;
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ enum BlendMode {
+ Normal = 0,
+ Additive = 1,
+ Multiply = 2,
+ Screen = 3,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ appliedRotation: number;
+ a: number;
+ b: number;
+ worldX: number;
+ c: number;
+ d: number;
+ worldY: number;
+ worldSignX: number;
+ worldSignY: number;
+ sorted: boolean;
+ /** @param parent May be null. */
+ constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
+ /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
+ update(): void;
+ /** Computes the world transform using the parent bone and this bone's local transform. */
+ updateWorldTransform(): void;
+ /** Computes the world transform using the parent bone and the specified local transform. */
+ 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;
+ worldToLocalRotationX(): number;
+ worldToLocalRotationY(): number;
+ rotateWorld(degrees: number): void;
+ /** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
+ * after the world transform has been modified directly (eg, by a constraint).
+ *
+ * Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
+ * transform values may differ from the original values but are functionally the same. */
+ updateLocalTransform(): void;
+ worldToLocal(world: Vector2): Vector2;
+ localToWorld(local: Vector2): Vector2;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ inheritRotation: boolean;
+ inheritScale: boolean;
+ constructor(index: number, name: string, parent: BoneData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Event {
+ data: EventData;
+ intValue: number;
+ floatValue: number;
+ stringValue: string;
+ time: number;
+ constructor(time: number, data: EventData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class EventData {
+ name: string;
+ intValue: number;
+ floatValue: number;
+ stringValue: string;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class IkConstraint implements Updatable {
+ data: IkConstraintData;
+ bones: Array;
+ target: Bone;
+ mix: number;
+ bendDirection: number;
+ level: number;
+ constructor(data: IkConstraintData, skeleton: Skeleton);
+ apply(): void;
+ update(): void;
+ /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
+ * coordinate system. */
+ apply1(bone: Bone, targetX: number, targetY: number, alpha: number): void;
+ /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
+ * target is specified in the world coordinate system.
+ * @param child A direct descendant of the parent bone. */
+ apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, alpha: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class IkConstraintData {
+ name: string;
+ bones: BoneData[];
+ target: BoneData;
+ bendDirection: number;
+ mix: number;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathConstraint implements Updatable {
+ static NONE: number;
+ static BEFORE: number;
+ static AFTER: 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[];
+ constructor(data: PathConstraintData, skeleton: Skeleton);
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathConstraintData {
+ name: string;
+ 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,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Skeleton {
+ data: SkeletonData;
+ bones: Array;
+ slots: Array;
+ drawOrder: Array;
+ ikConstraints: Array;
+ ikConstraintsSorted: Array;
+ transformConstraints: Array;
+ pathConstraints: Array;
+ _updateCache: Updatable[];
+ skin: Skin;
+ color: Color;
+ time: number;
+ flipX: boolean;
+ flipY: boolean;
+ x: number;
+ y: number;
+ constructor(data: SkeletonData);
+ updateCache(): void;
+ sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
+ sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
+ sortBone(bone: Bone): void;
+ sortReset(bones: Array): void;
+ /** Updates the world transform for each bone and applies constraints. */
+ updateWorldTransform(): void;
+ /** Sets the bones, constraints, and slots to their setup pose values. */
+ setToSetupPose(): void;
+ /** Sets the bones and constraints to their setup pose values. */
+ setBonesToSetupPose(): void;
+ setSlotsToSetupPose(): void;
+ /** @return May return null. */
+ getRootBone(): Bone;
+ /** @return May be null. */
+ findBone(boneName: string): Bone;
+ /** @return -1 if the bone was not found. */
+ findBoneIndex(boneName: string): number;
+ /** @return May be null. */
+ findSlot(slotName: string): Slot;
+ /** @return -1 if the bone was not found. */
+ findSlotIndex(slotName: string): number;
+ /** Sets a skin by name.
+ * @see #setSkin(Skin) */
+ setSkinByName(skinName: string): void;
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
+ * old skin, each slot's setup mode attachment is attached from the new skin.
+ * @param newSkin May be null. */
+ setSkin(newSkin: Skin): void;
+ /** @return May be null. */
+ getAttachmentByName(slotName: string, attachmentName: string): Attachment;
+ /** @return May be null. */
+ getAttachment(slotIndex: number, attachmentName: string): Attachment;
+ /** @param attachmentName May be null. */
+ setAttachment(slotName: string, attachmentName: string): void;
+ /** @return May be null. */
+ findIkConstraint(constraintName: string): IkConstraint;
+ /** @return May be null. */
+ findTransformConstraint(constraintName: string): TransformConstraint;
+ /** @return May be null. */
+ findPathConstraint(constraintName: string): PathConstraint;
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
+ * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
+ * @param size The width and height of the AABB. */
+ getBounds(offset: Vector2, size: Vector2): void;
+ update(delta: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ /** Returns true if the axis aligned bounding box contains the point. */
+ aabbContainsPoint(x: number, y: number): boolean;
+ /** Returns true if the axis aligned bounding box intersects the line segment. */
+ aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
+ /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
+ aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
+ /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
+ * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
+ containsPoint(x: number, y: number): BoundingBoxAttachment;
+ /** Returns true if the polygon contains the point. */
+ containsPointPolygon(polygon: ArrayLike, x: number, y: number): boolean;
+ /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
+ * is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns
+ * true. */
+ intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
+ /** Returns true if the polygon contains any part of the line segment. */
+ intersectsSegmentPolygon(polygon: ArrayLike, x1: number, y1: number, x2: number, y2: number): boolean;
+ /** Returns the polygon for the specified bounding box, or null. */
+ getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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[];
+ width: number;
+ height: number;
+ version: string;
+ hash: string;
+ imagesPath: 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SkeletonJson {
+ attachmentLoader: AttachmentLoader;
+ scale: number;
+ private linkedMeshes;
+ constructor(attachmentLoader: AttachmentLoader);
+ readSkeletonData(json: string): SkeletonData;
+ readAttachment(map: any, skin: Skin, slotIndex: number, name: string): 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Skin {
+ name: string;
+ attachments: Map[];
+ constructor(name: string);
+ addAttachment(slotIndex: number, name: string, attachment: Attachment): void;
+ /** @return May be null. */
+ getAttachment(slotIndex: number, name: string): Attachment;
+ /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
+ attachAll(skeleton: Skeleton, oldSkin: Skin): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Slot {
+ data: SlotData;
+ bone: Bone;
+ color: Color;
+ private attachment;
+ private attachmentTime;
+ attachmentVertices: number[];
+ constructor(data: SlotData, bone: Bone);
+ /** @return May be null. */
+ getAttachment(): Attachment;
+ /** Sets the attachment and if it changed, resets {@link #getAttachmentTime()} and clears {@link #getAttachmentVertices()}.
+ * @param attachment May be null. */
+ setAttachment(attachment: Attachment): void;
+ setAttachmentTime(time: number): void;
+ /** Returns the time since the attachment was set. */
+ getAttachmentTime(): number;
+ setToSetupPose(): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SlotData {
+ index: number;
+ name: string;
+ boneData: BoneData;
+ color: Color;
+ attachmentName: string;
+ blendMode: BlendMode;
+ constructor(index: number, name: string, boneData: BoneData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class TransformConstraint implements Updatable {
+ data: TransformConstraintData;
+ bones: Array;
+ target: Bone;
+ rotateMix: number;
+ translateMix: number;
+ scaleMix: number;
+ shearMix: number;
+ temp: Vector2;
+ constructor(data: TransformConstraintData, skeleton: Skeleton);
+ apply(): void;
+ update(): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class TransformConstraintData {
+ name: string;
+ bones: BoneData[];
+ target: BoneData;
+ rotateMix: number;
+ translateMix: number;
+ scaleMix: number;
+ shearMix: number;
+ offsetRotation: number;
+ offsetX: number;
+ offsetY: number;
+ offsetScaleX: number;
+ offsetScaleY: number;
+ offsetShearY: number;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ interface Updatable {
+ update(): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ interface Map {
+ [key: string]: T;
+ }
+ interface Disposable {
+ dispose(): void;
+ }
+ class Color {
+ r: number;
+ g: number;
+ b: number;
+ a: number;
+ constructor(r?: number, g?: number, b?: number, a?: number);
+ set(r: number, g: number, b: number, a: number): void;
+ setFromColor(c: Color): void;
+ setFromString(hex: string): void;
+ add(r: number, g: number, b: number, a: number): void;
+ clamp(): this;
+ }
+ 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;
+ }
+ 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 newArray(size: number, defaultValue: T): Array;
+ static newFloatArray(size: number): ArrayLike;
+ static toFloatArray(array: Array): Float32Array | number[];
+ }
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ abstract class Attachment {
+ name: string;
+ constructor(name: string);
+ }
+ abstract class VertexAttachment extends Attachment {
+ bones: Array;
+ vertices: ArrayLike;
+ worldVerticesLength: number;
+ constructor(name: string);
+ computeWorldVertices(slot: Slot, worldVertices: ArrayLike): void;
+ /** Transforms local vertices to world coordinates.
+ * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
+ * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
+ * @param worldVertices The output world vertices. Must have a length >= offset + count.
+ * @param offset The worldVertices index to begin writing values. */
+ computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike, offset: number): void;
+ /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
+ applyDeform(sourceAttachment: VertexAttachment): boolean;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ interface AttachmentLoader {
+ /** @return May be null to not load an attachment. */
+ newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+ /** @return May be null to not load an attachment. */
+ newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+ /** @return May be null to not load an attachment. */
+ newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+ /** @return May be null to not load an attachment */
+ newPathAttachment(skin: Skin, name: string): PathAttachment;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ enum AttachmentType {
+ Region = 0,
+ BoundingBox = 1,
+ Mesh = 2,
+ LinkedMesh = 3,
+ Path = 4,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class BoundingBoxAttachment extends VertexAttachment {
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class MeshAttachment extends VertexAttachment {
+ region: TextureRegion;
+ path: string;
+ regionUVs: ArrayLike;
+ worldVertices: ArrayLike;
+ triangles: Array;
+ color: Color;
+ hullLength: number;
+ private _parentMesh;
+ inheritDeform: boolean;
+ tempColor: Color;
+ constructor(name: string);
+ updateUVs(): void;
+ /** @return The updated world vertices. */
+ updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike;
+ applyDeform(sourceAttachment: VertexAttachment): boolean;
+ getParentMesh(): MeshAttachment;
+ /** @param parentMesh May be null. */
+ setParentMesh(parentMesh: MeshAttachment): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathAttachment extends VertexAttachment {
+ lengths: Array;
+ closed: boolean;
+ constantSpeed: boolean;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ vertices: ArrayLike;
+ tempColor: Color;
+ constructor(name: string);
+ setRegion(region: TextureRegion): void;
+ updateOffset(): void;
+ updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class AssetManager implements Disposable {
+ private _gl;
+ private _assets;
+ private _errors;
+ private _toLoad;
+ private _loaded;
+ constructor(gl: WebGLRenderingContext);
+ 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;
+ get(path: string): string | Texture;
+ remove(path: string): void;
+ removeAll(): void;
+ isLoadingComplete(): boolean;
+ toLoad(): number;
+ loaded(): number;
+ dispose(): void;
+ hasErrors(): boolean;
+ errors(): Map;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ const M00: number;
+ const M01: number;
+ const M02: number;
+ const M03: number;
+ const M10: number;
+ const M11: number;
+ const M12: number;
+ const M13: number;
+ const M20: number;
+ const M21: number;
+ const M22: number;
+ const M23: number;
+ const M30: number;
+ const M31: number;
+ const M32: number;
+ const M33: number;
+ class Matrix4 {
+ temp: Float32Array;
+ values: Float32Array;
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Mesh implements Disposable {
+ private _attributes;
+ private _gl;
+ private _vertices;
+ private _verticesBuffer;
+ private _verticesLength;
+ private _dirtyVertices;
+ private _indices;
+ private _indicesBuffer;
+ private _indicesLength;
+ private _dirtyIndices;
+ private _elementsPerVertex;
+ attributes(): VertexAttribute[];
+ maxVertices(): number;
+ numVertices(): number;
+ setVerticesLength(length: number): void;
+ vertices(): Float32Array;
+ maxIndices(): number;
+ numIndices(): number;
+ setIndicesLength(length: number): void;
+ indices(): Uint16Array;
+ constructor(gl: 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();
+ 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();
+ }
+ enum VertexAttributeType {
+ Float = 0,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class PolygonBatcher {
+ private _gl;
+ private _drawCalls;
+ private _drawing;
+ private _mesh;
+ private _shader;
+ private _lastTexture;
+ private _verticesLength;
+ private _indicesLength;
+ private _srcBlend;
+ private _dstBlend;
+ constructor(gl: WebGLRenderingContext, maxVertices?: number);
+ begin(shader: Shader): void;
+ setBlendMode(srcBlend: number, dstBlend: number): void;
+ draw(texture: Texture, vertices: ArrayLike, indices: Array): void;
+ private flush();
+ end(): void;
+ drawCalls(): number;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Shader implements Disposable {
+ private _vertexShader;
+ private _fragmentShader;
+ static MVP_MATRIX: string;
+ static POSITION: string;
+ static COLOR: string;
+ static TEXCOORDS: string;
+ static SAMPLER: string;
+ private _gl;
+ private _vs;
+ private _fs;
+ private _program;
+ private _tmp2x2;
+ private _tmp3x3;
+ private _tmp4x4;
+ program(): WebGLProgram;
+ vertexShader(): string;
+ fragmentShader(): string;
+ constructor(gl: WebGLRenderingContext, _vertexShader: string, _fragmentShader: string);
+ private compile();
+ private compileShader(type, source);
+ private compileProgram(vs, fs);
+ 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(gl: WebGLRenderingContext): Shader;
+ static newColored(gl: WebGLRenderingContext): Shader;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class SkeletonRenderer {
+ static QUAD_TRIANGLES: number[];
+ premultipliedAlpha: boolean;
+ private _gl;
+ constructor(gl: WebGLRenderingContext);
+ draw(batcher: PolygonBatcher, skeleton: Skeleton): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Texture implements Disposable {
+ private _gl;
+ private _texture;
+ private _image;
+ private _boundUnit;
+ constructor(gl: WebGLRenderingContext, image: HTMLImageElement, useMipMaps?: boolean);
+ getImage(): HTMLImageElement;
+ setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+ setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+ update(useMipMaps: boolean): void;
+ bind(unit?: number): void;
+ unbind(): void;
+ dispose(): void;
+ static filterFromString(text: string): TextureFilter;
+ static wrapFromString(text: string): TextureWrap;
+ }
+ enum TextureFilter {
+ Nearest,
+ Linear,
+ MipMap,
+ MipMapNearestNearest,
+ MipMapLinearNearest,
+ MipMapNearestLinear,
+ MipMapLinearLinear,
+ }
+ enum TextureWrap {
+ MirroredRepeat,
+ ClampToEdge,
+ Repeat,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class TextureAtlas implements Disposable {
+ pages: TextureAtlasPage[];
+ regions: TextureAtlasRegion[];
+ constructor(atlasText: string, textureLoader: (path: string) => Texture);
+ private load(atlasText, textureLoader);
+ 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;
+ texture: Texture;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class TextureAtlasAttachmentLoader implements AttachmentLoader {
+ atlas: TextureAtlas;
+ constructor(atlas: TextureAtlas);
+ /** @return May be null to not load an attachment. */
+ newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+ /** @return May be null to not load an attachment. */
+ newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+ /** @return May be null to not load an attachment. */
+ newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+ /** @return May be null to not load an attachment */
+ newPathAttachment(skin: Skin, name: string): PathAttachment;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Vector3 {
+ x: number;
+ y: number;
+ z: number;
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ function getSourceGLBlendMode(gl: WebGLRenderingContext, blendMode: BlendMode, premultipliedAlpha?: boolean): number;
+ function getDestGLBlendMode(gl: WebGLRenderingContext, blendMode: BlendMode): number;
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SpineWidget {
+ skeleton: Skeleton;
+ state: AnimationState;
+ gl: WebGLRenderingContext;
+ canvas: HTMLCanvasElement;
+ private _config;
+ private _assetManager;
+ private _shader;
+ private _batcher;
+ private _mvp;
+ private _skeletonRenderer;
+ private _paused;
+ private _lastFrameTime;
+ private _backgroundColor;
+ private _loaded;
+ constructor(element: Element | string, config: SpineWidgetConfig);
+ private validateConfig(config);
+ private load();
+ private render();
+ pause(): void;
+ play(): void;
+ isPlaying(): boolean;
+ setAnimation(animationName: string): void;
+ static loadWidgets(): void;
+ static loadWidget(widget: Element): void;
+ static pageLoaded: boolean;
+ private static ready();
+ static setupDOMListener(): void;
+ }
+ class SpineWidgetConfig {
+ json: string;
+ atlas: string;
+ animation: string;
+ imagesPath: string;
+ skin: string;
+ loop: boolean;
+ scale: number;
+ x: number;
+ y: number;
+ width: number;
+ height: number;
+ backgroundColor: string;
+ premultipliedAlpha: boolean;
+ success: (widget: SpineWidget) => void;
+ error: (widget: SpineWidget, msg: string) => void;
+ }
+}
diff --git a/spine-ts/build/spine-all.js b/spine-ts/build/spine-all.js
new file mode 100644
index 000000000..5ccb40c8d
--- /dev/null
+++ b/spine-ts/build/spine-all.js
@@ -0,0 +1,6877 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var __extends = (this && this.__extends) || function (d, b) {
+ for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
+ 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.duration = duration;
+ }
+ Animation.prototype.apply = function (skeleton, lastTime, time, loop, events) {
+ 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, 1);
+ };
+ Animation.prototype.mix = function (skeleton, lastTime, time, loop, events, alpha) {
+ 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);
+ };
+ 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 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;
+ };
+ /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
+ * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
+ * the difference between the keyframe's values. */
+ 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); // Last point is 1,1.
+ };
+ 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) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount << 1);
+ }
+ /** Sets the time and angle of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
+ var amount_1 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
+ while (amount_1 > 180)
+ amount_1 -= 360;
+ while (amount_1 < -180)
+ amount_1 += 360;
+ bone.rotation += amount_1 * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ 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 amount = frames[frame + RotateTimeline.ROTATION] - prevRotation;
+ while (amount > 180)
+ amount -= 360;
+ while (amount < -180)
+ amount += 360;
+ amount = bone.data.rotation + (prevRotation + amount * percent) - bone.rotation;
+ while (amount > 180)
+ amount -= 360;
+ while (amount < -180)
+ amount += 360;
+ bone.rotation += amount * 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) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
+ }
+ /** Sets the time and value of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
+ bone.x += (bone.data.x + frames[frames.length + TranslateTimeline.PREV_X] - bone.x) * alpha;
+ bone.y += (bone.data.y + frames[frames.length + TranslateTimeline.PREV_Y] - bone.y) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
+ var prevX = frames[frame + TranslateTimeline.PREV_X];
+ var prevY = 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));
+ bone.x += (bone.data.x + prevX + (frames[frame + TranslateTimeline.X] - prevX) * percent - bone.x) * alpha;
+ bone.y += (bone.data.y + prevY + (frames[frame + TranslateTimeline.Y] - prevY) * percent - bone.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) {
+ _super.call(this, frameCount);
+ }
+ ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
+ bone.scaleX += (bone.data.scaleX * frames[frames.length + ScaleTimeline.PREV_X] - bone.scaleX) * alpha;
+ bone.scaleY += (bone.data.scaleY * frames[frames.length + ScaleTimeline.PREV_Y] - bone.scaleY) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
+ var prevX = frames[frame + ScaleTimeline.PREV_X];
+ var prevY = 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));
+ bone.scaleX += (bone.data.scaleX * (prevX + (frames[frame + ScaleTimeline.X] - prevX) * percent) - bone.scaleX) * alpha;
+ bone.scaleY += (bone.data.scaleY * (prevY + (frames[frame + ScaleTimeline.Y] - prevY) * percent) - bone.scaleY) * alpha;
+ };
+ return ScaleTimeline;
+ }(TranslateTimeline));
+ spine.ScaleTimeline = ScaleTimeline;
+ var ShearTimeline = (function (_super) {
+ __extends(ShearTimeline, _super);
+ function ShearTimeline(frameCount) {
+ _super.call(this, frameCount);
+ }
+ ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
+ bone.shearX += (bone.data.shearX + frames[frames.length + ShearTimeline.PREV_X] - bone.shearX) * alpha;
+ bone.shearY += (bone.data.shearY + frames[frames.length + ShearTimeline.PREV_Y] - bone.shearY) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
+ var prevX = frames[frame + ShearTimeline.PREV_X];
+ var prevY = 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));
+ bone.shearX += (bone.data.shearX + (prevX + (frames[frame + ShearTimeline.X] - prevX) * percent) - bone.shearX) * alpha;
+ bone.shearY += (bone.data.shearY + (prevY + (frames[frame + ShearTimeline.Y] - prevY) * percent) - bone.shearY) * alpha;
+ };
+ return ShearTimeline;
+ }(TranslateTimeline));
+ spine.ShearTimeline = ShearTimeline;
+ var ColorTimeline = (function (_super) {
+ __extends(ColorTimeline, _super);
+ function ColorTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
+ }
+ /** Sets the time and value of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ 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 {
+ // Interpolate between the previous frame and the current frame.
+ 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;
+ }
+ var color = skeleton.slots[this.slotIndex].color;
+ if (alpha < 1)
+ color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
+ else
+ color.set(r, g, b, a);
+ };
+ 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 AttachmentTimeline = (function () {
+ function AttachmentTimeline(frameCount) {
+ this.frames = spine.Utils.newFloatArray(frameCount);
+ this.attachmentNames = new Array(frameCount);
+ }
+ AttachmentTimeline.prototype.getFrameCount = function () {
+ return this.frames.length;
+ };
+ /** Sets the time and value of the specified keyframe. */
+ AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
+ this.frames[frameIndex] = time;
+ this.attachmentNames[frameIndex] = attachmentName;
+ };
+ AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ 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));
+ };
+ return AttachmentTimeline;
+ }());
+ spine.AttachmentTimeline = AttachmentTimeline;
+ var EventTimeline = (function () {
+ function EventTimeline(frameCount) {
+ this.frames = spine.Utils.newFloatArray(frameCount);
+ this.events = new Array(frameCount);
+ }
+ EventTimeline.prototype.getFrameCount = function () {
+ return this.frames.length;
+ };
+ /** Sets the time of the specified keyframe. */
+ EventTimeline.prototype.setFrame = function (frameIndex, event) {
+ this.frames[frameIndex] = event.time;
+ this.events[frameIndex] = event;
+ };
+ /** Fires events for frames > lastTime and <= time. */
+ EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ 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);
+ lastTime = -1;
+ }
+ else if (lastTime >= frames[frameCount - 1])
+ return;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ 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.getFrameCount = function () {
+ return this.frames.length;
+ };
+ /** Sets the time of the specified keyframe.
