slot, start, count, worldVertices, offset, stride) { + count = offset + (count >> 1) * stride; + var skeleton = slot.bone.skeleton; + var deformArray = slot.deform; + var vertices = this.vertices; + var bones = this.bones; + if (bones == null) { + if (deformArray.length > 0) + vertices = deformArray; + var bone = slot.bone; + var x = bone.worldX; + var y = bone.worldY; + var a = bone.a, b = bone.b, c = bone.c, d = bone.d; + for (var v_1 = start, w = offset; w < count; v_1 += 2, w += stride) { + var vx = vertices[v_1], vy = vertices[v_1 + 1]; + worldVertices[w] = vx * a + vy * b + x; + worldVertices[w + 1] = vx * c + vy * d + y; + } + return; + } + var v = 0, skip = 0; + for (var i = 0; i < start; i += 2) { + var n = bones[v]; + v += n + 1; + skip += n; + } + var skeletonBones = skeleton.bones; + if (deformArray.length == 0) { + for (var w = offset, b = skip * 3; w < count; w += stride) { + var wx = 0, wy = 0; + var n = bones[v++]; + n += v; + for (; v < n; v++, b += 3) { + var bone = skeletonBones[bones[v]]; + var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2]; + wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; + wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; + } + worldVertices[w] = wx; + worldVertices[w + 1] = wy; + } + } + else { + var deform = deformArray; + for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { + var wx = 0, wy = 0; + var n = bones[v++]; + n += v; + for (; v < n; v++, b += 3, f += 2) { + var bone = skeletonBones[bones[v]]; + var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2]; + wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight; + wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight; + } + worldVertices[w] = wx; + worldVertices[w + 1] = wy; + } + } + }; + VertexAttachment.prototype.copyTo = function (attachment) { + if (this.bones != null) { + attachment.bones = new Array(this.bones.length); + spine.Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length); + } + else + attachment.bones = null; + if (this.vertices != null) { + attachment.vertices = spine.Utils.newFloatArray(this.vertices.length); + spine.Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length); + } + else + attachment.vertices = null; + attachment.worldVerticesLength = this.worldVerticesLength; + attachment.deformAttachment = this.deformAttachment; + }; + VertexAttachment.nextID = 0; + return VertexAttachment; + }(Attachment)); + spine.VertexAttachment = VertexAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var AttachmentType; + (function (AttachmentType) { + AttachmentType[AttachmentType["Region"] = 0] = "Region"; + AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox"; + AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh"; + AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh"; + AttachmentType[AttachmentType["Path"] = 4] = "Path"; + AttachmentType[AttachmentType["Point"] = 5] = "Point"; + AttachmentType[AttachmentType["Clipping"] = 6] = "Clipping"; + })(AttachmentType = spine.AttachmentType || (spine.AttachmentType = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var BoundingBoxAttachment = (function (_super) { + __extends(BoundingBoxAttachment, _super); + function BoundingBoxAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new spine.Color(1, 1, 1, 1); + return _this; + } + BoundingBoxAttachment.prototype.copy = function () { + var copy = new BoundingBoxAttachment(this.name); + this.copyTo(copy); + copy.color.setFromColor(this.color); + return copy; + }; + return BoundingBoxAttachment; + }(spine.VertexAttachment)); + spine.BoundingBoxAttachment = BoundingBoxAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var ClippingAttachment = (function (_super) { + __extends(ClippingAttachment, _super); + function ClippingAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1); + return _this; + } + ClippingAttachment.prototype.copy = function () { + var copy = new ClippingAttachment(this.name); + this.copyTo(copy); + copy.endSlot = this.endSlot; + copy.color.setFromColor(this.color); + return copy; + }; + return ClippingAttachment; + }(spine.VertexAttachment)); + spine.ClippingAttachment = ClippingAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var MeshAttachment = (function (_super) { + __extends(MeshAttachment, _super); + function MeshAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new spine.Color(1, 1, 1, 1); + _this.tempColor = new spine.Color(0, 0, 0, 0); + return _this; + } + MeshAttachment.prototype.updateUVs = function () { + var regionUVs = this.regionUVs; + if (this.uvs == null || this.uvs.length != regionUVs.length) + this.uvs = spine.Utils.newFloatArray(regionUVs.length); + var uvs = this.uvs; + var n = this.uvs.length; + var u = this.region.u, v = this.region.v, width = 0, height = 0; + if (this.region instanceof spine.TextureAtlasRegion) { + var region = this.region; + var textureWidth = region.texture.getImage().width, textureHeight = region.texture.getImage().height; + switch (region.degrees) { + case 90: + u -= (region.originalHeight - region.offsetY - region.height) / textureWidth; + v -= (region.originalWidth - region.offsetX - region.width) / textureHeight; + width = region.originalHeight / textureWidth; + height = region.originalWidth / textureHeight; + for (var i = 0; i < n; i += 2) { + uvs[i] = u + regionUVs[i + 1] * width; + uvs[i + 1] = v + (1 - regionUVs[i]) * height; + } + return; + case 180: + u -= (region.originalWidth - region.offsetX - region.width) / textureWidth; + v -= region.offsetY / textureHeight; + width = region.originalWidth / textureWidth; + height = region.originalHeight / textureHeight; + for (var i = 0; i < n; i += 2) { + uvs[i] = u + (1 - regionUVs[i]) * width; + uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height; + } + return; + case 270: + u -= region.offsetY / textureWidth; + v -= region.offsetX / textureHeight; + width = region.originalHeight / textureWidth; + height = region.originalWidth / textureHeight; + for (var i = 0; i < n; i += 2) { + uvs[i] = u + (1 - regionUVs[i + 1]) * width; + uvs[i + 1] = v + regionUVs[i] * height; + } + return; + } + u -= region.offsetX / textureWidth; + v -= (region.originalHeight - region.offsetY - region.height) / textureHeight; + width = region.originalWidth / textureWidth; + height = region.originalHeight / textureHeight; + } + else if (this.region == null) { + u = v = 0; + width = height = 1; + } + else { + width = this.region.u2 - u; + height = this.region.v2 - v; + } + for (var i = 0; i < n; i += 2) { + uvs[i] = u + regionUVs[i] * width; + uvs[i + 1] = v + regionUVs[i + 1] * height; + } + }; + MeshAttachment.prototype.getParentMesh = function () { + return this.parentMesh; + }; + MeshAttachment.prototype.setParentMesh = function (parentMesh) { + this.parentMesh = parentMesh; + if (parentMesh != null) { + this.bones = parentMesh.bones; + this.vertices = parentMesh.vertices; + this.worldVerticesLength = parentMesh.worldVerticesLength; + this.regionUVs = parentMesh.regionUVs; + this.triangles = parentMesh.triangles; + this.hullLength = parentMesh.hullLength; + this.worldVerticesLength = parentMesh.worldVerticesLength; + } + }; + MeshAttachment.prototype.copy = function () { + if (this.parentMesh != null) + return this.newLinkedMesh(); + var copy = new MeshAttachment(this.name); + copy.region = this.region; + copy.path = this.path; + copy.color.setFromColor(this.color); + this.copyTo(copy); + copy.regionUVs = new Array(this.regionUVs.length); + spine.Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length); + copy.uvs = new Array(this.uvs.length); + spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length); + copy.triangles = new Array(this.triangles.length); + spine.Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length); + copy.hullLength = this.hullLength; + if (this.edges != null) { + copy.edges = new Array(this.edges.length); + spine.Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length); + } + copy.width = this.width; + copy.height = this.height; + return copy; + }; + MeshAttachment.prototype.newLinkedMesh = function () { + var copy = new MeshAttachment(this.name); + copy.region = this.region; + copy.path = this.path; + copy.color.setFromColor(this.color); + copy.deformAttachment = this.deformAttachment; + copy.setParentMesh(this.parentMesh != null ? this.parentMesh : this); + copy.updateUVs(); + return copy; + }; + return MeshAttachment; + }(spine.VertexAttachment)); + spine.MeshAttachment = MeshAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var PathAttachment = (function (_super) { + __extends(PathAttachment, _super); + function PathAttachment(name) { + var _this = _super.call(this, name) || this; + _this.closed = false; + _this.constantSpeed = false; + _this.color = new spine.Color(1, 1, 1, 1); + return _this; + } + PathAttachment.prototype.copy = function () { + var copy = new PathAttachment(this.name); + this.copyTo(copy); + copy.lengths = new Array(this.lengths.length); + spine.Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length); + copy.closed = closed; + copy.constantSpeed = this.constantSpeed; + copy.color.setFromColor(this.color); + return copy; + }; + return PathAttachment; + }(spine.VertexAttachment)); + spine.PathAttachment = PathAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var PointAttachment = (function (_super) { + __extends(PointAttachment, _super); + function PointAttachment(name) { + var _this = _super.call(this, name) || this; + _this.color = new spine.Color(0.38, 0.94, 0, 1); + return _this; + } + PointAttachment.prototype.computeWorldPosition = function (bone, point) { + point.x = this.x * bone.a + this.y * bone.b + bone.worldX; + point.y = this.x * bone.c + this.y * bone.d + bone.worldY; + return point; + }; + PointAttachment.prototype.computeWorldRotation = function (bone) { + var cos = spine.MathUtils.cosDeg(this.rotation), sin = spine.MathUtils.sinDeg(this.rotation); + var x = cos * bone.a + sin * bone.b; + var y = cos * bone.c + sin * bone.d; + return Math.atan2(y, x) * spine.MathUtils.radDeg; + }; + PointAttachment.prototype.copy = function () { + var copy = new PointAttachment(this.name); + copy.x = this.x; + copy.y = this.y; + copy.rotation = this.rotation; + copy.color.setFromColor(this.color); + return copy; + }; + return PointAttachment; + }(spine.VertexAttachment)); + spine.PointAttachment = PointAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var RegionAttachment = (function (_super) { + __extends(RegionAttachment, _super); + function RegionAttachment(name) { + var _this = _super.call(this, name) || this; + _this.x = 0; + _this.y = 0; + _this.scaleX = 1; + _this.scaleY = 1; + _this.rotation = 0; + _this.width = 0; + _this.height = 0; + _this.color = new spine.Color(1, 1, 1, 1); + _this.offset = spine.Utils.newFloatArray(8); + _this.uvs = spine.Utils.newFloatArray(8); + _this.tempColor = new spine.Color(1, 1, 1, 1); + return _this; + } + RegionAttachment.prototype.updateOffset = function () { + var regionScaleX = this.width / this.region.originalWidth * this.scaleX; + var regionScaleY = this.height / this.region.originalHeight * this.scaleY; + var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX; + var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY; + var localX2 = localX + this.region.width * regionScaleX; + var localY2 = localY + this.region.height * regionScaleY; + var radians = this.rotation * Math.PI / 180; + var cos = Math.cos(radians); + var sin = Math.sin(radians); + var localXCos = localX * cos + this.x; + var localXSin = localX * sin; + var localYCos = localY * cos + this.y; + var localYSin = localY * sin; + var localX2Cos = localX2 * cos + this.x; + var localX2Sin = localX2 * sin; + var localY2Cos = localY2 * cos + this.y; + var localY2Sin = localY2 * sin; + var offset = this.offset; + offset[RegionAttachment.OX1] = localXCos - localYSin; + offset[RegionAttachment.OY1] = localYCos + localXSin; + offset[RegionAttachment.OX2] = localXCos - localY2Sin; + offset[RegionAttachment.OY2] = localY2Cos + localXSin; + offset[RegionAttachment.OX3] = localX2Cos - localY2Sin; + offset[RegionAttachment.OY3] = localY2Cos + localX2Sin; + offset[RegionAttachment.OX4] = localX2Cos - localYSin; + offset[RegionAttachment.OY4] = localYCos + localX2Sin; + }; + RegionAttachment.prototype.setRegion = function (region) { + this.region = region; + var uvs = this.uvs; + if (region.rotate) { + uvs[2] = region.u; + uvs[3] = region.v2; + uvs[4] = region.u; + uvs[5] = region.v; + uvs[6] = region.u2; + uvs[7] = region.v; + uvs[0] = region.u2; + uvs[1] = region.v2; + } + else { + uvs[0] = region.u; + uvs[1] = region.v2; + uvs[2] = region.u; + uvs[3] = region.v; + uvs[4] = region.u2; + uvs[5] = region.v; + uvs[6] = region.u2; + uvs[7] = region.v2; + } + }; + RegionAttachment.prototype.computeWorldVertices = function (bone, worldVertices, offset, stride) { + var vertexOffset = this.offset; + var x = bone.worldX, y = bone.worldY; + var a = bone.a, b = bone.b, c = bone.c, d = bone.d; + var offsetX = 0, offsetY = 0; + offsetX = vertexOffset[RegionAttachment.OX1]; + offsetY = vertexOffset[RegionAttachment.OY1]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + offset += stride; + offsetX = vertexOffset[RegionAttachment.OX2]; + offsetY = vertexOffset[RegionAttachment.OY2]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + offset += stride; + offsetX = vertexOffset[RegionAttachment.OX3]; + offsetY = vertexOffset[RegionAttachment.OY3]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + offset += stride; + offsetX = vertexOffset[RegionAttachment.OX4]; + offsetY = vertexOffset[RegionAttachment.OY4]; + worldVertices[offset] = offsetX * a + offsetY * b + x; + worldVertices[offset + 1] = offsetX * c + offsetY * d + y; + }; + RegionAttachment.prototype.copy = function () { + var copy = new RegionAttachment(this.name); + copy.region = this.region; + copy.rendererObject = this.rendererObject; + copy.path = this.path; + copy.x = this.x; + copy.y = this.y; + copy.scaleX = this.scaleX; + copy.scaleY = this.scaleY; + copy.rotation = this.rotation; + copy.width = this.width; + copy.height = this.height; + spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8); + spine.Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8); + copy.color.setFromColor(this.color); + return copy; + }; + RegionAttachment.OX1 = 0; + RegionAttachment.OY1 = 1; + RegionAttachment.OX2 = 2; + RegionAttachment.OY2 = 3; + RegionAttachment.OX3 = 4; + RegionAttachment.OY3 = 5; + RegionAttachment.OX4 = 6; + RegionAttachment.OY4 = 7; + RegionAttachment.X1 = 0; + RegionAttachment.Y1 = 1; + RegionAttachment.C1R = 2; + RegionAttachment.C1G = 3; + RegionAttachment.C1B = 4; + RegionAttachment.C1A = 5; + RegionAttachment.U1 = 6; + RegionAttachment.V1 = 7; + RegionAttachment.X2 = 8; + RegionAttachment.Y2 = 9; + RegionAttachment.C2R = 10; + RegionAttachment.C2G = 11; + RegionAttachment.C2B = 12; + RegionAttachment.C2A = 13; + RegionAttachment.U2 = 14; + RegionAttachment.V2 = 15; + RegionAttachment.X3 = 16; + RegionAttachment.Y3 = 17; + RegionAttachment.C3R = 18; + RegionAttachment.C3G = 19; + RegionAttachment.C3B = 20; + RegionAttachment.C3A = 21; + RegionAttachment.U3 = 22; + RegionAttachment.V3 = 23; + RegionAttachment.X4 = 24; + RegionAttachment.Y4 = 25; + RegionAttachment.C4R = 26; + RegionAttachment.C4G = 27; + RegionAttachment.C4B = 28; + RegionAttachment.C4A = 29; + RegionAttachment.U4 = 30; + RegionAttachment.V4 = 31; + return RegionAttachment; + }(spine.Attachment)); + spine.RegionAttachment = RegionAttachment; +})(spine || (spine = {})); +var spine; +(function (spine) { + var JitterEffect = (function () { + function JitterEffect(jitterX, jitterY) { + this.jitterX = 0; + this.jitterY = 0; + this.jitterX = jitterX; + this.jitterY = jitterY; + } + JitterEffect.prototype.begin = function (skeleton) { + }; + JitterEffect.prototype.transform = function (position, uv, light, dark) { + position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY); + position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY); + }; + JitterEffect.prototype.end = function () { + }; + return JitterEffect; + }()); + spine.JitterEffect = JitterEffect; +})(spine || (spine = {})); +var spine; +(function (spine) { + var SwirlEffect = (function () { + function SwirlEffect(radius) { + this.centerX = 0; + this.centerY = 0; + this.radius = 0; + this.angle = 0; + this.worldX = 0; + this.worldY = 0; + this.radius = radius; + } + SwirlEffect.prototype.begin = function (skeleton) { + this.worldX = skeleton.x + this.centerX; + this.worldY = skeleton.y + this.centerY; + }; + SwirlEffect.prototype.transform = function (position, uv, light, dark) { + var radAngle = this.angle * spine.MathUtils.degreesToRadians; + var x = position.x - this.worldX; + var y = position.y - this.worldY; + var dist = Math.sqrt(x * x + y * y); + if (dist < this.radius) { + var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius); + var cos = Math.cos(theta); + var sin = Math.sin(theta); + position.x = cos * x - sin * y + this.worldX; + position.y = sin * x + cos * y + this.worldY; + } + }; + SwirlEffect.prototype.end = function () { + }; + SwirlEffect.interpolation = new spine.PowOut(2); + return SwirlEffect; + }()); + spine.SwirlEffect = SwirlEffect; +})(spine || (spine = {})); +var spine; +(function (spine) { + var canvas; + (function (canvas) { + var AssetManager = (function (_super) { + __extends(AssetManager, _super); + function AssetManager(pathPrefix) { + if (pathPrefix === void 0) { pathPrefix = ""; } + return _super.call(this, function (image) { return new spine.canvas.CanvasTexture(image); }, pathPrefix) || this; + } + return AssetManager; + }(spine.AssetManager)); + canvas.AssetManager = AssetManager; + })(canvas = spine.canvas || (spine.canvas = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var canvas; + (function (canvas) { + var CanvasTexture = (function (_super) { + __extends(CanvasTexture, _super); + function CanvasTexture(image) { + return _super.call(this, image) || this; + } + CanvasTexture.prototype.setFilters = function (minFilter, magFilter) { }; + CanvasTexture.prototype.setWraps = function (uWrap, vWrap) { }; + CanvasTexture.prototype.dispose = function () { }; + return CanvasTexture; + }(spine.Texture)); + canvas.CanvasTexture = CanvasTexture; + })(canvas = spine.canvas || (spine.canvas = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var canvas; + (function (canvas) { + var SkeletonRenderer = (function () { + function SkeletonRenderer(context) { + this.triangleRendering = false; + this.debugRendering = false; + this.vertices = spine.Utils.newFloatArray(8 * 1024); + this.tempColor = new spine.Color(); + this.ctx = context; + } + SkeletonRenderer.prototype.draw = function (skeleton) { + if (this.triangleRendering) + this.drawTriangles(skeleton); + else + this.drawImages(skeleton); + }; + SkeletonRenderer.prototype.drawImages = function (skeleton) { + var ctx = this.ctx; + var drawOrder = skeleton.drawOrder; + if (this.debugRendering) + ctx.strokeStyle = "green"; + ctx.save(); + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + var regionAttachment = null; + var region = null; + var image = null; + if (attachment instanceof spine.RegionAttachment) { + regionAttachment = attachment; + region = regionAttachment.region; + image = region.texture.getImage(); + } + else + continue; + var skeleton_1 = slot.bone.skeleton; + var skeletonColor = skeleton_1.color; + var slotColor = slot.color; + var regionColor = regionAttachment.color; + var alpha = skeletonColor.a * slotColor.a * regionColor.a; + var color = this.tempColor; + color.set(skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, alpha); + var att = attachment; + var bone = slot.bone; + var w = region.width; + var h = region.height; + ctx.save(); + ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY); + ctx.translate(attachment.offset[0], attachment.offset[1]); + ctx.rotate(attachment.rotation * Math.PI / 180); + var atlasScale = att.width / w; + ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY); + ctx.translate(w / 2, h / 2); + if (attachment.region.rotate) { + var t = w; + w = h; + h = t; + ctx.rotate(-Math.PI / 2); + } + ctx.scale(1, -1); + ctx.translate(-w / 2, -h / 2); + ctx.globalAlpha = color.a; + ctx.drawImage(image, region.x, region.y, w, h, 0, 0, w, h); + if (this.debugRendering) + ctx.strokeRect(0, 0, w, h); + ctx.restore(); + } + ctx.restore(); + }; + SkeletonRenderer.prototype.drawTriangles = function (skeleton) { + var blendMode = null; + var vertices = this.vertices; + var triangles = null; + var drawOrder = skeleton.drawOrder; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var slot = drawOrder[i]; + var attachment = slot.getAttachment(); + var texture = null; + var region = null; + if (attachment instanceof spine.RegionAttachment) { + var regionAttachment = attachment; + vertices = this.computeRegionVertices(slot, regionAttachment, false); + triangles = SkeletonRenderer.QUAD_TRIANGLES; + region = regionAttachment.region; + texture = region.texture.getImage(); + } + else if (attachment instanceof spine.MeshAttachment) { + var mesh = attachment; + vertices = this.computeMeshVertices(slot, mesh, false); + triangles = mesh.triangles; + texture = mesh.region.renderObject.texture.getImage(); + } + else + continue; + if (texture != null) { + var slotBlendMode = slot.data.blendMode; + if (slotBlendMode != blendMode) { + blendMode = slotBlendMode; + } + var skeleton_2 = slot.bone.skeleton; + var skeletonColor = skeleton_2.color; + var slotColor = slot.color; + var attachmentColor = attachment.color; + var alpha = skeletonColor.a * slotColor.a * attachmentColor.a; + var color = this.tempColor; + color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha); + var ctx = this.ctx; + ctx.globalAlpha = color.a; + for (var j = 0; j < triangles.length; j += 3) { + var t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8; + var x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; + var x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; + var x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; + this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); + if (this.debugRendering) { + ctx.strokeStyle = "green"; + ctx.beginPath(); + ctx.moveTo(x0, y0); + ctx.lineTo(x1, y1); + ctx.lineTo(x2, y2); + ctx.lineTo(x0, y0); + ctx.stroke(); + } + } + } + } + this.ctx.globalAlpha = 1; + }; + SkeletonRenderer.prototype.drawTriangle = function (img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) { + var ctx = this.ctx; + u0 *= img.width; + v0 *= img.height; + u1 *= img.width; + v1 *= img.height; + u2 *= img.width; + v2 *= img.height; + ctx.beginPath(); + ctx.moveTo(x0, y0); + ctx.lineTo(x1, y1); + ctx.lineTo(x2, y2); + ctx.closePath(); + x1 -= x0; + y1 -= y0; + x2 -= x0; + y2 -= y0; + u1 -= u0; + v1 -= v0; + u2 -= u0; + v2 -= v0; + var det = 1 / (u1 * v2 - u2 * v1), a = (v2 * x1 - v1 * x2) * det, b = (v2 * y1 - v1 * y2) * det, c = (u1 * x2 - u2 * x1) * det, d = (u1 * y2 - u2 * y1) * det, e = x0 - a * u0 - c * v0, f = y0 - b * u0 - d * v0; + ctx.save(); + ctx.transform(a, b, c, d, e, f); + ctx.clip(); + ctx.drawImage(img, 0, 0); + ctx.restore(); + }; + SkeletonRenderer.prototype.computeRegionVertices = function (slot, region, pma) { + var skeleton = slot.bone.skeleton; + var skeletonColor = skeleton.color; + var slotColor = slot.color; + var regionColor = region.color; + var alpha = skeletonColor.a * slotColor.a * regionColor.a; + var multiplier = pma ? alpha : 1; + var color = this.tempColor; + color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); + region.computeWorldVertices(slot.bone, this.vertices, 0, SkeletonRenderer.VERTEX_SIZE); + var vertices = this.vertices; + var uvs = region.uvs; + vertices[spine.RegionAttachment.C1R] = color.r; + vertices[spine.RegionAttachment.C1G] = color.g; + vertices[spine.RegionAttachment.C1B] = color.b; + vertices[spine.RegionAttachment.C1A] = color.a; + vertices[spine.RegionAttachment.U1] = uvs[0]; + vertices[spine.RegionAttachment.V1] = uvs[1]; + vertices[spine.RegionAttachment.C2R] = color.r; + vertices[spine.RegionAttachment.C2G] = color.g; + vertices[spine.RegionAttachment.C2B] = color.b; + vertices[spine.RegionAttachment.C2A] = color.a; + vertices[spine.RegionAttachment.U2] = uvs[2]; + vertices[spine.RegionAttachment.V2] = uvs[3]; + vertices[spine.RegionAttachment.C3R] = color.r; + vertices[spine.RegionAttachment.C3G] = color.g; + vertices[spine.RegionAttachment.C3B] = color.b; + vertices[spine.RegionAttachment.C3A] = color.a; + vertices[spine.RegionAttachment.U3] = uvs[4]; + vertices[spine.RegionAttachment.V3] = uvs[5]; + vertices[spine.RegionAttachment.C4R] = color.r; + vertices[spine.RegionAttachment.C4G] = color.g; + vertices[spine.RegionAttachment.C4B] = color.b; + vertices[spine.RegionAttachment.C4A] = color.a; + vertices[spine.RegionAttachment.U4] = uvs[6]; + vertices[spine.RegionAttachment.V4] = uvs[7]; + return vertices; + }; + SkeletonRenderer.prototype.computeMeshVertices = function (slot, mesh, pma) { + var skeleton = slot.bone.skeleton; + var skeletonColor = skeleton.color; + var slotColor = slot.color; + var regionColor = mesh.color; + var alpha = skeletonColor.a * slotColor.a * regionColor.a; + var multiplier = pma ? alpha : 1; + var color = this.tempColor; + color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha); + var numVertices = mesh.worldVerticesLength / 2; + if (this.vertices.length < mesh.worldVerticesLength) { + this.vertices = spine.Utils.newFloatArray(mesh.worldVerticesLength); + } + var vertices = this.vertices; + mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, SkeletonRenderer.VERTEX_SIZE); + var uvs = mesh.uvs; + for (var i = 0, n = numVertices, u = 0, v = 2; i < n; i++) { + vertices[v++] = color.r; + vertices[v++] = color.g; + vertices[v++] = color.b; + vertices[v++] = color.a; + vertices[v++] = uvs[u++]; + vertices[v++] = uvs[u++]; + v += 2; + } + return vertices; + }; + SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; + SkeletonRenderer.VERTEX_SIZE = 2 + 2 + 4; + return SkeletonRenderer; + }()); + canvas.SkeletonRenderer = SkeletonRenderer; + })(canvas = spine.canvas || (spine.canvas = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var AssetManager = (function (_super) { + __extends(AssetManager, _super); + function AssetManager(context, pathPrefix) { + if (pathPrefix === void 0) { pathPrefix = ""; } + return _super.call(this, function (image) { + return new spine.webgl.GLTexture(context, image); + }, pathPrefix) || this; + } + return AssetManager; + }(spine.AssetManager)); + webgl.AssetManager = AssetManager; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var OrthoCamera = (function () { + function OrthoCamera(viewportWidth, viewportHeight) { + this.position = new webgl.Vector3(0, 0, 0); + this.direction = new webgl.Vector3(0, 0, -1); + this.up = new webgl.Vector3(0, 1, 0); + this.near = 0; + this.far = 100; + this.zoom = 1; + this.viewportWidth = 0; + this.viewportHeight = 0; + this.projectionView = new webgl.Matrix4(); + this.inverseProjectionView = new webgl.Matrix4(); + this.projection = new webgl.Matrix4(); + this.view = new webgl.Matrix4(); + this.tmp = new webgl.Vector3(); + this.viewportWidth = viewportWidth; + this.viewportHeight = viewportHeight; + this.update(); + } + OrthoCamera.prototype.update = function () { + var projection = this.projection; + var view = this.view; + var projectionView = this.projectionView; + var inverseProjectionView = this.inverseProjectionView; + var zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight; + projection.ortho(zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far); + view.lookAt(this.position, this.direction, this.up); + projectionView.set(projection.values); + projectionView.multiply(view); + inverseProjectionView.set(projectionView.values).invert(); + }; + OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) { + var x = screenCoords.x, y = screenHeight - screenCoords.y - 1; + var tmp = this.tmp; + tmp.x = (2 * x) / screenWidth - 1; + tmp.y = (2 * y) / screenHeight - 1; + tmp.z = (2 * screenCoords.z) - 1; + tmp.project(this.inverseProjectionView); + screenCoords.set(tmp.x, tmp.y, tmp.z); + return screenCoords; + }; + OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) { + this.viewportWidth = viewportWidth; + this.viewportHeight = viewportHeight; + }; + return OrthoCamera; + }()); + webgl.OrthoCamera = OrthoCamera; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var GLTexture = (function (_super) { + __extends(GLTexture, _super); + function GLTexture(context, image, useMipMaps) { + if (useMipMaps === void 0) { useMipMaps = false; } + var _this = _super.call(this, image) || this; + _this.texture = null; + _this.boundUnit = 0; + _this.useMipMaps = false; + _this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + _this.useMipMaps = useMipMaps; + _this.restore(); + _this.context.addRestorable(_this); + return _this; + } + GLTexture.prototype.setFilters = function (minFilter, magFilter) { + var gl = this.context.gl; + this.bind(); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, GLTexture.validateMagFilter(magFilter)); + }; + GLTexture.validateMagFilter = function (magFilter) { + switch (magFilter) { + case spine.TextureFilter.MipMap: + case spine.TextureFilter.MipMapLinearLinear: + case spine.TextureFilter.MipMapLinearNearest: + case spine.TextureFilter.MipMapNearestLinear: + case spine.TextureFilter.MipMapNearestNearest: + return spine.TextureFilter.Linear; + default: + return magFilter; + } + }; + GLTexture.prototype.setWraps = function (uWrap, vWrap) { + var gl = this.context.gl; + this.bind(); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap); + }; + GLTexture.prototype.update = function (useMipMaps) { + var gl = this.context.gl; + if (!this.texture) { + this.texture = this.context.gl.createTexture(); + } + this.bind(); + if (GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL) + gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + if (useMipMaps) + gl.generateMipmap(gl.TEXTURE_2D); + }; + GLTexture.prototype.restore = function () { + this.texture = null; + this.update(this.useMipMaps); + }; + GLTexture.prototype.bind = function (unit) { + if (unit === void 0) { unit = 0; } + var gl = this.context.gl; + this.boundUnit = unit; + gl.activeTexture(gl.TEXTURE0 + unit); + gl.bindTexture(gl.TEXTURE_2D, this.texture); + }; + GLTexture.prototype.unbind = function () { + var gl = this.context.gl; + gl.activeTexture(gl.TEXTURE0 + this.boundUnit); + gl.bindTexture(gl.TEXTURE_2D, null); + }; + GLTexture.prototype.dispose = function () { + this.context.removeRestorable(this); + var gl = this.context.gl; + gl.deleteTexture(this.texture); + }; + GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false; + return GLTexture; + }(spine.Texture)); + webgl.GLTexture = GLTexture; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var Input = (function () { + function Input(element) { + this.lastX = 0; + this.lastY = 0; + this.buttonDown = false; + this.currTouch = null; + this.touchesPool = new spine.Pool(function () { + return new spine.webgl.Touch(0, 0, 0); + }); + this.listeners = new Array(); + this.element = element; + this.setupCallbacks(element); + } + Input.prototype.setupCallbacks = function (element) { + var _this = this; + var mouseDown = function (ev) { + if (ev instanceof MouseEvent) { + var rect = element.getBoundingClientRect(); + var x = ev.clientX - rect.left; + var y = ev.clientY - rect.top; + var listeners = _this.listeners; + for (var i = 0; i < listeners.length; i++) { + if (listeners[i].down) + listeners[i].down(x, y); + } + _this.lastX = x; + _this.lastY = y; + _this.buttonDown = true; + document.addEventListener("mousemove", mouseMove); + document.addEventListener("mouseup", mouseUp); + } + }; + var mouseMove = function (ev) { + if (ev instanceof MouseEvent) { + var rect = element.getBoundingClientRect(); + var x = ev.clientX - rect.left; + var y = ev.clientY - rect.top; + var listeners = _this.listeners; + for (var i = 0; i < listeners.length; i++) { + if (_this.buttonDown) { + if (listeners[i].dragged) + listeners[i].dragged(x, y); + } + else { + if (listeners[i].moved) + listeners[i].moved(x, y); + } + } + _this.lastX = x; + _this.lastY = y; + } + }; + var mouseUp = function (ev) { + if (ev instanceof MouseEvent) { + var rect = element.getBoundingClientRect(); + var x = ev.clientX - rect.left; + var y = ev.clientY - rect.top; + var listeners = _this.listeners; + for (var i = 0; i < listeners.length; i++) { + if (listeners[i].up) + listeners[i].up(x, y); + } + _this.lastX = x; + _this.lastY = y; + _this.buttonDown = false; + document.removeEventListener("mousemove", mouseMove); + document.removeEventListener("mouseup", mouseUp); + } + }; + element.addEventListener("mousedown", mouseDown, true); + element.addEventListener("mousemove", mouseMove, true); + element.addEventListener("mouseup", mouseUp, true); + element.addEventListener("touchstart", function (ev) { + if (_this.currTouch != null) + return; + var touches = ev.changedTouches; + for (var i = 0; i < touches.length; i++) { + var touch = touches[i]; + var rect = element.getBoundingClientRect(); + var x = touch.clientX - rect.left; + var y = touch.clientY - rect.top; + _this.currTouch = _this.touchesPool.obtain(); + _this.currTouch.identifier = touch.identifier; + _this.currTouch.x = x; + _this.currTouch.y = y; + break; + } + var listeners = _this.listeners; + for (var i_17 = 0; i_17 < listeners.length; i_17++) { + if (listeners[i_17].down) + listeners[i_17].down(_this.currTouch.x, _this.currTouch.y); + } + _this.lastX = _this.currTouch.x; + _this.lastY = _this.currTouch.y; + _this.buttonDown = true; + ev.preventDefault(); + }, false); + element.addEventListener("touchend", function (ev) { + var touches = ev.changedTouches; + for (var i = 0; i < touches.length; i++) { + var touch = touches[i]; + if (_this.currTouch.identifier === touch.identifier) { + var rect = element.getBoundingClientRect(); + var x = _this.currTouch.x = touch.clientX - rect.left; + var y = _this.currTouch.y = touch.clientY - rect.top; + _this.touchesPool.free(_this.currTouch); + var listeners = _this.listeners; + for (var i_18 = 0; i_18 < listeners.length; i_18++) { + if (listeners[i_18].up) + listeners[i_18].up(x, y); + } + _this.lastX = x; + _this.lastY = y; + _this.buttonDown = false; + _this.currTouch = null; + break; + } + } + ev.preventDefault(); + }, false); + element.addEventListener("touchcancel", function (ev) { + var touches = ev.changedTouches; + for (var i = 0; i < touches.length; i++) { + var touch = touches[i]; + if (_this.currTouch.identifier === touch.identifier) { + var rect = element.getBoundingClientRect(); + var x = _this.currTouch.x = touch.clientX - rect.left; + var y = _this.currTouch.y = touch.clientY - rect.top; + _this.touchesPool.free(_this.currTouch); + var listeners = _this.listeners; + for (var i_19 = 0; i_19 < listeners.length; i_19++) { + if (listeners[i_19].up) + listeners[i_19].up(x, y); + } + _this.lastX = x; + _this.lastY = y; + _this.buttonDown = false; + _this.currTouch = null; + break; + } + } + ev.preventDefault(); + }, false); + element.addEventListener("touchmove", function (ev) { + if (_this.currTouch == null) + return; + var touches = ev.changedTouches; + for (var i = 0; i < touches.length; i++) { + var touch = touches[i]; + if (_this.currTouch.identifier === touch.identifier) { + var rect = element.getBoundingClientRect(); + var x = touch.clientX - rect.left; + var y = touch.clientY - rect.top; + var listeners = _this.listeners; + for (var i_20 = 0; i_20 < listeners.length; i_20++) { + if (listeners[i_20].dragged) + listeners[i_20].dragged(x, y); + } + _this.lastX = _this.currTouch.x = x; + _this.lastY = _this.currTouch.y = y; + break; + } + } + ev.preventDefault(); + }, false); + }; + Input.prototype.addListener = function (listener) { + this.listeners.push(listener); + }; + Input.prototype.removeListener = function (listener) { + var idx = this.listeners.indexOf(listener); + if (idx > -1) { + this.listeners.splice(idx, 1); + } + }; + return Input; + }()); + webgl.Input = Input; + var Touch = (function () { + function Touch(identifier, x, y) { + this.identifier = identifier; + this.x = x; + this.y = y; + } + return Touch; + }()); + webgl.Touch = Touch; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var LoadingScreen = (function () { + function LoadingScreen(renderer) { + this.logo = null; + this.spinner = null; + this.angle = 0; + this.fadeOut = 0; + this.timeKeeper = new spine.TimeKeeper(); + this.backgroundColor = new spine.Color(0.135, 0.135, 0.135, 1); + this.tempColor = new spine.Color(); + this.firstDraw = 0; + this.renderer = renderer; + this.timeKeeper.maxDelta = 9; + if (LoadingScreen.logoImg === null) { + var isSafari = navigator.userAgent.indexOf("Safari") > -1; + LoadingScreen.logoImg = new Image(); + LoadingScreen.logoImg.src = LoadingScreen.SPINE_LOGO_DATA; + if (!isSafari) + LoadingScreen.logoImg.crossOrigin = "anonymous"; + LoadingScreen.logoImg.onload = function (ev) { + LoadingScreen.loaded++; + }; + LoadingScreen.spinnerImg = new Image(); + LoadingScreen.spinnerImg.src = LoadingScreen.SPINNER_DATA; + if (!isSafari) + LoadingScreen.spinnerImg.crossOrigin = "anonymous"; + LoadingScreen.spinnerImg.onload = function (ev) { + LoadingScreen.loaded++; + }; + } + } + LoadingScreen.prototype.draw = function (complete) { + if (complete === void 0) { complete = false; } + if (complete && this.fadeOut > LoadingScreen.FADE_SECONDS) + return; + this.timeKeeper.update(); + var a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.75)); + this.angle -= this.timeKeeper.delta / 1.4 * 360 * (1 + 1.5 * Math.pow(a, 5)); + var renderer = this.renderer; + var canvas = renderer.canvas; + var gl = renderer.context.gl; + renderer.resize(webgl.ResizeMode.Stretch); + var oldX = renderer.camera.position.x, oldY = renderer.camera.position.y; + renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0); + renderer.camera.viewportWidth = canvas.width; + renderer.camera.viewportHeight = canvas.height; + if (!complete) { + gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a); + gl.clear(gl.COLOR_BUFFER_BIT); + this.tempColor.a = 1; + } + else { + this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1); + if (this.fadeOut > LoadingScreen.FADE_SECONDS) { + renderer.camera.position.set(oldX, oldY, 0); + return; + } + a = 1 - this.fadeOut / LoadingScreen.FADE_SECONDS; + this.tempColor.setFromColor(this.backgroundColor); + this.tempColor.a = 1 - (a - 1) * (a - 1); + renderer.begin(); + renderer.quad(true, 0, 0, canvas.width, 0, canvas.width, canvas.height, 0, canvas.height, this.tempColor, this.tempColor, this.tempColor, this.tempColor); + renderer.end(); + } + this.tempColor.set(1, 1, 1, this.tempColor.a); + if (LoadingScreen.loaded != 2) + return; + if (this.logo === null) { + this.logo = new webgl.GLTexture(renderer.context, LoadingScreen.logoImg); + this.spinner = new webgl.GLTexture(renderer.context, LoadingScreen.spinnerImg); + } + this.logo.update(false); + this.spinner.update(false); + var logoWidth = this.logo.getImage().width; + var logoHeight = this.logo.getImage().height; + var spinnerWidth = this.spinner.getImage().width; + var spinnerHeight = this.spinner.getImage().height; + renderer.batcher.setBlendMode(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + renderer.begin(); + renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, this.tempColor); + renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerWidth) / 2, (canvas.height - spinnerHeight) / 2, spinnerWidth, spinnerHeight, spinnerWidth / 2, spinnerHeight / 2, this.angle, this.tempColor); + renderer.end(); + renderer.camera.position.set(oldX, oldY, 0); + }; + LoadingScreen.FADE_SECONDS = 1; + LoadingScreen.loaded = 0; + LoadingScreen.spinnerImg = null; + LoadingScreen.logoImg = null; + LoadingScreen.SPINNER_DATA = "data:image/png;base64,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"; + LoadingScreen.SPINE_LOGO_DATA = 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"; + return LoadingScreen; + }()); + webgl.LoadingScreen = LoadingScreen; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + webgl.M00 = 0; + webgl.M01 = 4; + webgl.M02 = 8; + webgl.M03 = 12; + webgl.M10 = 1; + webgl.M11 = 5; + webgl.M12 = 9; + webgl.M13 = 13; + webgl.M20 = 2; + webgl.M21 = 6; + webgl.M22 = 10; + webgl.M23 = 14; + webgl.M30 = 3; + webgl.M31 = 7; + webgl.M32 = 11; + webgl.M33 = 15; + var Matrix4 = (function () { + function Matrix4() { + this.temp = new Float32Array(16); + this.values = new Float32Array(16); + var v = this.values; + v[webgl.M00] = 1; + v[webgl.M11] = 1; + v[webgl.M22] = 1; + v[webgl.M33] = 1; + } + Matrix4.prototype.set = function (values) { + this.values.set(values); + return this; + }; + Matrix4.prototype.transpose = function () { + var t = this.temp; + var v = this.values; + t[webgl.M00] = v[webgl.M00]; + t[webgl.M01] = v[webgl.M10]; + t[webgl.M02] = v[webgl.M20]; + t[webgl.M03] = v[webgl.M30]; + t[webgl.M10] = v[webgl.M01]; + t[webgl.M11] = v[webgl.M11]; + t[webgl.M12] = v[webgl.M21]; + t[webgl.M13] = v[webgl.M31]; + t[webgl.M20] = v[webgl.M02]; + t[webgl.M21] = v[webgl.M12]; + t[webgl.M22] = v[webgl.M22]; + t[webgl.M23] = v[webgl.M32]; + t[webgl.M30] = v[webgl.M03]; + t[webgl.M31] = v[webgl.M13]; + t[webgl.M32] = v[webgl.M23]; + t[webgl.M33] = v[webgl.M33]; + return this.set(t); + }; + Matrix4.prototype.identity = function () { + var v = this.values; + v[webgl.M00] = 1; + v[webgl.M01] = 0; + v[webgl.M02] = 0; + v[webgl.M03] = 0; + v[webgl.M10] = 0; + v[webgl.M11] = 1; + v[webgl.M12] = 0; + v[webgl.M13] = 0; + v[webgl.M20] = 0; + v[webgl.M21] = 0; + v[webgl.M22] = 1; + v[webgl.M23] = 0; + v[webgl.M30] = 0; + v[webgl.M31] = 0; + v[webgl.M32] = 0; + v[webgl.M33] = 1; + return this; + }; + Matrix4.prototype.invert = function () { + var v = this.values; + var t = this.temp; + var l_det = v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] + + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] + - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] + - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] + + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] + + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] + - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] + - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]; + if (l_det == 0) + throw new Error("non-invertible matrix"); + var inv_det = 1.0 / l_det; + t[webgl.M00] = v[webgl.M12] * v[webgl.M23] * v[webgl.M31] - v[webgl.M13] * v[webgl.M22] * v[webgl.M31] + v[webgl.M13] * v[webgl.M21] * v[webgl.M32] + - v[webgl.M11] * v[webgl.M23] * v[webgl.M32] - v[webgl.M12] * v[webgl.M21] * v[webgl.M33] + v[webgl.M11] * v[webgl.M22] * v[webgl.M33]; + t[webgl.M01] = v[webgl.M03] * v[webgl.M22] * v[webgl.M31] - v[webgl.M02] * v[webgl.M23] * v[webgl.M31] - v[webgl.M03] * v[webgl.M21] * v[webgl.M32] + + v[webgl.M01] * v[webgl.M23] * v[webgl.M32] + v[webgl.M02] * v[webgl.M21] * v[webgl.M33] - v[webgl.M01] * v[webgl.M22] * v[webgl.M33]; + t[webgl.M02] = v[webgl.M02] * v[webgl.M13] * v[webgl.M31] - v[webgl.M03] * v[webgl.M12] * v[webgl.M31] + v[webgl.M03] * v[webgl.M11] * v[webgl.M32] + - v[webgl.M01] * v[webgl.M13] * v[webgl.M32] - v[webgl.M02] * v[webgl.M11] * v[webgl.M33] + v[webgl.M01] * v[webgl.M12] * v[webgl.M33]; + t[webgl.M03] = v[webgl.M03] * v[webgl.M12] * v[webgl.M21] - v[webgl.M02] * v[webgl.M13] * v[webgl.M21] - v[webgl.M03] * v[webgl.M11] * v[webgl.M22] + + v[webgl.M01] * v[webgl.M13] * v[webgl.M22] + v[webgl.M02] * v[webgl.M11] * v[webgl.M23] - v[webgl.M01] * v[webgl.M12] * v[webgl.M23]; + t[webgl.M10] = v[webgl.M13] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M20] * v[webgl.M32] + + v[webgl.M10] * v[webgl.M23] * v[webgl.M32] + v[webgl.M12] * v[webgl.M20] * v[webgl.M33] - v[webgl.M10] * v[webgl.M22] * v[webgl.M33]; + t[webgl.M11] = v[webgl.M02] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M22] * v[webgl.M30] + v[webgl.M03] * v[webgl.M20] * v[webgl.M32] + - v[webgl.M00] * v[webgl.M23] * v[webgl.M32] - v[webgl.M02] * v[webgl.M20] * v[webgl.M33] + v[webgl.M00] * v[webgl.M22] * v[webgl.M33]; + t[webgl.M12] = v[webgl.M03] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M10] * v[webgl.M32] + + v[webgl.M00] * v[webgl.M13] * v[webgl.M32] + v[webgl.M02] * v[webgl.M10] * v[webgl.M33] - v[webgl.M00] * v[webgl.M12] * v[webgl.M33]; + t[webgl.M13] = v[webgl.M02] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M12] * v[webgl.M20] + v[webgl.M03] * v[webgl.M10] * v[webgl.M22] + - v[webgl.M00] * v[webgl.M13] * v[webgl.M22] - v[webgl.M02] * v[webgl.M10] * v[webgl.M23] + v[webgl.M00] * v[webgl.M12] * v[webgl.M23]; + t[webgl.M20] = v[webgl.M11] * v[webgl.M23] * v[webgl.M30] - v[webgl.M13] * v[webgl.M21] * v[webgl.M30] + v[webgl.M13] * v[webgl.M20] * v[webgl.M31] + - v[webgl.M10] * v[webgl.M23] * v[webgl.M31] - v[webgl.M11] * v[webgl.M20] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M33]; + t[webgl.M21] = v[webgl.M03] * v[webgl.M21] * v[webgl.M30] - v[webgl.M01] * v[webgl.M23] * v[webgl.M30] - v[webgl.M03] * v[webgl.M20] * v[webgl.M31] + + v[webgl.M00] * v[webgl.M23] * v[webgl.M31] + v[webgl.M01] * v[webgl.M20] * v[webgl.M33] - v[webgl.M00] * v[webgl.M21] * v[webgl.M33]; + t[webgl.M22] = v[webgl.M01] * v[webgl.M13] * v[webgl.M30] - v[webgl.M03] * v[webgl.M11] * v[webgl.M30] + v[webgl.M03] * v[webgl.M10] * v[webgl.M31] + - v[webgl.M00] * v[webgl.M13] * v[webgl.M31] - v[webgl.M01] * v[webgl.M10] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M33]; + t[webgl.M23] = v[webgl.M03] * v[webgl.M11] * v[webgl.M20] - v[webgl.M01] * v[webgl.M13] * v[webgl.M20] - v[webgl.M03] * v[webgl.M10] * v[webgl.M21] + + v[webgl.M00] * v[webgl.M13] * v[webgl.M21] + v[webgl.M01] * v[webgl.M10] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M23]; + t[webgl.M30] = v[webgl.M12] * v[webgl.M21] * v[webgl.M30] - v[webgl.M11] * v[webgl.M22] * v[webgl.M30] - v[webgl.M12] * v[webgl.M20] * v[webgl.M31] + + v[webgl.M10] * v[webgl.M22] * v[webgl.M31] + v[webgl.M11] * v[webgl.M20] * v[webgl.M32] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32]; + t[webgl.M31] = v[webgl.M01] * v[webgl.M22] * v[webgl.M30] - v[webgl.M02] * v[webgl.M21] * v[webgl.M30] + v[webgl.M02] * v[webgl.M20] * v[webgl.M31] + - v[webgl.M00] * v[webgl.M22] * v[webgl.M31] - v[webgl.M01] * v[webgl.M20] * v[webgl.M32] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32]; + t[webgl.M32] = v[webgl.M02] * v[webgl.M11] * v[webgl.M30] - v[webgl.M01] * v[webgl.M12] * v[webgl.M30] - v[webgl.M02] * v[webgl.M10] * v[webgl.M31] + + v[webgl.M00] * v[webgl.M12] * v[webgl.M31] + v[webgl.M01] * v[webgl.M10] * v[webgl.M32] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32]; + t[webgl.M33] = v[webgl.M01] * v[webgl.M12] * v[webgl.M20] - v[webgl.M02] * v[webgl.M11] * v[webgl.M20] + v[webgl.M02] * v[webgl.M10] * v[webgl.M21] + - v[webgl.M00] * v[webgl.M12] * v[webgl.M21] - v[webgl.M01] * v[webgl.M10] * v[webgl.M22] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22]; + v[webgl.M00] = t[webgl.M00] * inv_det; + v[webgl.M01] = t[webgl.M01] * inv_det; + v[webgl.M02] = t[webgl.M02] * inv_det; + v[webgl.M03] = t[webgl.M03] * inv_det; + v[webgl.M10] = t[webgl.M10] * inv_det; + v[webgl.M11] = t[webgl.M11] * inv_det; + v[webgl.M12] = t[webgl.M12] * inv_det; + v[webgl.M13] = t[webgl.M13] * inv_det; + v[webgl.M20] = t[webgl.M20] * inv_det; + v[webgl.M21] = t[webgl.M21] * inv_det; + v[webgl.M22] = t[webgl.M22] * inv_det; + v[webgl.M23] = t[webgl.M23] * inv_det; + v[webgl.M30] = t[webgl.M30] * inv_det; + v[webgl.M31] = t[webgl.M31] * inv_det; + v[webgl.M32] = t[webgl.M32] * inv_det; + v[webgl.M33] = t[webgl.M33] * inv_det; + return this; + }; + Matrix4.prototype.determinant = function () { + var v = this.values; + return v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] - v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] - v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] + + v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] + v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] - v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] + - v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] + v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] + v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] + - v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] - v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] + v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] + + v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] - v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] - v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] + + v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] + v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] - v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] + - v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] + v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] + v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] + - v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] - v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] + v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]; + }; + Matrix4.prototype.translate = function (x, y, z) { + var v = this.values; + v[webgl.M03] += x; + v[webgl.M13] += y; + v[webgl.M23] += z; + return this; + }; + Matrix4.prototype.copy = function () { + return new Matrix4().set(this.values); + }; + Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) { + this.identity(); + var l_fd = (1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0)); + var l_a1 = (far + near) / (near - far); + var l_a2 = (2 * far * near) / (near - far); + var v = this.values; + v[webgl.M00] = l_fd / aspectRatio; + v[webgl.M10] = 0; + v[webgl.M20] = 0; + v[webgl.M30] = 0; + v[webgl.M01] = 0; + v[webgl.M11] = l_fd; + v[webgl.M21] = 0; + v[webgl.M31] = 0; + v[webgl.M02] = 0; + v[webgl.M12] = 0; + v[webgl.M22] = l_a1; + v[webgl.M32] = -1; + v[webgl.M03] = 0; + v[webgl.M13] = 0; + v[webgl.M23] = l_a2; + v[webgl.M33] = 0; + return this; + }; + Matrix4.prototype.ortho2d = function (x, y, width, height) { + return this.ortho(x, x + width, y, y + height, 0, 1); + }; + Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) { + this.identity(); + var x_orth = 2 / (right - left); + var y_orth = 2 / (top - bottom); + var z_orth = -2 / (far - near); + var tx = -(right + left) / (right - left); + var ty = -(top + bottom) / (top - bottom); + var tz = -(far + near) / (far - near); + var v = this.values; + v[webgl.M00] = x_orth; + v[webgl.M10] = 0; + v[webgl.M20] = 0; + v[webgl.M30] = 0; + v[webgl.M01] = 0; + v[webgl.M11] = y_orth; + v[webgl.M21] = 0; + v[webgl.M31] = 0; + v[webgl.M02] = 0; + v[webgl.M12] = 0; + v[webgl.M22] = z_orth; + v[webgl.M32] = 0; + v[webgl.M03] = tx; + v[webgl.M13] = ty; + v[webgl.M23] = tz; + v[webgl.M33] = 1; + return this; + }; + Matrix4.prototype.multiply = function (matrix) { + var t = this.temp; + var v = this.values; + var m = matrix.values; + t[webgl.M00] = v[webgl.M00] * m[webgl.M00] + v[webgl.M01] * m[webgl.M10] + v[webgl.M02] * m[webgl.M20] + v[webgl.M03] * m[webgl.M30]; + t[webgl.M01] = v[webgl.M00] * m[webgl.M01] + v[webgl.M01] * m[webgl.M11] + v[webgl.M02] * m[webgl.M21] + v[webgl.M03] * m[webgl.M31]; + t[webgl.M02] = v[webgl.M00] * m[webgl.M02] + v[webgl.M01] * m[webgl.M12] + v[webgl.M02] * m[webgl.M22] + v[webgl.M03] * m[webgl.M32]; + t[webgl.M03] = v[webgl.M00] * m[webgl.M03] + v[webgl.M01] * m[webgl.M13] + v[webgl.M02] * m[webgl.M23] + v[webgl.M03] * m[webgl.M33]; + t[webgl.M10] = v[webgl.M10] * m[webgl.M00] + v[webgl.M11] * m[webgl.M10] + v[webgl.M12] * m[webgl.M20] + v[webgl.M13] * m[webgl.M30]; + t[webgl.M11] = v[webgl.M10] * m[webgl.M01] + v[webgl.M11] * m[webgl.M11] + v[webgl.M12] * m[webgl.M21] + v[webgl.M13] * m[webgl.M31]; + t[webgl.M12] = v[webgl.M10] * m[webgl.M02] + v[webgl.M11] * m[webgl.M12] + v[webgl.M12] * m[webgl.M22] + v[webgl.M13] * m[webgl.M32]; + t[webgl.M13] = v[webgl.M10] * m[webgl.M03] + v[webgl.M11] * m[webgl.M13] + v[webgl.M12] * m[webgl.M23] + v[webgl.M13] * m[webgl.M33]; + t[webgl.M20] = v[webgl.M20] * m[webgl.M00] + v[webgl.M21] * m[webgl.M10] + v[webgl.M22] * m[webgl.M20] + v[webgl.M23] * m[webgl.M30]; + t[webgl.M21] = v[webgl.M20] * m[webgl.M01] + v[webgl.M21] * m[webgl.M11] + v[webgl.M22] * m[webgl.M21] + v[webgl.M23] * m[webgl.M31]; + t[webgl.M22] = v[webgl.M20] * m[webgl.M02] + v[webgl.M21] * m[webgl.M12] + v[webgl.M22] * m[webgl.M22] + v[webgl.M23] * m[webgl.M32]; + t[webgl.M23] = v[webgl.M20] * m[webgl.M03] + v[webgl.M21] * m[webgl.M13] + v[webgl.M22] * m[webgl.M23] + v[webgl.M23] * m[webgl.M33]; + t[webgl.M30] = v[webgl.M30] * m[webgl.M00] + v[webgl.M31] * m[webgl.M10] + v[webgl.M32] * m[webgl.M20] + v[webgl.M33] * m[webgl.M30]; + t[webgl.M31] = v[webgl.M30] * m[webgl.M01] + v[webgl.M31] * m[webgl.M11] + v[webgl.M32] * m[webgl.M21] + v[webgl.M33] * m[webgl.M31]; + t[webgl.M32] = v[webgl.M30] * m[webgl.M02] + v[webgl.M31] * m[webgl.M12] + v[webgl.M32] * m[webgl.M22] + v[webgl.M33] * m[webgl.M32]; + t[webgl.M33] = v[webgl.M30] * m[webgl.M03] + v[webgl.M31] * m[webgl.M13] + v[webgl.M32] * m[webgl.M23] + v[webgl.M33] * m[webgl.M33]; + return this.set(this.temp); + }; + Matrix4.prototype.multiplyLeft = function (matrix) { + var t = this.temp; + var v = this.values; + var m = matrix.values; + t[webgl.M00] = m[webgl.M00] * v[webgl.M00] + m[webgl.M01] * v[webgl.M10] + m[webgl.M02] * v[webgl.M20] + m[webgl.M03] * v[webgl.M30]; + t[webgl.M01] = m[webgl.M00] * v[webgl.M01] + m[webgl.M01] * v[webgl.M11] + m[webgl.M02] * v[webgl.M21] + m[webgl.M03] * v[webgl.M31]; + t[webgl.M02] = m[webgl.M00] * v[webgl.M02] + m[webgl.M01] * v[webgl.M12] + m[webgl.M02] * v[webgl.M22] + m[webgl.M03] * v[webgl.M32]; + t[webgl.M03] = m[webgl.M00] * v[webgl.M03] + m[webgl.M01] * v[webgl.M13] + m[webgl.M02] * v[webgl.M23] + m[webgl.M03] * v[webgl.M33]; + t[webgl.M10] = m[webgl.M10] * v[webgl.M00] + m[webgl.M11] * v[webgl.M10] + m[webgl.M12] * v[webgl.M20] + m[webgl.M13] * v[webgl.M30]; + t[webgl.M11] = m[webgl.M10] * v[webgl.M01] + m[webgl.M11] * v[webgl.M11] + m[webgl.M12] * v[webgl.M21] + m[webgl.M13] * v[webgl.M31]; + t[webgl.M12] = m[webgl.M10] * v[webgl.M02] + m[webgl.M11] * v[webgl.M12] + m[webgl.M12] * v[webgl.M22] + m[webgl.M13] * v[webgl.M32]; + t[webgl.M13] = m[webgl.M10] * v[webgl.M03] + m[webgl.M11] * v[webgl.M13] + m[webgl.M12] * v[webgl.M23] + m[webgl.M13] * v[webgl.M33]; + t[webgl.M20] = m[webgl.M20] * v[webgl.M00] + m[webgl.M21] * v[webgl.M10] + m[webgl.M22] * v[webgl.M20] + m[webgl.M23] * v[webgl.M30]; + t[webgl.M21] = m[webgl.M20] * v[webgl.M01] + m[webgl.M21] * v[webgl.M11] + m[webgl.M22] * v[webgl.M21] + m[webgl.M23] * v[webgl.M31]; + t[webgl.M22] = m[webgl.M20] * v[webgl.M02] + m[webgl.M21] * v[webgl.M12] + m[webgl.M22] * v[webgl.M22] + m[webgl.M23] * v[webgl.M32]; + t[webgl.M23] = m[webgl.M20] * v[webgl.M03] + m[webgl.M21] * v[webgl.M13] + m[webgl.M22] * v[webgl.M23] + m[webgl.M23] * v[webgl.M33]; + t[webgl.M30] = m[webgl.M30] * v[webgl.M00] + m[webgl.M31] * v[webgl.M10] + m[webgl.M32] * v[webgl.M20] + m[webgl.M33] * v[webgl.M30]; + t[webgl.M31] = m[webgl.M30] * v[webgl.M01] + m[webgl.M31] * v[webgl.M11] + m[webgl.M32] * v[webgl.M21] + m[webgl.M33] * v[webgl.M31]; + t[webgl.M32] = m[webgl.M30] * v[webgl.M02] + m[webgl.M31] * v[webgl.M12] + m[webgl.M32] * v[webgl.M22] + m[webgl.M33] * v[webgl.M32]; + t[webgl.M33] = m[webgl.M30] * v[webgl.M03] + m[webgl.M31] * v[webgl.M13] + m[webgl.M32] * v[webgl.M23] + m[webgl.M33] * v[webgl.M33]; + return