feat(server): finish server part (2/2)
This commit is contained in:
@@ -51,7 +51,8 @@ if (!supportsWebGL()) {
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var resetTime = window.performance.now();
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var spinePlayer = new spine.SpinePlayer(e, {
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jsonUrl: window.settings.jsonUrl,
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jsonUrl: window.settings.jsonUrl,
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skelUrl: window.settings.skelUrl,
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atlasUrl: window.settings.atlasUrl,
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animation: window.settings.animation,
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rawDataURIs: window.operator,
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@@ -2134,6 +2134,26 @@ var spine;
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AssetManager.prototype.setRawDataURI = function (path, data) {
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this.rawDataUris[this.pathPrefix + path] = data;
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};
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AssetManager.prototype.loadBinary = function (path, success, error) {
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var _this = this;
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if (success === void 0) { success = null; }
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if (error === void 0) { error = null; }
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path = this.pathPrefix + path;
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this.toLoad++;
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this.downloadBinary(path, function (data) {
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_this.assets[path] = data;
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if (success)
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success(path, data);
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_this.toLoad--;
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_this.loaded++;
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}, function (state, responseText) {
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_this.errors[path] = "Couldn't load binary " + path + ": status " + status + ", " + responseText;
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if (error)
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error(path, "Couldn't load binary " + path + ": status " + status + ", " + responseText);
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_this.toLoad--;
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_this.loaded++;
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});
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};
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AssetManager.prototype.loadText = function (path, success, error) {
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var _this = this;
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if (success === void 0) { success = null; }
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@@ -3906,6 +3926,840 @@ var spine;
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spine.Skeleton = Skeleton;
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})(spine || (spine = {}));
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var spine;
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(function (spine) {
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var SkeletonBinary = (function () {
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function SkeletonBinary(attachmentLoader) {
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this.scale = 1;
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this.linkedMeshes = new Array();
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this.attachmentLoader = attachmentLoader;
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}
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SkeletonBinary.prototype.readSkeletonData = function (binary) {
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var scale = this.scale;
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var skeletonData = new spine.SkeletonData();
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skeletonData.name = "";
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var input = new BinaryInput(binary);
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skeletonData.hash = input.readString();
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skeletonData.version = input.readString();
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// if ("3.8.75" == skeletonData.version)
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// throw new Error("Unsupported skeleton data, please export with a newer version of Spine.");
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// skeletonData.x = input.readFloat();
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// skeletonData.y = input.readFloat();
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skeletonData.width = input.readFloat();
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skeletonData.height = input.readFloat();
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var nonessential = input.readBoolean();
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if (nonessential) {
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skeletonData.fps = input.readFloat();
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skeletonData.imagesPath = input.readString();
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// skeletonData.audioPath = input.readString();
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}
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var n = 0;
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// n = input.readInt(true);
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// for (var i = 0; i < n; i++)
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// input.strings.push(input.readString());
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// Bones.
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n = input.readInt(true);
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for (var i = 0; i < n; i++) {
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var name_2 = input.readString();
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var parent_2 = i == 0 ? null : skeletonData.bones[input.readInt(true)];
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var data = new spine.BoneData(i, name_2, parent_2);
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data.rotation = input.readFloat();
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data.x = input.readFloat() * scale;
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data.y = input.readFloat() * scale;
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data.scaleX = input.readFloat();
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data.scaleY = input.readFloat();
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data.shearX = input.readFloat();
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data.shearY = input.readFloat();
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data.length = input.readFloat() * scale;
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data.transformMode = SkeletonBinary.TransformModeValues[input.readInt(true)];
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// data.skinRequired = input.readBoolean();
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if (nonessential)
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spine.Color.rgba8888ToColor(data.color, input.readInt32());
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skeletonData.bones.push(data);
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}
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// Slots.
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n = input.readInt(true);
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for (var i = 0; i < n; i++) {
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var slotName = input.readString();
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var boneData = skeletonData.bones[input.readInt(true)];
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var data = new spine.SlotData(i, slotName, boneData);
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spine.Color.rgba8888ToColor(data.color, input.readInt32());
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// var darkColor = input.readInt32();
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// if (darkColor != -1)
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// spine.Color.rgb888ToColor(data.darkColor = new spine.Color(), darkColor);
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// data.attachmentName = input.readStringRef();
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data.attachmentName = input.readString();
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data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)];
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skeletonData.slots.push(data);
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}
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// IK constraints.