+ * @param drawOrder May be null to use bind pose draw order. */
+ DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
+ this.frames[frameIndex] = time;
+ this.drawOrders[frameIndex] = drawOrder;
+ };
+ DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var frame = 0;
+ if (time >= frames[frames.length - 1])
+ frame = frames.length - 1;
+ else
+ frame = Animation.binarySearch(frames, time) - 1;
+ var drawOrder = skeleton.drawOrder;
+ var slots = skeleton.slots;
+ 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 DeformTimeline = (function (_super) {
+ __extends(DeformTimeline, _super);
+ function DeformTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount);
+ this.frameVertices = new Array(frameCount);
+ }
+ /** Sets the time of the specified keyframe. */
+ DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
+ this.frames[frameIndex] = time;
+ this.frameVertices[frameIndex] = vertices;
+ };
+ DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var slot = skeleton.slots[this.slotIndex];
+ var slotAttachment = slot.getAttachment();
+ if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment))
+ return;
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var frameVertices = this.frameVertices;
+ var vertexCount = frameVertices[0].length;
+ var verticesArray = slot.attachmentVertices;
+ if (verticesArray.length != vertexCount)
+ alpha = 1; // Don't mix from uninitialized slot vertices.
+ var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
+ if (time >= frames[frames.length - 1]) {
+ var lastVertices = frameVertices[frames.length - 1];
+ if (alpha < 1) {
+ for (var i = 0; i < vertexCount; i++)
+ vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
+ }
+ else
+ spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ 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) {
+ for (var i = 0; i < vertexCount; i++) {
+ var prev = prevVertices[i];
+ vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
+ }
+ }
+ else {
+ for (var i = 0; i < vertexCount; i++) {
+ var prev = prevVertices[i];
+ vertices[i] = prev + (nextVertices[i] - prev) * percent;
+ }
+ }
+ };
+ return DeformTimeline;
+ }(CurveTimeline));
+ spine.DeformTimeline = DeformTimeline;
+ var IkConstraintTimeline = (function (_super) {
+ __extends(IkConstraintTimeline, _super);
+ function IkConstraintTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
+ }
+ /** Sets the time, mix and bend direction of the specified keyframe. */
+ IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection) {
+ frameIndex *= IkConstraintTimeline.ENTRIES;
+ this.frames[frameIndex] = time;
+ this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
+ this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
+ };
+ IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
+ if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
+ constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
+ constraint.bendDirection = Math.floor(frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
+ var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
+ var frameTime = frames[frame];
+ var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
+ constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
+ constraint.bendDirection = Math.floor(frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+ };
+ IkConstraintTimeline.ENTRIES = 3;
+ IkConstraintTimeline.PREV_TIME = -3;
+ IkConstraintTimeline.PREV_MIX = -2;
+ IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
+ IkConstraintTimeline.MIX = 1;
+ IkConstraintTimeline.BEND_DIRECTION = 2;
+ return IkConstraintTimeline;
+ }(CurveTimeline));
+ spine.IkConstraintTimeline = IkConstraintTimeline;
+ var TransformConstraintTimeline = (function (_super) {
+ __extends(TransformConstraintTimeline, _super);
+ function TransformConstraintTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
+ }
+ /** Sets the time and mixes of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
+ if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.rotateMix += (frames[i + TransformConstraintTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+ constraint.translateMix += (frames[i + TransformConstraintTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+ constraint.scaleMix += (frames[i + TransformConstraintTimeline.PREV_SCALE] - constraint.scaleMix) * alpha;
+ constraint.shearMix += (frames[i + TransformConstraintTimeline.PREV_SHEAR] - constraint.shearMix) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
+ var frameTime = frames[frame];
+ var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
+ var rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
+ var translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
+ var scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
+ var shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
+ constraint.rotateMix += (rotate + (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+ constraint.translateMix += (translate + (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent - constraint.translateMix)
+ * alpha;
+ constraint.scaleMix += (scale + (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent - constraint.scaleMix) * alpha;
+ constraint.shearMix += (shear + (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent - 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) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
+ }
+ /** Sets the time and value of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+ if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.position += (frames[i + PathConstraintPositionTimeline.PREV_VALUE] - constraint.position) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
+ var 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));
+ constraint.position += (position + (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent - 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) {
+ _super.call(this, frameCount);
+ }
+ PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+ if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.spacing += (frames[i + PathConstraintSpacingTimeline.PREV_VALUE] - constraint.spacing) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
+ var 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));
+ constraint.spacing += (spacing + (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent - constraint.spacing) * alpha;
+ };
+ return PathConstraintSpacingTimeline;
+ }(PathConstraintPositionTimeline));
+ spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
+ var PathConstraintMixTimeline = (function (_super) {
+ __extends(PathConstraintMixTimeline, _super);
+ function PathConstraintMixTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
+ }
+ /** Sets the time and mixes of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+ if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.rotateMix += (frames[i + PathConstraintMixTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+ constraint.translateMix += (frames[i + PathConstraintMixTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
+ var rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
+ var 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));
+ constraint.rotateMix += (rotate + (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+ constraint.translateMix += (translate + (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent - 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var AnimationState = (function () {
+ function AnimationState(data) {
+ if (data === void 0) { data = null; }
+ this.tracks = new Array();
+ this.events = new Array();
+ this.listeners = new Array();
+ this.timeScale = 1;
+ if (data == null)
+ throw new Error("data cannot be null.");
+ this.data = data;
+ }
+ AnimationState.prototype.update = function (delta) {
+ delta *= this.timeScale;
+ for (var i = 0; i < this.tracks.length; i++) {
+ var current = this.tracks[i];
+ if (current == null)
+ continue;
+ var next = current.next;
+ if (next != null) {
+ var nextTime = current.lastTime - next.delay;
+ if (nextTime >= 0) {
+ var nextDelta = delta * next.timeScale;
+ next.time = nextTime + nextDelta; // For start event to see correct time.
+ current.time += delta * current.timeScale; // For end event to see correct time.
+ this.setCurrent(i, next);
+ next.time -= nextDelta; // Prevent increasing time twice, below.
+ current = next;
+ }
+ }
+ else if (!current.loop && current.lastTime >= current.endTime) {
+ // End non-looping animation when it reaches its end time and there is no next entry.
+ this.clearTrack(i);
+ continue;
+ }
+ current.time += delta * current.timeScale;
+ if (current.previous != null) {
+ var previousDelta = delta * current.previous.timeScale;
+ current.previous.time += previousDelta;
+ current.mixTime += previousDelta;
+ }
+ }
+ };
+ AnimationState.prototype.apply = function (skeleton) {
+ var events = this.events;
+ var listenerCount = this.listeners.length;
+ for (var i = 0; i < this.tracks.length; i++) {
+ var current = this.tracks[i];
+ if (current == null)
+ continue;
+ events.length = 0;
+ var time = current.time;
+ var lastTime = current.lastTime;
+ var endTime = current.endTime;
+ var loop = current.loop;
+ if (!loop && time > endTime)
+ time = endTime;
+ var previous = current.previous;
+ if (previous == null)
+ current.animation.mix(skeleton, lastTime, time, loop, events, current.mix);
+ else {
+ var previousTime = previous.time;
+ if (!previous.loop && previousTime > previous.endTime)
+ previousTime = previous.endTime;
+ previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
+ var alpha = current.mixTime / current.mixDuration * current.mix;
+ if (alpha >= 1) {
+ alpha = 1;
+ current.previous = null;
+ }
+ current.animation.mix(skeleton, lastTime, time, loop, events, alpha);
+ }
+ for (var ii = 0, nn = events.length; ii < nn; ii++) {
+ var event_1 = events[ii];
+ if (current.listener != null)
+ current.listener.event(i, event_1);
+ for (var iii = 0; iii < listenerCount; iii++)
+ this.listeners[iii].event(i, event_1);
+ }
+ // Check if completed the animation or a loop iteration.
+ if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
+ var count = spine.MathUtils.toInt(time / endTime);
+ if (current.listener != null)
+ current.listener.complete(i, count);
+ for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
+ this.listeners[ii].complete(i, count);
+ }
+ current.lastTime = current.time;
+ }
+ };
+ AnimationState.prototype.clearTracks = function () {
+ for (var i = 0, n = this.tracks.length; i < n; i++)
+ this.clearTrack(i);
+ this.tracks.length = 0;
+ };
+ AnimationState.prototype.clearTrack = function (trackIndex) {
+ if (trackIndex >= this.tracks.length)
+ return;
+ var current = this.tracks[trackIndex];
+ if (current == null)
+ return;
+ if (current.listener != null)
+ current.listener.end(trackIndex);
+ for (var i = 0, n = this.listeners.length; i < n; i++)
+ this.listeners[i].end(trackIndex);
+ this.tracks[trackIndex] = null;
+ this.freeAll(current);
+ };
+ AnimationState.prototype.freeAll = function (entry) {
+ while (entry != null) {
+ var next = entry.next;
+ entry = next;
+ }
+ };
+ AnimationState.prototype.expandToIndex = function (index) {
+ if (index < this.tracks.length)
+ return this.tracks[index];
+ spine.Utils.setArraySize(this.tracks, index - this.tracks.length + 1, null);
+ this.tracks.length = index + 1;
+ return null;
+ };
+ AnimationState.prototype.setCurrent = function (index, entry) {
+ var current = this.expandToIndex(index);
+ if (current != null) {
+ var previous = current.previous;
+ current.previous = null;
+ if (current.listener != null)
+ current.listener.end(index);
+ for (var i = 0, n = this.listeners.length; i < n; i++)
+ this.listeners[i].end(index);
+ entry.mixDuration = this.data.getMix(current.animation, entry.animation);
+ if (entry.mixDuration > 0) {
+ entry.mixTime = 0;
+ // If a mix is in progress, mix from the closest animation.
+ if (previous != null && current.mixTime / current.mixDuration < 0.5) {
+ entry.previous = previous;
+ previous = current;
+ }
+ else
+ entry.previous = current;
+ }
+ }
+ this.tracks[index] = entry;
+ if (entry.listener != null)
+ entry.listener.start(index);
+ for (var i = 0, n = this.listeners.length; i < n; i++)
+ this.listeners[i].start(index);
+ };
+ /** @see #setAnimation(int, Animation, boolean) */
+ 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);
+ };
+ /** Set the current animation. Any queued animations are cleared. */
+ AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
+ var current = this.expandToIndex(trackIndex);
+ if (current != null)
+ this.freeAll(current.next);
+ var entry = new TrackEntry();
+ entry.animation = animation;
+ entry.loop = loop;
+ entry.endTime = animation.duration;
+ this.setCurrent(trackIndex, entry);
+ return entry;
+ };
+ /** {@link #addAnimation(int, Animation, boolean, float)} */
+ 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);
+ };
+ /** Adds an animation to be played delay seconds after the current or last queued animation.
+ * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
+ AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
+ var entry = new TrackEntry();
+ entry.animation = animation;
+ entry.loop = loop;
+ entry.endTime = animation.duration;
+ var last = this.expandToIndex(trackIndex);
+ if (last != null) {
+ while (last.next != null)
+ last = last.next;
+ last.next = entry;
+ }
+ else
+ this.tracks[trackIndex] = entry;
+ if (delay <= 0) {
+ if (last != null)
+ delay += last.endTime - this.data.getMix(last.animation, animation);
+ else
+ delay = 0;
+ }
+ entry.delay = delay;
+ return entry;
+ };
+ /** @return May be null. */
+ AnimationState.prototype.getCurrent = function (trackIndex) {
+ if (trackIndex >= this.tracks.length)
+ return null;
+ return this.tracks[trackIndex];
+ };
+ /** Adds a listener to receive events for all animations. */
+ AnimationState.prototype.addListener = function (listener) {
+ if (listener == null)
+ throw new Error("listener cannot be null.");
+ this.listeners.push(listener);
+ };
+ /** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
+ 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;
+ };
+ return AnimationState;
+ }());
+ spine.AnimationState = AnimationState;
+ var TrackEntry = (function () {
+ function TrackEntry() {
+ this.loop = false;
+ this.delay = 0;
+ this.time = 0;
+ this.lastTime = -1;
+ this.endTime = 0;
+ this.timeScale = 1;
+ this.mixTime = 0;
+ this.mixDuration = 0;
+ this.mix = 1;
+ }
+ TrackEntry.prototype.reset = function () {
+ this.next = null;
+ this.previous = null;
+ this.animation = null;
+ this.listener = null;
+ this.timeScale = 1;
+ this.lastTime = -1; // Trigger events on frame zero.
+ this.time = 0;
+ };
+ /** Returns true if the current time is greater than the end time, regardless of looping. */
+ TrackEntry.prototype.isComplete = function () {
+ return this.time >= this.endTime;
+ };
+ return TrackEntry;
+ }());
+ spine.TrackEntry = TrackEntry;
+ var AnimationStateAdapter = (function () {
+ function AnimationStateAdapter() {
+ }
+ AnimationStateAdapter.prototype.event = function (trackIndex, event) {
+ };
+ AnimationStateAdapter.prototype.complete = function (trackIndex, loopCount) {
+ };
+ AnimationStateAdapter.prototype.start = function (trackIndex) {
+ };
+ AnimationStateAdapter.prototype.end = function (trackIndex) {
+ };
+ return AnimationStateAdapter;
+ }());
+ spine.AnimationStateAdapter = AnimationStateAdapter;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ (function (BlendMode) {
+ BlendMode[BlendMode["Normal"] = 0] = "Normal";
+ BlendMode[BlendMode["Additive"] = 1] = "Additive";
+ BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
+ BlendMode[BlendMode["Screen"] = 3] = "Screen";
+ })(spine.BlendMode || (spine.BlendMode = {}));
+ var BlendMode = spine.BlendMode;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Bone = (function () {
+ /** @param parent May be null. */
+ 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.appliedRotation = 0;
+ this.a = 0;
+ this.b = 0;
+ this.worldX = 0;
+ this.c = 0;
+ this.d = 0;
+ this.worldY = 0;
+ this.worldSignX = 0;
+ this.worldSignY = 0;
+ this.sorted = 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();
+ }
+ /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
+ Bone.prototype.update = function () {
+ this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+ };
+ /** Computes the world transform using the parent bone and this bone's local transform. */
+ Bone.prototype.updateWorldTransform = function () {
+ this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+ };
+ /** Computes the world transform using the parent bone and the specified local transform. */
+ Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
+ this.appliedRotation = rotation;
+ var rotationY = rotation + 90 + shearY;
+ var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX, lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
+ var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX, ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
+ var parent = this.parent;
+ if (parent == null) {
+ var skeleton = this.skeleton;
+ if (skeleton.flipX) {
+ x = -x;
+ la = -la;
+ lb = -lb;
+ }
+ if (skeleton.flipY) {
+ y = -y;
+ lc = -lc;
+ ld = -ld;
+ }
+ this.a = la;
+ this.b = lb;
+ this.c = lc;
+ this.d = ld;
+ this.worldX = x;
+ this.worldY = y;
+ this.worldSignX = spine.MathUtils.signum(scaleX);
+ this.worldSignY = spine.MathUtils.signum(scaleY);
+ 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;
+ this.worldSignX = parent.worldSignX * spine.MathUtils.signum(scaleX);
+ this.worldSignY = parent.worldSignY * spine.MathUtils.signum(scaleY);
+ if (this.data.inheritRotation && this.data.inheritScale) {
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ }
+ else {
+ if (this.data.inheritRotation) {
+ pa = 1;
+ pb = 0;
+ pc = 0;
+ pd = 1;
+ do {
+ var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+ var temp = pa * cos + pb * sin;
+ pb = pb * cos - pa * sin;
+ pa = temp;
+ temp = pc * cos + pd * sin;
+ pd = pd * cos - pc * sin;
+ pc = temp;
+ if (!parent.data.inheritRotation)
+ break;
+ parent = parent.parent;
+ } while (parent != null);
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ }
+ else if (this.data.inheritScale) {
+ pa = 1;
+ pb = 0;
+ pc = 0;
+ pd = 1;
+ do {
+ var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+ var psx = parent.scaleX, psy = parent.scaleY;
+ var za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
+ var temp = pa * za + pb * zc;
+ pb = pb * zd - pa * zb;
+ pa = temp;
+ temp = pc * za + pd * zc;
+ pd = pd * zd - pc * zb;
+ pc = temp;
+ if (psx >= 0)
+ sin = -sin;
+ temp = pa * cos + pb * sin;
+ pb = pb * cos - pa * sin;
+ pa = temp;
+ temp = pc * cos + pd * sin;
+ pd = pd * cos - pc * sin;
+ pc = temp;
+ if (!parent.data.inheritScale)
+ break;
+ parent = parent.parent;
+ } while (parent != null);
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ }
+ else {
+ this.a = la;
+ this.b = lb;
+ this.c = lc;
+ this.d = ld;
+ }
+ if (this.skeleton.flipX) {
+ this.a = -this.a;
+ this.b = -this.b;
+ }
+ if (this.skeleton.flipY) {
+ this.c = -this.c;
+ this.d = -this.d;
+ }
+ }
+ };
+ 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.b * this.b) * this.worldSignX;
+ };
+ Bone.prototype.getWorldScaleY = function () {
+ return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
+ };
+ Bone.prototype.worldToLocalRotationX = function () {
+ var parent = this.parent;
+ if (parent == null)
+ return this.rotation;
+ var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
+ return Math.atan2(pa * c - pc * a, pd * a - pb * c) * spine.MathUtils.radDeg;
+ };
+ Bone.prototype.worldToLocalRotationY = function () {
+ var parent = this.parent;
+ if (parent == null)
+ return this.rotation;
+ var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
+ return Math.atan2(pa * d - pc * b, pd * b - pb * d) * 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;
+ };
+ /** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
+ * after the world transform has been modified directly (eg, by a constraint).
+ *
+ * Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
+ * transform values may differ from the original values but are functionally the same. */
+ Bone.prototype.updateLocalTransform = function () {
+ var parent = this.parent;
+ if (parent == null) {
+ this.x = this.worldX;
+ this.y = this.worldY;
+ this.rotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
+ this.scaleX = Math.sqrt(this.a * this.a + this.c * this.c);
+ this.scaleY = Math.sqrt(this.b * this.b + this.d * this.d);
+ var det = this.a * this.d - this.b * this.c;
+ this.shearX = 0;
+ this.shearY = Math.atan2(this.a * this.b + this.c * this.d, det) * 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.x = (dx * pd * pid - dy * pb * pid);
+ this.y = (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.shearX = 0;
+ this.scaleX = Math.sqrt(ra * ra + rc * rc);
+ if (this.scaleX > 0.0001) {
+ var det = ra * rd - rb * rc;
+ this.scaleY = det / this.scaleX;
+ this.shearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
+ this.rotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
+ }
+ else {
+ this.scaleX = 0;
+ this.scaleY = Math.sqrt(rb * rb + rd * rd);
+ this.shearY = 0;
+ this.rotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
+ }
+ this.appliedRotation = this.rotation;
+ };
+ 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;
+ };
+ return Bone;
+ }());
+ spine.Bone = Bone;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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.inheritRotation = true;
+ this.inheritScale = true;
+ 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;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var EventData = (function () {
+ function EventData(name) {
+ this.name = name;
+ }
+ return EventData;
+ }());
+ spine.EventData = EventData;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var IkConstraint = (function () {
+ function IkConstraint(data, skeleton) {
+ this.mix = 1;
+ this.bendDirection = 0;
+ this.level = 0;
+ 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.bendDirection = data.bendDirection;
+ 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.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.mix);
+ break;
+ case 2:
+ this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
+ break;
+ }
+ };
+ /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
+ * coordinate system. */
+ IkConstraint.prototype.apply1 = function (bone, targetX, targetY, alpha) {
+ var pp = bone.parent;
+ var id = 1 / (pp.a * pp.d - pp.b * pp.c);
+ var x = targetX - pp.worldX, y = targetY - pp.worldY;
+ var tx = (x * pp.d - y * pp.b) * id - bone.x, ty = (y * pp.a - x * pp.c) * id - bone.y;
+ var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.shearX - bone.rotation;
+ if (bone.scaleX < 0)
+ rotationIK += 180;
+ if (rotationIK > 180)
+ rotationIK -= 360;
+ else if (rotationIK < -180)
+ rotationIK += 360;
+ bone.updateWorldTransformWith(bone.x, bone.y, bone.rotation + rotationIK * alpha, bone.scaleX, bone.scaleY, bone.shearX, bone.shearY);
+ };
+ /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
+ * target is specified in the world coordinate system.
+ * @param child A direct descendant of the parent bone. */
+ IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
+ if (alpha == 0) {
+ child.updateWorldTransform();
+ return;
+ }
+ var px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
+ 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.x, 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.y;
+ 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 = targetX - pp.worldX, y = targetY - pp.worldY;
+ var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
+ 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 = 0, a2 = 0;
+ outer: if (u) {
+ l2 *= psx;
+ var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
+ if (cos < -1)
+ cos = -1;
+ else if (cos > 1)
+ cos = 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, dd = tx * tx + ty * ty, 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 = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
+ var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
+ x = l1 + a;
+ d = x * x;
+ if (d > maxDist) {
+ maxAngle = 0;
+ maxDist = d;
+ maxX = x;
+ }
+ x = l1 - a;
+ d = x * x;
+ if (d < minDist) {
+ minAngle = spine.MathUtils.PI;
+ minDist = d;
+ minX = x;
+ }
+ var angle = Math.acos(-a * l1 / (aa - bb));
+ x = a * Math.cos(angle) + l1;
+ y = b * Math.sin(angle);
+ d = x * x + y * y;
+ if (d < minDist) {
+ minAngle = angle;
+ minDist = d;
+ minX = x;
+ minY = y;
+ }
+ if (d > maxDist) {
+ maxAngle = angle;
+ 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.rotation;
+ 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, parent.scaleX, parent.scaleY, 0, 0);
+ rotation = child.rotation;
+ a2 = ((a2 + os) * spine.MathUtils.radDeg - child.shearX) * s2 + os2 - rotation;
+ if (a2 > 180)
+ a2 -= 360;
+ else if (a2 < -180)
+ a2 += 360;
+ child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.scaleX, child.scaleY, child.shearX, child.shearY);
+ };
+ return IkConstraint;
+ }());
+ spine.IkConstraint = IkConstraint;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var IkConstraintData = (function () {
+ function IkConstraintData(name) {
+ this.bones = new Array();
+ this.bendDirection = 1;
+ this.mix = 1;
+ this.name = name;
+ }
+ return IkConstraintData;
+ }());
+ spine.IkConstraintData = IkConstraintData;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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();
+ 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.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 spacingMode = data.spacingMode;
+ var lengthSpacing = spacingMode == spine.SpacingMode.Length;
+ 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 || lengthSpacing) {
+ if (scale)
+ lengths = spine.Utils.setArraySize(this.lengths, boneCount);
+ for (var i = 0, n = spacesCount - 1; i < n;) {
+ var bone = bones[i];
+ var length_1 = bone.data.length, x = length_1 * bone.a, y = length_1 * bone.c;
+ length_1 = Math.sqrt(x * x + y * y);
+ if (scale)
+ lengths[i] = length_1;
+ spaces[++i] = lengthSpacing ? Math.max(0, length_1 + spacing) : spacing;
+ }
+ }
+ else {
+ for (var i = 1; i < spacesCount; i++)
+ spaces[i] = spacing;
+ }
+ var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, spacingMode == spine.SpacingMode.Percent);
+ var skeleton = this.target.bone.skeleton;
+ var skeletonX = skeleton.x, skeletonY = skeleton.y;
+ var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
+ var tip = rotateMode == spine.RotateMode.Chain && offsetRotation == 0;
+ for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
+ var bone = bones[i];
+ bone.worldX += (boneX - skeletonX - bone.worldX) * translateMix;
+ bone.worldY += (boneY - skeletonY - bone.worldY) * translateMix;
+ var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
+ if (scale) {
+ var length_2 = lengths[i];
+ if (length_2 != 0) {
+ var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 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) - offsetRotation * spine.MathUtils.degRad;
+ if (tip) {
+ cos = Math.cos(r);
+ sin = Math.sin(r);
+ var length_3 = bone.data.length;
+ boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
+ boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix;
+ }
+ 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;
+ }
+ }
+ };
+ 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 = 0; 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.computeWorldVerticesWith(target, 2, 4, world, 0);
+ }
+ this.addBeforePosition(p, world, 0, out, o);
+ continue;
+ }
+ else if (p > pathLength_1) {
+ if (prevCurve != PathConstraint.AFTER) {
+ prevCurve = PathConstraint.AFTER;
+ path.computeWorldVerticesWith(target, verticesLength - 6, 4, world, 0);
+ }
+ this.addAfterPosition(p - pathLength_1, world, 0, out, o);
+ continue;
+ }
+ // Determine curve containing position.