this.set(this.temp); + }; + Matrix4.prototype.lookAt = function (position, direction, up) { + Matrix4.initTemps(); + var xAxis = Matrix4.xAxis, yAxis = Matrix4.yAxis, zAxis = Matrix4.zAxis; + zAxis.setFrom(direction).normalize(); + xAxis.setFrom(direction).normalize(); + xAxis.cross(up).normalize(); + yAxis.setFrom(xAxis).cross(zAxis).normalize(); + this.identity(); + var val = this.values; + val[webgl.M00] = xAxis.x; + val[webgl.M01] = xAxis.y; + val[webgl.M02] = xAxis.z; + val[webgl.M10] = yAxis.x; + val[webgl.M11] = yAxis.y; + val[webgl.M12] = yAxis.z; + val[webgl.M20] = -zAxis.x; + val[webgl.M21] = -zAxis.y; + val[webgl.M22] = -zAxis.z; + Matrix4.tmpMatrix.identity(); + Matrix4.tmpMatrix.values[webgl.M03] = -position.x; + Matrix4.tmpMatrix.values[webgl.M13] = -position.y; + Matrix4.tmpMatrix.values[webgl.M23] = -position.z; + this.multiply(Matrix4.tmpMatrix); + return this; + }; + Matrix4.initTemps = function () { + if (Matrix4.xAxis === null) + Matrix4.xAxis = new webgl.Vector3(); + if (Matrix4.yAxis === null) + Matrix4.yAxis = new webgl.Vector3(); + if (Matrix4.zAxis === null) + Matrix4.zAxis = new webgl.Vector3(); + }; + Matrix4.xAxis = null; + Matrix4.yAxis = null; + Matrix4.zAxis = null; + Matrix4.tmpMatrix = new Matrix4(); + return Matrix4; + }()); + webgl.Matrix4 = Matrix4; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var Mesh = (function () { + function Mesh(context, attributes, maxVertices, maxIndices) { + this.attributes = attributes; + this.verticesLength = 0; + this.dirtyVertices = false; + this.indicesLength = 0; + this.dirtyIndices = false; + this.elementsPerVertex = 0; + this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + this.elementsPerVertex = 0; + for (var i = 0; i < attributes.length; i++) { + this.elementsPerVertex += attributes[i].numElements; + } + this.vertices = new Float32Array(maxVertices * this.elementsPerVertex); + this.indices = new Uint16Array(maxIndices); + this.context.addRestorable(this); + } + Mesh.prototype.getAttributes = function () { return this.attributes; }; + Mesh.prototype.maxVertices = function () { return this.vertices.length / this.elementsPerVertex; }; + Mesh.prototype.numVertices = function () { return this.verticesLength / this.elementsPerVertex; }; + Mesh.prototype.setVerticesLength = function (length) { + this.dirtyVertices = true; + this.verticesLength = length; + }; + Mesh.prototype.getVertices = function () { return this.vertices; }; + Mesh.prototype.maxIndices = function () { return this.indices.length; }; + Mesh.prototype.numIndices = function () { return this.indicesLength; }; + Mesh.prototype.setIndicesLength = function (length) { + this.dirtyIndices = true; + this.indicesLength = length; + }; + Mesh.prototype.getIndices = function () { return this.indices; }; + ; + Mesh.prototype.getVertexSizeInFloats = function () { + var size = 0; + for (var i = 0; i < this.attributes.length; i++) { + var attribute = this.attributes[i]; + size += attribute.numElements; + } + return size; + }; + Mesh.prototype.setVertices = function (vertices) { + this.dirtyVertices = true; + if (vertices.length > this.vertices.length) + throw Error("Mesh can't store more than " + this.maxVertices() + " vertices"); + this.vertices.set(vertices, 0); + this.verticesLength = vertices.length; + }; + Mesh.prototype.setIndices = function (indices) { + this.dirtyIndices = true; + if (indices.length > this.indices.length) + throw Error("Mesh can't store more than " + this.maxIndices() + " indices"); + this.indices.set(indices, 0); + this.indicesLength = indices.length; + }; + Mesh.prototype.draw = function (shader, primitiveType) { + this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex); + }; + Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) { + var gl = this.context.gl; + if (this.dirtyVertices || this.dirtyIndices) + this.update(); + this.bind(shader); + if (this.indicesLength > 0) { + gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2); + } + else { + gl.drawArrays(primitiveType, offset, count); + } + this.unbind(shader); + }; + Mesh.prototype.bind = function (shader) { + var gl = this.context.gl; + gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); + var offset = 0; + for (var i = 0; i < this.attributes.length; i++) { + var attrib = this.attributes[i]; + var location_1 = shader.getAttributeLocation(attrib.name); + gl.enableVertexAttribArray(location_1); + gl.vertexAttribPointer(location_1, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4); + offset += attrib.numElements; + } + if (this.indicesLength > 0) + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); + }; + Mesh.prototype.unbind = function (shader) { + var gl = this.context.gl; + for (var i = 0; i < this.attributes.length; i++) { + var attrib = this.attributes[i]; + var location_2 = shader.getAttributeLocation(attrib.name); + gl.disableVertexAttribArray(location_2); + } + gl.bindBuffer(gl.ARRAY_BUFFER, null); + if (this.indicesLength > 0) + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); + }; + Mesh.prototype.update = function () { + var gl = this.context.gl; + if (this.dirtyVertices) { + if (!this.verticesBuffer) { + this.verticesBuffer = gl.createBuffer(); + } + gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); + gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW); + this.dirtyVertices = false; + } + if (this.dirtyIndices) { + if (!this.indicesBuffer) { + this.indicesBuffer = gl.createBuffer(); + } + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW); + this.dirtyIndices = false; + } + }; + Mesh.prototype.restore = function () { + this.verticesBuffer = null; + this.indicesBuffer = null; + this.update(); + }; + Mesh.prototype.dispose = function () { + this.context.removeRestorable(this); + var gl = this.context.gl; + gl.deleteBuffer(this.verticesBuffer); + gl.deleteBuffer(this.indicesBuffer); + }; + return Mesh; + }()); + webgl.Mesh = Mesh; + var VertexAttribute = (function () { + function VertexAttribute(name, type, numElements) { + this.name = name; + this.type = type; + this.numElements = numElements; + } + return VertexAttribute; + }()); + webgl.VertexAttribute = VertexAttribute; + var Position2Attribute = (function (_super) { + __extends(Position2Attribute, _super); + function Position2Attribute() { + return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this; + } + return Position2Attribute; + }(VertexAttribute)); + webgl.Position2Attribute = Position2Attribute; + var Position3Attribute = (function (_super) { + __extends(Position3Attribute, _super); + function Position3Attribute() { + return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this; + } + return Position3Attribute; + }(VertexAttribute)); + webgl.Position3Attribute = Position3Attribute; + var TexCoordAttribute = (function (_super) { + __extends(TexCoordAttribute, _super); + function TexCoordAttribute(unit) { + if (unit === void 0) { unit = 0; } + return _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2) || this; + } + return TexCoordAttribute; + }(VertexAttribute)); + webgl.TexCoordAttribute = TexCoordAttribute; + var ColorAttribute = (function (_super) { + __extends(ColorAttribute, _super); + function ColorAttribute() { + return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this; + } + return ColorAttribute; + }(VertexAttribute)); + webgl.ColorAttribute = ColorAttribute; + var Color2Attribute = (function (_super) { + __extends(Color2Attribute, _super); + function Color2Attribute() { + return _super.call(this, webgl.Shader.COLOR2, VertexAttributeType.Float, 4) || this; + } + return Color2Attribute; + }(VertexAttribute)); + webgl.Color2Attribute = Color2Attribute; + var VertexAttributeType; + (function (VertexAttributeType) { + VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float"; + })(VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {})); + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var PolygonBatcher = (function () { + function PolygonBatcher(context, twoColorTint, maxVertices) { + if (twoColorTint === void 0) { twoColorTint = true; } + if (maxVertices === void 0) { maxVertices = 10920; } + this.isDrawing = false; + this.shader = null; + this.lastTexture = null; + this.verticesLength = 0; + this.indicesLength = 0; + if (maxVertices > 10920) + throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); + this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + var attributes = twoColorTint ? + [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute(), new webgl.Color2Attribute()] : + [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()]; + this.mesh = new webgl.Mesh(context, attributes, maxVertices, maxVertices * 3); + this.srcBlend = this.context.gl.SRC_ALPHA; + this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA; + } + PolygonBatcher.prototype.begin = function (shader) { + var gl = this.context.gl; + if (this.isDrawing) + throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()"); + this.drawCalls = 0; + this.shader = shader; + this.lastTexture = null; + this.isDrawing = true; + gl.enable(gl.BLEND); + gl.blendFunc(this.srcBlend, this.dstBlend); + }; + PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) { + var gl = this.context.gl; + this.srcBlend = srcBlend; + this.dstBlend = dstBlend; + if (this.isDrawing) { + this.flush(); + gl.blendFunc(this.srcBlend, this.dstBlend); + } + }; + PolygonBatcher.prototype.draw = function (texture, vertices, indices) { + if (texture != this.lastTexture) { + this.flush(); + this.lastTexture = texture; + } + else if (this.verticesLength + vertices.length > this.mesh.getVertices().length || + this.indicesLength + indices.length > this.mesh.getIndices().length) { + this.flush(); + } + var indexStart = this.mesh.numVertices(); + this.mesh.getVertices().set(vertices, this.verticesLength); + this.verticesLength += vertices.length; + this.mesh.setVerticesLength(this.verticesLength); + var indicesArray = this.mesh.getIndices(); + for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++) + indicesArray[i] = indices[j] + indexStart; + this.indicesLength += indices.length; + this.mesh.setIndicesLength(this.indicesLength); + }; + PolygonBatcher.prototype.flush = function () { + var gl = this.context.gl; + if (this.verticesLength == 0) + return; + this.lastTexture.bind(); + this.mesh.draw(this.shader, gl.TRIANGLES); + this.verticesLength = 0; + this.indicesLength = 0; + this.mesh.setVerticesLength(0); + this.mesh.setIndicesLength(0); + this.drawCalls++; + }; + PolygonBatcher.prototype.end = function () { + var gl = this.context.gl; + if (!this.isDrawing) + throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()"); + if (this.verticesLength > 0 || this.indicesLength > 0) + this.flush(); + this.shader = null; + this.lastTexture = null; + this.isDrawing = false; + gl.disable(gl.BLEND); + }; + PolygonBatcher.prototype.getDrawCalls = function () { return this.drawCalls; }; + PolygonBatcher.prototype.dispose = function () { + this.mesh.dispose(); + }; + return PolygonBatcher; + }()); + webgl.PolygonBatcher = PolygonBatcher; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var SceneRenderer = (function () { + function SceneRenderer(canvas, context, twoColorTint) { + if (twoColorTint === void 0) { twoColorTint = true; } + this.twoColorTint = false; + this.activeRenderer = null; + this.QUAD = [ + 0, 0, 1, 1, 1, 1, 0, 0, + 0, 0, 1, 1, 1, 1, 0, 0, + 0, 0, 1, 1, 1, 1, 0, 0, + 0, 0, 1, 1, 1, 1, 0, 0, + ]; + this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; + this.WHITE = new spine.Color(1, 1, 1, 1); + this.canvas = canvas; + this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + this.twoColorTint = twoColorTint; + this.camera = new webgl.OrthoCamera(canvas.width, canvas.height); + this.batcherShader = twoColorTint ? webgl.Shader.newTwoColoredTextured(this.context) : webgl.Shader.newColoredTextured(this.context); + this.batcher = new webgl.PolygonBatcher(this.context, twoColorTint); + this.shapesShader = webgl.Shader.newColored(this.context); + this.shapes = new webgl.ShapeRenderer(this.context); + this.skeletonRenderer = new webgl.SkeletonRenderer(this.context, twoColorTint); + this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(this.context); + } + SceneRenderer.prototype.begin = function () { + this.camera.update(); + this.enableRenderer(this.batcher); + }; + SceneRenderer.prototype.drawSkeleton = function (skeleton, premultipliedAlpha, slotRangeStart, slotRangeEnd) { + if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } + if (slotRangeStart === void 0) { slotRangeStart = -1; } + if (slotRangeEnd === void 0) { slotRangeEnd = -1; } + this.enableRenderer(this.batcher); + this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha; + this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd); + }; + SceneRenderer.prototype.drawSkeletonDebug = function (skeleton, premultipliedAlpha, ignoredBones) { + if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } + if (ignoredBones === void 0) { ignoredBones = null; } + this.enableRenderer(this.shapes); + this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha; + this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones); + }; + SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) { + if (color === void 0) { color = null; } + this.enableRenderer(this.batcher); + if (color === null) + color = this.WHITE; + var quad = this.QUAD; + var i = 0; + quad[i++] = x; + quad[i++] = y; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 0; + quad[i++] = 1; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x + width; + quad[i++] = y; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 1; + quad[i++] = 1; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x + width; + quad[i++] = y + height; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 1; + quad[i++] = 0; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x; + quad[i++] = y + height; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 0; + quad[i++] = 0; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); + }; + SceneRenderer.prototype.drawTextureUV = function (texture, x, y, width, height, u, v, u2, v2, color) { + if (color === void 0) { color = null; } + this.enableRenderer(this.batcher); + if (color === null) + color = this.WHITE; + var quad = this.QUAD; + var i = 0; + quad[i++] = x; + quad[i++] = y; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = u; + quad[i++] = v; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x + width; + quad[i++] = y; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = u2; + quad[i++] = v; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x + width; + quad[i++] = y + height; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = u2; + quad[i++] = v2; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x; + quad[i++] = y + height; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = u; + quad[i++] = v2; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); + }; + SceneRenderer.prototype.drawTextureRotated = function (texture, x, y, width, height, pivotX, pivotY, angle, color, premultipliedAlpha) { + if (color === void 0) { color = null; } + if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } + this.enableRenderer(this.batcher); + if (color === null) + color = this.WHITE; + var quad = this.QUAD; + var worldOriginX = x + pivotX; + var worldOriginY = y + pivotY; + var fx = -pivotX; + var fy = -pivotY; + var fx2 = width - pivotX; + var fy2 = height - pivotY; + var p1x = fx; + var p1y = fy; + var p2x = fx; + var p2y = fy2; + var p3x = fx2; + var p3y = fy2; + var p4x = fx2; + var p4y = fy; + var x1 = 0; + var y1 = 0; + var x2 = 0; + var y2 = 0; + var x3 = 0; + var y3 = 0; + var x4 = 0; + var y4 = 0; + if (angle != 0) { + var cos = spine.MathUtils.cosDeg(angle); + var sin = spine.MathUtils.sinDeg(angle); + x1 = cos * p1x - sin * p1y; + y1 = sin * p1x + cos * p1y; + x4 = cos * p2x - sin * p2y; + y4 = sin * p2x + cos * p2y; + x3 = cos * p3x - sin * p3y; + y3 = sin * p3x + cos * p3y; + x2 = x3 + (x1 - x4); + y2 = y3 + (y1 - y4); + } + else { + x1 = p1x; + y1 = p1y; + x4 = p2x; + y4 = p2y; + x3 = p3x; + y3 = p3y; + x2 = p4x; + y2 = p4y; + } + x1 += worldOriginX; + y1 += worldOriginY; + x2 += worldOriginX; + y2 += worldOriginY; + x3 += worldOriginX; + y3 += worldOriginY; + x4 += worldOriginX; + y4 += worldOriginY; + var i = 0; + quad[i++] = x1; + quad[i++] = y1; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 0; + quad[i++] = 1; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x2; + quad[i++] = y2; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 1; + quad[i++] = 1; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x3; + quad[i++] = y3; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 1; + quad[i++] = 0; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x4; + quad[i++] = y4; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = 0; + quad[i++] = 0; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + this.batcher.draw(texture, quad, this.QUAD_TRIANGLES); + }; + SceneRenderer.prototype.drawRegion = function (region, x, y, width, height, color, premultipliedAlpha) { + if (color === void 0) { color = null; } + if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } + this.enableRenderer(this.batcher); + if (color === null) + color = this.WHITE; + var quad = this.QUAD; + var i = 0; + quad[i++] = x; + quad[i++] = y; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = region.u; + quad[i++] = region.v2; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x + width; + quad[i++] = y; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = region.u2; + quad[i++] = region.v2; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x + width; + quad[i++] = y + height; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = region.u2; + quad[i++] = region.v; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + quad[i++] = x; + quad[i++] = y + height; + quad[i++] = color.r; + quad[i++] = color.g; + quad[i++] = color.b; + quad[i++] = color.a; + quad[i++] = region.u; + quad[i++] = region.v; + if (this.twoColorTint) { + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + quad[i++] = 0; + } + this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES); + }; + SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) { + if (color === void 0) { color = null; } + if (color2 === void 0) { color2 = null; } + this.enableRenderer(this.shapes); + this.shapes.line(x, y, x2, y2, color); + }; + SceneRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) { + if (color === void 0) { color = null; } + if (color2 === void 0) { color2 = null; } + if (color3 === void 0) { color3 = null; } + this.enableRenderer(this.shapes); + this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3); + }; + SceneRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) { + if (color === void 0) { color = null; } + if (color2 === void 0) { color2 = null; } + if (color3 === void 0) { color3 = null; } + if (color4 === void 0) { color4 = null; } + this.enableRenderer(this.shapes); + this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4); + }; + SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) { + if (color === void 0) { color = null; } + this.enableRenderer(this.shapes); + this.shapes.rect(filled, x, y, width, height, color); + }; + SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) { + if (color === void 0) { color = null; } + this.enableRenderer(this.shapes); + this.shapes.rectLine(filled, x1, y1, x2, y2, width, color); + }; + SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) { + if (color === void 0) { color = null; } + this.enableRenderer(this.shapes); + this.shapes.polygon(polygonVertices, offset, count, color); + }; + SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) { + if (color === void 0) { color = null; } + if (segments === void 0) { segments = 0; } + this.enableRenderer(this.shapes); + this.shapes.circle(filled, x, y, radius, color, segments); + }; + SceneRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { + if (color === void 0) { color = null; } + this.enableRenderer(this.shapes); + this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color); + }; + SceneRenderer.prototype.end = function () { + if (this.activeRenderer === this.batcher) + this.batcher.end(); + else if (this.activeRenderer === this.shapes) + this.shapes.end(); + this.activeRenderer = null; + }; + SceneRenderer.prototype.resize = function (resizeMode) { + var canvas = this.canvas; + var w = canvas.clientWidth; + var h = canvas.clientHeight; + if (canvas.width != w || canvas.height != h) { + canvas.width = w; + canvas.height = h; + } + this.context.gl.viewport(0, 0, canvas.width, canvas.height); + if (resizeMode === ResizeMode.Stretch) { + } + else if (resizeMode === ResizeMode.Expand) { + this.camera.setViewport(w, h); + } + else if (resizeMode === ResizeMode.Fit) { + var sourceWidth = canvas.width, sourceHeight = canvas.height; + var targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight; + var targetRatio = targetHeight / targetWidth; + var sourceRatio = sourceHeight / sourceWidth; + var scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight; + this.camera.viewportWidth = sourceWidth * scale; + this.camera.viewportHeight = sourceHeight * scale; + } + this.camera.update(); + }; + SceneRenderer.prototype.enableRenderer = function (renderer) { + if (this.activeRenderer === renderer) + return; + this.end(); + if (renderer instanceof webgl.PolygonBatcher) { + this.batcherShader.bind(); + this.batcherShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values); + this.batcherShader.setUniformi("u_texture", 0); + this.batcher.begin(this.batcherShader); + this.activeRenderer = this.batcher; + } + else if (renderer instanceof webgl.ShapeRenderer) { + this.shapesShader.bind(); + this.shapesShader.setUniform4x4f(webgl.Shader.MVP_MATRIX, this.camera.projectionView.values); + this.shapes.begin(this.shapesShader); + this.activeRenderer = this.shapes; + } + else { + this.activeRenderer = this.skeletonDebugRenderer; + } + }; + SceneRenderer.prototype.dispose = function () { + this.batcher.dispose(); + this.batcherShader.dispose(); + this.shapes.dispose(); + this.shapesShader.dispose(); + this.skeletonDebugRenderer.dispose(); + }; + return SceneRenderer; + }()); + webgl.SceneRenderer = SceneRenderer; + var ResizeMode; + (function (ResizeMode) { + ResizeMode[ResizeMode["Stretch"] = 0] = "Stretch"; + ResizeMode[ResizeMode["Expand"] = 1] = "Expand"; + ResizeMode[ResizeMode["Fit"] = 2] = "Fit"; + })(ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {})); + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var Shader = (function () { + function Shader(context, vertexShader, fragmentShader) { + this.vertexShader = vertexShader; + this.fragmentShader = fragmentShader; + this.vs = null; + this.fs = null; + this.program = null; + this.tmp2x2 = new Float32Array(2 * 2); + this.tmp3x3 = new Float32Array(3 * 3); + this.tmp4x4 = new Float32Array(4 * 4); + this.vsSource = vertexShader; + this.fsSource = fragmentShader; + this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + this.context.addRestorable(this); + this.compile(); + } + Shader.prototype.getProgram = function () { return this.program; }; + Shader.prototype.getVertexShader = function () { return this.vertexShader; }; + Shader.prototype.getFragmentShader = function () { return this.fragmentShader; }; + Shader.prototype.getVertexShaderSource = function () { return this.vsSource; }; + Shader.prototype.getFragmentSource = function () { return this.fsSource; }; + Shader.prototype.compile = function () { + var gl = this.context.gl; + try { + this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader); + this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader); + this.program = this.compileProgram(this.vs, this.fs); + } + catch (e) { + this.dispose(); + throw e; + } + }; + Shader.prototype.compileShader = function (type, source) { + var gl = this.context.gl; + var shader = gl.createShader(type); + gl.shaderSource(shader, source); + gl.compileShader(shader); + if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { + var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader); + gl.deleteShader(shader); + if (!gl.isContextLost()) + throw new Error(error); + } + return shader; + }; + Shader.prototype.compileProgram = function (vs, fs) { + var gl = this.context.gl; + var program = gl.createProgram(); + gl.attachShader(program, vs); + gl.attachShader(program, fs); + gl.linkProgram(program); + if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { + var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program); + gl.deleteProgram(program); + if (!gl.isContextLost()) + throw new Error(error); + } + return program; + }; + Shader.prototype.restore = function () { + this.compile(); + }; + Shader.prototype.bind = function () { + this.context.gl.useProgram(this.program); + }; + Shader.prototype.unbind = function () { + this.context.gl.useProgram(null); + }; + Shader.prototype.setUniformi = function (uniform, value) { + this.context.gl.uniform1i(this.getUniformLocation(uniform), value); + }; + Shader.prototype.setUniformf = function (uniform, value) { + this.context.gl.uniform1f(this.getUniformLocation(uniform), value); + }; + Shader.prototype.setUniform2f = function (uniform, value, value2) { + this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2); + }; + Shader.prototype.setUniform3f = function (uniform, value, value2, value3) { + this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3); + }; + Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) { + this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4); + }; + Shader.prototype.setUniform2x2f = function (uniform, value) { + var gl = this.context.gl; + this.tmp2x2.set(value); + gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2); + }; + Shader.prototype.setUniform3x3f = function (uniform, value) { + var gl = this.context.gl; + this.tmp3x3.set(value); + gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3); + }; + Shader.prototype.setUniform4x4f = function (uniform, value) { + var gl = this.context.gl; + this.tmp4x4.set(value); + gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4); + }; + Shader.prototype.getUniformLocation = function (uniform) { + var gl = this.context.gl; + var location = gl.getUniformLocation(this.program, uniform); + if (!location && !gl.isContextLost()) + throw new Error("Couldn't find location for uniform " + uniform); + return location; + }; + Shader.prototype.getAttributeLocation = function (attribute) { + var gl = this.context.gl; + var location = gl.getAttribLocation(this.program, attribute); + if (location == -1 && !gl.isContextLost()) + throw new Error("Couldn't find location for attribute " + attribute); + return location; + }; + Shader.prototype.dispose = function () { + this.context.removeRestorable(this); + var gl = this.context.gl; + if (this.vs) { + gl.deleteShader(this.vs); + this.vs = null; + } + if (this.fs) { + gl.deleteShader(this.fs); + this.fs = null; + } + if (this.program) { + gl.deleteProgram(this.program); + this.program = null; + } + }; + Shader.newColoredTextured = function (context) { + var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; + var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t"; + return new Shader(context, vs, fs); + }; + Shader.newTwoColoredTextured = function (context) { + var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR2 + ";\n\t\t\t\tattribute vec2 " + Shader.TEXCOORDS + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = " + Shader.COLOR + ";\n\t\t\t\t\tv_dark = " + Shader.COLOR2 + ";\n\t\t\t\t\tv_texCoords = " + Shader.TEXCOORDS + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; + var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t"; + return new Shader(context, vs, fs); + }; + Shader.newColored = function (context) { + var vs = "\n\t\t\t\tattribute vec4 " + Shader.POSITION + ";\n\t\t\t\tattribute vec4 " + Shader.COLOR + ";\n\t\t\t\tuniform mat4 " + Shader.MVP_MATRIX + ";\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = " + Shader.COLOR + ";\n\t\t\t\t\tgl_Position = " + Shader.MVP_MATRIX + " * " + Shader.POSITION + ";\n\t\t\t\t}\n\t\t\t"; + var fs = "\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t"; + return new Shader(context, vs, fs); + }; + Shader.MVP_MATRIX = "u_projTrans"; + Shader.POSITION = "a_position"; + Shader.COLOR = "a_color"; + Shader.COLOR2 = "a_color2"; + Shader.TEXCOORDS = "a_texCoords"; + Shader.SAMPLER = "u_texture"; + return Shader; + }()); + webgl.Shader = Shader; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var ShapeRenderer = (function () { + function ShapeRenderer(context, maxVertices) { + if (maxVertices === void 0) { maxVertices = 10920; } + this.isDrawing = false; + this.shapeType = ShapeType.Filled; + this.color = new spine.Color(1, 1, 1, 1); + this.vertexIndex = 0; + this.tmp = new spine.Vector2(); + if (maxVertices > 10920) + throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); + this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + this.mesh = new webgl.Mesh(context, [new webgl.Position2Attribute(), new webgl.ColorAttribute()], maxVertices, 0); + this.srcBlend = this.context.gl.SRC_ALPHA; + this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA; + } + ShapeRenderer.prototype.begin = function (shader) { + if (this.isDrawing) + throw new Error("ShapeRenderer.begin() has already been called"); + this.shader = shader; + this.vertexIndex = 0; + this.isDrawing = true; + var gl = this.context.gl; + gl.enable(gl.BLEND); + gl.blendFunc(this.srcBlend, this.dstBlend); + }; + ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) { + var gl = this.context.gl; + this.srcBlend = srcBlend; + this.dstBlend = dstBlend; + if (this.isDrawing) { + this.flush(); + gl.blendFunc(this.srcBlend, this.dstBlend); + } + }; + ShapeRenderer.prototype.setColor = function (color) { + this.color.setFromColor(color); + }; + ShapeRenderer.prototype.setColorWith = function (r, g, b, a) { + this.color.set(r, g, b, a); + }; + ShapeRenderer.prototype.point = function (x, y, color) { + if (color === void 0) { color = null; } + this.check(ShapeType.Point, 1); + if (color === null) + color = this.color; + this.vertex(x, y, color); + }; + ShapeRenderer.prototype.line = function (x, y, x2, y2, color) { + if (color === void 0) { color = null; } + this.check(ShapeType.Line, 2); + var vertices = this.mesh.getVertices(); + var idx = this.vertexIndex; + if (color === null) + color = this.color; + this.vertex(x, y, color); + this.vertex(x2, y2, color); + }; + ShapeRenderer.prototype.triangle = function (filled, x, y, x2, y2, x3, y3, color, color2, color3) { + if (color === void 0) { color = null; } + if (color2 === void 0) { color2 = null; } + if (color3 === void 0) { color3 = null; } + this.check(filled ? ShapeType.Filled : ShapeType.Line, 3); + var vertices = this.mesh.getVertices(); + var idx = this.vertexIndex; + if (color === null) + color = this.color; + if (color2 === null) + color2 = this.color; + if (color3 === null) + color3 = this.color; + if (filled) { + this.vertex(x, y, color); + this.vertex(x2, y2, color2); + this.vertex(x3, y3, color3); + } + else { + this.vertex(x, y, color); + this.vertex(x2, y2, color2); + this.vertex(x2, y2, color); + this.vertex(x3, y3, color2); + this.vertex(x3, y3, color); + this.vertex(x, y, color2); + } + }; + ShapeRenderer.prototype.quad = function (filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) { + if (color === void 0) { color = null; } + if (color2 === void 0) { color2 = null; } + if (color3 === void 0) { color3 = null; } + if (color4 === void 0) { color4 = null; } + this.check(filled ? ShapeType.Filled : ShapeType.Line, 3); + var vertices = this.mesh.getVertices(); + var idx = this.vertexIndex; + if (color === null) + color = this.color; + if (color2 === null) + color2 = this.color; + if (color3 === null) + color3 = this.color; + if (color4 === null) + color4 = this.color; + if (filled) { + this.vertex(x, y, color); + this.vertex(x2, y2, color2); + this.vertex(x3, y3, color3); + this.vertex(x3, y3, color3); + this.vertex(x4, y4, color4); + this.vertex(x, y, color); + } + else { + this.vertex(x, y, color); + this.vertex(x2, y2, color2); + this.vertex(x2, y2, color2); + this.vertex(x3, y3, color3); + this.vertex(x3, y3, color3); + this.vertex(x4, y4, color4); + this.vertex(x4, y4, color4); + this.vertex(x, y, color); + } + }; + ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) { + if (color === void 0) { color = null; } + this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color); + }; + ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) { + if (color === void 0) { color = null; } + this.check(filled ? ShapeType.Filled : ShapeType.Line, 8); + if (color === null) + color = this.color; + var t = this.tmp.set(y2 - y1, x1 - x2); + t.normalize(); + width *= 0.5; + var tx = t.x * width; + var ty = t.y * width; + if (!filled) { + this.vertex(x1 + tx, y1 + ty, color); + this.vertex(x1 - tx, y1 - ty, color); + this.vertex(x2 + tx, y2 + ty, color); + this.vertex(x2 - tx, y2 - ty, color); + this.vertex(x2 + tx, y2 + ty, color); + this.vertex(x1 + tx, y1 + ty, color); + this.vertex(x2 - tx, y2 - ty, color); + this.vertex(x1 - tx, y1 - ty, color); + } + else { + this.vertex(x1 + tx, y1 + ty, color); + this.vertex(x1 - tx, y1 - ty, color); + this.vertex(x2 + tx, y2 + ty, color); + this.vertex(x2 - tx, y2 - ty, color); + this.vertex(x2 + tx, y2 + ty, color); + this.vertex(x1 - tx, y1 - ty, color); + } + }; + ShapeRenderer.prototype.x = function (x, y, size) { + this.line(x - size, y - size, x + size, y + size); + this.line(x - size, y + size, x + size, y - size); + }; + ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) { + if (color === void 0) { color = null; } + if (count < 3) + throw new Error("Polygon must contain at least 3 vertices"); + this.check(ShapeType.Line, count * 2); + if (color === null) + color = this.color; + var vertices = this.mesh.getVertices(); + var idx = this.vertexIndex; + offset <<= 1; + count <<= 1; + var firstX = polygonVertices[offset]; + var firstY = polygonVertices[offset + 1]; + var last = offset + count; + for (var i = offset, n = offset + count - 2; i < n; i += 2) { + var x1 = polygonVertices[i]; + var y1 = polygonVertices[i + 1]; + var x2 = 0; + var y2 = 0; + if (i + 2 >= last) { + x2 = firstX; + y2 = firstY; + } + else { + x2 = polygonVertices[i + 2]; + y2 = polygonVertices[i + 3]; + } + this.vertex(x1, y1, color); + this.vertex(x2, y2, color); + } + }; + ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) { + if (color === void 0) { color = null; } + if (segments === void 0) { segments = 0; } + if (segments === 0) + segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0); + if (segments <= 0) + throw new Error("segments must be > 0."); + if (color === null) + color = this.color; + var angle = 2 * spine.MathUtils.PI / segments; + var cos = Math.cos(angle); + var sin = Math.sin(angle); + var cx = radius, cy = 0; + if (!filled) { + this.check(ShapeType.Line, segments * 2 + 2); + for (var i = 0; i < segments; i++) { + this.vertex(x + cx, y + cy, color); + var temp_1 = cx; + cx = cos * cx - sin * cy; + cy = sin * temp_1 + cos * cy; + this.vertex(x + cx, y + cy, color); + } + this.vertex(x + cx, y + cy, color); + } + else { + this.check(ShapeType.Filled, segments * 3 + 3); + segments--; + for (var i = 0; i < segments; i++) { + this.vertex(x, y, color); + this.vertex(x + cx, y + cy, color); + var temp_2 = cx; + cx = cos * cx - sin * cy; + cy = sin * temp_2 + cos * cy; + this.vertex(x + cx, y + cy, color); + } + this.vertex(x, y, color); + this.vertex(x + cx, y + cy, color); + } + var temp = cx; + cx = radius; + cy = 0; + this.vertex(x + cx, y + cy, color); + }; + ShapeRenderer.prototype.curve = function (x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { + if (color === void 0) { color = null; } + this.check(ShapeType.Line, segments * 2 + 2); + if (color === null) + color = this.color; + var subdiv_step = 1 / segments; + var subdiv_step2 = subdiv_step * subdiv_step; + var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step; + var pre1 = 3 * subdiv_step; + var pre2 = 3 * subdiv_step2; + var pre4 = 6 * subdiv_step2; + var pre5 = 6 * subdiv_step3; + var tmp1x = x1 - cx1 * 2 + cx2; + var tmp1y = y1 - cy1 * 2 + cy2; + var tmp2x = (cx1 - cx2) * 3 - x1 + x2; + var tmp2y = (cy1 - cy2) * 3 - y1 + y2; + var fx = x1; + var fy = y1; + var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; + var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; + var ddfx = tmp1x * pre4 + tmp2x * pre5; + var ddfy = tmp1y * pre4 + tmp2y * pre5; + var dddfx = tmp2x * pre5; + var dddfy = tmp2y * pre5; + while (segments-- > 0) { + this.vertex(fx, fy, color); + fx += dfx; + fy += dfy; + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + this.vertex(fx, fy, color); + } + this.vertex(fx, fy, color); + this.vertex(x2, y2, color); + }; + ShapeRenderer.prototype.vertex = function (x, y, color) { + var idx = this.vertexIndex; + var vertices = this.mesh.getVertices(); + vertices[idx++] = x; + vertices[idx++] = y; + vertices[idx++] = color.r; + vertices[idx++] = color.g; + vertices[idx++] = color.b; + vertices[idx++] = color.a; + this.vertexIndex = idx; + }; + ShapeRenderer.prototype.end = function () { + if (!this.isDrawing) + throw new Error("ShapeRenderer.begin() has not been called"); + this.flush(); + this.context.gl.disable(this.context.gl.BLEND); + this.isDrawing = false; + }; + ShapeRenderer.prototype.flush = function () { + if (this.vertexIndex == 0) + return; + this.mesh.setVerticesLength(this.vertexIndex); + this.mesh.draw(this.shader, this.shapeType); + this.vertexIndex = 0; + }; + ShapeRenderer.prototype.check = function (shapeType, numVertices) { + if (!this.isDrawing) + throw new Error("ShapeRenderer.begin() has not been called"); + if (this.shapeType == shapeType) { + if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices) + this.flush(); + else + return; + } + else { + this.flush(); + this.shapeType = shapeType; + } + }; + ShapeRenderer.prototype.dispose = function () { + this.mesh.dispose(); + }; + return ShapeRenderer; + }()); + webgl.ShapeRenderer = ShapeRenderer; + var ShapeType; + (function (ShapeType) { + ShapeType[ShapeType["Point"] = 0] = "Point"; + ShapeType[ShapeType["Line"] = 1] = "Line"; + ShapeType[ShapeType["Filled"] = 4] = "Filled"; + })(ShapeType = webgl.ShapeType || (webgl.ShapeType = {})); + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var SkeletonDebugRenderer = (function () { + function SkeletonDebugRenderer(context) { + this.boneLineColor = new spine.Color(1, 0, 0, 1); + this.boneOriginColor = new spine.Color(0, 1, 0, 1); + this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5); + this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5); + this.pathColor = new spine.Color().setFromString("FF7F00"); + this.clipColor = new spine.Color(0.8, 0, 0, 2); + this.aabbColor = new spine.Color(0, 1, 0, 0.5); + this.drawBones = true; + this.drawRegionAttachments = true; + this.drawBoundingBoxes = true; + this.drawMeshHull = true; + this.drawMeshTriangles = true; + this.drawPaths = true; + this.drawSkeletonXY = false; + this.drawClipping = true; + this.premultipliedAlpha = false; + this.scale = 1; + this.boneWidth = 2; + this.bounds = new spine.SkeletonBounds(); + this.temp = new Array(); + this.vertices = spine.Utils.newFloatArray(2 * 1024); + this.context = context instanceof webgl.ManagedWebGLRenderingContext ? context : new webgl.ManagedWebGLRenderingContext(context); + } + SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) { + if (ignoredBones === void 0) { ignoredBones = null; } + var skeletonX = skeleton.x; + var skeletonY = skeleton.y; + var gl = this.context.gl; + var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA; + shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA); + var bones = skeleton.bones; + if (this.drawBones) { + shapes.setColor(this.boneLineColor); + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) + continue; + if (bone.parent == null) + continue; + var x = skeletonX + bone.data.length * bone.a + bone.worldX; + var y = skeletonY + bone.data.length * bone.c + bone.worldY; + shapes.rectLine(true, skeletonX + bone.worldX, skeletonY + bone.worldY, x, y, this.boneWidth * this.scale); + } + if (this.drawSkeletonXY) + shapes.x(skeletonX, skeletonY, 4 * this.scale); + } + if (this.drawRegionAttachments) { + shapes.setColor(this.attachmentLineColor); + var slots = skeleton.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + var attachment = slot.getAttachment(); + if (attachment instanceof spine.RegionAttachment) { + var regionAttachment = attachment; + var vertices = this.vertices; + regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2); + shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]); + shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]); + shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]); + shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]); + } + } + } + if (this.drawMeshHull || this.drawMeshTriangles) { + var slots = skeleton.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + if (!(attachment instanceof spine.MeshAttachment)) + continue; + var mesh = attachment; + var vertices = this.vertices; + mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2); + var triangles = mesh.triangles; + var hullLength = mesh.hullLength; + if (this.drawMeshTriangles) { + shapes.setColor(this.triangleLineColor); + for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) { + var v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2; + shapes.triangle(false, vertices[v1], vertices[v1 + 1], vertices[v2], vertices[v2 + 1], vertices[v3], vertices[v3 + 1]); + } + } + if (this.drawMeshHull && hullLength > 0) { + shapes.setColor(this.attachmentLineColor); + hullLength = (hullLength >> 1) * 2; + var lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1]; + for (var ii = 0, nn = hullLength; ii < nn; ii += 2) { + var x = vertices[ii], y = vertices[ii + 1]; + shapes.line(x, y, lastX, lastY); + lastX = x; + lastY = y; + } + } + } + } + if (this.drawBoundingBoxes) { + var bounds = this.bounds; + bounds.update(skeleton, true); + shapes.setColor(this.aabbColor); + shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight()); + var polygons = bounds.polygons; + var boxes = bounds.boundingBoxes; + for (var i = 0, n = polygons.length; i < n; i++) { + var polygon = polygons[i]; + shapes.setColor(boxes[i].color); + shapes.polygon(polygon, 0, polygon.length); + } + } + if (this.drawPaths) { + var slots = skeleton.slots; + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + if (!(attachment instanceof spine.PathAttachment)) + continue; + var path = attachment; + var nn = path.worldVerticesLength; + var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0); + path.computeWorldVertices(slot, 0, nn, world, 0, 2); + var color = this.pathColor; + var x1 = world[2], y1 = world[3], x2 = 0, y2 = 0; + if (path.closed) { + shapes.setColor(color); + var cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1]; + x2 = world[nn - 4]; + y2 = world[nn - 3]; + shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32); + shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY); + shapes.line(x1, y1, cx1, cy1); + shapes.line(x2, y2, cx2, cy2); + } + nn -= 4; + for (var ii = 4; ii < nn; ii += 6) { + var cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3]; + x2 = world[ii + 4]; + y2 = world[ii + 5]; + shapes.setColor(color); + shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32); + shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY); + shapes.line(x1, y1, cx1, cy1); + shapes.line(x2, y2, cx2, cy2); + x1 = x2; + y1 = y2; + } + } + } + if (this.drawBones) { + shapes.setColor(this.boneOriginColor); + for (var i = 0, n = bones.length; i < n; i++) { + var bone = bones[i]; + if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) + continue; + shapes.circle(true, skeletonX + bone.worldX, skeletonY + bone.worldY, 3 * this.scale, SkeletonDebugRenderer.GREEN, 8); + } + } + if (this.drawClipping) { + var slots = skeleton.slots; + shapes.setColor(this.clipColor); + for (var i = 0, n = slots.length; i < n; i++) { + var slot = slots[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + if (!(attachment instanceof spine.ClippingAttachment)) + continue; + var clip = attachment; + var nn = clip.worldVerticesLength; + var world = this.temp = spine.Utils.setArraySize(this.temp, nn, 0); + clip.computeWorldVertices(slot, 0, nn, world, 0, 2); + for (var i_21 = 0, n_3 = world.length; i_21 < n_3; i_21 += 2) { + var x = world[i_21]; + var y = world[i_21 + 1]; + var x2 = world[(i_21 + 2) % world.length]; + var y2 = world[(i_21 + 3) % world.length]; + shapes.line(x, y, x2, y2); + } + } + } + }; + SkeletonDebugRenderer.prototype.dispose = function () { + }; + SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1); + SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1); + return SkeletonDebugRenderer; + }()); + webgl.SkeletonDebugRenderer = SkeletonDebugRenderer; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var Renderable = (function () { + function Renderable(vertices, numVertices, numFloats) { + this.vertices = vertices; + this.numVertices = numVertices; + this.numFloats = numFloats; + } + return Renderable; + }()); + ; + var SkeletonRenderer = (function () { + function SkeletonRenderer(context, twoColorTint) { + if (twoColorTint === void 0) { twoColorTint = true; } + this.premultipliedAlpha = false; + this.vertexEffect = null; + this.tempColor = new spine.Color(); + this.tempColor2 = new spine.Color(); + this.vertexSize = 2 + 2 + 4; + this.twoColorTint = false; + this.renderable = new Renderable(null, 0, 0); + this.clipper = new spine.SkeletonClipping(); + this.temp = new spine.Vector2(); + this.temp2 = new spine.Vector2(); + this.temp3 = new spine.Color(); + this.temp4 = new spine.Color(); + this.twoColorTint = twoColorTint; + if (twoColorTint) + this.vertexSize += 4; + this.vertices = spine.Utils.newFloatArray(this.vertexSize * 1024); + } + SkeletonRenderer.prototype.draw = function (batcher, skeleton, slotRangeStart, slotRangeEnd) { + if (slotRangeStart === void 0) { slotRangeStart = -1; } + if (slotRangeEnd === void 0) { slotRangeEnd = -1; } + var clipper = this.clipper; + var premultipliedAlpha = this.premultipliedAlpha; + var twoColorTint = this.twoColorTint; + var blendMode = null; + var tempPos = this.temp; + var tempUv = this.temp2; + var tempLight = this.temp3; + var tempDark = this.temp4; + var renderable = this.renderable; + var uvs = null; + var triangles = null; + var drawOrder = skeleton.drawOrder; + var attachmentColor = null; + var skeletonColor = skeleton.color; + var vertexSize = twoColorTint ? 12 : 8; + var inRange = false; + if (slotRangeStart == -1) + inRange = true; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize; + var slot = drawOrder[i]; + if (!slot.bone.active) { + clipper.clipEndWithSlot(slot); + continue; + } + if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) { + inRange = true; + } + if (!inRange) { + clipper.clipEndWithSlot(slot); + continue; + } + if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) { + inRange = false; + } + var attachment = slot.getAttachment(); + var texture = null; + if (attachment instanceof spine.RegionAttachment) { + var region = attachment; + renderable.vertices = this.vertices; + renderable.numVertices = 4; + renderable.numFloats = clippedVertexSize << 2; + region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize); + triangles = SkeletonRenderer.QUAD_TRIANGLES; + uvs = region.uvs; + texture = region.region.renderObject.texture; + attachmentColor = region.color; + } + else if (attachment instanceof spine.MeshAttachment) { + var mesh = attachment; + renderable.vertices = this.vertices; + renderable.numVertices = (mesh.worldVerticesLength >> 1); + renderable.numFloats = renderable.numVertices * clippedVertexSize; + if (renderable.numFloats > renderable.vertices.length) { + renderable.vertices = this.vertices = spine.Utils.newFloatArray(renderable.numFloats); + } + mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize); + triangles = mesh.triangles; + texture = mesh.region.renderObject.texture; + uvs = mesh.uvs; + attachmentColor = mesh.color; + } + else if (attachment instanceof spine.ClippingAttachment) { + var clip = (attachment); + clipper.clipStart(slot, clip); + continue; + } + else { + clipper.clipEndWithSlot(slot); + continue; + } + if (texture != null) { + var slotColor = slot.color; + var finalColor = this.tempColor; + finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r; + finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g; + finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b; + finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a; + if (premultipliedAlpha) { + finalColor.r *= finalColor.a; + finalColor.g *= finalColor.a; + finalColor.b *= finalColor.a; + } + var darkColor = this.tempColor2; + if (slot.darkColor == null) + darkColor.set(0, 0, 0, 1.0); + else { + if (premultipliedAlpha) { + darkColor.r = slot.darkColor.r * finalColor.a; + darkColor.g = slot.darkColor.g * finalColor.a; + darkColor.b = slot.darkColor.b * finalColor.a; + } + else { + darkColor.setFromColor(slot.darkColor); + } + darkColor.a = premultipliedAlpha ? 1.0 : 0.0; + } + var slotBlendMode = slot.data.blendMode; + if (slotBlendMode != blendMode) { + blendMode = slotBlendMode; + batcher.setBlendMode(webgl.WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha), webgl.WebGLBlendModeConverter.getDestGLBlendMode(blendMode)); + } + if (clipper.isClipping()) { + clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint); + var clippedVertices = new Float32Array(clipper.clippedVertices); + var clippedTriangles = clipper.clippedTriangles; + if (this.vertexEffect != null) { + var vertexEffect = this.vertexEffect; + var verts = clippedVertices; + if (!twoColorTint) { + for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) { + tempPos.x = verts[v]; + tempPos.y = verts[v + 1]; + tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]); + tempUv.x = verts[v + 6]; + tempUv.y = verts[v + 7]; + tempDark.set(0, 0, 0, 0); + vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); + verts[v] = tempPos.x; + verts[v + 1] = tempPos.y; + verts[v + 2] = tempLight.r; + verts[v + 3] = tempLight.g; + verts[v + 4] = tempLight.b; + verts[v + 5] = tempLight.a; + verts[v + 6] = tempUv.x; + verts[v + 7] = tempUv.y; + } + } + else { + for (var v = 0, n_5 = clippedVertices.length; v < n_5; v += vertexSize) { + tempPos.x = verts[v]; + tempPos.y = verts[v + 1]; + tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5]); + tempUv.x = verts[v + 6]; + tempUv.y = verts[v + 7]; + tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11]); + vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); + verts[v] = tempPos.x; + verts[v + 1] = tempPos.y; + verts[v + 2] = tempLight.r; + verts[v + 3] = tempLight.g; + verts[v + 4] = tempLight.b; + verts[v + 5] = tempLight.a; + verts[v + 6] = tempUv.x; + verts[v + 7] = tempUv.y; + verts[v + 8] = tempDark.r; + verts[v + 9] = tempDark.g; + verts[v + 10] = tempDark.b; + verts[v + 11] = tempDark.a; + } + } + } + batcher.draw(texture, clippedVertices, clippedTriangles); + } + else { + var verts = renderable.vertices; + if (this.vertexEffect != null) { + var vertexEffect = this.vertexEffect; + if (!twoColorTint) { + for (var v = 0, u = 0, n_6 = renderable.numFloats; v < n_6; v += vertexSize, u += 2) { + tempPos.x = verts[v]; + tempPos.y = verts[v + 1]; + tempUv.x = uvs[u]; + tempUv.y = uvs[u + 1]; + tempLight.setFromColor(finalColor); + tempDark.set(0, 0, 0, 0); + vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); + verts[v] = tempPos.x; + verts[v + 1] = tempPos.y; + verts[v + 2] = tempLight.r; + verts[v + 3] = tempLight.g; + verts[v + 4] = tempLight.b; + verts[v + 5] = tempLight.a; + verts[v + 6] = tempUv.x; + verts[v + 7] = tempUv.y; + } + } + else { + for (var v = 0, u = 0, n_7 = renderable.numFloats; v < n_7; v += vertexSize, u += 2) { + tempPos.x = verts[v]; + tempPos.y = verts[v + 1]; + tempUv.x = uvs[u]; + tempUv.y = uvs[u + 1]; + tempLight.setFromColor(finalColor); + tempDark.setFromColor(darkColor); + vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); + verts[v] = tempPos.x; + verts[v + 1] = tempPos.y; + verts[v + 2] = tempLight.r; + verts[v + 3] = tempLight.g; + verts[v + 4] = tempLight.b; + verts[v + 5] = tempLight.a; + verts[v + 6] = tempUv.x; + verts[v + 7] = tempUv.y; + verts[v + 8] = tempDark.r; + verts[v + 9] = tempDark.g; + verts[v + 10] = tempDark.b; + verts[v + 11] = tempDark.a; + } + } + } + else { + if (!twoColorTint) { + for (var v = 2, u = 0, n_8 = renderable.numFloats; v < n_8; v += vertexSize, u += 2) { + verts[v] = finalColor.r; + verts[v + 1] = finalColor.g; + verts[v + 2] = finalColor.b; + verts[v + 3] = finalColor.a; + verts[v + 4] = uvs[u]; + verts[v + 5] = uvs[u + 1]; + } + } + else { + for (var v = 2, u = 0, n_9 = renderable.numFloats; v < n_9; v += vertexSize, u += 2) { + verts[v] = finalColor.r; + verts[v + 1] = finalColor.g; + verts[v + 2] = finalColor.b; + verts[v + 3] = finalColor.a; + verts[v + 4] = uvs[u]; + verts[v + 5] = uvs[u + 1]; + verts[v + 6] = darkColor.r; + verts[v + 7] = darkColor.g; + verts[v + 8] = darkColor.b; + verts[v + 9] = darkColor.a; + } + } + } + var view = renderable.vertices.subarray(0, renderable.numFloats); + batcher.draw(texture, view, triangles); + } + } + clipper.clipEndWithSlot(slot); + } + clipper.clipEnd(); + }; + SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; + return SkeletonRenderer; + }()); + webgl.SkeletonRenderer = SkeletonRenderer; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var Vector3 = (function () { + function Vector3(x, y, z) { + if (x === void 0) { x = 0; } + if (y === void 0) { y = 0; } + if (z === void 0) { z = 0; } + this.x = 0; + this.y = 0; + this.z = 0; + this.x = x; + this.y = y; + this.z = z; + } + Vector3.prototype.setFrom = function (v) { + this.x = v.x; + this.y = v.y; + this.z = v.z; + return this; + }; + Vector3.prototype.set = function (x, y, z) { + this.x = x; + this.y = y; + this.z = z; + return this; + }; + Vector3.prototype.add = function (v) { + this.x += v.x; + this.y += v.y; + this.z += v.z; + return this; + }; + Vector3.prototype.sub = function (v) { + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + return this; + }; + Vector3.prototype.scale = function (s) { + this.x *= s; + this.y *= s; + this.z *= s; + return this; + }; + Vector3.prototype.normalize = function () { + var len = this.length(); + if (len == 0) + return this; + len = 1 / len; + this.x *= len; + this.y *= len; + this.z *= len; + return this; + }; + Vector3.prototype.cross = function (v) { + return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x); + }; + Vector3.prototype.multiply = function (matrix) { + var l_mat = matrix.values; + return this.set(this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03], this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13], this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]); + }; + Vector3.prototype.project = function (matrix) { + var l_mat = matrix.values; + var l_w = 1 / (this.x * l_mat[webgl.M30] + this.y * l_mat[webgl.M31] + this.z * l_mat[webgl.M32] + l_mat[webgl.M33]); + return this.set((this.x * l_mat[webgl.M00] + this.y * l_mat[webgl.M01] + this.z * l_mat[webgl.M02] + l_mat[webgl.M03]) * l_w, (this.x * l_mat[webgl.M10] + this.y * l_mat[webgl.M11] + this.z * l_mat[webgl.M12] + l_mat[webgl.M13]) * l_w, (this.x * l_mat[webgl.M20] + this.y * l_mat[webgl.M21] + this.z * l_mat[webgl.M22] + l_mat[webgl.M23]) * l_w); + }; + Vector3.prototype.dot = function (v) { + return this.x * v.x + this.y * v.y + this.z * v.z; + }; + Vector3.prototype.length = function () { + return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); + }; + Vector3.prototype.distance = function (v) { + var a = v.x - this.x; + var b = v.y - this.y; + var c = v.z - this.z; + return Math.sqrt(a * a + b * b + c * c); + }; + return Vector3; + }()); + webgl.Vector3 = Vector3; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var webgl; + (function (webgl) { + var ManagedWebGLRenderingContext = (function () { + function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) { + if (contextConfig === void 0) { contextConfig = { alpha: "true" }; } + this.restorables = new Array(); + if (!