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n = input.readInt(true);
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for (var i = 0, nn = void 0; i < n; i++) {
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var data = new spine.IkConstraintData(input.readString());
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data.order = input.readInt(true);
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// data.skinRequired = input.readBoolean();
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nn = input.readInt(true);
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for (var ii = 0; ii < nn; ii++)
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data.bones.push(skeletonData.bones[input.readInt(true)]);
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data.target = skeletonData.bones[input.readInt(true)];
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data.mix = input.readFloat();
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// data.softness = input.readFloat() * scale;
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data.bendDirection = input.readByte();
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// data.compress = input.readBoolean();
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// data.stretch = input.readBoolean();
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// data.uniform = input.readBoolean();
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skeletonData.ikConstraints.push(data);
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}
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// Transform constraints.
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n = input.readInt(true);
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for (var i = 0, nn = void 0; i < n; i++) {
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var data = new spine.TransformConstraintData(input.readString());
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data.order = input.readInt(true);
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// data.skinRequired = input.readBoolean();
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nn = input.readInt(true);
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for (var ii = 0; ii < nn; ii++)
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data.bones.push(skeletonData.bones[input.readInt(true)]);
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data.target = skeletonData.bones[input.readInt(true)];
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// data.local = input.readBoolean();
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// data.relative = input.readBoolean();
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data.offsetRotation = input.readFloat();
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data.offsetX = input.readFloat() * scale;
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data.offsetY = input.readFloat() * scale;
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data.offsetScaleX = input.readFloat();
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data.offsetScaleY = input.readFloat();
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data.offsetShearY = input.readFloat();
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data.rotateMix = input.readFloat();
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data.translateMix = input.readFloat();
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data.scaleMix = input.readFloat();
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data.shearMix = input.readFloat();
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skeletonData.transformConstraints.push(data);
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}
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// Path constraints.
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n = input.readInt(true);
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for (var i = 0, nn = void 0; i < n; i++) {
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var data = new spine.PathConstraintData(input.readString());
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data.order = input.readInt(true);
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data.skinRequired = input.readBoolean();
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nn = input.readInt(true);
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for (var ii = 0; ii < nn; ii++)
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data.bones.push(skeletonData.bones[input.readInt(true)]);
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data.target = skeletonData.slots[input.readInt(true)];
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data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)];
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data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)];
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data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)];
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data.offsetRotation = input.readFloat();
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data.position = input.readFloat();
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if (data.positionMode == spine.PositionMode.Fixed)
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data.position *= scale;
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data.spacing = input.readFloat();
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if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
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data.spacing *= scale;
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data.rotateMix = input.readFloat();
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data.translateMix = input.readFloat();
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skeletonData.pathConstraints.push(data);
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}
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// Default skin.
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var defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
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if (defaultSkin != null) {
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skeletonData.defaultSkin = defaultSkin;
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skeletonData.skins.push(defaultSkin);
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}
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{
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// Skins.
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var i = skeletonData.skins.length;
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spine.Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
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for (; i < n; i++)
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skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential);
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}
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n = this.linkedMeshes.length;
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for (var i = 0; i < n; i++) {
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var linkedMesh = this.linkedMeshes[i];
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var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
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if (skin == null)
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throw new Error("Skin not found: " + linkedMesh.skin);
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var parent_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
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if (parent_3 == null)
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throw new Error("Parent mesh not found: " + linkedMesh.parent);
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linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh;
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linkedMesh.mesh.setParentMesh(parent_3);
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linkedMesh.mesh.updateUVs();
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}
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this.linkedMeshes.length = 0;
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// Events.