+ for (;; curve++) {
+ var length_4 = lengths[curve];
+ if (p > length_4)
+ continue;
+ if (curve == 0)
+ p /= length_4;
+ else {
+ var prev = lengths[curve - 1];
+ p = (p - prev) / (length_4 - prev);
+ }
+ break;
+ }
+ if (curve != prevCurve) {
+ prevCurve = curve;
+ if (closed && curve == curveCount) {
+ path.computeWorldVerticesWith(target, verticesLength - 4, 4, world, 0);
+ path.computeWorldVerticesWith(target, 0, 4, world, 4);
+ }
+ else
+ path.computeWorldVerticesWith(target, curve * 6 + 2, 8, world, 0);
+ }
+ 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;
+ }
+ // World vertices.
+ if (closed) {
+ verticesLength += 2;
+ world = spine.Utils.setArraySize(this.world, verticesLength);
+ path.computeWorldVerticesWith(target, 2, verticesLength - 4, world, 0);
+ path.computeWorldVerticesWith(target, 0, 2, world, verticesLength - 4);
+ world[verticesLength - 2] = world[0];
+ world[verticesLength - 1] = world[1];
+ }
+ else {
+ curveCount--;
+ verticesLength -= 4;
+ world = spine.Utils.setArraySize(this.world, verticesLength);
+ path.computeWorldVerticesWith(target, 2, verticesLength, world, 0);
+ }
+ // Curve lengths.
+ 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;
+ if (percentSpacing) {
+ for (var i = 0; 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;
+ }
+ // Determine curve containing position.
+ for (;; curve++) {
+ var length_5 = curves[curve];
+ if (p > length_5)
+ continue;
+ if (curve == 0)
+ p /= length_5;
+ else {
+ var prev = curves[curve - 1];
+ p = (p - prev) / (length_5 - prev);
+ }
+ break;
+ }
+ // Curve segment lengths.
+ 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;
+ }
+ // Weight by segment length.
+ p *= curveLength;
+ for (;; segment++) {
+ var length_6 = segments[segment];
+ if (p > length_6)
+ continue;
+ if (segment == 0)
+ p /= length_6;
+ else {
+ var prev = segments[segment - 1];
+ p = segment + (p - prev) / (length_6 - 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)
+ p = 0.0001;
+ 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)
+ 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;
+ return PathConstraint;
+ }());
+ spine.PathConstraint = PathConstraint;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var PathConstraintData = (function () {
+ function PathConstraintData(name) {
+ this.bones = new Array();
+ this.name = name;
+ }
+ return PathConstraintData;
+ }());
+ spine.PathConstraintData = PathConstraintData;
+ (function (PositionMode) {
+ PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
+ PositionMode[PositionMode["Percent"] = 1] = "Percent";
+ })(spine.PositionMode || (spine.PositionMode = {}));
+ var PositionMode = spine.PositionMode;
+ (function (SpacingMode) {
+ SpacingMode[SpacingMode["Length"] = 0] = "Length";
+ SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
+ SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
+ })(spine.SpacingMode || (spine.SpacingMode = {}));
+ var SpacingMode = spine.SpacingMode;
+ (function (RotateMode) {
+ RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
+ RotateMode[RotateMode["Chain"] = 1] = "Chain";
+ RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
+ })(spine.RotateMode || (spine.RotateMode = {}));
+ var RotateMode = spine.RotateMode;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Skeleton = (function () {
+ function Skeleton(data) {
+ this._updateCache = new Array();
+ this.time = 0;
+ this.flipX = false;
+ this.flipY = false;
+ 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();
+ this.ikConstraintsSorted = 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;
+ var bones = this.bones;
+ for (var i = 0, n = bones.length; i < n; i++)
+ bones[i].sorted = false;
+ // IK first, lowest hierarchy depth first.
+ var ikConstraints = this.ikConstraintsSorted;
+ ikConstraints.length = 0;
+ for (var i = 0; i < this.ikConstraints.length; i++)
+ ikConstraints.push(this.ikConstraints[i]);
+ var ikCount = ikConstraints.length;
+ for (var i = 0, level = 0, n = ikCount; i < n; i++) {
+ var ik = ikConstraints[i];
+ var bone = ik.bones[0].parent;
+ for (level = 0; bone != null; level++)
+ bone = bone.parent;
+ ik.level = level;
+ }
+ for (var i = 1, ii = 0; i < ikCount; i++) {
+ var ik = ikConstraints[i];
+ var level = ik.level;
+ for (ii = i - 1; ii >= 0; ii--) {
+ var other = ikConstraints[ii];
+ if (other.level < level)
+ break;
+ ikConstraints[ii + 1] = other;
+ }
+ ikConstraints[ii + 1] = ik;
+ }
+ for (var i = 0, n = ikConstraints.length; i < n; i++) {
+ var constraint = ikConstraints[i];
+ var target = constraint.target;
+ this.sortBone(target);
+ var constrained = constraint.bones;
+ var parent_2 = constrained[0];
+ this.sortBone(parent_2);
+ updateCache.push(constraint);
+ this.sortReset(parent_2.children);
+ constrained[constrained.length - 1].sorted = true;
+ }
+ var pathConstraints = this.pathConstraints;
+ for (var i = 0, n = pathConstraints.length; i < n; i++) {
+ var constraint = pathConstraints[i];
+ 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 ii = 0, nn = this.data.skins.length; ii < nn; ii++)
+ this.sortPathConstraintAttachment(this.data.skins[ii], 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 ii = 0; ii < boneCount; ii++)
+ this.sortBone(constrained[ii]);
+ 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;
+ }
+ var transformConstraints = this.transformConstraints;
+ for (var i = 0, n = transformConstraints.length; i < n; i++) {
+ var constraint = transformConstraints[i];
+ this.sortBone(constraint.target);
+ var constrained = constraint.bones;
+ var boneCount = constrained.length;
+ for (var ii = 0; ii < boneCount; ii++)
+ this.sortBone(constrained[ii]);
+ 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;
+ }
+ for (var i = 0, n = bones.length; i < n; i++)
+ this.sortBone(bones[i]);
+ };
+ 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;
+ for (var i = 0; i < pathBones.length; 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.sorted)
+ this.sortReset(bone.children);
+ bone.sorted = false;
+ }
+ };
+ /** Updates the world transform for each bone and applies constraints. */
+ Skeleton.prototype.updateWorldTransform = function () {
+ var updateCache = this._updateCache;
+ for (var i = 0, n = updateCache.length; i < n; i++)
+ updateCache[i].update();
+ };
+ /** Sets the bones, constraints, and slots to their setup pose values. */
+ Skeleton.prototype.setToSetupPose = function () {
+ this.setBonesToSetupPose();
+ this.setSlotsToSetupPose();
+ };
+ /** Sets the bones and constraints to their setup pose values. */
+ 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.bendDirection = constraint.data.bendDirection;
+ constraint.mix = constraint.data.mix;
+ }
+ 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();
+ };
+ /** @return May return null. */
+ Skeleton.prototype.getRootBone = function () {
+ if (this.bones.length == 0)
+ return null;
+ return this.bones[0];
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @return -1 if the bone was not found. */
+ 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;
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @return -1 if the bone was not found. */
+ 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;
+ };
+ /** Sets a skin by name.
+ * @see #setSkin(Skin) */
+ Skeleton.prototype.setSkinByName = function (skinName) {
+ var skin = this.data.findSkin(skinName);
+ if (skin == null)
+ throw new Error("Skin not found: " + skinName);
+ this.setSkin(skin);
+ };
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
+ * old skin, each slot's setup mode attachment is attached from the new skin.
+ * @param newSkin May be null. */
+ Skeleton.prototype.setSkin = function (newSkin) {
+ 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;
+ };
+ /** @return May be null. */
+ Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
+ return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @param attachmentName May be 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);
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @return May be 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;
+ };
+ /** @return May be 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;
+ };
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
+ * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
+ * @param size The width and height of the AABB. */
+ Skeleton.prototype.getBounds = function (offset, size) {
+ 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];
+ var vertices = null;
+ var attachment = slot.getAttachment();
+ if (attachment instanceof spine.RegionAttachment)
+ vertices = attachment.updateWorldVertices(slot, false);
+ else if (attachment instanceof spine.MeshAttachment)
+ vertices = attachment.updateWorldVertices(slot, true);
+ if (vertices != null) {
+ for (var ii = 0, nn = vertices.length; ii < nn; ii += 5) {
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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];
+ 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, polygon);
+ }
+ }
+ if (updateAabb)
+ this.aabbCompute();
+ };
+ 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;
+ };
+ /** Returns true if the axis aligned bounding box contains the point. */
+ SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
+ return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
+ };
+ /** Returns true if the axis aligned bounding box intersects the line segment. */
+ 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;
+ };
+ /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
+ SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
+ return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
+ };
+ /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
+ * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
+ 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;
+ };
+ /** Returns true if the polygon contains the point. */
+ 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;
+ };
+ /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
+ * is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns
+ * true. */
+ 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;
+ };
+ /** Returns true if the polygon contains any part of the line segment. */
+ 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;
+ };
+ /** Returns the polygon for the specified bounding box, or null. */
+ 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];
+ };
+ return SkeletonBounds;
+ }());
+ spine.SkeletonBounds = SkeletonBounds;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var SkeletonData = (function () {
+ function SkeletonData() {
+ this.bones = new Array(); // Ordered parents first.
+ this.slots = new Array(); // Setup pose draw order.
+ this.skins = new Array();
+ this.events = new Array();
+ this.animations = new Array();
+ this.ikConstraints = new Array();
+ this.transformConstraints = new Array();
+ this.pathConstraints = new Array();
+ }
+ 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_2 = events[i];
+ if (event_2.name == eventDataName)
+ return event_2;
+ }
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = JSON.parse(json);
+ // Skeleton
+ var skeletonMap = root.skeleton;
+ if (skeletonMap != null) {
+ skeletonData.hash = skeletonMap.hash;
+ skeletonData.version = skeletonMap.spine;
+ skeletonData.width = skeletonMap.width;
+ skeletonData.height = skeletonMap.height;
+ skeletonData.imagesPath = skeletonMap.images;
+ }
+ // Bones
+ if (root.bones) {
+ for (var i = 0; i < root.bones.length; i++) {
+ var boneMap = root.bones[i];
+ var parent_3 = null;
+ var parentName = this.getValue(boneMap, "parent", null);
+ if (parentName != null) {
+ parent_3 = skeletonData.findBone(parentName);
+ if (parent_3 == null)
+ throw new Error("Parent bone not found: " + parentName);
+ }
+ var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_3);
+ 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.inheritRotation = this.getValue(boneMap, "inheritRotation", true);
+ data.inheritScale = this.getValue(boneMap, "inheritScale", true);
+ skeletonData.bones.push(data);
+ }
+ }
+ // Slots.
+ 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 = slotMap.color ? slotMap.color : null;
+ if (color != null)
+ data.color.setFromString(color);
+ data.attachmentName = this.getValue(slotMap, "attachment", null);
+ data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
+ skeletonData.slots.push(data);
+ }
+ }
+ // IK constraints
+ if (root.ik) {
+ for (var i = 0; i < root.ik.length; i++) {
+ var constraintMap = root.ik[i];
+ var data = new spine.IkConstraintData(constraintMap.name);
+ 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.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
+ data.mix = constraintMap.mix ? constraintMap.mix : 1;
+ skeletonData.ikConstraints.push(data);
+ }
+ }
+ // Transform constraints.
+ if (root.transform) {
+ for (var i = 0; i < root.transform.length; i++) {
+ var constraintMap = root.transform[i];
+ var data = new spine.TransformConstraintData(constraintMap.name);
+ 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.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);
+ }
+ }
+ // Path constraints.
+ if (root.path) {
+ for (var i = 0; i < root.path.length; i++) {
+ var constraintMap = root.path[i];
+ var data = new spine.PathConstraintData(constraintMap.name);
+ 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);
+ }
+ }
+ // Skins.
+ if (root.skins) {
+ for (var skinName in root.skins) {
+ var skinMap = root.skins[skinName];
+ var skin = new spine.Skin(skinName);
+ for (var slotName in skinMap) {
+ var slotIndex = skeletonData.findSlotIndex(slotName);
+ if (slotIndex == -1)
+ throw new Error("Slot not found: " + slotName);
+ var slotMap = skinMap[slotName];
+ for (var entryName in slotMap) {
+ var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName);
+ if (attachment != null)
+ skin.addAttachment(slotIndex, entryName, attachment);
+ }
+ }
+ skeletonData.skins.push(skin);
+ if (skin.name == "default")
+ skeletonData.defaultSkin = skin;
+ }
+ }
+ // Linked meshes.
+ 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_4 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
+ if (parent_4 == null)
+ throw new Error("Parent mesh not found: " + linkedMesh.parent);
+ linkedMesh.mesh.setParentMesh(parent_4);
+ linkedMesh.mesh.updateUVs();
+ }
+ this.linkedMeshes.length = 0;
+ // Events.
+ 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", null);
+ skeletonData.events.push(data);
+ }
+ }
+ // Animations.
+ 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) {
+ 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);
+ 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);
+ var parent_5 = this.getValue(map, "parent", null);
+ if (parent_5 != null) {
+ mesh.inheritDeform = this.getValue(map, "deform", true);
+ this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_5));
+ return mesh;
+ }
+ var uvs = map.uvs;
+ this.readVertices(map, mesh, uvs.length);
+ mesh.triangles = map.triangles;
+ mesh.regionUVs = uvs;
+ mesh.updateUVs();
+ 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;
+ return path;
+ }
+ }
+ return null;
+ };
+ SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
+ var scale = this.scale;
+ attachment.worldVerticesLength = verticesLength;
+ var vertices = map.vertices;
+ if (verticesLength == vertices.length) {
+ if (scale != 1) {
+ for (var i = 0, n = vertices.length; i < n; i++)
+ vertices[i] *= scale;
+ }
+ attachment.vertices = spine.Utils.toFloatArray(vertices);
+ 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;
+ // Slot timelines.
+ 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 == "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, valueMap.time, 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 = "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++, valueMap.time, valueMap.name);
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+ }
+ else
+ throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
+ }
+ }
+ }
+ // Bone timelines.
+ 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, valueMap.time, valueMap.angle);
+ 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;
+ if (timelineName === "scale")
+ timeline = new spine.ScaleTimeline(timelineMap.length);
+ 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", 0), y = this.getValue(valueMap, "y", 0);
+ timeline.setFrame(frameIndex, valueMap.time, 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 + ")");
+ }
+ }
+ }
+ // IK constraint timelines.
+ 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, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1);
+ this.readCurve(valueMap, timeline, frameIndex);
+ frameIndex++;
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
+ }
+ }
+ // Transform constraint timelines.
+ 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, valueMap.time, 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]);
+ }
+ }
+ // Path constraint timelines.
+ if (map.paths) {
+ for (var constraintName in map.paths) {
+ var constraintMap = map.paths[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, valueMap.time, 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, valueMap.time, 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]);
+ }
+ }
+ }
+ }
+ // Deform timelines.
+ 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, valueMap.time, deform);
+ this.readCurve(valueMap, timeline, frameIndex);
+ frameIndex++;
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+ }
+ }
+ }
+ }
+ // Draw order timeline.
+ 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);
+ // Collect unchanged items.
+ while (originalIndex != slotIndex)
+ unchanged[unchangedIndex++] = originalIndex++;
+ // Set changed items.
+ drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
+ }
+ // Collect remaining unchanged items.
+ while (originalIndex < slotCount)
+ unchanged[unchangedIndex++] = originalIndex++;
+ // Fill in unchanged items.
+ for (var i = slotCount - 1; i >= 0; i--)
+ if (drawOrder[i] == -1)
+ drawOrder[i] = unchanged[--unchangedIndex];
+ }
+ timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+ }
+ // Event timeline.
+ 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_3 = new spine.Event(eventMap.time, eventData);
+ event_3.intValue = this.getValue(eventMap, "int", eventData.intValue);
+ event_3.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
+ event_3.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
+ timeline.setFrame(frameIndex++, event_3);
+ }
+ 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.curve)
+ return;
+ if (map.curve === "stepped")
+ timeline.setStepped(frameIndex);
+ else if (Object.prototype.toString.call(map.curve) === '[object Array]') {
+ var curve = map.curve;
+ timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
+ }
+ };
+ 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);
+ };
+ return SkeletonJson;
+ }());
+ spine.SkeletonJson = SkeletonJson;
+ var LinkedMesh = (function () {
+ function LinkedMesh(mesh, skin, slotIndex, parent) {
+ this.mesh = mesh;
+ this.skin = skin;
+ this.slotIndex = slotIndex;
+ this.parent = parent;
+ }
+ return LinkedMesh;
+ }());
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Skin = (function () {
+ function Skin(name) {
+ this.attachments = new Array();
+ if (name == null)
+ throw new Error("name cannot be null.");
+ this.name = name;
+ }
+ Skin.prototype.addAttachment = 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;
+ };
+ /** @return May be null. */
+ Skin.prototype.getAttachment = function (slotIndex, name) {
+ var dictionary = this.attachments[slotIndex];
+ return dictionary ? dictionary[name] : null;
+ };
+ /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
+ 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, name);
+ if (attachment != null)
+ slot.setAttachment(attachment);
+ break;
+ }
+ }
+ }
+ slotIndex++;
+ }
+ };
+ return Skin;
+ }());
+ spine.Skin = Skin;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Slot = (function () {
+ function Slot(data, bone) {
+ this.attachmentVertices = 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.setToSetupPose();
+ }
+ /** @return May be null. */
+ Slot.prototype.getAttachment = function () {
+ return this.attachment;
+ };
+ /** Sets the attachment and if it changed, resets {@link #getAttachmentTime()} and clears {@link #getAttachmentVertices()}.
+ * @param attachment May be null. */
+ Slot.prototype.setAttachment = function (attachment) {
+ if (this.attachment == attachment)
+ return;
+ this.attachment = attachment;
+ this.attachmentTime = this.bone.skeleton.time;
+ this.attachmentVertices.length = 0;
+ };
+ Slot.prototype.setAttachmentTime = function (time) {
+ this.attachmentTime = this.bone.skeleton.time - time;
+ };
+ /** Returns the time since the attachment was set. */
+ Slot.prototype.getAttachmentTime = function () {
+ return this.bone.skeleton.time - this.attachmentTime;
+ };
+ Slot.prototype.setToSetupPose = function () {
+ this.color.setFromColor(this.data.color);
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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();
+ 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.apply = function () {
+ this.update();
+ };
+ TransformConstraint.prototype.update = 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 bones = this.bones;
+ for (var i = 0, n = bones.length; i < n; i++) {
+ var bone = bones[i];
+ 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) + this.data.offsetRotation * spine.MathUtils.degRad;
+ 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;
+ }
+ 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;
+ }
+ if (scaleMix > 0) {
+ var bs = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
+ var ts = Math.sqrt(ta * ta + tc * tc);
+ var s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleX) * scaleMix) / bs : 0;
+ bone.a *= s;
+ bone.c *= s;
+ bs = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
+ ts = Math.sqrt(tb * tb + td * td);
+ s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleY) * scaleMix) / bs : 0;
+ bone.b *= s;
+ bone.d *= s;
+ }
+ 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 + this.data.offsetShearY * spine.MathUtils.degRad) * shearMix;
+ var s = Math.sqrt(b * b + d * d);
+ bone.b = Math.cos(r) * s;
+ bone.d = Math.sin(r) * s;
+ }
+ }
+ };
+ return TransformConstraint;
+ }());
+ spine.TransformConstraint = TransformConstraint;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var TransformConstraintData = (function () {
+ function TransformConstraintData(name) {
+ 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;
+ if (name == null)
+ throw new Error("name cannot be null.");
+ this.name = name;
+ }
+ return TransformConstraintData;
+ }());
+ spine.TransformConstraintData = TransformConstraintData;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ 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();
+ };
+ Color.prototype.setFromColor = function (c) {
+ this.r = c.r;
+ this.g = c.g;
+ this.b = c.b;
+ this.a = c.a;
+ };
+ 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;
+ };
+ Color.prototype.add = function (r, g, b, a) {
+ this.r += r;
+ this.g += g;
+ this.b += b;
+ this.a += a;
+ this.clamp();
+ };
+ 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;
+ };
+ 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 : -1;
+ };
+ MathUtils.toInt = function (x) {
+ return x > 0 ? Math.floor(x) : Math.ceil(x);
+ };
+ 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 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.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.toFloatArray = function (array) {
+ return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
+ };
+ Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
+ return Utils;
+ }());
+ spine.Utils = Utils;
+ var Pool = (function () {
+ function Pool(instantiator) {
+ this._items = new Array(16);
+ this._instantiator = instantiator;
+ }
+ Pool.prototype.obtain = function () {
+ return this._items.length > 0 ? this._items.pop() : this._instantiator();
+ };
+ Pool.prototype.free = function (item) {
+ this._items.push(item);
+ };
+ Pool.prototype.freeAll = function (items) {
+ for (var i = 0; i < items.length; i++)
+ this._items[i] = 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;
+ };
+ return Vector2;
+ }());
+ spine.Vector2 = Vector2;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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) {
+ _super.call(this, name);
+ this.worldVerticesLength = 0;
+ }
+ VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
+ this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
+ };
+ /** Transforms local vertices to world coordinates.
+ * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
+ * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
+ * @param worldVertices The output world vertices. Must have a length >= offset + count.
+ * @param offset The worldVertices index to begin writing values. */
+ VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
+ count += offset;
+ var skeleton = slot.bone.skeleton;
+ var x = skeleton.x, y = skeleton.y;
+ var deformArray = slot.attachmentVertices;
+ var vertices = this.vertices;
+ var bones = this.bones;
+ if (bones == null) {
+ if (deformArray.length > 0)
+ vertices = deformArray;
+ var bone = slot.bone;
+ x += bone.worldX;
+ 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 += 2) {
+ 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 += 2) {
+ var wx = x, wy = y;
+ 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 += 2) {
+ var wx = x, wy = y;
+ 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;
+ }
+ }
+ };
+ /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
+ VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
+ return this == sourceAttachment;
+ };
+ return VertexAttachment;
+ }(Attachment));
+ spine.VertexAttachment = VertexAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ (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";
+ })(spine.AttachmentType || (spine.AttachmentType = {}));
+ var AttachmentType = spine.AttachmentType;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var BoundingBoxAttachment = (function (_super) {
+ __extends(BoundingBoxAttachment, _super);
+ function BoundingBoxAttachment(name) {
+ _super.call(this, name);
+ }
+ return BoundingBoxAttachment;
+ }(spine.VertexAttachment));
+ spine.BoundingBoxAttachment = BoundingBoxAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var MeshAttachment = (function (_super) {
+ __extends(MeshAttachment, _super);
+ function MeshAttachment(name) {
+ _super.call(this, name);
+ this.color = new spine.Color(1, 1, 1, 1);
+ this.inheritDeform = false;
+ this.tempColor = new spine.Color(0, 0, 0, 0);
+ }
+ MeshAttachment.prototype.updateUVs = function () {
+ var regionUVs = this.regionUVs;
+ var verticesLength = regionUVs.length;
+ var worldVerticesLength = (verticesLength >> 1) * 8;
+ if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
+ this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
+ var u = 0, v = 0, width = 0, height = 0;
+ if (this.region == null) {
+ u = v = 0;
+ width = height = 1;
+ }
+ else {
+ u = this.region.u;
+ v = this.region.v;
+ width = this.region.u2 - u;
+ height = this.region.v2 - v;
+ }
+ if (this.region.rotate) {
+ for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+ this.worldVertices[w] = u + regionUVs[i + 1] * width;
+ this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
+ }
+ }
+ else {
+ for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+ this.worldVertices[w] = u + regionUVs[i] * width;
+ this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
+ }
+ }
+ };
+ /** @return The updated world vertices. */
+ MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
+ var skeleton = slot.bone.skeleton;
+ var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
+ var alpha = skeletonColor.a * slotColor.a * meshColor.a;
+ var multiplier = premultipliedAlpha ? alpha : 1;
+ var color = this.tempColor;
+ color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
+ var x = skeleton.x, y = skeleton.y;
+ var deformArray = slot.attachmentVertices;
+ var vertices = this.vertices, worldVertices = this.worldVertices;
+ var bones = this.bones;
+ if (bones == null) {
+ var verticesLength = vertices.length;
+ if (deformArray.length > 0)
+ vertices = deformArray;
+ var bone = slot.bone;
+ x += bone.worldX;
+ y += bone.worldY;
+ var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+ for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
+ var vx = vertices[v], vy = vertices[v + 1];
+ worldVertices[w] = vx * a + vy * b + x;
+ worldVertices[w + 1] = vx * c + vy * d + y;
+ worldVertices[w + 2] = color.r;
+ worldVertices[w + 3] = color.g;
+ worldVertices[w + 4] = color.b;
+ worldVertices[w + 5] = color.a;
+ }
+ return worldVertices;
+ }
+ var skeletonBones = skeleton.bones;
+ if (deformArray.length == 0) {
+ for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
+ var wx = x, wy = y;
+ var nn = bones[v++] + v;
+ for (; v < nn; 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;
+ worldVertices[w + 2] = color.r;
+ worldVertices[w + 3] = color.g;
+ worldVertices[w + 4] = color.b;
+ worldVertices[w + 5] = color.a;
+ }
+ }
+ else {
+ var deform = deformArray;
+ for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
+ var wx = x, wy = y;
+ var nn = bones[v++] + v;
+ for (; v < nn; 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;
+ worldVertices[w + 2] = color.r;
+ worldVertices[w + 3] = color.g;
+ worldVertices[w + 4] = color.b;
+ worldVertices[w + 5] = color.a;
+ }
+ }
+ return worldVertices;
+ };
+ MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
+ return this == sourceAttachment || (this.inheritDeform && this._parentMesh == sourceAttachment);
+ };
+ MeshAttachment.prototype.getParentMesh = function () {
+ return this._parentMesh;
+ };
+ /** @param parentMesh May be null. */
+ MeshAttachment.prototype.setParentMesh = function (parentMesh) {
+ this._parentMesh = parentMesh;
+ if (parentMesh != null) {
+ this.bones = parentMesh.bones;
+ this.vertices = parentMesh.vertices;
+ this.regionUVs = parentMesh.regionUVs;
+ this.triangles = parentMesh.triangles;
+ this.hullLength = parentMesh.hullLength;
+ }
+ };
+ return MeshAttachment;
+ }(spine.VertexAttachment));
+ spine.MeshAttachment = MeshAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var PathAttachment = (function (_super) {
+ __extends(PathAttachment, _super);
+ function PathAttachment(name) {
+ _super.call(this, name);
+ this.closed = false;
+ this.constantSpeed = false;
+ }
+ return PathAttachment;
+ }(spine.VertexAttachment));
+ spine.PathAttachment = PathAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var RegionAttachment = (function (_super) {
+ __extends(RegionAttachment, _super);
+ function RegionAttachment(name) {
+ _super.call(this, name);
+ 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.vertices = spine.Utils.newFloatArray(8 * 4);
+ this.tempColor = new spine.Color(1, 1, 1, 1);
+ }
+ RegionAttachment.prototype.setRegion = function (region) {
+ var vertices = this.vertices;
+ if (region.rotate) {
+ vertices[RegionAttachment.U2] = region.u;
+ vertices[RegionAttachment.V2] = region.v2;
+ vertices[RegionAttachment.U3] = region.u;
+ vertices[RegionAttachment.V3] = region.v;
+ vertices[RegionAttachment.U4] = region.u2;
+ vertices[RegionAttachment.V4] = region.v;
+ vertices[RegionAttachment.U1] = region.u2;
+ vertices[RegionAttachment.V1] = region.v2;
+ }
+ else {
+ vertices[RegionAttachment.U1] = region.u;
+ vertices[RegionAttachment.V1] = region.v2;
+ vertices[RegionAttachment.U2] = region.u;
+ vertices[RegionAttachment.V2] = region.v;
+ vertices[RegionAttachment.U3] = region.u2;
+ vertices[RegionAttachment.V3] = region.v;
+ vertices[RegionAttachment.U4] = region.u2;
+ vertices[RegionAttachment.V4] = region.v2;
+ }
+ };
+ 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.updateWorldVertices = function (slot, premultipliedAlpha) {
+ var skeleton = slot.bone.skeleton;
+ var skeletonColor = skeleton.color;
+ var slotColor = slot.color;
+ var regionColor = this.color;
+ var alpha = skeletonColor.a * slotColor.a * regionColor.a;
+ var multiplier = premultipliedAlpha ? 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 vertices = this.vertices;
+ var offset = this.offset;
+ var bone = slot.bone;
+ var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
+ var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+ var offsetX = 0, offsetY = 0;
+ offsetX = offset[RegionAttachment.OX1];
+ offsetY = offset[RegionAttachment.OY1];
+ vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x; // br
+ vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C1R] = color.r;
+ vertices[RegionAttachment.C1G] = color.g;
+ vertices[RegionAttachment.C1B] = color.b;
+ vertices[RegionAttachment.C1A] = color.a;
+ offsetX = offset[RegionAttachment.OX2];
+ offsetY = offset[RegionAttachment.OY2];
+ vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x; // bl
+ vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C2R] = color.r;
+ vertices[RegionAttachment.C2G] = color.g;
+ vertices[RegionAttachment.C2B] = color.b;
+ vertices[RegionAttachment.C2A] = color.a;
+ offsetX = offset[RegionAttachment.OX3];
+ offsetY = offset[RegionAttachment.OY3];
+ vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x; // ul
+ vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C3R] = color.r;
+ vertices[RegionAttachment.C3G] = color.g;
+ vertices[RegionAttachment.C3B] = color.b;
+ vertices[RegionAttachment.C3A] = color.a;
+ offsetX = offset[RegionAttachment.OX4];
+ offsetY = offset[RegionAttachment.OY4];
+ vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x; // ur
+ vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C4R] = color.r;
+ vertices[RegionAttachment.C4G] = color.g;
+ vertices[RegionAttachment.C4B] = color.b;
+ vertices[RegionAttachment.C4A] = color.a;
+ return vertices;
+ };
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ 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;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var AssetManager = (function () {
+ function AssetManager(gl) {
+ this._assets = {};
+ this._errors = {};
+ this._toLoad = 0;
+ this._loaded = 0;
+ this._gl = gl;
+ }
+ AssetManager.prototype.loadText = function (path, success, error) {
+ var _this = this;
+ if (success === void 0) { success = null; }
+ if (error === void 0) { error = null; }
+ this._toLoad++;
+ var request = new XMLHttpRequest();
+ request.onreadystatechange = function () {
+ if (request.readyState == XMLHttpRequest.DONE) {
+ if (request.status >= 200 && request.status < 300) {
+ if (success)
+ success(path, request.responseText);
+ _this._assets[path] = request.responseText;
+ }
+ else {
+ if (error)
+ error(path, "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText);
+ _this._errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
+ }
+ _this._toLoad--;
+ _this._loaded++;
+ }
+ };
+ request.open("GET", path, true);
+ request.send();
+ };
+ AssetManager.prototype.loadTexture = function (path, success, error) {
+ var _this = this;
+ if (success === void 0) { success = null; }
+ if (error === void 0) { error = null; }
+ this._toLoad++;
+ var img = new Image();
+ img.src = path;
+ img.onload = function (ev) {
+ if (success)
+ success(path, img);
+ var texture = new webgl.Texture(_this._gl, img);
+ _this._assets[path] = texture;
+ _this._toLoad--;
+ _this._loaded++;
+ };
+ img.onerror = function (ev) {
+ if (error)
+ error(path, "Couldn't load image " + path);
+ _this._errors[path] = "Couldn't load image " + path;
+ _this._toLoad--;
+ _this._loaded++;
+ };
+ };
+ AssetManager.prototype.get = function (path) {
+ return this._assets[path];
+ };
+ AssetManager.prototype.remove = function (path) {
+ var asset = this._assets[path];
+ if (asset instanceof webgl.Texture) {
+ asset.dispose();
+ }
+ this._assets[path] = null;
+ };
+ AssetManager.prototype.removeAll = function () {
+ for (var key in this._assets) {
+ var asset = this._assets[key];
+ if (asset instanceof webgl.Texture)
+ asset.dispose();
+ }
+ this._assets = {};
+ };
+ AssetManager.prototype.isLoadingComplete = function () {
+ return this._toLoad == 0;
+ };
+ AssetManager.prototype.toLoad = function () {
+ return this._toLoad;
+ };
+ AssetManager.prototype.loaded = function () {
+ return this._loaded;
+ };
+ AssetManager.prototype.dispose = function () {
+ this.removeAll();
+ };
+ AssetManager.prototype.hasErrors = function () {
+ return Object.keys(this._errors).length > 0;
+ };
+ AssetManager.prototype.errors = function () {
+ return this._errors;
+ };
+ return AssetManager;
+ }());
+ webgl.AssetManager = AssetManager;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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);
+ };
+ return Matrix4;
+ }());
+ webgl.Matrix4 = Matrix4;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Mesh = (function () {
+ function Mesh(gl, _attributes, maxVertices, maxIndices) {
+ this._attributes = _attributes;
+ this._verticesLength = 0;
+ this._dirtyVertices = false;
+ this._indicesLength = 0;
+ this._dirtyIndices = false;
+ this._elementsPerVertex = 0;
+ this._gl = gl;
+ 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);
+ }
+ Mesh.prototype.attributes = 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.vertices = 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.indices = function () { return this._indices; };
+ ;
+ 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);
+ };
+ Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
+ var gl = this._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._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._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._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.STATIC_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.STATIC_DRAW);
+ this._dirtyIndices = false;
+ }
+ };
+ Mesh.prototype.dispose = function () {
+ var gl = this._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() {
+ _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2);
+ }
+ return Position2Attribute;
+ }(VertexAttribute));
+ webgl.Position2Attribute = Position2Attribute;
+ var Position3Attribute = (function (_super) {
+ __extends(Position3Attribute, _super);
+ function Position3Attribute() {
+ _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3);
+ }
+ return Position3Attribute;
+ }(VertexAttribute));
+ webgl.Position3Attribute = Position3Attribute;
+ var TexCoordAttribute = (function (_super) {
+ __extends(TexCoordAttribute, _super);
+ function TexCoordAttribute(unit) {
+ if (unit === void 0) { unit = 0; }
+ _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2);
+ }
+ return TexCoordAttribute;
+ }(VertexAttribute));
+ webgl.TexCoordAttribute = TexCoordAttribute;
+ var ColorAttribute = (function (_super) {
+ __extends(ColorAttribute, _super);
+ function ColorAttribute() {
+ _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4);
+ }
+ return ColorAttribute;
+ }(VertexAttribute));
+ webgl.ColorAttribute = ColorAttribute;
+ (function (VertexAttributeType) {
+ VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
+ })(webgl.VertexAttributeType || (webgl.VertexAttributeType = {}));
+ var VertexAttributeType = webgl.VertexAttributeType;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var PolygonBatcher = (function () {
+ function PolygonBatcher(gl, maxVertices) {
+ if (maxVertices === void 0) { maxVertices = 10920; }
+ this._drawing = false;
+ this._shader = null;
+ this._lastTexture = null;
+ this._verticesLength = 0;
+ this._indicesLength = 0;
+ this._srcBlend = WebGLRenderingContext.SRC_ALPHA;
+ this._dstBlend = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA;
+ if (maxVertices > 10920)
+ throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+ this._gl = gl;
+ this._mesh = new webgl.Mesh(gl, [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()], maxVertices, maxVertices * 3);
+ }
+ PolygonBatcher.prototype.begin = function (shader) {
+ var gl = this._gl;
+ if (this._drawing)
+ throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
+ this._drawCalls = 0;
+ this._shader = shader;
+ this._lastTexture = null;
+ this._drawing = true;
+ gl.enable(gl.BLEND);
+ gl.blendFunc(this._srcBlend, this._dstBlend);
+ };
+ PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
+ var gl = this._gl;
+ this._srcBlend = srcBlend;
+ this._dstBlend = dstBlend;
+ if (this._drawing) {
+ this.flush();
+ gl.blendFunc(this._srcBlend, this._dstBlend);
+ }
+ };
+ PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
+ if (texture != this._lastTexture) {
+ this.flush();
+ this._lastTexture = texture;
+ texture.bind();
+ }
+ else if (this._verticesLength + vertices.length > this._mesh.vertices().length ||
+ this._indicesLength + indices.length > this._mesh.indices().length) {
+ this.flush();
+ }
+ var indexStart = this._mesh.numVertices();
+ this._mesh.vertices().set(vertices, this._verticesLength);
+ this._verticesLength += vertices.length;
+ this._mesh.setVerticesLength(this._verticesLength);
+ var indicesArray = this._mesh.indices();
+ 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._gl;
+ if (this._verticesLength == 0)
+ return;
+ 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._gl;
+ if (!this._drawing)
+ 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._drawing = false;
+ gl.disable(gl.BLEND);
+ };
+ PolygonBatcher.prototype.drawCalls = function () { return this._drawCalls; };
+ return PolygonBatcher;
+ }());
+ webgl.PolygonBatcher = PolygonBatcher;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Shader = (function () {
+ function Shader(gl, _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._gl = gl;
+ this.compile();
+ }
+ Shader.prototype.program = function () { return this._program; };
+ Shader.prototype.vertexShader = function () { return this._vertexShader; };
+ Shader.prototype.fragmentShader = function () { return this._fragmentShader; };
+ Shader.prototype.compile = function () {
+ var gl = this._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._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);
+ throw new Error(error);
+ }
+ return shader;
+ };
+ Shader.prototype.compileProgram = function (vs, fs) {
+ var gl = this._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);
+ throw new Error(error);
+ }
+ return program;
+ };
+ Shader.prototype.bind = function () {
+ this._gl.useProgram(this._program);
+ };
+ Shader.prototype.unbind = function () {
+ this._gl.useProgram(null);
+ };
+ Shader.prototype.setUniformi = function (uniform, value) {
+ this._gl.uniform1i(this.getUniformLocation(uniform), value);
+ };
+ Shader.prototype.setUniformf = function (uniform, value) {
+ this._gl.uniform1f(this.getUniformLocation(uniform), value);
+ };
+ Shader.prototype.setUniform2f = function (uniform, value, value2) {
+ this._gl.uniform2f(this.getUniformLocation(uniform), value, value2);
+ };
+ Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
+ this._gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
+ };
+ Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
+ this._gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
+ };
+ Shader.prototype.setUniform2x2f = function (uniform, value) {
+ var gl = this._gl;
+ this._tmp2x2.set(value);
+ gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this._tmp2x2);
+ };
+ Shader.prototype.setUniform3x3f = function (uniform, value) {
+ var gl = this._gl;
+ this._tmp3x3.set(value);
+ gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this._tmp3x3);
+ };
+ Shader.prototype.setUniform4x4f = function (uniform, value) {
+ var gl = this._gl;
+ this._tmp4x4.set(value);
+ gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this._tmp4x4);
+ };
+ Shader.prototype.getUniformLocation = function (uniform) {
+ var gl = this._gl;
+ var location = gl.getUniformLocation(this._program, uniform);
+ if (!location)
+ throw new Error("Couldn't find location for uniform " + uniform);
+ return location;
+ };
+ Shader.prototype.getAttributeLocation = function (attribute) {
+ var gl = this._gl;
+ var location = gl.getAttribLocation(this._program, attribute);
+ if (location == -1)
+ throw new Error("Couldn't find location for attribute " + attribute);
+ return location;
+ };
+ Shader.prototype.dispose = function () {
+ var gl = this._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 (gl) {
+ 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(gl, vs, fs);
+ };
+ Shader.newColored = function (gl) {
+ 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(gl, vs, fs);
+ };
+ Shader.MVP_MATRIX = "u_projTrans";
+ Shader.POSITION = "a_position";
+ Shader.COLOR = "a_color";
+ Shader.TEXCOORDS = "a_texCoords";
+ Shader.SAMPLER = "u_texture";
+ return Shader;
+ }());
+ webgl.Shader = Shader;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var SkeletonRenderer = (function () {
+ function SkeletonRenderer(gl) {
+ this.premultipliedAlpha = false;
+ this._gl = gl;
+ }
+ SkeletonRenderer.prototype.draw = function (batcher, skeleton) {
+ var premultipliedAlpha = this.premultipliedAlpha;
+ var blendMode = null;
+ var vertices = null;
+ 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;
+ if (attachment instanceof spine.RegionAttachment) {
+ var region = attachment;
+ vertices = region.updateWorldVertices(slot, premultipliedAlpha);
+ triangles = SkeletonRenderer.QUAD_TRIANGLES;
+ texture = region.region.renderObject.texture;
+ }
+ else if (attachment instanceof spine.MeshAttachment) {
+ var mesh = attachment;
+ vertices = mesh.updateWorldVertices(slot, premultipliedAlpha);
+ triangles = mesh.triangles;
+ texture = mesh.region.renderObject.texture;
+ }
+ if (texture != null) {
+ var slotBlendMode = slot.data.blendMode;
+ if (slotBlendMode != blendMode) {
+ blendMode = slotBlendMode;
+ batcher.setBlendMode(webgl.getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), webgl.getDestGLBlendMode(this._gl, blendMode));
+ }
+ batcher.draw(texture, vertices, triangles);
+ }
+ }
+ };
+ SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
+ return SkeletonRenderer;
+ }());
+ webgl.SkeletonRenderer = SkeletonRenderer;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Texture = (function () {
+ function Texture(gl, image, useMipMaps) {
+ if (useMipMaps === void 0) { useMipMaps = false; }
+ this._boundUnit = 0;
+ this._gl = gl;
+ this._texture = gl.createTexture();
+ this._image = image;
+ this.update(useMipMaps);
+ }
+ Texture.prototype.getImage = function () {
+ return this._image;
+ };
+ Texture.prototype.setFilters = function (minFilter, magFilter) {
+ var gl = this._gl;
+ this.bind();
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
+ };
+ Texture.prototype.setWraps = function (uWrap, vWrap) {
+ var gl = this._gl;
+ this.bind();
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
+ };
+ Texture.prototype.update = function (useMipMaps) {
+ var gl = this._gl;
+ this.bind();
+ 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);
+ };
+ Texture.prototype.bind = function (unit) {
+ if (unit === void 0) { unit = 0; }
+ var gl = this._gl;
+ this._boundUnit = unit;
+ gl.activeTexture(gl.TEXTURE0 + unit);
+ gl.bindTexture(gl.TEXTURE_2D, this._texture);
+ };
+ Texture.prototype.unbind = function () {
+ var gl = this._gl;
+ gl.activeTexture(gl.TEXTURE0 + this._boundUnit);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ };
+ Texture.prototype.dispose = function () {
+ var gl = this._gl;
+ gl.deleteTexture(this._texture);
+ };
+ 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;
+ }());
+ webgl.Texture = Texture;
+ (function (TextureFilter) {
+ TextureFilter[TextureFilter["Nearest"] = WebGLRenderingContext.NEAREST] = "Nearest";
+ TextureFilter[TextureFilter["Linear"] = WebGLRenderingContext.LINEAR] = "Linear";
+ TextureFilter[TextureFilter["MipMap"] = WebGLRenderingContext.LINEAR_MIPMAP_LINEAR] = "MipMap";
+ TextureFilter[TextureFilter["MipMapNearestNearest"] = WebGLRenderingContext.NEAREST_MIPMAP_NEAREST] = "MipMapNearestNearest";
+ TextureFilter[TextureFilter["MipMapLinearNearest"] = WebGLRenderingContext.LINEAR_MIPMAP_NEAREST] = "MipMapLinearNearest";
+ TextureFilter[TextureFilter["MipMapNearestLinear"] = WebGLRenderingContext.NEAREST_MIPMAP_LINEAR] = "MipMapNearestLinear";
+ TextureFilter[TextureFilter["MipMapLinearLinear"] = WebGLRenderingContext.LINEAR_MIPMAP_LINEAR] = "MipMapLinearLinear";
+ })(webgl.TextureFilter || (webgl.TextureFilter = {}));
+ var TextureFilter = webgl.TextureFilter;
+ (function (TextureWrap) {
+ TextureWrap[TextureWrap["MirroredRepeat"] = WebGLRenderingContext.MIRRORED_REPEAT] = "MirroredRepeat";
+ TextureWrap[TextureWrap["ClampToEdge"] = WebGLRenderingContext.CLAMP_TO_EDGE] = "ClampToEdge";
+ TextureWrap[TextureWrap["Repeat"] = WebGLRenderingContext.REPEAT] = "Repeat";
+ })(webgl.TextureWrap || (webgl.TextureWrap = {}));
+ var TextureWrap = webgl.TextureWrap;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ 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);
+ }
+ // page.format = Format[tuple[0]]; we don't need format in WebGL
+ reader.readTuple(tuple);