((canvasOrContext instanceof WebGLRenderingContext) || (canvasOrContext instanceof WebGL2RenderingContext))) { + this.setupCanvas(canvasOrContext, contextConfig); + } + else { + this.gl = canvasOrContext; + this.canvas = this.gl.canvas; + } + } + ManagedWebGLRenderingContext.prototype.setupCanvas = function (canvas, contextConfig) { + var _this = this; + this.gl = (canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig)); + this.canvas = canvas; + canvas.addEventListener("webglcontextlost", function (e) { + var event = e; + if (e) { + e.preventDefault(); + } + }); + canvas.addEventListener("webglcontextrestored", function (e) { + for (var i = 0, n = _this.restorables.length; i < n; i++) { + _this.restorables[i].restore(); + } + }); + }; + ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) { + this.restorables.push(restorable); + }; + ManagedWebGLRenderingContext.prototype.removeRestorable = function (restorable) { + var index = this.restorables.indexOf(restorable); + if (index > -1) + this.restorables.splice(index, 1); + }; + return ManagedWebGLRenderingContext; + }()); + webgl.ManagedWebGLRenderingContext = ManagedWebGLRenderingContext; + var WebGLBlendModeConverter = (function () { + function WebGLBlendModeConverter() { + } + WebGLBlendModeConverter.getDestGLBlendMode = function (blendMode) { + switch (blendMode) { + case spine.BlendMode.Normal: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA; + case spine.BlendMode.Additive: return WebGLBlendModeConverter.ONE; + case spine.BlendMode.Multiply: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA; + case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA; + default: throw new Error("Unknown blend mode: " + blendMode); + } + }; + WebGLBlendModeConverter.getSourceGLBlendMode = function (blendMode, premultipliedAlpha) { + if (premultipliedAlpha === void 0) { premultipliedAlpha = false; } + switch (blendMode) { + case spine.BlendMode.Normal: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA; + case spine.BlendMode.Additive: return premultipliedAlpha ? WebGLBlendModeConverter.ONE : WebGLBlendModeConverter.SRC_ALPHA; + case spine.BlendMode.Multiply: return WebGLBlendModeConverter.DST_COLOR; + case spine.BlendMode.Screen: return WebGLBlendModeConverter.ONE; + default: throw new Error("Unknown blend mode: " + blendMode); + } + }; + WebGLBlendModeConverter.ZERO = 0; + WebGLBlendModeConverter.ONE = 1; + WebGLBlendModeConverter.SRC_COLOR = 0x0300; + WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301; + WebGLBlendModeConverter.SRC_ALPHA = 0x0302; + WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303; + WebGLBlendModeConverter.DST_ALPHA = 0x0304; + WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305; + WebGLBlendModeConverter.DST_COLOR = 0x0306; + return WebGLBlendModeConverter; + }()); + webgl.WebGLBlendModeConverter = WebGLBlendModeConverter; + })(webgl = spine.webgl || (spine.webgl = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var threejs; + (function (threejs) { + var AssetManager = (function (_super) { + __extends(AssetManager, _super); + function AssetManager(pathPrefix) { + if (pathPrefix === void 0) { pathPrefix = ""; } + return _super.call(this, function (image) { + return new threejs.ThreeJsTexture(image); + }, pathPrefix) || this; + } + return AssetManager; + }(spine.AssetManager)); + threejs.AssetManager = AssetManager; + })(threejs = spine.threejs || (spine.threejs = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var threejs; + (function (threejs) { + var MeshBatcher = (function (_super) { + __extends(MeshBatcher, _super); + function MeshBatcher(maxVertices, materialCustomizer) { + if (maxVertices === void 0) { maxVertices = 10920; } + if (materialCustomizer === void 0) { materialCustomizer = function (parameters) { }; } + var _this = _super.call(this) || this; + _this.verticesLength = 0; + _this.indicesLength = 0; + if (maxVertices > 10920) + throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); + var vertices = _this.vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE); + var indices = _this.indices = new Uint16Array(maxVertices * 3); + var geo = new THREE.BufferGeometry(); + var vertexBuffer = _this.vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE); + vertexBuffer.usage = WebGLRenderingContext.DYNAMIC_DRAW; + geo.setAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false)); + geo.setAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false)); + geo.setAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false)); + geo.setIndex(new THREE.BufferAttribute(indices, 1)); + geo.getIndex().usage = WebGLRenderingContext.DYNAMIC_DRAW; + ; + geo.drawRange.start = 0; + geo.drawRange.count = 0; + _this.geometry = geo; + _this.material = new threejs.SkeletonMeshMaterial(materialCustomizer); + return _this; + } + MeshBatcher.prototype.dispose = function () { + this.geometry.dispose(); + if (this.material instanceof THREE.Material) + this.material.dispose(); + else if (this.material) { + for (var i = 0; i < this.material.length; i++) { + var material = this.material[i]; + if (material instanceof THREE.Material) + material.dispose(); + } + } + }; + MeshBatcher.prototype.clear = function () { + var geo = this.geometry; + geo.drawRange.start = 0; + geo.drawRange.count = 0; + this.material.uniforms.map.value = null; + }; + MeshBatcher.prototype.begin = function () { + this.verticesLength = 0; + this.indicesLength = 0; + }; + MeshBatcher.prototype.canBatch = function (verticesLength, indicesLength) { + if (this.indicesLength + indicesLength >= this.indices.byteLength / 2) + return false; + if (this.verticesLength + verticesLength >= this.vertices.byteLength / 2) + return false; + return true; + }; + MeshBatcher.prototype.batch = function (vertices, verticesLength, indices, indicesLength, z) { + if (z === void 0) { z = 0; } + var indexStart = this.verticesLength / MeshBatcher.VERTEX_SIZE; + var vertexBuffer = this.vertices; + var i = this.verticesLength; + var j = 0; + for (; j < verticesLength;) { + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = z; + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = vertices[j++]; + vertexBuffer[i++] = vertices[j++]; + } + this.verticesLength = i; + var indicesArray = this.indices; + for (i = this.indicesLength, j = 0; j < indicesLength; i++, j++) + indicesArray[i] = indices[j] + indexStart; + this.indicesLength += indicesLength; + }; + MeshBatcher.prototype.end = function () { + this.vertexBuffer.needsUpdate = this.verticesLength > 0; + this.vertexBuffer.updateRange.offset = 0; + this.vertexBuffer.updateRange.count = this.verticesLength; + var geo = this.geometry; + geo.getIndex().needsUpdate = this.indicesLength > 0; + geo.getIndex().updateRange.offset = 0; + geo.getIndex().updateRange.count = this.indicesLength; + geo.drawRange.start = 0; + geo.drawRange.count = this.indicesLength; + }; + MeshBatcher.VERTEX_SIZE = 9; + return MeshBatcher; + }(THREE.Mesh)); + threejs.MeshBatcher = MeshBatcher; + })(threejs = spine.threejs || (spine.threejs = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var threejs; + (function (threejs) { + var SkeletonMeshMaterial = (function (_super) { + __extends(SkeletonMeshMaterial, _super); + function SkeletonMeshMaterial(customizer) { + var _this = this; + var vertexShader = "\n\t\t\t\tattribute vec4 color;\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tvarying vec4 vColor;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tvColor = color;\n\t\t\t\t\tgl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);\n\t\t\t\t}\n\t\t\t"; + var fragmentShader = "\n\t\t\t\tuniform sampler2D map;\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tvarying vec4 vColor;\n\t\t\t\tvoid main(void) {\n\t\t\t\t\tgl_FragColor = texture2D(map, vUv)*vColor;\n\t\t\t\t}\n\t\t\t"; + var parameters = { + uniforms: { + map: { type: "t", value: null } + }, + vertexShader: vertexShader, + fragmentShader: fragmentShader, + side: THREE.DoubleSide, + transparent: true, + alphaTest: 0.5 + }; + customizer(parameters); + _this = _super.call(this, parameters) || this; + return _this; + } + ; + return SkeletonMeshMaterial; + }(THREE.ShaderMaterial)); + threejs.SkeletonMeshMaterial = SkeletonMeshMaterial; + var SkeletonMesh = (function (_super) { + __extends(SkeletonMesh, _super); + function SkeletonMesh(skeletonData, materialCustomizer) { + if (materialCustomizer === void 0) { materialCustomizer = function (parameters) { }; } + var _this = _super.call(this) || this; + _this.tempPos = new spine.Vector2(); + _this.tempUv = new spine.Vector2(); + _this.tempLight = new spine.Color(); + _this.tempDark = new spine.Color(); + _this.zOffset = 0.1; + _this.batches = new Array(); + _this.nextBatchIndex = 0; + _this.clipper = new spine.SkeletonClipping(); + _this.vertices = spine.Utils.newFloatArray(1024); + _this.tempColor = new spine.Color(); + _this.materialCustomizer = materialCustomizer; + _this.skeleton = new spine.Skeleton(skeletonData); + var animData = new spine.AnimationStateData(skeletonData); + _this.state = new spine.AnimationState(animData); + return _this; + } + SkeletonMesh.prototype.update = function (deltaTime) { + var state = this.state; + var skeleton = this.skeleton; + state.update(deltaTime); + state.apply(skeleton); + skeleton.updateWorldTransform(); + this.updateGeometry(); + }; + SkeletonMesh.prototype.dispose = function () { + for (var i = 0; i < this.batches.length; i++) { + this.batches[i].dispose(); + } + }; + SkeletonMesh.prototype.clearBatches = function () { + for (var i = 0; i < this.batches.length; i++) { + this.batches[i].clear(); + this.batches[i].visible = false; + } + this.nextBatchIndex = 0; + }; + SkeletonMesh.prototype.nextBatch = function () { + if (this.batches.length == this.nextBatchIndex) { + var batch_1 = new threejs.MeshBatcher(10920, this.materialCustomizer); + this.add(batch_1); + this.batches.push(batch_1); + } + var batch = this.batches[this.nextBatchIndex++]; + batch.visible = true; + return batch; + }; + SkeletonMesh.prototype.updateGeometry = function () { + this.clearBatches(); + var tempPos = this.tempPos; + var tempUv = this.tempUv; + var tempLight = this.tempLight; + var tempDark = this.tempDark; + var numVertices = 0; + var verticesLength = 0; + var indicesLength = 0; + var blendMode = null; + var clipper = this.clipper; + var vertices = this.vertices; + var triangles = null; + var uvs = null; + var drawOrder = this.skeleton.drawOrder; + var batch = this.nextBatch(); + batch.begin(); + var z = 0; + var zOffset = this.zOffset; + for (var i = 0, n = drawOrder.length; i < n; i++) { + var vertexSize = clipper.isClipping() ? 2 : SkeletonMesh.VERTEX_SIZE; + var slot = drawOrder[i]; + if (!slot.bone.active) + continue; + var attachment = slot.getAttachment(); + var attachmentColor = null; + var texture = null; + var numFloats = 0; + if (attachment instanceof spine.RegionAttachment) { + var region = attachment; + attachmentColor = region.color; + vertices = this.vertices; + numFloats = vertexSize * 4; + region.computeWorldVertices(slot.bone, vertices, 0, vertexSize); + triangles = SkeletonMesh.QUAD_TRIANGLES; + uvs = region.uvs; + texture = region.region.renderObject.texture; + } + else if (attachment instanceof spine.MeshAttachment) { + var mesh = attachment; + attachmentColor = mesh.color; + vertices = this.vertices; + numFloats = (mesh.worldVerticesLength >> 1) * vertexSize; + if (numFloats > vertices.length) { + vertices = this.vertices = spine.Utils.newFloatArray(numFloats); + } + mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, vertexSize); + triangles = mesh.triangles; + uvs = mesh.uvs; + texture = mesh.region.renderObject.texture; + } + else if (attachment instanceof spine.ClippingAttachment) { + var clip = (attachment); + clipper.clipStart(slot, clip); + continue; + } + else + continue; + if (texture != null) { + var skeleton = slot.bone.skeleton; + var skeletonColor = skeleton.color; + var slotColor = slot.color; + var alpha = skeletonColor.a * slotColor.a * attachmentColor.a; + var color = this.tempColor; + color.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha); + var finalVertices = void 0; + var finalVerticesLength = void 0; + var finalIndices = void 0; + var finalIndicesLength = void 0; + if (clipper.isClipping()) { + clipper.clipTriangles(vertices, numFloats, triangles, triangles.length, uvs, color, null, false); + var clippedVertices = clipper.clippedVertices; + var clippedTriangles = clipper.clippedTriangles; + if (this.vertexEffect != null) { + var vertexEffect = this.vertexEffect; + var verts = clippedVertices; + for (var v = 0, n_10 = clippedVertices.length; v < n_10; v += vertexSize) { + tempPos.x = verts[v]; + tempPos.y = verts[v + 1]; + tempLight.setFromColor(color); + tempDark.set(0, 0, 0, 0); + tempUv.x = verts[v + 6]; + tempUv.y = verts[v + 7]; + vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); + verts[v] = tempPos.x; + verts[v + 1] = tempPos.y; + verts[v + 2] = tempLight.r; + verts[v + 3] = tempLight.g; + verts[v + 4] = tempLight.b; + verts[v + 5] = tempLight.a; + verts[v + 6] = tempUv.x; + verts[v + 7] = tempUv.y; + } + } + finalVertices = clippedVertices; + finalVerticesLength = clippedVertices.length; + finalIndices = clippedTriangles; + finalIndicesLength = clippedTriangles.length; + } + else { + var verts = vertices; + if (this.vertexEffect != null) { + var vertexEffect = this.vertexEffect; + for (var v = 0, u = 0, n_11 = numFloats; v < n_11; v += vertexSize, u += 2) { + tempPos.x = verts[v]; + tempPos.y = verts[v + 1]; + tempLight.setFromColor(color); + tempDark.set(0, 0, 0, 0); + tempUv.x = uvs[u]; + tempUv.y = uvs[u + 1]; + vertexEffect.transform(tempPos, tempUv, tempLight, tempDark); + verts[v] = tempPos.x; + verts[v + 1] = tempPos.y; + verts[v + 2] = tempLight.r; + verts[v + 3] = tempLight.g; + verts[v + 4] = tempLight.b; + verts[v + 5] = tempLight.a; + verts[v + 6] = tempUv.x; + verts[v + 7] = tempUv.y; + } + } + else { + for (var v = 2, u = 0, n_12 = numFloats; v < n_12; v += vertexSize, u += 2) { + verts[v] = color.r; + verts[v + 1] = color.g; + verts[v + 2] = color.b; + verts[v + 3] = color.a; + verts[v + 4] = uvs[u]; + verts[v + 5] = uvs[u + 1]; + } + } + finalVertices = vertices; + finalVerticesLength = numFloats; + finalIndices = triangles; + finalIndicesLength = triangles.length; + } + if (finalVerticesLength == 0 || finalIndicesLength == 0) + continue; + if (!batch.canBatch(finalVerticesLength, finalIndicesLength)) { + batch.end(); + batch = this.nextBatch(); + batch.begin(); + } + var batchMaterial = batch.material; + if (batchMaterial.uniforms.map.value == null) { + batchMaterial.uniforms.map.value = texture.texture; + } + if (batchMaterial.uniforms.map.value != texture.texture) { + batch.end(); + batch = this.nextBatch(); + batch.begin(); + batchMaterial = batch.material; + batchMaterial.uniforms.map.value = texture.texture; + } + batchMaterial.needsUpdate = true; + batch.batch(finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, z); + z += zOffset; + } + clipper.clipEndWithSlot(slot); + } + clipper.clipEnd(); + batch.end(); + }; + SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; + SkeletonMesh.VERTEX_SIZE = 2 + 2 + 4; + return SkeletonMesh; + }(THREE.Object3D)); + threejs.SkeletonMesh = SkeletonMesh; + })(threejs = spine.threejs || (spine.threejs = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var threejs; + (function (threejs) { + var ThreeJsTexture = (function (_super) { + __extends(ThreeJsTexture, _super); + function ThreeJsTexture(image) { + var _this = _super.call(this, image) || this; + _this.texture = new THREE.Texture(image); + _this.texture.flipY = false; + _this.texture.needsUpdate = true; + return _this; + } + ThreeJsTexture.prototype.setFilters = function (minFilter, magFilter) { + this.texture.minFilter = ThreeJsTexture.toThreeJsTextureFilter(minFilter); + this.texture.magFilter = ThreeJsTexture.toThreeJsTextureFilter(magFilter); + }; + ThreeJsTexture.prototype.setWraps = function (uWrap, vWrap) { + this.texture.wrapS = ThreeJsTexture.toThreeJsTextureWrap(uWrap); + this.texture.wrapT = ThreeJsTexture.toThreeJsTextureWrap(vWrap); + }; + ThreeJsTexture.prototype.dispose = function () { + this.texture.dispose(); + }; + ThreeJsTexture.toThreeJsTextureFilter = function (filter) { + if (filter === spine.TextureFilter.Linear) + return THREE.LinearFilter; + else if (filter === spine.TextureFilter.MipMap) + return THREE.LinearMipMapLinearFilter; + else if (filter === spine.TextureFilter.MipMapLinearNearest) + return THREE.LinearMipMapNearestFilter; + else if (filter === spine.TextureFilter.MipMapNearestLinear) + return THREE.NearestMipMapLinearFilter; + else if (filter === spine.TextureFilter.MipMapNearestNearest) + return THREE.NearestMipMapNearestFilter; + else if (filter === spine.TextureFilter.Nearest) + return THREE.NearestFilter; + else + throw new Error("Unknown texture filter: " + filter); + }; + ThreeJsTexture.toThreeJsTextureWrap = function (wrap) { + if (wrap === spine.TextureWrap.ClampToEdge) + return THREE.ClampToEdgeWrapping; + else if (wrap === spine.TextureWrap.MirroredRepeat) + return THREE.MirroredRepeatWrapping; + else if (wrap === spine.TextureWrap.Repeat) + return THREE.RepeatWrapping; + else + throw new Error("Unknown texture wrap: " + wrap); + }; + return ThreeJsTexture; + }(spine.Texture)); + threejs.ThreeJsTexture = ThreeJsTexture; + })(threejs = spine.threejs || (spine.threejs = {})); +})(spine || (spine = {})); +var spine; +(function (spine) { + var Popup = (function () { + function Popup(player, parent, htmlContent) { + this.player = player; + this.dom = createElement("\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t"); + this.dom.innerHTML = htmlContent; + parent.appendChild(this.dom); + } + Popup.prototype.show = function (dismissedListener) { + var _this = this; + this.dom.classList.remove("spine-player-hidden"); + var dismissed = false; + var resize = function () { + if (!dismissed) + requestAnimationFrame(resize); + var bottomOffset = Math.abs(_this.dom.getBoundingClientRect().bottom - _this.player.getBoundingClientRect().bottom); + var rightOffset = Math.abs(_this.dom.getBoundingClientRect().right - _this.player.getBoundingClientRect().right); + var maxHeight = _this.player.clientHeight - bottomOffset - rightOffset; + _this.dom.style.maxHeight = maxHeight + "px"; + }; + requestAnimationFrame(resize); + var justClicked = true; + var windowClickListener = function (event) { + if (justClicked) { + justClicked = false; + return; + } + if (!isContained(_this.dom, event.target)) { + _this.dom.remove(); + window.removeEventListener("click", windowClickListener); + dismissedListener(); + dismissed = true; + } + }; + window.addEventListener("click", windowClickListener); + }; + return Popup; + }()); + var Switch = (function () { + function Switch(text) { + this.text = text; + this.enabled = false; + } + Switch.prototype.render = function () { + var _this = this; + this["switch"] = createElement("\n\t\t\t\t
\n\t\t\t\t\t" + this.text + "\n\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t"); + this["switch"].addEventListener("click", function () { + _this.setEnabled(!_this.enabled); + if (_this.change) + _this.change(_this.enabled); + }); + return this["switch"]; + }; + Switch.prototype.setEnabled = function (enabled) { + if (enabled) + this["switch"].classList.add("active"); + else + this["switch"].classList.remove("active"); + this.enabled = enabled; + }; + Switch.prototype.isEnabled = function () { + return this.enabled; + }; + return Switch; + }()); + var Slider = (function () { + function Slider(snaps, snapPercentage, big) { + if (snaps === void 0) { snaps = 0; } + if (snapPercentage === void 0) { snapPercentage = 0.1; } + if (big === void 0) { big = false; } + this.snaps = snaps; + this.snapPercentage = snapPercentage; + this.big = big; + } + Slider.prototype.render = function () { + var _this = this; + this.slider = createElement("\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t"); + this.value = findWithClass(this.slider, "spine-player-slider-value")[0]; + this.setValue(0); + var input = new spine.webgl.Input(this.slider); + var dragging = false; + input.addListener({ + down: function (x, y) { + dragging = true; + _this.value.classList.add("hovering"); + }, + up: function (x, y) { + dragging = false; + var percentage = x / _this.slider.clientWidth; + percentage = percentage = Math.max(0, Math.min(percentage, 1)); + _this.setValue(x / _this.slider.clientWidth); + if (_this.change) + _this.change(percentage); + _this.value.classList.remove("hovering"); + }, + moved: function (x, y) { + if (dragging) { + var percentage = x / _this.slider.clientWidth; + percentage = Math.max(0, Math.min(percentage, 1)); + percentage = _this.setValue(x / _this.slider.clientWidth); + if (_this.change) + _this.change(percentage); + } + }, + dragged: function (x, y) { + var percentage = x / _this.slider.clientWidth; + percentage = Math.max(0, Math.min(percentage, 1)); + percentage = _this.setValue(x / _this.slider.clientWidth); + if (_this.change) + _this.change(percentage); + } + }); + return this.slider; + }; + Slider.prototype.setValue = function (percentage) { + percentage = Math.max(0, Math.min(1, percentage)); + if (this.snaps > 0) { + var modulo = percentage % (1 / this.snaps); + if (modulo < (1 / this.snaps) * this.snapPercentage) { + percentage = percentage - modulo; + } + else if (modulo > (1 / this.snaps) - (1 / this.snaps) * this.snapPercentage) { + percentage = percentage - modulo + (1 / this.snaps); + } + percentage = Math.max(0, Math.min(1, percentage)); + } + this.value.style.width = "" + (percentage * 100) + "%"; + return percentage; + }; + return Slider; + }()); + var SpinePlayer = (function () { + function SpinePlayer(parent, config) { + this.config = config; + this.paused = true; + this.playTime = 0; + this.speed = 1; + this.time = new spine.TimeKeeper(); + this.animationViewports = {}; + this.currentViewport = null; + this.previousViewport = null; + this.viewportTransitionStart = 0; + this.stopRequestAnimationFrame = false; + this.cancelId = 0; + if (typeof parent === "string") + this.parent = document.getElementById(parent); + else + this.parent = parent; + this.parent.appendChild(this.render()); + } + SpinePlayer.prototype.validateConfig = function (config) { + if (!config) + throw new Error("Please pass a configuration to new.spine.SpinePlayer()."); + if (!config.jsonUrl && !config.skelUrl) + throw new Error("Please specify the URL of the skeleton JSON or .skel file."); + if (!config.atlasUrl) + throw new Error("Please specify the URL of the atlas file."); + if (!config.alpha) + config.alpha = false; + if (!config.backgroundColor) + config.backgroundColor = "#000000"; + if (!config.fullScreenBackgroundColor) + config.fullScreenBackgroundColor = config.backgroundColor; + if (typeof config.premultipliedAlpha === "undefined") + config.premultipliedAlpha = true; + if (!config.success) + config.success = function (widget) { }; + if (!config.error) + config.error = function (widget, msg) { }; + if (!config.debug) + config.debug = { + bones: false, + regions: false, + meshes: false, + bounds: false, + clipping: false, + paths: false, + points: false, + hulls: false + }; + if (typeof config.debug.bones === "undefined") + config.debug.bones = false; + if (typeof config.debug.bounds === "undefined") + config.debug.bounds = false; + if (typeof config.debug.clipping === "undefined") + config.debug.clipping = false; + if (typeof config.debug.hulls === "undefined") + config.debug.hulls = false; + if (typeof config.debug.paths === "undefined") + config.debug.paths = false; + if (typeof config.debug.points === "undefined") + config.debug.points = false; + if (typeof config.debug.regions === "undefined") + config.debug.regions = false; + if (typeof config.debug.meshes === "undefined") + config.debug.meshes = false; + if (config.animations && config.animation) { + if (config.animations.indexOf(config.animation) < 0) + throw new Error("Default animation '" + config.animation + "' is not contained in the list of selectable animations " + escapeHtml(JSON.stringify(this.config.animations)) + "."); + } + if (config.skins && config.skin) { + if (config.skins.indexOf(config.skin) < 0) + throw new Error("Default skin '" + config.skin + "' is not contained in the list of selectable skins " + escapeHtml(JSON.stringify(this.config.skins)) + "."); + } + if (!config.controlBones) + config.controlBones = []; + if (typeof config.showControls === "undefined") + config.showControls = true; + if (typeof config.defaultMix === "undefined") + config.defaultMix = 0.25; + return config; + }; + SpinePlayer.prototype.showError = function (error) { + var errorDom = findWithClass(this.dom, "spine-player-error")[0]; + errorDom.classList.remove("spine-player-hidden"); + errorDom.innerHTML = "

" + error + "

"; + this.config.error(this, error); + }; + SpinePlayer.prototype.render = function () { + var _this = this; + var config = this.config; + var dom = this.dom = createElement("\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t"); + try { + this.config = this.validateConfig(config); + } + catch (e) { + this.showError(e); + return dom; + } + try { + this.canvas = findWithClass(dom, "spine-player-canvas")[0]; + var webglConfig = { alpha: config.alpha }; + this.context = new spine.webgl.ManagedWebGLRenderingContext(this.canvas, webglConfig); + this.sceneRenderer = new spine.webgl.SceneRenderer(this.canvas, this.context, true); + this.loadingScreen = new spine.webgl.LoadingScreen(this.sceneRenderer); + } + catch (e) { + this.showError("Sorry, your browser does not support WebGL.

Please use the latest version of Firefox, Chrome, Edge, or Safari."); + return dom; + } + this.assetManager = new spine.webgl.AssetManager(this.context); + if (config.rawDataURIs) { + for (var path in config.rawDataURIs) { + var data = config.rawDataURIs[path]; + this.assetManager.setRawDataURI(path, data); + } + } + if (config.jsonUrl) + this.assetManager.loadText(config.jsonUrl); + else + this.assetManager.loadBinary(config.skelUrl); + this.assetManager.loadTextureAtlas(config.atlasUrl); + if (config.backgroundImage && config.backgroundImage.url) + this.assetManager.loadTexture(config.backgroundImage.url); + requestAnimationFrame(function () { return _this.drawFrame(); }); + this.playerControls = findWithClass(dom, "spine-player-controls")[0]; + var timeline = findWithClass(dom, "spine-player-timeline")[0]; + this.timelineSlider = new Slider(); + timeline.appendChild(this.timelineSlider.render()); + this.playButton = findWithId(dom, "spine-player-button-play-pause")[0]; + var speedButton = findWithId(dom, "spine-player-button-speed")[0]; + this.animationButton = findWithId(dom, "spine-player-button-animation")[0]; + this.skinButton = findWithId(dom, "spine-player-button-skin")[0]; + var settingsButton = findWithId(dom, "spine-player-button-settings")[0]; + var fullscreenButton = findWithId(dom, "spine-player-button-fullscreen")[0]; + var logoButton = findWithId(dom, "spine-player-button-logo")[0]; + this.playButton.onclick = function () { + if (_this.paused) + _this.play(); + else + _this.pause(); + }; + speedButton.onclick = function () { + _this.showSpeedDialog(speedButton); + }; + this.animationButton.onclick = function () { + _this.showAnimationsDialog(_this.animationButton); + }; + this.skinButton.onclick = function () { + _this.showSkinsDialog(_this.skinButton); + }; + settingsButton.onclick = function () { + _this.showSettingsDialog(settingsButton); + }; + var oldWidth = this.canvas.clientWidth; + var oldHeight = this.canvas.clientHeight; + var oldStyleWidth = this.canvas.style.width; + var oldStyleHeight = this.canvas.style.height; + var isFullscreen = false; + fullscreenButton.onclick = function () { + var fullscreenChanged = function () { + isFullscreen = !isFullscreen; + if (!isFullscreen) { + _this.canvas.style.width = "" + oldWidth + "px"; + _this.canvas.style.height = "" + oldHeight + "px"; + _this.drawFrame(false); + requestAnimationFrame(function () { + _this.canvas.style.width = oldStyleWidth; + _this.canvas.style.height = oldStyleHeight; + }); + } + }; + var doc = document; + dom.onfullscreenchange = fullscreenChanged; + dom.onwebkitfullscreenchange = fullscreenChanged; + if (doc.fullscreenElement || doc.webkitFullscreenElement || doc.mozFullScreenElement || doc.msFullscreenElement) { + if (doc.exitFullscreen) + doc.exitFullscreen(); + else if (doc.mozCancelFullScreen) + doc.mozCancelFullScreen(); + else if (doc.webkitExitFullscreen) + doc.webkitExitFullscreen(); + else if (doc.msExitFullscreen) + doc.msExitFullscreen(); + } + else { + oldWidth = _this.canvas.clientWidth; + oldHeight = _this.canvas.clientHeight; + oldStyleWidth = _this.canvas.style.width; + oldStyleHeight = _this.canvas.style.height; + var player = dom; + if (player.requestFullscreen) + player.requestFullscreen(); + else if (player.webkitRequestFullScreen) + player.webkitRequestFullScreen(); + else if (player.mozRequestFullScreen) + player.mozRequestFullScreen(); + else if (player.msRequestFullscreen) + player.msRequestFullscreen(); + } + }; + logoButton.onclick = function () { + window.open("http://esotericsoftware.com"); + }; + window.onresize = function () { + _this.drawFrame(false); + }; + return dom; + }; + SpinePlayer.prototype.showSpeedDialog = function (speedButton) { + var _this = this; + if (this.lastPopup) + this.lastPopup.dom.remove(); + if (this.lastPopup && findWithClass(this.lastPopup.dom, "spine-player-popup-title")[0].textContent == "Speed") { + this.lastPopup = null; + speedButton.classList.remove("spine-player-button-icon-speed-selected"); + return; + } + var popup = new Popup(this.dom, this.playerControls, "\n\t\t\t\t
Speed
\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t\t
\n\t\t\t\t\t\t\t
0.1x
\n\t\t\t\t\t\t\t
1x
\n\t\t\t\t\t\t\t
2x
\n\t\t\t\t\t\t
\n\t\t\t\t\t
\n\t\t\t\t
\n\t\t\t"); + var sliderParent = findWithClass(popup.dom, "spine-player-speed-slider")[0]; + var slider = new Slider(2, 0.1, true); + sliderParent.appendChild(slider.render()); + slider.setValue(this.speed / 2); + slider.change = function (percentage) { + _this.speed = percentage * 2; + }; + speedButton.classList.add("spine-player-button-icon-speed-selected"); + popup.show(function () { + speedButton.classList.remove("spine-player-button-icon-speed-selected"); + popup.dom.remove(); + _this.lastPopup = null; + }); + this.lastPopup = popup; + }; + SpinePlayer.prototype.showAnimationsDialog = function (animationsButton) { + var _this = this; + if (this.lastPopup) + this.lastPopup.dom.remove(); + if (this.lastPopup && findWithClass(this.lastPopup.dom, "spine-player-popup-title")[0].textContent == "Animations") { + this.lastPopup = null; + animationsButton.classList.remove("spine-player-button-icon-animations-selected"); + return; + } + if (!this.skeleton || this.skeleton.data.animations.length == 0) + return; + var popup = new Popup(this.dom, this.playerControls, "\n\t\t\t\t
Animations
\n\t\t\t\t
\n\t\t\t\t
    \n\t\t\t"); + var rows = findWithClass(popup.dom, "spine-player-list")[0]; + this.skeleton.data.animations.forEach(function (animation) { + if (_this.config.animations && _this.config.animations.indexOf(animation.name) < 0) { + return; + } + var row = createElement("\n\t\t\t\t\t
  • \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t
  • \n\t\t\t\t"); + if (animation.name == _this.config.animation) + row.classList.add("selected"); + findWithClass(row, "selectable-text")[0].innerText = animation.name; + rows.appendChild(row); + row.onclick = function () { + removeClass(rows.children, "selected"); + row.classList.add("selected"); + _this.config.animation = animation.name; + _this.playTime = 0; + _this.setAnimation(animation.name); + }; + }); + animationsButton.classList.add("spine-player-button-icon-animations-selected"); + popup.show(function () { + animationsButton.classList.remove("spine-player-button-icon-animations-selected"); + popup.dom.remove(); + _this.lastPopup = null; + }); + this.lastPopup = popup; + }; + SpinePlayer.prototype.showSkinsDialog = function (skinButton) { + var _this = this; + if (this.lastPopup) + this.lastPopup.dom.remove(); + if (this.lastPopup && findWithClass(this.lastPopup.dom, "spine-player-popup-title")[0].textContent == "Skins") { + this.lastPopup = null; + skinButton.classList.remove("spine-player-button-icon-skins-selected"); + return; + } + if (!this.skeleton || this.skeleton.data.animations.length == 0) + return; + var popup = new Popup(this.dom, this.playerControls, "\n\t\t\t\t
    Skins
    \n\t\t\t\t
    \n\t\t\t\t
      \n\t\t\t"); + var rows = findWithClass(popup.dom, "spine-player-list")[0]; + this.skeleton.data.skins.forEach(function (skin) { + if (_this.config.skins && _this.config.skins.indexOf(skin.name) < 0) { + return; + } + var row = createElement("\n\t\t\t\t\t
    • \n\t\t\t\t\t\t
      \n\t\t\t\t\t\t
      \n\t\t\t\t\t\t
      \n\t\t\t\t\t\t
      \n\t\t\t\t\t
    • \n\t\t\t\t"); + if (skin.name == _this.config.skin) + row.classList.add("selected"); + findWithClass(row, "selectable-text")[0].innerText = skin.name; + rows.appendChild(row); + row.onclick = function () { + removeClass(rows.children, "selected"); + row.classList.add("selected"); + _this.config.skin = skin.name; + _this.skeleton.setSkinByName(_this.config.skin); + _this.skeleton.setSlotsToSetupPose(); + }; + }); + skinButton.classList.add("spine-player-button-icon-skins-selected"); + popup.show(function () { + skinButton.classList.remove("spine-player-button-icon-skins-selected"); + popup.dom.remove(); + _this.lastPopup = null; + }); + this.lastPopup = popup; + }; + SpinePlayer.prototype.showSettingsDialog = function (settingsButton) { + var _this = this; + if (this.lastPopup) + this.lastPopup.dom.remove(); + if (this.lastPopup && findWithClass(this.lastPopup.dom, "spine-player-popup-title")[0].textContent == "Debug") { + this.lastPopup = null; + settingsButton.classList.remove("spine-player-button-icon-settings-selected"); + return; + } + if (!this.skeleton || this.skeleton.data.animations.length == 0) + return; + var popup = new Popup(this.dom, this.playerControls, "\n\t\t\t\t
      Debug
      \n\t\t\t\t
      \n\t\t\t\t