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n = input.readInt(true);
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for (var i = 0; i < n; i++) {
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var data = new spine.EventData(input.readString());
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data.intValue = input.readInt(false);
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data.floatValue = input.readFloat();
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data.stringValue = input.readString();
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// data.audioPath = input.readString();
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// if (data.audioPath != null) {
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// data.volume = input.readFloat();
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// data.balance = input.readFloat();
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// }
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skeletonData.events.push(data);
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}
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n = input.readInt(true);
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for (var i = 0; i < n; i++)
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skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData));
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return skeletonData;
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};
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SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) {
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var skin = null;
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var slotCount = 0;
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if (defaultSkin) {
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slotCount = input.readInt(true);
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if (slotCount == 0)
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return null;
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skin = new spine.Skin("default");
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}
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else {
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skin = new spine.Skin(input.readString());
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// skin.bones.length = input.readInt(true);
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// for (var i = 0, n = skin.bones.length; i < n; i++)
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// skin.bones[i] = skeletonData.bones[input.readInt(true)];
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// for (var i = 0, n = input.readInt(true); i < n; i++)
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// skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
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// for (var i = 0, n = input.readInt(true); i < n; i++)
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// skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
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// for (var i = 0, n = input.readInt(true); i < n; i++)
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// skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
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slotCount = input.readInt(true);
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}
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for (var i = 0; i < slotCount; i++) {
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var slotIndex = input.readInt(true);
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for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
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var name_3 = input.readString();
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var attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name_3, nonessential);
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if (attachment != null)
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skin.addAttachment(slotIndex, name_3, attachment);
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}
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}
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return skin;
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};
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SkeletonBinary.prototype.readAttachment = function (input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
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var scale = this.scale;
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var name = input.readString();
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if (name == null)
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name = attachmentName;
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var typeIndex = input.readByte();
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var type = SkeletonBinary.AttachmentTypeValues[typeIndex];
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switch (type) {
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case spine.AttachmentType.Region: {
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var path = input.readString();
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var rotation = input.readFloat();
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var x = input.readFloat();
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var y = input.readFloat();
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var scaleX = input.readFloat();
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var scaleY = input.readFloat();
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var width = input.readFloat();
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var height = input.readFloat();
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var color = input.readInt32();
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if (path == null)
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path = name;
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var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
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if (region == null)
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return null;
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region.path = path;
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region.x = x * scale;
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region.y = y * scale;
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region.scaleX = scaleX;
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region.scaleY = scaleY;
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region.rotation = rotation;
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region.width = width * scale;
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region.height = height * scale;
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spine.Color.rgba8888ToColor(region.color, color);
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region.updateOffset();
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return region;
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}
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case spine.AttachmentType.BoundingBox: {
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var vertexCount = input.readInt(true);
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var vertices = this.readVertices(input, vertexCount);
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var color = nonessential ? input.readInt32() : 0;
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var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
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if (box == null)
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return null;
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box.worldVerticesLength = vertexCount << 1;
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box.vertices = vertices.vertices;
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box.bones = vertices.bones;
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if (nonessential)
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spine.Color.rgba8888ToColor(box.color, color);
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return box;
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}
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case spine.AttachmentType.Mesh: {
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var path = input.readString();
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var color = input.readInt32();
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var vertexCount = input.readInt(true);
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var uvs = this.readFloatArray(input, vertexCount << 1, 1);
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var triangles = this.readShortArray(input);
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var vertices = this.readVertices(input, vertexCount);
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var hullLength = input.readInt(true);
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var edges = null;
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var width = 0, height = 0;
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if (nonessential) {
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edges = this.readShortArray(input);
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width = input.readFloat();
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height = input.readFloat();
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}
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if (path == null)
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path = name;
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var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
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if (mesh == null)
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return null;
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mesh.path = path;
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spine.Color.rgba8888ToColor(mesh.color, color);
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mesh.bones = vertices.bones;
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mesh.vertices = vertices.vertices;
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mesh.worldVerticesLength = vertexCount << 1;
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mesh.triangles = triangles;
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mesh.regionUVs = uvs;
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mesh.updateUVs();
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mesh.hullLength = hullLength << 1;
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if (nonessential) {
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mesh.edges = edges;
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mesh.width = width * scale;
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mesh.height = height * scale;
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}
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return mesh;
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}
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case spine.AttachmentType.LinkedMesh: {
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var path = input.readString();
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var color = input.readInt32();
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var skinName = input.readString();
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var parent_4 = input.readString();
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var inheritDeform = input.readBoolean();
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var width = 0, height = 0;
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if (nonessential) {
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width = input.readFloat();
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height = input.readFloat();
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}
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if (path == null)
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path = name;
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var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
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if (mesh == null)
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return null;
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mesh.path = path;
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spine.Color.rgba8888ToColor(mesh.color, color);
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if (nonessential) {
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mesh.width = width * scale;
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mesh.height = height * scale;
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}
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mesh.inheritDeform = inheritDeform;
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this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4));
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return mesh;
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}
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case spine.AttachmentType.Path: {
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var closed_1 = input.readBoolean();
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var constantSpeed = input.readBoolean();
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var vertexCount = input.readInt(true);
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var vertices = this.readVertices(input, vertexCount);
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var lengths = spine.Utils.newArray(vertexCount / 3, 0);
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for (var i = 0, n = lengths.length; i < n; i++)
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lengths[i] = input.readFloat() * scale;
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var color = nonessential ? input.readInt32() : 0;
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var path = this.attachmentLoader.newPathAttachment(skin, name);
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if (path == null)
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return null;
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path.closed = closed_1;
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path.constantSpeed = constantSpeed;
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path.worldVerticesLength = vertexCount << 1;
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path.vertices = vertices.vertices;
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path.bones = vertices.bones;
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path.lengths = lengths;
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if (nonessential)
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spine.Color.rgba8888ToColor(path.color, color);
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return path;
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}
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case spine.AttachmentType.Point: {
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var rotation = input.readFloat();
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var x = input.readFloat();
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var y = input.readFloat();
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var color = nonessential ? input.readInt32() : 0;
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var point = this.attachmentLoader.newPointAttachment(skin, name);
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if (point == null)
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return null;
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point.x = x * scale;
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point.y = y * scale;
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point.rotation = rotation;
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if (nonessential)
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spine.Color.rgba8888ToColor(point.color, color);
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return point;
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}
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case spine.AttachmentType.Clipping: {
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var endSlotIndex = input.readInt(true);
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var vertexCount = input.readInt(true);
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||||
var vertices = this.readVertices(input, vertexCount);
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||||
var color = nonessential ? input.readInt32() : 0;
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var clip = this.attachmentLoader.newClippingAttachment(skin, name);
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if (clip == null)
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return null;
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||||
clip.endSlot = skeletonData.slots[endSlotIndex];
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||||
clip.worldVerticesLength = vertexCount << 1;
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clip.vertices = vertices.vertices;
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||||
clip.bones = vertices.bones;
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||||
if (nonessential)
|
||||
spine.Color.rgba8888ToColor(clip.color, color);
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return clip;
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||||
}
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||||
}
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||||
return null;
|
||||
};
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||||
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();
|
||||
// Slot timelines.