+ page.minFilter = webgl.Texture.filterFromString(tuple[0]);
+ page.magFilter = webgl.Texture.filterFromString(tuple[1]);
+ var direction = reader.readValue();
+ page.uWrap = webgl.TextureWrap.ClampToEdge;
+ page.vWrap = webgl.TextureWrap.ClampToEdge;
+ if (direction == "x")
+ page.uWrap = webgl.TextureWrap.Repeat;
+ else if (direction == "y")
+ page.vWrap = webgl.TextureWrap.Repeat;
+ else if (direction == "xy")
+ page.uWrap = page.vWrap = webgl.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;
+ region.rotate = reader.readValue() == "true";
+ 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) {
+ // region.splits = new Vector.(parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3]));
+ if (reader.readTuple(tuple) == 4) {
+ //region.pads = Vector.(parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3]));
+ 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;
+ }());
+ webgl.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;
+ }());
+ webgl.TextureAtlasPage = TextureAtlasPage;
+ var TextureAtlasRegion = (function (_super) {
+ __extends(TextureAtlasRegion, _super);
+ function TextureAtlasRegion() {
+ _super.apply(this, arguments);
+ }
+ return TextureAtlasRegion;
+ }(spine.TextureRegion));
+ webgl.TextureAtlasRegion = TextureAtlasRegion;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var TextureAtlasAttachmentLoader = (function () {
+ function TextureAtlasAttachmentLoader(atlas) {
+ this.atlas = atlas;
+ }
+ /** @return May be null to not load an attachment. */
+ TextureAtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
+ var region = this.atlas.findRegion(path);
+ region.renderObject = region;
+ if (region == null)
+ throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
+ var attachment = new spine.RegionAttachment(name);
+ attachment.setRegion(region);
+ attachment.region = region;
+ return attachment;
+ };
+ /** @return May be null to not load an attachment. */
+ TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
+ var region = this.atlas.findRegion(path);
+ region.renderObject = region;
+ if (region == null)
+ throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
+ var attachment = new spine.MeshAttachment(name);
+ attachment.region = region;
+ return attachment;
+ };
+ /** @return May be null to not load an attachment. */
+ TextureAtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
+ return new spine.BoundingBoxAttachment(name);
+ };
+ /** @return May be null to not load an attachment */
+ TextureAtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
+ return new spine.PathAttachment(name);
+ };
+ return TextureAtlasAttachmentLoader;
+ }());
+ webgl.TextureAtlasAttachmentLoader = TextureAtlasAttachmentLoader;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Vector3 = (function () {
+ function Vector3() {
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ }
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ function getSourceGLBlendMode(gl, blendMode, premultipliedAlpha) {
+ if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
+ switch (blendMode) {
+ case spine.BlendMode.Normal: return premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
+ case spine.BlendMode.Additive: return premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
+ case spine.BlendMode.Multiply: return gl.DST_COLOR;
+ case spine.BlendMode.Screen: return gl.ONE;
+ default: throw new Error("Unknown blend mode: " + blendMode);
+ }
+ }
+ webgl.getSourceGLBlendMode = getSourceGLBlendMode;
+ function getDestGLBlendMode(gl, blendMode) {
+ switch (blendMode) {
+ case spine.BlendMode.Normal: return gl.ONE_MINUS_SRC_ALPHA;
+ case spine.BlendMode.Additive: return gl.ONE;
+ case spine.BlendMode.Multiply: return gl.ONE_MINUS_SRC_ALPHA;
+ case spine.BlendMode.Screen: return gl.ONE_MINUS_SRC_ALPHA;
+ default: throw new Error("Unknown blend mode: " + blendMode);
+ }
+ }
+ webgl.getDestGLBlendMode = getDestGLBlendMode;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var SpineWidget = (function () {
+ function SpineWidget(element, config) {
+ var _this = this;
+ this._mvp = new spine.webgl.Matrix4();
+ this._paused = false;
+ this._lastFrameTime = Date.now() / 1000.0;
+ this._backgroundColor = new spine.Color();
+ this._loaded = false;
+ if (!element)
+ throw new Error("Please provide a DOM element, e.g. document.getElementById('myelement')");
+ if (!config)
+ throw new Error("Please provide a configuration, specifying at least the json file, atlas file and animation name");
+ var elementId = element;
+ if (typeof (element) === "string")
+ element = document.getElementById(element);
+ if (element == null)
+ throw new Error("Element " + elementId + " does not exist");
+ this.validateConfig(config);
+ var canvas = this.canvas = document.createElement("canvas");
+ element.appendChild(canvas);
+ canvas.width = config.width;
+ canvas.height = config.height;
+ var webglConfig = { alpha: false };
+ var gl = this.gl = (canvas.getContext("webgl", webglConfig) || canvas.getContext("experimental-webgl", webglConfig));
+ this._shader = spine.webgl.Shader.newColoredTextured(gl);
+ this._batcher = new spine.webgl.PolygonBatcher(gl);
+ this._mvp.ortho2d(0, 0, 639, 479);
+ this._skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
+ var assets = this._assetManager = new spine.webgl.AssetManager(gl);
+ assets.loadText(config.atlas);
+ assets.loadText(config.json);
+ assets.loadTexture(config.atlas.replace(".atlas", ".png"));
+ requestAnimationFrame(function () { _this.load(); });
+ }
+ SpineWidget.prototype.validateConfig = function (config) {
+ if (!config.atlas)
+ throw new Error("Please specify config.atlas");
+ if (!config.json)
+ throw new Error("Please specify config.json");
+ if (!config.animation)
+ throw new Error("Please specify config.animationName");
+ if (!config.scale)
+ config.scale = 1.0;
+ if (!config.skin)
+ config.skin = "default";
+ if (config.loop === undefined)
+ config.loop = true;
+ if (!config.y)
+ config.y = 20;
+ if (!config.width)
+ config.width = 640;
+ if (!config.height)
+ config.height = 480;
+ if (!config.x)
+ config.x = config.width / 2;
+ if (!config.backgroundColor)
+ config.backgroundColor = "#555555";
+ if (!config.imagesPath) {
+ var index = config.atlas.lastIndexOf("/");
+ if (index != -1) {
+ config.imagesPath = config.atlas.substr(0, index) + "/";
+ }
+ else {
+ config.imagesPath = "";
+ }
+ }
+ if (!config.premultipliedAlpha === undefined)
+ config.premultipliedAlpha = false;
+ this._backgroundColor.setFromString(config.backgroundColor);
+ this._config = config;
+ };
+ SpineWidget.prototype.load = function () {
+ var _this = this;
+ var assetManager = this._assetManager;
+ var imagesPath = this._config.imagesPath;
+ var config = this._config;
+ if (assetManager.isLoadingComplete()) {
+ if (assetManager.hasErrors()) {
+ if (config.error)
+ config.error(this, "Failed to load assets: " + JSON.stringify(assetManager.errors));
+ else
+ throw new Error("Failed to load assets: " + JSON.stringify(assetManager.errors));
+ }
+ var atlas = new spine.webgl.TextureAtlas(this._assetManager.get(this._config.atlas), function (path) {
+ return assetManager.get(imagesPath + path);
+ });
+ var atlasLoader = new spine.webgl.TextureAtlasAttachmentLoader(atlas);
+ var skeletonJson = new spine.SkeletonJson(atlasLoader);
+ // Set the scale to apply during parsing, parse the file, and create a new skeleton.
+ skeletonJson.scale = config.scale;
+ var skeletonData = skeletonJson.readSkeletonData(assetManager.get(config.json));
+ var skeleton = this.skeleton = new spine.Skeleton(skeletonData);
+ skeleton.x = config.x;
+ skeleton.y = config.y;
+ skeleton.setSkinByName(config.skin);
+ var animationState = this.state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
+ animationState.setAnimation(0, config.animation, true);
+ if (config.success)
+ config.success(this);
+ this._loaded = true;
+ requestAnimationFrame(function () { _this.render(); });
+ }
+ else
+ requestAnimationFrame(function () { _this.load(); });
+ };
+ SpineWidget.prototype.render = function () {
+ var _this = this;
+ var now = Date.now() / 1000;
+ var delta = now - this._lastFrameTime;
+ if (delta > 0.1)
+ delta = 0;
+ this._lastFrameTime = now;
+ var gl = this.gl;
+ var color = this._backgroundColor;
+ gl.clearColor(color.r, color.g, color.b, color.a);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ // Apply the animation state based on the delta time.
+ var state = this.state;
+ var skeleton = this.skeleton;
+ var premultipliedAlpha = this._config.premultipliedAlpha;
+ state.update(delta);
+ state.apply(skeleton);
+ skeleton.updateWorldTransform();
+ // Bind the shader and set the texture and model-view-projection matrix.
+ var shader = this._shader;
+ shader.bind();
+ shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
+ shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, this._mvp.values);
+ // Start the batch and tell the SkeletonRenderer to render the active skeleton.
+ var batcher = this._batcher;
+ var skeletonRenderer = this._skeletonRenderer;
+ batcher.begin(shader);
+ skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
+ skeletonRenderer.draw(batcher, skeleton);
+ batcher.end();
+ shader.unbind();
+ if (!this._paused)
+ requestAnimationFrame(function () { _this.render(); });
+ };
+ SpineWidget.prototype.pause = function () {
+ this._paused = true;
+ };
+ SpineWidget.prototype.play = function () {
+ var _this = this;
+ this._paused = false;
+ requestAnimationFrame(function () { _this.render(); });
+ };
+ SpineWidget.prototype.isPlaying = function () {
+ return !this._paused;
+ };
+ SpineWidget.prototype.setAnimation = function (animationName) {
+ if (!this._loaded)
+ throw new Error("Widget isn't loaded yet");
+ this.skeleton.setToSetupPose();
+ this.state.setAnimation(0, animationName, this._config.loop);
+ };
+ SpineWidget.loadWidgets = function () {
+ var widgets = document.getElementsByClassName("spine-widget");
+ for (var i = 0; i < widgets.length; i++) {
+ SpineWidget.loadWidget(widgets[i]);
+ }
+ };
+ SpineWidget.loadWidget = function (widget) {
+ var config = new SpineWidgetConfig();
+ config.atlas = widget.getAttribute("data-atlas");
+ config.json = widget.getAttribute("data-json");
+ config.animation = widget.getAttribute("data-animation");
+ if (widget.getAttribute("data-images-path"))
+ config.imagesPath = widget.getAttribute("data-images-path");
+ if (widget.getAttribute("data-skin"))
+ config.skin = widget.getAttribute("data-skin");
+ if (widget.getAttribute("data-loop"))
+ config.loop = widget.getAttribute("data-loop") === "true";
+ if (widget.getAttribute("data-scale"))
+ config.scale = parseFloat(widget.getAttribute("data-scale"));
+ if (widget.getAttribute("data-x"))
+ config.x = parseFloat(widget.getAttribute("data-x"));
+ if (widget.getAttribute("data-y"))
+ config.x = parseFloat(widget.getAttribute("data-y"));
+ if (widget.getAttribute("data-width"))
+ config.width = parseInt(widget.getAttribute("data-width"));
+ if (widget.getAttribute("data-height"))
+ config.height = parseInt(widget.getAttribute("data-height"));
+ if (widget.getAttribute("data-background-color"))
+ config.backgroundColor = widget.getAttribute("data-background-color");
+ if (widget.getAttribute("data-premultiplied-alpha"))
+ config.premultipliedAlpha = widget.getAttribute("data-premultiplied-alpha") === "true";
+ new spine.SpineWidget(widget, config);
+ };
+ SpineWidget.ready = function () {
+ if (SpineWidget.pageLoaded)
+ return;
+ SpineWidget.pageLoaded = true;
+ SpineWidget.loadWidgets();
+ };
+ SpineWidget.setupDOMListener = function () {
+ if (document.addEventListener) {
+ document.addEventListener("DOMContentLoaded", SpineWidget.ready, false);
+ window.addEventListener("load", SpineWidget.ready, false);
+ }
+ else {
+ document.attachEvent("onreadystatechange", function readyStateChange() {
+ if (document.readyState === "complete")
+ SpineWidget.ready();
+ });
+ window.attachEvent("onload", SpineWidget.ready);
+ }
+ };
+ SpineWidget.pageLoaded = false;
+ return SpineWidget;
+ }());
+ spine.SpineWidget = SpineWidget;
+ var SpineWidgetConfig = (function () {
+ function SpineWidgetConfig() {
+ this.skin = "default";
+ this.loop = true;
+ this.scale = 1.0;
+ this.x = 0;
+ this.y = 0;
+ this.width = 640;
+ this.height = 480;
+ this.backgroundColor = "#555555";
+ this.premultipliedAlpha = false;
+ }
+ return SpineWidgetConfig;
+ }());
+ spine.SpineWidgetConfig = SpineWidgetConfig;
+})(spine || (spine = {}));
+spine.SpineWidget.setupDOMListener();
+//# sourceMappingURL=spine-all.js.map
\ No newline at end of file
diff --git a/spine-ts/build/spine-all.js.map b/spine-ts/build/spine-all.js.map
new file mode 100644
index 000000000..accee76b1
--- /dev/null
+++ b/spine-ts/build/spine-all.js.map
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/spine-ts/build/spine-core.d.ts b/spine-ts/build/spine-core.d.ts
new file mode 100644
index 000000000..bab571348
--- /dev/null
+++ b/spine-ts/build/spine-core.d.ts
@@ -0,0 +1,2502 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Animation {
+ name: string;
+ timelines: Array;
+ duration: number;
+ constructor(name: string, timelines: Array, duration: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array): void;
+ mix(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array, alpha: number): 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): void;
+ }
+ abstract class CurveTimeline implements Timeline {
+ static LINEAR: number;
+ static STEPPED: number;
+ static BEZIER: number;
+ static BEZIER_SIZE: number;
+ private curves;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ setLinear(frameIndex: number): void;
+ setStepped(frameIndex: number): void;
+ getCurveType(frameIndex: number): number;
+ /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
+ * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
+ * the difference between the keyframe's values. */
+ 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): 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);
+ /** Sets the time and angle of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, degrees: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): 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);
+ /** Sets the time and value of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, x: number, y: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): void;
+ }
+ class ScaleTimeline extends TranslateTimeline {
+ constructor(frameCount: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): void;
+ }
+ class ShearTimeline extends TranslateTimeline {
+ constructor(frameCount: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): 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);
+ /** Sets the time and value of the specified keyframe. */
+ 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): void;
+ }
+ class AttachmentTimeline implements Timeline {
+ slotIndex: number;
+ frames: ArrayLike;
+ attachmentNames: Array;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ /** Sets the time and value of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, attachmentName: string): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): void;
+ }
+ class EventTimeline implements Timeline {
+ frames: ArrayLike;
+ events: Array;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ /** Sets the time of the specified keyframe. */
+ setFrame(frameIndex: number, event: Event): void;
+ /** Fires events for frames > lastTime and <= time. */
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class DrawOrderTimeline implements Timeline {
+ frames: ArrayLike;
+ drawOrders: Array>;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ /** Sets the time of the specified keyframe.
+ * @param drawOrder May be null to use bind pose draw order. */
+ setFrame(frameIndex: number, time: number, drawOrder: Array): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class DeformTimeline extends CurveTimeline {
+ frames: ArrayLike;
+ frameVertices: Array>;
+ slotIndex: number;
+ attachment: VertexAttachment;
+ constructor(frameCount: number);
+ /** Sets the time of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, vertices: ArrayLike): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class IkConstraintTimeline extends CurveTimeline {
+ static ENTRIES: number;
+ static PREV_TIME: number;
+ static PREV_MIX: number;
+ static PREV_BEND_DIRECTION: number;
+ static MIX: number;
+ static BEND_DIRECTION: number;
+ ikConstraintIndex: number;
+ frames: ArrayLike;
+ constructor(frameCount: number);
+ /** Sets the time, mix and bend direction of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, mix: number, bendDirection: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): 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);
+ /** Sets the time and mixes of the specified keyframe. */
+ 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): 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);
+ /** Sets the time and value of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, value: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline {
+ constructor(frameCount: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): 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);
+ /** Sets the time and mixes of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class AnimationState {
+ data: AnimationStateData;
+ tracks: TrackEntry[];
+ events: Event[];
+ listeners: AnimationStateListener[];
+ timeScale: number;
+ constructor(data?: AnimationStateData);
+ update(delta: number): void;
+ apply(skeleton: Skeleton): void;
+ clearTracks(): void;
+ clearTrack(trackIndex: number): void;
+ freeAll(entry: TrackEntry): void;
+ expandToIndex(index: number): TrackEntry;
+ setCurrent(index: number, entry: TrackEntry): void;
+ /** @see #setAnimation(int, Animation, boolean) */
+ setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry;
+ /** Set the current animation. Any queued animations are cleared. */
+ setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry;
+ /** {@link #addAnimation(int, Animation, boolean, float)} */
+ addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry;
+ /** Adds an animation to be played delay seconds after the current or last queued animation.
+ * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
+ addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry;
+ /** @return May be null. */
+ getCurrent(trackIndex: number): TrackEntry;
+ /** Adds a listener to receive events for all animations. */
+ addListener(listener: AnimationStateListener): void;
+ /** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
+ removeListener(listener: AnimationStateListener): void;
+ clearListeners(): void;
+ }
+ class TrackEntry {
+ next: TrackEntry;
+ previous: TrackEntry;
+ animation: Animation;
+ loop: boolean;
+ delay: number;
+ time: number;
+ lastTime: number;
+ endTime: number;
+ timeScale: number;
+ mixTime: number;
+ mixDuration: number;
+ listener: AnimationStateListener;
+ mix: number;
+ reset(): void;
+ /** Returns true if the current time is greater than the end time, regardless of looping. */
+ isComplete(): boolean;
+ }
+ abstract class AnimationStateAdapter implements AnimationStateListener {
+ event(trackIndex: number, event: Event): void;
+ complete(trackIndex: number, loopCount: number): void;
+ start(trackIndex: number): void;
+ end(trackIndex: number): void;
+ }
+ interface AnimationStateListener {
+ /** Invoked when the current animation triggers an event. */
+ event(trackIndex: number, event: Event): void;
+ /** Invoked when the current animation has completed.
+ * @param loopCount The number of times the animation reached the end. */
+ complete(trackIndex: number, loopCount: number): void;
+ /** Invoked just after the current animation is set. */
+ start(trackIndex: number): void;
+ /** Invoked just before the current animation is replaced. */
+ end(trackIndex: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ enum BlendMode {
+ Normal = 0,
+ Additive = 1,
+ Multiply = 2,
+ Screen = 3,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ appliedRotation: number;
+ a: number;
+ b: number;
+ worldX: number;
+ c: number;
+ d: number;
+ worldY: number;
+ worldSignX: number;
+ worldSignY: number;
+ sorted: boolean;
+ /** @param parent May be null. */
+ constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
+ /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
+ update(): void;
+ /** Computes the world transform using the parent bone and this bone's local transform. */
+ updateWorldTransform(): void;
+ /** Computes the world transform using the parent bone and the specified local transform. */
+ 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;
+ worldToLocalRotationX(): number;
+ worldToLocalRotationY(): number;
+ rotateWorld(degrees: number): void;
+ /** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
+ * after the world transform has been modified directly (eg, by a constraint).
+ *
+ * Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
+ * transform values may differ from the original values but are functionally the same. */
+ updateLocalTransform(): void;
+ worldToLocal(world: Vector2): Vector2;
+ localToWorld(local: Vector2): Vector2;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ inheritRotation: boolean;
+ inheritScale: boolean;
+ constructor(index: number, name: string, parent: BoneData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Event {
+ data: EventData;
+ intValue: number;
+ floatValue: number;
+ stringValue: string;
+ time: number;
+ constructor(time: number, data: EventData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class EventData {
+ name: string;
+ intValue: number;
+ floatValue: number;
+ stringValue: string;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class IkConstraint implements Updatable {
+ data: IkConstraintData;
+ bones: Array;
+ target: Bone;
+ mix: number;
+ bendDirection: number;
+ level: number;
+ constructor(data: IkConstraintData, skeleton: Skeleton);
+ apply(): void;
+ update(): void;
+ /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
+ * coordinate system. */
+ apply1(bone: Bone, targetX: number, targetY: number, alpha: number): void;
+ /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
+ * target is specified in the world coordinate system.
+ * @param child A direct descendant of the parent bone. */
+ apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, alpha: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class IkConstraintData {
+ name: string;
+ bones: BoneData[];
+ target: BoneData;
+ bendDirection: number;
+ mix: number;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathConstraint implements Updatable {
+ static NONE: number;
+ static BEFORE: number;
+ static AFTER: 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[];
+ constructor(data: PathConstraintData, skeleton: Skeleton);
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathConstraintData {
+ name: string;
+ 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,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Skeleton {
+ data: SkeletonData;
+ bones: Array;
+ slots: Array;
+ drawOrder: Array;
+ ikConstraints: Array;
+ ikConstraintsSorted: Array;
+ transformConstraints: Array;
+ pathConstraints: Array;
+ _updateCache: Updatable[];
+ skin: Skin;
+ color: Color;
+ time: number;
+ flipX: boolean;
+ flipY: boolean;
+ x: number;
+ y: number;
+ constructor(data: SkeletonData);
+ updateCache(): void;
+ sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
+ sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
+ sortBone(bone: Bone): void;
+ sortReset(bones: Array): void;
+ /** Updates the world transform for each bone and applies constraints. */
+ updateWorldTransform(): void;
+ /** Sets the bones, constraints, and slots to their setup pose values. */
+ setToSetupPose(): void;
+ /** Sets the bones and constraints to their setup pose values. */
+ setBonesToSetupPose(): void;
+ setSlotsToSetupPose(): void;
+ /** @return May return null. */
+ getRootBone(): Bone;
+ /** @return May be null. */
+ findBone(boneName: string): Bone;
+ /** @return -1 if the bone was not found. */
+ findBoneIndex(boneName: string): number;
+ /** @return May be null. */
+ findSlot(slotName: string): Slot;
+ /** @return -1 if the bone was not found. */
+ findSlotIndex(slotName: string): number;
+ /** Sets a skin by name.
+ * @see #setSkin(Skin) */
+ setSkinByName(skinName: string): void;
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
+ * old skin, each slot's setup mode attachment is attached from the new skin.
+ * @param newSkin May be null. */
+ setSkin(newSkin: Skin): void;
+ /** @return May be null. */
+ getAttachmentByName(slotName: string, attachmentName: string): Attachment;
+ /** @return May be null. */
+ getAttachment(slotIndex: number, attachmentName: string): Attachment;
+ /** @param attachmentName May be null. */
+ setAttachment(slotName: string, attachmentName: string): void;
+ /** @return May be null. */
+ findIkConstraint(constraintName: string): IkConstraint;
+ /** @return May be null. */
+ findTransformConstraint(constraintName: string): TransformConstraint;
+ /** @return May be null. */
+ findPathConstraint(constraintName: string): PathConstraint;
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
+ * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
+ * @param size The width and height of the AABB. */
+ getBounds(offset: Vector2, size: Vector2): void;
+ update(delta: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ /** Returns true if the axis aligned bounding box contains the point. */
+ aabbContainsPoint(x: number, y: number): boolean;
+ /** Returns true if the axis aligned bounding box intersects the line segment. */
+ aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
+ /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
+ aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
+ /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
+ * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
+ containsPoint(x: number, y: number): BoundingBoxAttachment;
+ /** Returns true if the polygon contains the point. */
+ containsPointPolygon(polygon: ArrayLike, x: number, y: number): boolean;
+ /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
+ * is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns
+ * true. */
+ intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
+ /** Returns true if the polygon contains any part of the line segment. */
+ intersectsSegmentPolygon(polygon: ArrayLike, x1: number, y1: number, x2: number, y2: number): boolean;
+ /** Returns the polygon for the specified bounding box, or null. */
+ getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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[];
+ width: number;
+ height: number;
+ version: string;
+ hash: string;
+ imagesPath: 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SkeletonJson {
+ attachmentLoader: AttachmentLoader;
+ scale: number;
+ private linkedMeshes;
+ constructor(attachmentLoader: AttachmentLoader);
+ readSkeletonData(json: string): SkeletonData;
+ readAttachment(map: any, skin: Skin, slotIndex: number, name: string): 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Skin {
+ name: string;
+ attachments: Map[];
+ constructor(name: string);
+ addAttachment(slotIndex: number, name: string, attachment: Attachment): void;
+ /** @return May be null. */
+ getAttachment(slotIndex: number, name: string): Attachment;
+ /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
+ attachAll(skeleton: Skeleton, oldSkin: Skin): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Slot {
+ data: SlotData;
+ bone: Bone;
+ color: Color;
+ private attachment;
+ private attachmentTime;
+ attachmentVertices: number[];
+ constructor(data: SlotData, bone: Bone);
+ /** @return May be null. */
+ getAttachment(): Attachment;
+ /** Sets the attachment and if it changed, resets {@link #getAttachmentTime()} and clears {@link #getAttachmentVertices()}.
+ * @param attachment May be null. */
+ setAttachment(attachment: Attachment): void;
+ setAttachmentTime(time: number): void;
+ /** Returns the time since the attachment was set. */
+ getAttachmentTime(): number;
+ setToSetupPose(): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SlotData {
+ index: number;
+ name: string;
+ boneData: BoneData;
+ color: Color;
+ attachmentName: string;
+ blendMode: BlendMode;
+ constructor(index: number, name: string, boneData: BoneData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class TransformConstraint implements Updatable {
+ data: TransformConstraintData;
+ bones: Array;
+ target: Bone;
+ rotateMix: number;
+ translateMix: number;
+ scaleMix: number;
+ shearMix: number;
+ temp: Vector2;
+ constructor(data: TransformConstraintData, skeleton: Skeleton);
+ apply(): void;
+ update(): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class TransformConstraintData {
+ name: string;
+ bones: BoneData[];
+ target: BoneData;
+ rotateMix: number;
+ translateMix: number;
+ scaleMix: number;
+ shearMix: number;
+ offsetRotation: number;
+ offsetX: number;
+ offsetY: number;
+ offsetScaleX: number;
+ offsetScaleY: number;
+ offsetShearY: number;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ interface Updatable {
+ update(): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ interface Map {
+ [key: string]: T;
+ }
+ interface Disposable {
+ dispose(): void;
+ }
+ class Color {
+ r: number;
+ g: number;
+ b: number;
+ a: number;
+ constructor(r?: number, g?: number, b?: number, a?: number);
+ set(r: number, g: number, b: number, a: number): void;
+ setFromColor(c: Color): void;
+ setFromString(hex: string): void;
+ add(r: number, g: number, b: number, a: number): void;
+ clamp(): this;
+ }
+ 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;
+ }
+ 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 newArray(size: number, defaultValue: T): Array;
+ static newFloatArray(size: number): ArrayLike;
+ static toFloatArray(array: Array): Float32Array | number[];
+ }
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ abstract class Attachment {
+ name: string;
+ constructor(name: string);
+ }
+ abstract class VertexAttachment extends Attachment {
+ bones: Array;
+ vertices: ArrayLike;
+ worldVerticesLength: number;
+ constructor(name: string);
+ computeWorldVertices(slot: Slot, worldVertices: ArrayLike): void;
+ /** Transforms local vertices to world coordinates.
+ * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
+ * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
+ * @param worldVertices The output world vertices. Must have a length >= offset + count.
+ * @param offset The worldVertices index to begin writing values. */
+ computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike, offset: number): void;
+ /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
+ applyDeform(sourceAttachment: VertexAttachment): boolean;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ interface AttachmentLoader {
+ /** @return May be null to not load an attachment. */
+ newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+ /** @return May be null to not load an attachment. */
+ newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+ /** @return May be null to not load an attachment. */
+ newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+ /** @return May be null to not load an attachment */
+ newPathAttachment(skin: Skin, name: string): PathAttachment;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ enum AttachmentType {
+ Region = 0,
+ BoundingBox = 1,
+ Mesh = 2,
+ LinkedMesh = 3,
+ Path = 4,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class BoundingBoxAttachment extends VertexAttachment {
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class MeshAttachment extends VertexAttachment {
+ region: TextureRegion;
+ path: string;
+ regionUVs: ArrayLike;
+ worldVertices: ArrayLike;
+ triangles: Array;
+ color: Color;
+ hullLength: number;
+ private _parentMesh;
+ inheritDeform: boolean;
+ tempColor: Color;
+ constructor(name: string);
+ updateUVs(): void;
+ /** @return The updated world vertices. */
+ updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike;
+ applyDeform(sourceAttachment: VertexAttachment): boolean;
+ getParentMesh(): MeshAttachment;
+ /** @param parentMesh May be null. */
+ setParentMesh(parentMesh: MeshAttachment): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathAttachment extends VertexAttachment {
+ lengths: Array;
+ closed: boolean;
+ constantSpeed: boolean;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ vertices: ArrayLike;
+ tempColor: Color;
+ constructor(name: string);
+ setRegion(region: TextureRegion): void;
+ updateOffset(): void;
+ updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class AssetManager implements Disposable {
+ private _gl;
+ private _assets;
+ private _errors;
+ private _toLoad;
+ private _loaded;
+ constructor(gl: WebGLRenderingContext);
+ 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;
+ get(path: string): string | Texture;
+ remove(path: string): void;
+ removeAll(): void;
+ isLoadingComplete(): boolean;
+ toLoad(): number;
+ loaded(): number;
+ dispose(): void;
+ hasErrors(): boolean;
+ errors(): Map;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ const M00: number;
+ const M01: number;
+ const M02: number;
+ const M03: number;
+ const M10: number;
+ const M11: number;
+ const M12: number;
+ const M13: number;
+ const M20: number;
+ const M21: number;
+ const M22: number;
+ const M23: number;
+ const M30: number;
+ const M31: number;
+ const M32: number;
+ const M33: number;
+ class Matrix4 {
+ temp: Float32Array;
+ values: Float32Array;
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Mesh implements Disposable {
+ private _attributes;
+ private _gl;
+ private _vertices;
+ private _verticesBuffer;
+ private _verticesLength;
+ private _dirtyVertices;
+ private _indices;
+ private _indicesBuffer;
+ private _indicesLength;
+ private _dirtyIndices;
+ private _elementsPerVertex;
+ attributes(): VertexAttribute[];
+ maxVertices(): number;
+ numVertices(): number;
+ setVerticesLength(length: number): void;
+ vertices(): Float32Array;
+ maxIndices(): number;
+ numIndices(): number;
+ setIndicesLength(length: number): void;
+ indices(): Uint16Array;
+ constructor(gl: 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();
+ 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();
+ }
+ enum VertexAttributeType {
+ Float = 0,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class PolygonBatcher {
+ private _gl;
+ private _drawCalls;
+ private _drawing;
+ private _mesh;
+ private _shader;
+ private _lastTexture;
+ private _verticesLength;
+ private _indicesLength;
+ private _srcBlend;
+ private _dstBlend;
+ constructor(gl: WebGLRenderingContext, maxVertices?: number);
+ begin(shader: Shader): void;
+ setBlendMode(srcBlend: number, dstBlend: number): void;
+ draw(texture: Texture, vertices: ArrayLike, indices: Array): void;
+ private flush();
+ end(): void;
+ drawCalls(): number;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Shader implements Disposable {
+ private _vertexShader;
+ private _fragmentShader;
+ static MVP_MATRIX: string;
+ static POSITION: string;
+ static COLOR: string;
+ static TEXCOORDS: string;
+ static SAMPLER: string;
+ private _gl;
+ private _vs;
+ private _fs;
+ private _program;
+ private _tmp2x2;
+ private _tmp3x3;
+ private _tmp4x4;
+ program(): WebGLProgram;
+ vertexShader(): string;
+ fragmentShader(): string;
+ constructor(gl: WebGLRenderingContext, _vertexShader: string, _fragmentShader: string);
+ private compile();
+ private compileShader(type, source);
+ private compileProgram(vs, fs);
+ 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(gl: WebGLRenderingContext): Shader;
+ static newColored(gl: WebGLRenderingContext): Shader;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class SkeletonRenderer {
+ static QUAD_TRIANGLES: number[];
+ premultipliedAlpha: boolean;
+ private _gl;
+ constructor(gl: WebGLRenderingContext);
+ draw(batcher: PolygonBatcher, skeleton: Skeleton): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Texture implements Disposable {
+ private _gl;
+ private _texture;
+ private _image;
+ private _boundUnit;
+ constructor(gl: WebGLRenderingContext, image: HTMLImageElement, useMipMaps?: boolean);
+ getImage(): HTMLImageElement;
+ setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+ setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+ update(useMipMaps: boolean): void;
+ bind(unit?: number): void;
+ unbind(): void;
+ dispose(): void;
+ static filterFromString(text: string): TextureFilter;
+ static wrapFromString(text: string): TextureWrap;
+ }
+ enum TextureFilter {
+ Nearest,
+ Linear,
+ MipMap,
+ MipMapNearestNearest,
+ MipMapLinearNearest,
+ MipMapNearestLinear,
+ MipMapLinearLinear,
+ }
+ enum TextureWrap {
+ MirroredRepeat,
+ ClampToEdge,
+ Repeat,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class TextureAtlas implements Disposable {
+ pages: TextureAtlasPage[];
+ regions: TextureAtlasRegion[];
+ constructor(atlasText: string, textureLoader: (path: string) => Texture);
+ private load(atlasText, textureLoader);
+ 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;
+ texture: Texture;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class TextureAtlasAttachmentLoader implements AttachmentLoader {
+ atlas: TextureAtlas;
+ constructor(atlas: TextureAtlas);
+ /** @return May be null to not load an attachment. */
+ newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+ /** @return May be null to not load an attachment. */
+ newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+ /** @return May be null to not load an attachment. */
+ newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+ /** @return May be null to not load an attachment */
+ newPathAttachment(skin: Skin, name: string): PathAttachment;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ class Vector3 {
+ x: number;
+ y: number;
+ z: number;
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine.webgl {
+ function getSourceGLBlendMode(gl: WebGLRenderingContext, blendMode: BlendMode, premultipliedAlpha?: boolean): number;
+ function getDestGLBlendMode(gl: WebGLRenderingContext, blendMode: BlendMode): number;
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SpineWidget {
+ skeleton: Skeleton;
+ state: AnimationState;
+ gl: WebGLRenderingContext;
+ canvas: HTMLCanvasElement;
+ private _config;
+ private _assetManager;
+ private _shader;
+ private _batcher;
+ private _mvp;
+ private _skeletonRenderer;
+ private _paused;
+ private _lastFrameTime;
+ private _backgroundColor;
+ private _loaded;
+ constructor(element: Element | string, config: SpineWidgetConfig);
+ private validateConfig(config);
+ private load();
+ private render();
+ pause(): void;
+ play(): void;
+ isPlaying(): boolean;
+ setAnimation(animationName: string): void;
+ static loadWidgets(): void;
+ static loadWidget(widget: Element): void;
+ static pageLoaded: boolean;
+ private static ready();
+ static setupDOMListener(): void;
+ }
+ class SpineWidgetConfig {
+ json: string;
+ atlas: string;
+ animation: string;
+ imagesPath: string;
+ skin: string;
+ loop: boolean;
+ scale: number;
+ x: number;
+ y: number;
+ width: number;
+ height: number;
+ backgroundColor: string;
+ premultipliedAlpha: boolean;
+ success: (widget: SpineWidget) => void;
+ error: (widget: SpineWidget, msg: string) => void;
+ }
+}
diff --git a/spine-ts/build/spine-core.js b/spine-ts/build/spine-core.js
new file mode 100644
index 000000000..68e61875b
--- /dev/null
+++ b/spine-ts/build/spine-core.js
@@ -0,0 +1,6877 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var __extends = (this && this.__extends) || function (d, b) {
+ for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
+ 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.duration = duration;
+ }
+ Animation.prototype.apply = function (skeleton, lastTime, time, loop, events) {
+ 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, 1);
+ };
+ Animation.prototype.mix = function (skeleton, lastTime, time, loop, events, alpha) {
+ 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);
+ };
+ 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 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;
+ };
+ /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
+ * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
+ * the difference between the keyframe's values. */
+ 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); // Last point is 1,1.
+ };
+ 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) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount << 1);
+ }
+ /** Sets the time and angle of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
+ var amount_1 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
+ while (amount_1 > 180)
+ amount_1 -= 360;
+ while (amount_1 < -180)
+ amount_1 += 360;
+ bone.rotation += amount_1 * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ 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 amount = frames[frame + RotateTimeline.ROTATION] - prevRotation;
+ while (amount > 180)
+ amount -= 360;
+ while (amount < -180)
+ amount += 360;
+ amount = bone.data.rotation + (prevRotation + amount * percent) - bone.rotation;
+ while (amount > 180)
+ amount -= 360;
+ while (amount < -180)
+ amount += 360;
+ bone.rotation += amount * 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) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
+ }
+ /** Sets the time and value of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
+ bone.x += (bone.data.x + frames[frames.length + TranslateTimeline.PREV_X] - bone.x) * alpha;
+ bone.y += (bone.data.y + frames[frames.length + TranslateTimeline.PREV_Y] - bone.y) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
+ var prevX = frames[frame + TranslateTimeline.PREV_X];
+ var prevY = 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));
+ bone.x += (bone.data.x + prevX + (frames[frame + TranslateTimeline.X] - prevX) * percent - bone.x) * alpha;
+ bone.y += (bone.data.y + prevY + (frames[frame + TranslateTimeline.Y] - prevY) * percent - bone.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) {
+ _super.call(this, frameCount);
+ }
+ ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
+ bone.scaleX += (bone.data.scaleX * frames[frames.length + ScaleTimeline.PREV_X] - bone.scaleX) * alpha;
+ bone.scaleY += (bone.data.scaleY * frames[frames.length + ScaleTimeline.PREV_Y] - bone.scaleY) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
+ var prevX = frames[frame + ScaleTimeline.PREV_X];
+ var prevY = 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));
+ bone.scaleX += (bone.data.scaleX * (prevX + (frames[frame + ScaleTimeline.X] - prevX) * percent) - bone.scaleX) * alpha;
+ bone.scaleY += (bone.data.scaleY * (prevY + (frames[frame + ScaleTimeline.Y] - prevY) * percent) - bone.scaleY) * alpha;
+ };
+ return ScaleTimeline;
+ }(TranslateTimeline));
+ spine.ScaleTimeline = ScaleTimeline;
+ var ShearTimeline = (function (_super) {
+ __extends(ShearTimeline, _super);
+ function ShearTimeline(frameCount) {
+ _super.call(this, frameCount);
+ }
+ ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var bone = skeleton.bones[this.boneIndex];
+ if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
+ bone.shearX += (bone.data.shearX + frames[frames.length + ShearTimeline.PREV_X] - bone.shearX) * alpha;
+ bone.shearY += (bone.data.shearY + frames[frames.length + ShearTimeline.PREV_Y] - bone.shearY) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
+ var prevX = frames[frame + ShearTimeline.PREV_X];
+ var prevY = 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));
+ bone.shearX += (bone.data.shearX + (prevX + (frames[frame + ShearTimeline.X] - prevX) * percent) - bone.shearX) * alpha;
+ bone.shearY += (bone.data.shearY + (prevY + (frames[frame + ShearTimeline.Y] - prevY) * percent) - bone.shearY) * alpha;
+ };
+ return ShearTimeline;
+ }(TranslateTimeline));
+ spine.ShearTimeline = ShearTimeline;
+ var ColorTimeline = (function (_super) {
+ __extends(ColorTimeline, _super);
+ function ColorTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
+ }
+ /** Sets the time and value of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ 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 {
+ // Interpolate between the previous frame and the current frame.
+ 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;
+ }
+ var color = skeleton.slots[this.slotIndex].color;
+ if (alpha < 1)
+ color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
+ else
+ color.set(r, g, b, a);
+ };
+ 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 AttachmentTimeline = (function () {
+ function AttachmentTimeline(frameCount) {
+ this.frames = spine.Utils.newFloatArray(frameCount);
+ this.attachmentNames = new Array(frameCount);
+ }
+ AttachmentTimeline.prototype.getFrameCount = function () {
+ return this.frames.length;
+ };
+ /** Sets the time and value of the specified keyframe. */
+ AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
+ this.frames[frameIndex] = time;
+ this.attachmentNames[frameIndex] = attachmentName;
+ };
+ AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ 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));
+ };
+ return AttachmentTimeline;
+ }());
+ spine.AttachmentTimeline = AttachmentTimeline;
+ var EventTimeline = (function () {
+ function EventTimeline(frameCount) {
+ this.frames = spine.Utils.newFloatArray(frameCount);
+ this.events = new Array(frameCount);
+ }
+ EventTimeline.prototype.getFrameCount = function () {
+ return this.frames.length;
+ };
+ /** Sets the time of the specified keyframe. */
+ EventTimeline.prototype.setFrame = function (frameIndex, event) {
+ this.frames[frameIndex] = event.time;
+ this.events[frameIndex] = event;
+ };
+ /** Fires events for frames > lastTime and <= time. */
+ EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ 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);
+ lastTime = -1;
+ }
+ else if (lastTime >= frames[frameCount - 1])
+ return;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ 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.getFrameCount = function () {
+ return this.frames.length;
+ };
+ /** Sets the time of the specified keyframe.
+ * @param drawOrder May be null to use bind pose draw order. */
+ DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
+ this.frames[frameIndex] = time;
+ this.drawOrders[frameIndex] = drawOrder;
+ };
+ DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var frame = 0;
+ if (time >= frames[frames.length - 1])
+ frame = frames.length - 1;
+ else
+ frame = Animation.binarySearch(frames, time) - 1;
+ var drawOrder = skeleton.drawOrder;
+ var slots = skeleton.slots;
+ 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 DeformTimeline = (function (_super) {
+ __extends(DeformTimeline, _super);
+ function DeformTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount);
+ this.frameVertices = new Array(frameCount);
+ }
+ /** Sets the time of the specified keyframe. */
+ DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
+ this.frames[frameIndex] = time;
+ this.frameVertices[frameIndex] = vertices;
+ };
+ DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var slot = skeleton.slots[this.slotIndex];
+ var slotAttachment = slot.getAttachment();
+ if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment))
+ return;
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var frameVertices = this.frameVertices;
+ var vertexCount = frameVertices[0].length;
+ var verticesArray = slot.attachmentVertices;
+ if (verticesArray.length != vertexCount)
+ alpha = 1; // Don't mix from uninitialized slot vertices.