|
||||
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.readString());
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Bone timelines.
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// IK constraint timelines.
|
||||
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());
|
||||
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat(), input.readByte(), false, false);
|
||||
if (frameIndex < frameCount - 1)
|
||||
this.readCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.push(timeline);
|
||||
duration = Math.max(duration, timeline.frames[(frameCount - 1) * spine.IkConstraintTimeline.ENTRIES]);
|
||||
}
|
||||
// Transform constraint timelines.
|
||||
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]);
|
||||
}
|
||||
// Path constraint timelines.
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Deform timelines.
|
||||
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.readString());
|
||||
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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Draw order timeline.
|
||||
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]);
|
||||
}
|
||||
// Event timeline.
|
||||
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) {
|
||||
this.mesh = mesh;
|
||||
this.skin = skin;
|
||||
this.slotIndex = slotIndex;
|
||||
this.parent = parent;
|
||||
}
|
||||
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() {
|
||||
@@ -6131,6 +6985,17 @@ var spine;
|
||||
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);
|
||||
@@ -9645,8 +10510,8 @@ var spine;
|
||||
SpinePlayer.prototype.validateConfig = function (config) {
|
||||
if (!config)
|
||||
throw new Error("Please pass a configuration to new.spine.SpinePlayer().");
|
||||
if (!config.jsonUrl)
|
||||
throw new Error("Please specify the URL of the skeleton JSON file.");
|
||||
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)
|
||||
@@ -9744,7 +10609,10 @@ var spine;
|
||||
this.assetManager.setRawDataURI(path, data);
|
||||
}
|
||||
}
|
||||
this.assetManager.loadText(config.jsonUrl);
|
||||
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);
|
||||
@@ -10093,15 +10961,28 @@ var spine;
|
||||
return;
|
||||
}
|
||||
var atlas = this.assetManager.get(this.config.atlasUrl);
|
||||
var jsonText = this.assetManager.get(this.config.jsonUrl);
|
||||
var json = new spine.SkeletonJson(new spine.AtlasAttachmentLoader(atlas));
|
||||
var skeletonData;
|
||||
try {
|
||||
skeletonData = json.readSkeletonData(jsonText);
|
||||
if (this.config.jsonUrl) {
|
||||
var jsonText = this.assetManager.get(this.config.jsonUrl);
|
||||
var json = new spine.SkeletonJson(new spine.AtlasAttachmentLoader(atlas));
|
||||
try {
|
||||
skeletonData = json.readSkeletonData(jsonText);
|
||||
}
|
||||
catch (e) {
|
||||
this.showError("Error: could not load skeleton .json.<br><br>" + e.toString());
|
||||
return;
|
||||
}
|
||||
}
|
||||
catch (e) {
|
||||
this.showError("Error: could not load skeleton .json.<br><br>" + escapeHtml(JSON.stringify(e)));
|
||||
return;
|
||||
else {
|
||||
var binaryData = this.assetManager.get(this.config.skelUrl);
|
||||
var binary = new spine.SkeletonBinary(new spine.AtlasAttachmentLoader(atlas));
|
||||
try {
|
||||
skeletonData = binary.readSkeletonData(binaryData);
|
||||
}
|
||||
catch (e) {
|
||||
this.showError("Error: could not load skeleton .skel.<br><br>" + e.toString());
|
||||
return;
|
||||
}
|
||||
}
|
||||
this.skeleton = new spine.Skeleton(skeletonData);
|
||||
var stateData = new spine.AnimationStateData(skeletonData);
|
||||
|
||||
Reference in New Issue
Block a user