+ var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
+ if (time >= frames[frames.length - 1]) {
+ var lastVertices = frameVertices[frames.length - 1];
+ if (alpha < 1) {
+ for (var i = 0; i < vertexCount; i++)
+ vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
+ }
+ else
+ spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ 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) {
+ for (var i = 0; i < vertexCount; i++) {
+ var prev = prevVertices[i];
+ vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
+ }
+ }
+ else {
+ for (var i = 0; i < vertexCount; i++) {
+ var prev = prevVertices[i];
+ vertices[i] = prev + (nextVertices[i] - prev) * percent;
+ }
+ }
+ };
+ return DeformTimeline;
+ }(CurveTimeline));
+ spine.DeformTimeline = DeformTimeline;
+ var IkConstraintTimeline = (function (_super) {
+ __extends(IkConstraintTimeline, _super);
+ function IkConstraintTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
+ }
+ /** Sets the time, mix and bend direction of the specified keyframe. */
+ IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection) {
+ frameIndex *= IkConstraintTimeline.ENTRIES;
+ this.frames[frameIndex] = time;
+ this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
+ this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
+ };
+ IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
+ if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
+ constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
+ constraint.bendDirection = Math.floor(frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
+ var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
+ var frameTime = frames[frame];
+ var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
+ constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
+ constraint.bendDirection = Math.floor(frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+ };
+ IkConstraintTimeline.ENTRIES = 3;
+ IkConstraintTimeline.PREV_TIME = -3;
+ IkConstraintTimeline.PREV_MIX = -2;
+ IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
+ IkConstraintTimeline.MIX = 1;
+ IkConstraintTimeline.BEND_DIRECTION = 2;
+ return IkConstraintTimeline;
+ }(CurveTimeline));
+ spine.IkConstraintTimeline = IkConstraintTimeline;
+ var TransformConstraintTimeline = (function (_super) {
+ __extends(TransformConstraintTimeline, _super);
+ function TransformConstraintTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
+ }
+ /** Sets the time and mixes of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
+ if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.rotateMix += (frames[i + TransformConstraintTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+ constraint.translateMix += (frames[i + TransformConstraintTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+ constraint.scaleMix += (frames[i + TransformConstraintTimeline.PREV_SCALE] - constraint.scaleMix) * alpha;
+ constraint.shearMix += (frames[i + TransformConstraintTimeline.PREV_SHEAR] - constraint.shearMix) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
+ var frameTime = frames[frame];
+ var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
+ var rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
+ var translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
+ var scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
+ var shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
+ constraint.rotateMix += (rotate + (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+ constraint.translateMix += (translate + (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent - constraint.translateMix)
+ * alpha;
+ constraint.scaleMix += (scale + (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent - constraint.scaleMix) * alpha;
+ constraint.shearMix += (shear + (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent - 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) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
+ }
+ /** Sets the time and value of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+ if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.position += (frames[i + PathConstraintPositionTimeline.PREV_VALUE] - constraint.position) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
+ var 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));
+ constraint.position += (position + (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent - 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) {
+ _super.call(this, frameCount);
+ }
+ PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+ if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.spacing += (frames[i + PathConstraintSpacingTimeline.PREV_VALUE] - constraint.spacing) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
+ var 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));
+ constraint.spacing += (spacing + (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent - constraint.spacing) * alpha;
+ };
+ return PathConstraintSpacingTimeline;
+ }(PathConstraintPositionTimeline));
+ spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
+ var PathConstraintMixTimeline = (function (_super) {
+ __extends(PathConstraintMixTimeline, _super);
+ function PathConstraintMixTimeline(frameCount) {
+ _super.call(this, frameCount);
+ this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
+ }
+ /** Sets the time and mixes of the specified keyframe. */
+ 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) {
+ var frames = this.frames;
+ if (time < frames[0])
+ return; // Time is before first frame.
+ var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+ if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
+ var i = frames.length;
+ constraint.rotateMix += (frames[i + PathConstraintMixTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+ constraint.translateMix += (frames[i + PathConstraintMixTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+ return;
+ }
+ // Interpolate between the previous frame and the current frame.
+ var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
+ var rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
+ var 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));
+ constraint.rotateMix += (rotate + (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+ constraint.translateMix += (translate + (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent - 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var AnimationState = (function () {
+ function AnimationState(data) {
+ if (data === void 0) { data = null; }
+ this.tracks = new Array();
+ this.events = new Array();
+ this.listeners = new Array();
+ this.timeScale = 1;
+ if (data == null)
+ throw new Error("data cannot be null.");
+ this.data = data;
+ }
+ AnimationState.prototype.update = function (delta) {
+ delta *= this.timeScale;
+ for (var i = 0; i < this.tracks.length; i++) {
+ var current = this.tracks[i];
+ if (current == null)
+ continue;
+ var next = current.next;
+ if (next != null) {
+ var nextTime = current.lastTime - next.delay;
+ if (nextTime >= 0) {
+ var nextDelta = delta * next.timeScale;
+ next.time = nextTime + nextDelta; // For start event to see correct time.
+ current.time += delta * current.timeScale; // For end event to see correct time.
+ this.setCurrent(i, next);
+ next.time -= nextDelta; // Prevent increasing time twice, below.
+ current = next;
+ }
+ }
+ else if (!current.loop && current.lastTime >= current.endTime) {
+ // End non-looping animation when it reaches its end time and there is no next entry.
+ this.clearTrack(i);
+ continue;
+ }
+ current.time += delta * current.timeScale;
+ if (current.previous != null) {
+ var previousDelta = delta * current.previous.timeScale;
+ current.previous.time += previousDelta;
+ current.mixTime += previousDelta;
+ }
+ }
+ };
+ AnimationState.prototype.apply = function (skeleton) {
+ var events = this.events;
+ var listenerCount = this.listeners.length;
+ for (var i = 0; i < this.tracks.length; i++) {
+ var current = this.tracks[i];
+ if (current == null)
+ continue;
+ events.length = 0;
+ var time = current.time;
+ var lastTime = current.lastTime;
+ var endTime = current.endTime;
+ var loop = current.loop;
+ if (!loop && time > endTime)
+ time = endTime;
+ var previous = current.previous;
+ if (previous == null)
+ current.animation.mix(skeleton, lastTime, time, loop, events, current.mix);
+ else {
+ var previousTime = previous.time;
+ if (!previous.loop && previousTime > previous.endTime)
+ previousTime = previous.endTime;
+ previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
+ var alpha = current.mixTime / current.mixDuration * current.mix;
+ if (alpha >= 1) {
+ alpha = 1;
+ current.previous = null;
+ }
+ current.animation.mix(skeleton, lastTime, time, loop, events, alpha);
+ }
+ for (var ii = 0, nn = events.length; ii < nn; ii++) {
+ var event_1 = events[ii];
+ if (current.listener != null)
+ current.listener.event(i, event_1);
+ for (var iii = 0; iii < listenerCount; iii++)
+ this.listeners[iii].event(i, event_1);
+ }
+ // Check if completed the animation or a loop iteration.
+ if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
+ var count = spine.MathUtils.toInt(time / endTime);
+ if (current.listener != null)
+ current.listener.complete(i, count);
+ for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
+ this.listeners[ii].complete(i, count);
+ }
+ current.lastTime = current.time;
+ }
+ };
+ AnimationState.prototype.clearTracks = function () {
+ for (var i = 0, n = this.tracks.length; i < n; i++)
+ this.clearTrack(i);
+ this.tracks.length = 0;
+ };
+ AnimationState.prototype.clearTrack = function (trackIndex) {
+ if (trackIndex >= this.tracks.length)
+ return;
+ var current = this.tracks[trackIndex];
+ if (current == null)
+ return;
+ if (current.listener != null)
+ current.listener.end(trackIndex);
+ for (var i = 0, n = this.listeners.length; i < n; i++)
+ this.listeners[i].end(trackIndex);
+ this.tracks[trackIndex] = null;
+ this.freeAll(current);
+ };
+ AnimationState.prototype.freeAll = function (entry) {
+ while (entry != null) {
+ var next = entry.next;
+ entry = next;
+ }
+ };
+ AnimationState.prototype.expandToIndex = function (index) {
+ if (index < this.tracks.length)
+ return this.tracks[index];
+ spine.Utils.setArraySize(this.tracks, index - this.tracks.length + 1, null);
+ this.tracks.length = index + 1;
+ return null;
+ };
+ AnimationState.prototype.setCurrent = function (index, entry) {
+ var current = this.expandToIndex(index);
+ if (current != null) {
+ var previous = current.previous;
+ current.previous = null;
+ if (current.listener != null)
+ current.listener.end(index);
+ for (var i = 0, n = this.listeners.length; i < n; i++)
+ this.listeners[i].end(index);
+ entry.mixDuration = this.data.getMix(current.animation, entry.animation);
+ if (entry.mixDuration > 0) {
+ entry.mixTime = 0;
+ // If a mix is in progress, mix from the closest animation.
+ if (previous != null && current.mixTime / current.mixDuration < 0.5) {
+ entry.previous = previous;
+ previous = current;
+ }
+ else
+ entry.previous = current;
+ }
+ }
+ this.tracks[index] = entry;
+ if (entry.listener != null)
+ entry.listener.start(index);
+ for (var i = 0, n = this.listeners.length; i < n; i++)
+ this.listeners[i].start(index);
+ };
+ /** @see #setAnimation(int, Animation, boolean) */
+ 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);
+ };
+ /** Set the current animation. Any queued animations are cleared. */
+ AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
+ var current = this.expandToIndex(trackIndex);
+ if (current != null)
+ this.freeAll(current.next);
+ var entry = new TrackEntry();
+ entry.animation = animation;
+ entry.loop = loop;
+ entry.endTime = animation.duration;
+ this.setCurrent(trackIndex, entry);
+ return entry;
+ };
+ /** {@link #addAnimation(int, Animation, boolean, float)} */
+ 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);
+ };
+ /** Adds an animation to be played delay seconds after the current or last queued animation.
+ * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
+ AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
+ var entry = new TrackEntry();
+ entry.animation = animation;
+ entry.loop = loop;
+ entry.endTime = animation.duration;
+ var last = this.expandToIndex(trackIndex);
+ if (last != null) {
+ while (last.next != null)
+ last = last.next;
+ last.next = entry;
+ }
+ else
+ this.tracks[trackIndex] = entry;
+ if (delay <= 0) {
+ if (last != null)
+ delay += last.endTime - this.data.getMix(last.animation, animation);
+ else
+ delay = 0;
+ }
+ entry.delay = delay;
+ return entry;
+ };
+ /** @return May be null. */
+ AnimationState.prototype.getCurrent = function (trackIndex) {
+ if (trackIndex >= this.tracks.length)
+ return null;
+ return this.tracks[trackIndex];
+ };
+ /** Adds a listener to receive events for all animations. */
+ AnimationState.prototype.addListener = function (listener) {
+ if (listener == null)
+ throw new Error("listener cannot be null.");
+ this.listeners.push(listener);
+ };
+ /** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
+ 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;
+ };
+ return AnimationState;
+ }());
+ spine.AnimationState = AnimationState;
+ var TrackEntry = (function () {
+ function TrackEntry() {
+ this.loop = false;
+ this.delay = 0;
+ this.time = 0;
+ this.lastTime = -1;
+ this.endTime = 0;
+ this.timeScale = 1;
+ this.mixTime = 0;
+ this.mixDuration = 0;
+ this.mix = 1;
+ }
+ TrackEntry.prototype.reset = function () {
+ this.next = null;
+ this.previous = null;
+ this.animation = null;
+ this.listener = null;
+ this.timeScale = 1;
+ this.lastTime = -1; // Trigger events on frame zero.
+ this.time = 0;
+ };
+ /** Returns true if the current time is greater than the end time, regardless of looping. */
+ TrackEntry.prototype.isComplete = function () {
+ return this.time >= this.endTime;
+ };
+ return TrackEntry;
+ }());
+ spine.TrackEntry = TrackEntry;
+ var AnimationStateAdapter = (function () {
+ function AnimationStateAdapter() {
+ }
+ AnimationStateAdapter.prototype.event = function (trackIndex, event) {
+ };
+ AnimationStateAdapter.prototype.complete = function (trackIndex, loopCount) {
+ };
+ AnimationStateAdapter.prototype.start = function (trackIndex) {
+ };
+ AnimationStateAdapter.prototype.end = function (trackIndex) {
+ };
+ return AnimationStateAdapter;
+ }());
+ spine.AnimationStateAdapter = AnimationStateAdapter;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ (function (BlendMode) {
+ BlendMode[BlendMode["Normal"] = 0] = "Normal";
+ BlendMode[BlendMode["Additive"] = 1] = "Additive";
+ BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
+ BlendMode[BlendMode["Screen"] = 3] = "Screen";
+ })(spine.BlendMode || (spine.BlendMode = {}));
+ var BlendMode = spine.BlendMode;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Bone = (function () {
+ /** @param parent May be null. */
+ 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.appliedRotation = 0;
+ this.a = 0;
+ this.b = 0;
+ this.worldX = 0;
+ this.c = 0;
+ this.d = 0;
+ this.worldY = 0;
+ this.worldSignX = 0;
+ this.worldSignY = 0;
+ this.sorted = 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();
+ }
+ /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
+ Bone.prototype.update = function () {
+ this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+ };
+ /** Computes the world transform using the parent bone and this bone's local transform. */
+ Bone.prototype.updateWorldTransform = function () {
+ this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+ };
+ /** Computes the world transform using the parent bone and the specified local transform. */
+ Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
+ this.appliedRotation = rotation;
+ var rotationY = rotation + 90 + shearY;
+ var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX, lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
+ var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX, ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
+ var parent = this.parent;
+ if (parent == null) {
+ var skeleton = this.skeleton;
+ if (skeleton.flipX) {
+ x = -x;
+ la = -la;
+ lb = -lb;
+ }
+ if (skeleton.flipY) {
+ y = -y;
+ lc = -lc;
+ ld = -ld;
+ }
+ this.a = la;
+ this.b = lb;
+ this.c = lc;
+ this.d = ld;
+ this.worldX = x;
+ this.worldY = y;
+ this.worldSignX = spine.MathUtils.signum(scaleX);
+ this.worldSignY = spine.MathUtils.signum(scaleY);
+ 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;
+ this.worldSignX = parent.worldSignX * spine.MathUtils.signum(scaleX);
+ this.worldSignY = parent.worldSignY * spine.MathUtils.signum(scaleY);
+ if (this.data.inheritRotation && this.data.inheritScale) {
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ }
+ else {
+ if (this.data.inheritRotation) {
+ pa = 1;
+ pb = 0;
+ pc = 0;
+ pd = 1;
+ do {
+ var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+ var temp = pa * cos + pb * sin;
+ pb = pb * cos - pa * sin;
+ pa = temp;
+ temp = pc * cos + pd * sin;
+ pd = pd * cos - pc * sin;
+ pc = temp;
+ if (!parent.data.inheritRotation)
+ break;
+ parent = parent.parent;
+ } while (parent != null);
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ }
+ else if (this.data.inheritScale) {
+ pa = 1;
+ pb = 0;
+ pc = 0;
+ pd = 1;
+ do {
+ var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+ var psx = parent.scaleX, psy = parent.scaleY;
+ var za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
+ var temp = pa * za + pb * zc;
+ pb = pb * zd - pa * zb;
+ pa = temp;
+ temp = pc * za + pd * zc;
+ pd = pd * zd - pc * zb;
+ pc = temp;
+ if (psx >= 0)
+ sin = -sin;
+ temp = pa * cos + pb * sin;
+ pb = pb * cos - pa * sin;
+ pa = temp;
+ temp = pc * cos + pd * sin;
+ pd = pd * cos - pc * sin;
+ pc = temp;
+ if (!parent.data.inheritScale)
+ break;
+ parent = parent.parent;
+ } while (parent != null);
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ }
+ else {
+ this.a = la;
+ this.b = lb;
+ this.c = lc;
+ this.d = ld;
+ }
+ if (this.skeleton.flipX) {
+ this.a = -this.a;
+ this.b = -this.b;
+ }
+ if (this.skeleton.flipY) {
+ this.c = -this.c;
+ this.d = -this.d;
+ }
+ }
+ };
+ 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.b * this.b) * this.worldSignX;
+ };
+ Bone.prototype.getWorldScaleY = function () {
+ return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
+ };
+ Bone.prototype.worldToLocalRotationX = function () {
+ var parent = this.parent;
+ if (parent == null)
+ return this.rotation;
+ var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
+ return Math.atan2(pa * c - pc * a, pd * a - pb * c) * spine.MathUtils.radDeg;
+ };
+ Bone.prototype.worldToLocalRotationY = function () {
+ var parent = this.parent;
+ if (parent == null)
+ return this.rotation;
+ var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
+ return Math.atan2(pa * d - pc * b, pd * b - pb * d) * 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;
+ };
+ /** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
+ * after the world transform has been modified directly (eg, by a constraint).
+ *
+ * Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
+ * transform values may differ from the original values but are functionally the same. */
+ Bone.prototype.updateLocalTransform = function () {
+ var parent = this.parent;
+ if (parent == null) {
+ this.x = this.worldX;
+ this.y = this.worldY;
+ this.rotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
+ this.scaleX = Math.sqrt(this.a * this.a + this.c * this.c);
+ this.scaleY = Math.sqrt(this.b * this.b + this.d * this.d);
+ var det = this.a * this.d - this.b * this.c;
+ this.shearX = 0;
+ this.shearY = Math.atan2(this.a * this.b + this.c * this.d, det) * 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.x = (dx * pd * pid - dy * pb * pid);
+ this.y = (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.shearX = 0;
+ this.scaleX = Math.sqrt(ra * ra + rc * rc);
+ if (this.scaleX > 0.0001) {
+ var det = ra * rd - rb * rc;
+ this.scaleY = det / this.scaleX;
+ this.shearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
+ this.rotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
+ }
+ else {
+ this.scaleX = 0;
+ this.scaleY = Math.sqrt(rb * rb + rd * rd);
+ this.shearY = 0;
+ this.rotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
+ }
+ this.appliedRotation = this.rotation;
+ };
+ 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;
+ };
+ return Bone;
+ }());
+ spine.Bone = Bone;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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.inheritRotation = true;
+ this.inheritScale = true;
+ 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;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var EventData = (function () {
+ function EventData(name) {
+ this.name = name;
+ }
+ return EventData;
+ }());
+ spine.EventData = EventData;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var IkConstraint = (function () {
+ function IkConstraint(data, skeleton) {
+ this.mix = 1;
+ this.bendDirection = 0;
+ this.level = 0;
+ 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.bendDirection = data.bendDirection;
+ 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.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.mix);
+ break;
+ case 2:
+ this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
+ break;
+ }
+ };
+ /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
+ * coordinate system. */
+ IkConstraint.prototype.apply1 = function (bone, targetX, targetY, alpha) {
+ var pp = bone.parent;
+ var id = 1 / (pp.a * pp.d - pp.b * pp.c);
+ var x = targetX - pp.worldX, y = targetY - pp.worldY;
+ var tx = (x * pp.d - y * pp.b) * id - bone.x, ty = (y * pp.a - x * pp.c) * id - bone.y;
+ var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.shearX - bone.rotation;
+ if (bone.scaleX < 0)
+ rotationIK += 180;
+ if (rotationIK > 180)
+ rotationIK -= 360;
+ else if (rotationIK < -180)
+ rotationIK += 360;
+ bone.updateWorldTransformWith(bone.x, bone.y, bone.rotation + rotationIK * alpha, bone.scaleX, bone.scaleY, bone.shearX, bone.shearY);
+ };
+ /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
+ * target is specified in the world coordinate system.
+ * @param child A direct descendant of the parent bone. */
+ IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
+ if (alpha == 0) {
+ child.updateWorldTransform();
+ return;
+ }
+ var px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
+ 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.x, 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.y;
+ 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 = targetX - pp.worldX, y = targetY - pp.worldY;
+ var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
+ 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 = 0, a2 = 0;
+ outer: if (u) {
+ l2 *= psx;
+ var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
+ if (cos < -1)
+ cos = -1;
+ else if (cos > 1)
+ cos = 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, dd = tx * tx + ty * ty, 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 = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
+ var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
+ x = l1 + a;
+ d = x * x;
+ if (d > maxDist) {
+ maxAngle = 0;
+ maxDist = d;
+ maxX = x;
+ }
+ x = l1 - a;
+ d = x * x;
+ if (d < minDist) {
+ minAngle = spine.MathUtils.PI;
+ minDist = d;
+ minX = x;
+ }
+ var angle = Math.acos(-a * l1 / (aa - bb));
+ x = a * Math.cos(angle) + l1;
+ y = b * Math.sin(angle);
+ d = x * x + y * y;
+ if (d < minDist) {
+ minAngle = angle;
+ minDist = d;
+ minX = x;
+ minY = y;
+ }
+ if (d > maxDist) {
+ maxAngle = angle;
+ 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.rotation;
+ 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, parent.scaleX, parent.scaleY, 0, 0);
+ rotation = child.rotation;
+ a2 = ((a2 + os) * spine.MathUtils.radDeg - child.shearX) * s2 + os2 - rotation;
+ if (a2 > 180)
+ a2 -= 360;
+ else if (a2 < -180)
+ a2 += 360;
+ child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.scaleX, child.scaleY, child.shearX, child.shearY);
+ };
+ return IkConstraint;
+ }());
+ spine.IkConstraint = IkConstraint;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var IkConstraintData = (function () {
+ function IkConstraintData(name) {
+ this.bones = new Array();
+ this.bendDirection = 1;
+ this.mix = 1;
+ this.name = name;
+ }
+ return IkConstraintData;
+ }());
+ spine.IkConstraintData = IkConstraintData;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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();
+ 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.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 spacingMode = data.spacingMode;
+ var lengthSpacing = spacingMode == spine.SpacingMode.Length;
+ 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 || lengthSpacing) {
+ if (scale)
+ lengths = spine.Utils.setArraySize(this.lengths, boneCount);
+ for (var i = 0, n = spacesCount - 1; i < n;) {
+ var bone = bones[i];
+ var length_1 = bone.data.length, x = length_1 * bone.a, y = length_1 * bone.c;
+ length_1 = Math.sqrt(x * x + y * y);
+ if (scale)
+ lengths[i] = length_1;
+ spaces[++i] = lengthSpacing ? Math.max(0, length_1 + spacing) : spacing;
+ }
+ }
+ else {
+ for (var i = 1; i < spacesCount; i++)
+ spaces[i] = spacing;
+ }
+ var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, spacingMode == spine.SpacingMode.Percent);
+ var skeleton = this.target.bone.skeleton;
+ var skeletonX = skeleton.x, skeletonY = skeleton.y;
+ var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
+ var tip = rotateMode == spine.RotateMode.Chain && offsetRotation == 0;
+ for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
+ var bone = bones[i];
+ bone.worldX += (boneX - skeletonX - bone.worldX) * translateMix;
+ bone.worldY += (boneY - skeletonY - bone.worldY) * translateMix;
+ var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
+ if (scale) {
+ var length_2 = lengths[i];
+ if (length_2 != 0) {
+ var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 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) - offsetRotation * spine.MathUtils.degRad;
+ if (tip) {
+ cos = Math.cos(r);
+ sin = Math.sin(r);
+ var length_3 = bone.data.length;
+ boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
+ boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix;
+ }
+ 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;
+ }
+ }
+ };
+ 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 = 0; 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.computeWorldVerticesWith(target, 2, 4, world, 0);
+ }
+ this.addBeforePosition(p, world, 0, out, o);
+ continue;
+ }
+ else if (p > pathLength_1) {
+ if (prevCurve != PathConstraint.AFTER) {
+ prevCurve = PathConstraint.AFTER;
+ path.computeWorldVerticesWith(target, verticesLength - 6, 4, world, 0);
+ }
+ this.addAfterPosition(p - pathLength_1, world, 0, out, o);
+ continue;
+ }
+ // Determine curve containing position.
+ for (;; curve++) {
+ var length_4 = lengths[curve];
+ if (p > length_4)
+ continue;
+ if (curve == 0)
+ p /= length_4;
+ else {
+ var prev = lengths[curve - 1];
+ p = (p - prev) / (length_4 - prev);
+ }
+ break;
+ }
+ if (curve != prevCurve) {
+ prevCurve = curve;
+ if (closed && curve == curveCount) {
+ path.computeWorldVerticesWith(target, verticesLength - 4, 4, world, 0);
+ path.computeWorldVerticesWith(target, 0, 4, world, 4);
+ }
+ else
+ path.computeWorldVerticesWith(target, curve * 6 + 2, 8, world, 0);
+ }
+ 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;
+ }
+ // World vertices.
+ if (closed) {
+ verticesLength += 2;
+ world = spine.Utils.setArraySize(this.world, verticesLength);
+ path.computeWorldVerticesWith(target, 2, verticesLength - 4, world, 0);
+ path.computeWorldVerticesWith(target, 0, 2, world, verticesLength - 4);
+ world[verticesLength - 2] = world[0];
+ world[verticesLength - 1] = world[1];
+ }
+ else {
+ curveCount--;
+ verticesLength -= 4;
+ world = spine.Utils.setArraySize(this.world, verticesLength);
+ path.computeWorldVerticesWith(target, 2, verticesLength, world, 0);
+ }
+ // Curve lengths.
+ 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;
+ if (percentSpacing) {
+ for (var i = 0; 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;
+ }
+ // Determine curve containing position.
+ for (;; curve++) {
+ var length_5 = curves[curve];
+ if (p > length_5)
+ continue;
+ if (curve == 0)
+ p /= length_5;
+ else {
+ var prev = curves[curve - 1];
+ p = (p - prev) / (length_5 - prev);
+ }
+ break;
+ }
+ // Curve segment lengths.
+ 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;
+ }
+ // Weight by segment length.
+ p *= curveLength;
+ for (;; segment++) {
+ var length_6 = segments[segment];
+ if (p > length_6)
+ continue;
+ if (segment == 0)
+ p /= length_6;
+ else {
+ var prev = segments[segment - 1];
+ p = segment + (p - prev) / (length_6 - 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)
+ p = 0.0001;
+ 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)
+ 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;
+ return PathConstraint;
+ }());
+ spine.PathConstraint = PathConstraint;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var PathConstraintData = (function () {
+ function PathConstraintData(name) {
+ this.bones = new Array();
+ this.name = name;
+ }
+ return PathConstraintData;
+ }());
+ spine.PathConstraintData = PathConstraintData;
+ (function (PositionMode) {
+ PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
+ PositionMode[PositionMode["Percent"] = 1] = "Percent";
+ })(spine.PositionMode || (spine.PositionMode = {}));
+ var PositionMode = spine.PositionMode;
+ (function (SpacingMode) {
+ SpacingMode[SpacingMode["Length"] = 0] = "Length";
+ SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
+ SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
+ })(spine.SpacingMode || (spine.SpacingMode = {}));
+ var SpacingMode = spine.SpacingMode;
+ (function (RotateMode) {
+ RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
+ RotateMode[RotateMode["Chain"] = 1] = "Chain";
+ RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
+ })(spine.RotateMode || (spine.RotateMode = {}));
+ var RotateMode = spine.RotateMode;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Skeleton = (function () {
+ function Skeleton(data) {
+ this._updateCache = new Array();
+ this.time = 0;
+ this.flipX = false;
+ this.flipY = false;
+ 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();
+ this.ikConstraintsSorted = 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;
+ var bones = this.bones;
+ for (var i = 0, n = bones.length; i < n; i++)
+ bones[i].sorted = false;
+ // IK first, lowest hierarchy depth first.
+ var ikConstraints = this.ikConstraintsSorted;
+ ikConstraints.length = 0;
+ for (var i = 0; i < this.ikConstraints.length; i++)
+ ikConstraints.push(this.ikConstraints[i]);
+ var ikCount = ikConstraints.length;
+ for (var i = 0, level = 0, n = ikCount; i < n; i++) {
+ var ik = ikConstraints[i];
+ var bone = ik.bones[0].parent;
+ for (level = 0; bone != null; level++)
+ bone = bone.parent;
+ ik.level = level;
+ }
+ for (var i = 1, ii = 0; i < ikCount; i++) {
+ var ik = ikConstraints[i];
+ var level = ik.level;
+ for (ii = i - 1; ii >= 0; ii--) {
+ var other = ikConstraints[ii];
+ if (other.level < level)
+ break;
+ ikConstraints[ii + 1] = other;
+ }
+ ikConstraints[ii + 1] = ik;
+ }
+ for (var i = 0, n = ikConstraints.length; i < n; i++) {
+ var constraint = ikConstraints[i];
+ var target = constraint.target;
+ this.sortBone(target);
+ var constrained = constraint.bones;
+ var parent_2 = constrained[0];
+ this.sortBone(parent_2);
+ updateCache.push(constraint);
+ this.sortReset(parent_2.children);
+ constrained[constrained.length - 1].sorted = true;
+ }
+ var pathConstraints = this.pathConstraints;
+ for (var i = 0, n = pathConstraints.length; i < n; i++) {
+ var constraint = pathConstraints[i];
+ 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 ii = 0, nn = this.data.skins.length; ii < nn; ii++)
+ this.sortPathConstraintAttachment(this.data.skins[ii], 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 ii = 0; ii < boneCount; ii++)
+ this.sortBone(constrained[ii]);
+ 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;
+ }
+ var transformConstraints = this.transformConstraints;
+ for (var i = 0, n = transformConstraints.length; i < n; i++) {
+ var constraint = transformConstraints[i];
+ this.sortBone(constraint.target);
+ var constrained = constraint.bones;
+ var boneCount = constrained.length;
+ for (var ii = 0; ii < boneCount; ii++)
+ this.sortBone(constrained[ii]);
+ 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;
+ }
+ for (var i = 0, n = bones.length; i < n; i++)
+ this.sortBone(bones[i]);
+ };
+ 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;
+ for (var i = 0; i < pathBones.length; 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.sorted)
+ this.sortReset(bone.children);
+ bone.sorted = false;
+ }
+ };
+ /** Updates the world transform for each bone and applies constraints. */
+ Skeleton.prototype.updateWorldTransform = function () {
+ var updateCache = this._updateCache;
+ for (var i = 0, n = updateCache.length; i < n; i++)
+ updateCache[i].update();
+ };
+ /** Sets the bones, constraints, and slots to their setup pose values. */
+ Skeleton.prototype.setToSetupPose = function () {
+ this.setBonesToSetupPose();
+ this.setSlotsToSetupPose();
+ };
+ /** Sets the bones and constraints to their setup pose values. */
+ 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.bendDirection = constraint.data.bendDirection;
+ constraint.mix = constraint.data.mix;
+ }
+ 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();
+ };
+ /** @return May return null. */
+ Skeleton.prototype.getRootBone = function () {
+ if (this.bones.length == 0)
+ return null;
+ return this.bones[0];
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @return -1 if the bone was not found. */
+ 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;
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @return -1 if the bone was not found. */
+ 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;
+ };
+ /** Sets a skin by name.
+ * @see #setSkin(Skin) */
+ Skeleton.prototype.setSkinByName = function (skinName) {
+ var skin = this.data.findSkin(skinName);
+ if (skin == null)
+ throw new Error("Skin not found: " + skinName);
+ this.setSkin(skin);
+ };
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
+ * old skin, each slot's setup mode attachment is attached from the new skin.
+ * @param newSkin May be null. */
+ Skeleton.prototype.setSkin = function (newSkin) {
+ 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;
+ };
+ /** @return May be null. */
+ Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
+ return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @param attachmentName May be 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);
+ };
+ /** @return May be null. */
+ 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;
+ };
+ /** @return May be 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;
+ };
+ /** @return May be 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;
+ };
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
+ * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
+ * @param size The width and height of the AABB. */
+ Skeleton.prototype.getBounds = function (offset, size) {
+ 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];
+ var vertices = null;
+ var attachment = slot.getAttachment();
+ if (attachment instanceof spine.RegionAttachment)
+ vertices = attachment.updateWorldVertices(slot, false);
+ else if (attachment instanceof spine.MeshAttachment)
+ vertices = attachment.updateWorldVertices(slot, true);
+ if (vertices != null) {
+ for (var ii = 0, nn = vertices.length; ii < nn; ii += 5) {
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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];
+ 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, polygon);
+ }
+ }
+ if (updateAabb)
+ this.aabbCompute();
+ };
+ 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;
+ };
+ /** Returns true if the axis aligned bounding box contains the point. */
+ SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
+ return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
+ };
+ /** Returns true if the axis aligned bounding box intersects the line segment. */
+ 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;
+ };
+ /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
+ SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
+ return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
+ };
+ /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
+ * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
+ 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;
+ };
+ /** Returns true if the polygon contains the point. */
+ 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;
+ };
+ /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
+ * is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns
+ * true. */
+ 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;
+ };
+ /** Returns true if the polygon contains any part of the line segment. */
+ 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;
+ };
+ /** Returns the polygon for the specified bounding box, or null. */
+ 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];
+ };
+ return SkeletonBounds;
+ }());
+ spine.SkeletonBounds = SkeletonBounds;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var SkeletonData = (function () {
+ function SkeletonData() {
+ this.bones = new Array(); // Ordered parents first.
+ this.slots = new Array(); // Setup pose draw order.
+ this.skins = new Array();
+ this.events = new Array();
+ this.animations = new Array();
+ this.ikConstraints = new Array();
+ this.transformConstraints = new Array();
+ this.pathConstraints = new Array();
+ }
+ 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_2 = events[i];
+ if (event_2.name == eventDataName)
+ return event_2;
+ }
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = JSON.parse(json);
+ // Skeleton
+ var skeletonMap = root.skeleton;
+ if (skeletonMap != null) {
+ skeletonData.hash = skeletonMap.hash;
+ skeletonData.version = skeletonMap.spine;
+ skeletonData.width = skeletonMap.width;
+ skeletonData.height = skeletonMap.height;
+ skeletonData.imagesPath = skeletonMap.images;
+ }
+ // Bones
+ if (root.bones) {
+ for (var i = 0; i < root.bones.length; i++) {
+ var boneMap = root.bones[i];
+ var parent_3 = null;
+ var parentName = this.getValue(boneMap, "parent", null);
+ if (parentName != null) {
+ parent_3 = skeletonData.findBone(parentName);
+ if (parent_3 == null)
+ throw new Error("Parent bone not found: " + parentName);
+ }
+ var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_3);
+ 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.inheritRotation = this.getValue(boneMap, "inheritRotation", true);
+ data.inheritScale = this.getValue(boneMap, "inheritScale", true);
+ skeletonData.bones.push(data);
+ }
+ }
+ // Slots.
+ 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 = slotMap.color ? slotMap.color : null;
+ if (color != null)
+ data.color.setFromString(color);
+ data.attachmentName = this.getValue(slotMap, "attachment", null);
+ data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
+ skeletonData.slots.push(data);
+ }
+ }
+ // IK constraints
+ if (root.ik) {
+ for (var i = 0; i < root.ik.length; i++) {
+ var constraintMap = root.ik[i];
+ var data = new spine.IkConstraintData(constraintMap.name);
+ 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.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
+ data.mix = constraintMap.mix ? constraintMap.mix : 1;
+ skeletonData.ikConstraints.push(data);
+ }
+ }
+ // Transform constraints.
+ if (root.transform) {
+ for (var i = 0; i < root.transform.length; i++) {
+ var constraintMap = root.transform[i];
+ var data = new spine.TransformConstraintData(constraintMap.name);
+ 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.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);
+ }
+ }
+ // Path constraints.
+ if (root.path) {
+ for (var i = 0; i < root.path.length; i++) {
+ var constraintMap = root.path[i];
+ var data = new spine.PathConstraintData(constraintMap.name);
+ 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);
+ }
+ }
+ // Skins.
+ if (root.skins) {
+ for (var skinName in root.skins) {
+ var skinMap = root.skins[skinName];
+ var skin = new spine.Skin(skinName);
+ for (var slotName in skinMap) {
+ var slotIndex = skeletonData.findSlotIndex(slotName);
+ if (slotIndex == -1)
+ throw new Error("Slot not found: " + slotName);
+ var slotMap = skinMap[slotName];
+ for (var entryName in slotMap) {
+ var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName);
+ if (attachment != null)
+ skin.addAttachment(slotIndex, entryName, attachment);
+ }
+ }
+ skeletonData.skins.push(skin);
+ if (skin.name == "default")
+ skeletonData.defaultSkin = skin;
+ }
+ }
+ // Linked meshes.
+ 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_4 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
+ if (parent_4 == null)
+ throw new Error("Parent mesh not found: " + linkedMesh.parent);
+ linkedMesh.mesh.setParentMesh(parent_4);
+ linkedMesh.mesh.updateUVs();
+ }
+ this.linkedMeshes.length = 0;
+ // Events.
+ 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", null);
+ skeletonData.events.push(data);
+ }
+ }
+ // Animations.
+ 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) {
+ 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);
+ 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);
+ var parent_5 = this.getValue(map, "parent", null);
+ if (parent_5 != null) {
+ mesh.inheritDeform = this.getValue(map, "deform", true);
+ this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_5));
+ return mesh;
+ }
+ var uvs = map.uvs;
+ this.readVertices(map, mesh, uvs.length);
+ mesh.triangles = map.triangles;
+ mesh.regionUVs = uvs;
+ mesh.updateUVs();
+ 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;
+ return path;
+ }
+ }
+ return null;
+ };
+ SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
+ var scale = this.scale;
+ attachment.worldVerticesLength = verticesLength;
+ var vertices = map.vertices;
+ if (verticesLength == vertices.length) {
+ if (scale != 1) {
+ for (var i = 0, n = vertices.length; i < n; i++)
+ vertices[i] *= scale;
+ }
+ attachment.vertices = spine.Utils.toFloatArray(vertices);
+ 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;
+ // Slot timelines.
+ 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 == "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, valueMap.time, 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 = "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++, valueMap.time, valueMap.name);
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+ }
+ else
+ throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
+ }
+ }
+ }
+ // Bone timelines.
+ 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, valueMap.time, valueMap.angle);
+ 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;
+ if (timelineName === "scale")
+ timeline = new spine.ScaleTimeline(timelineMap.length);
+ 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", 0), y = this.getValue(valueMap, "y", 0);
+ timeline.setFrame(frameIndex, valueMap.time, 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 + ")");
+ }
+ }
+ }
+ // IK constraint timelines.
+ 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, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1);
+ this.readCurve(valueMap, timeline, frameIndex);
+ frameIndex++;
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
+ }
+ }
+ // Transform constraint timelines.
+ 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, valueMap.time, 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]);
+ }
+ }
+ // Path constraint timelines.
+ if (map.paths) {
+ for (var constraintName in map.paths) {
+ var constraintMap = map.paths[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, valueMap.time, 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, valueMap.time, 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]);
+ }
+ }
+ }
+ }
+ // Deform timelines.
+ 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, valueMap.time, deform);
+ this.readCurve(valueMap, timeline, frameIndex);
+ frameIndex++;
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+ }
+ }
+ }
+ }
+ // Draw order timeline.
+ 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);
+ // Collect unchanged items.
+ while (originalIndex != slotIndex)
+ unchanged[unchangedIndex++] = originalIndex++;
+ // Set changed items.
+ drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
+ }
+ // Collect remaining unchanged items.
+ while (originalIndex < slotCount)
+ unchanged[unchangedIndex++] = originalIndex++;
+ // Fill in unchanged items.
+ for (var i = slotCount - 1; i >= 0; i--)
+ if (drawOrder[i] == -1)
+ drawOrder[i] = unchanged[--unchangedIndex];
+ }
+ timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
+ }
+ timelines.push(timeline);
+ duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+ }
+ // Event timeline.
+ 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_3 = new spine.Event(eventMap.time, eventData);
+ event_3.intValue = this.getValue(eventMap, "int", eventData.intValue);
+ event_3.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
+ event_3.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
+ timeline.setFrame(frameIndex++, event_3);
+ }
+ 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.curve)
+ return;
+ if (map.curve === "stepped")
+ timeline.setStepped(frameIndex);
+ else if (Object.prototype.toString.call(map.curve) === '[object Array]') {
+ var curve = map.curve;
+ timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
+ }
+ };
+ 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);
+ };
+ return SkeletonJson;
+ }());
+ spine.SkeletonJson = SkeletonJson;
+ var LinkedMesh = (function () {
+ function LinkedMesh(mesh, skin, slotIndex, parent) {
+ this.mesh = mesh;
+ this.skin = skin;
+ this.slotIndex = slotIndex;
+ this.parent = parent;
+ }
+ return LinkedMesh;
+ }());
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Skin = (function () {
+ function Skin(name) {
+ this.attachments = new Array();
+ if (name == null)
+ throw new Error("name cannot be null.");
+ this.name = name;
+ }
+ Skin.prototype.addAttachment = 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;
+ };
+ /** @return May be null. */
+ Skin.prototype.getAttachment = function (slotIndex, name) {
+ var dictionary = this.attachments[slotIndex];
+ return dictionary ? dictionary[name] : null;
+ };
+ /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
+ 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, name);
+ if (attachment != null)
+ slot.setAttachment(attachment);
+ break;
+ }
+ }
+ }
+ slotIndex++;
+ }
+ };
+ return Skin;
+ }());
+ spine.Skin = Skin;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var Slot = (function () {
+ function Slot(data, bone) {
+ this.attachmentVertices = 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.setToSetupPose();
+ }
+ /** @return May be null. */
+ Slot.prototype.getAttachment = function () {
+ return this.attachment;
+ };
+ /** Sets the attachment and if it changed, resets {@link #getAttachmentTime()} and clears {@link #getAttachmentVertices()}.
+ * @param attachment May be null. */
+ Slot.prototype.setAttachment = function (attachment) {
+ if (this.attachment == attachment)
+ return;
+ this.attachment = attachment;
+ this.attachmentTime = this.bone.skeleton.time;
+ this.attachmentVertices.length = 0;
+ };
+ Slot.prototype.setAttachmentTime = function (time) {
+ this.attachmentTime = this.bone.skeleton.time - time;
+ };
+ /** Returns the time since the attachment was set. */
+ Slot.prototype.getAttachmentTime = function () {
+ return this.bone.skeleton.time - this.attachmentTime;
+ };
+ Slot.prototype.setToSetupPose = function () {
+ this.color.setFromColor(this.data.color);
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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();
+ 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.apply = function () {
+ this.update();
+ };
+ TransformConstraint.prototype.update = 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 bones = this.bones;
+ for (var i = 0, n = bones.length; i < n; i++) {
+ var bone = bones[i];
+ 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) + this.data.offsetRotation * spine.MathUtils.degRad;
+ 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;
+ }
+ 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;
+ }
+ if (scaleMix > 0) {
+ var bs = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
+ var ts = Math.sqrt(ta * ta + tc * tc);
+ var s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleX) * scaleMix) / bs : 0;
+ bone.a *= s;
+ bone.c *= s;
+ bs = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
+ ts = Math.sqrt(tb * tb + td * td);
+ s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleY) * scaleMix) / bs : 0;
+ bone.b *= s;
+ bone.d *= s;
+ }
+ 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 + this.data.offsetShearY * spine.MathUtils.degRad) * shearMix;
+ var s = Math.sqrt(b * b + d * d);
+ bone.b = Math.cos(r) * s;
+ bone.d = Math.sin(r) * s;
+ }
+ }
+ };
+ return TransformConstraint;
+ }());
+ spine.TransformConstraint = TransformConstraint;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var TransformConstraintData = (function () {
+ function TransformConstraintData(name) {
+ 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;
+ if (name == null)
+ throw new Error("name cannot be null.");
+ this.name = name;
+ }
+ return TransformConstraintData;
+ }());
+ spine.TransformConstraintData = TransformConstraintData;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ 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();
+ };
+ Color.prototype.setFromColor = function (c) {
+ this.r = c.r;
+ this.g = c.g;
+ this.b = c.b;
+ this.a = c.a;
+ };
+ 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;
+ };
+ Color.prototype.add = function (r, g, b, a) {
+ this.r += r;
+ this.g += g;
+ this.b += b;
+ this.a += a;
+ this.clamp();
+ };
+ 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;
+ };
+ 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 : -1;
+ };
+ MathUtils.toInt = function (x) {
+ return x > 0 ? Math.floor(x) : Math.ceil(x);
+ };
+ 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 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.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.toFloatArray = function (array) {
+ return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
+ };
+ Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
+ return Utils;
+ }());
+ spine.Utils = Utils;
+ var Pool = (function () {
+ function Pool(instantiator) {
+ this._items = new Array(16);
+ this._instantiator = instantiator;
+ }
+ Pool.prototype.obtain = function () {
+ return this._items.length > 0 ? this._items.pop() : this._instantiator();
+ };
+ Pool.prototype.free = function (item) {
+ this._items.push(item);
+ };
+ Pool.prototype.freeAll = function (items) {
+ for (var i = 0; i < items.length; i++)
+ this._items[i] = 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;
+ };
+ return Vector2;
+ }());
+ spine.Vector2 = Vector2;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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) {
+ _super.call(this, name);
+ this.worldVerticesLength = 0;
+ }
+ VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
+ this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
+ };
+ /** Transforms local vertices to world coordinates.
+ * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
+ * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
+ * @param worldVertices The output world vertices. Must have a length >= offset + count.
+ * @param offset The worldVertices index to begin writing values. */
+ VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
+ count += offset;
+ var skeleton = slot.bone.skeleton;
+ var x = skeleton.x, y = skeleton.y;
+ var deformArray = slot.attachmentVertices;
+ var vertices = this.vertices;
+ var bones = this.bones;
+ if (bones == null) {
+ if (deformArray.length > 0)
+ vertices = deformArray;
+ var bone = slot.bone;
+ x += bone.worldX;
+ 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 += 2) {
+ 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 += 2) {
+ var wx = x, wy = y;
+ 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 += 2) {
+ var wx = x, wy = y;
+ 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;
+ }
+ }
+ };
+ /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
+ VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
+ return this == sourceAttachment;
+ };
+ return VertexAttachment;
+ }(Attachment));
+ spine.VertexAttachment = VertexAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ (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";
+ })(spine.AttachmentType || (spine.AttachmentType = {}));
+ var AttachmentType = spine.AttachmentType;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var BoundingBoxAttachment = (function (_super) {
+ __extends(BoundingBoxAttachment, _super);
+ function BoundingBoxAttachment(name) {
+ _super.call(this, name);
+ }
+ return BoundingBoxAttachment;
+ }(spine.VertexAttachment));
+ spine.BoundingBoxAttachment = BoundingBoxAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var MeshAttachment = (function (_super) {
+ __extends(MeshAttachment, _super);
+ function MeshAttachment(name) {
+ _super.call(this, name);
+ this.color = new spine.Color(1, 1, 1, 1);
+ this.inheritDeform = false;
+ this.tempColor = new spine.Color(0, 0, 0, 0);
+ }
+ MeshAttachment.prototype.updateUVs = function () {
+ var regionUVs = this.regionUVs;
+ var verticesLength = regionUVs.length;
+ var worldVerticesLength = (verticesLength >> 1) * 8;
+ if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
+ this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
+ var u = 0, v = 0, width = 0, height = 0;
+ if (this.region == null) {
+ u = v = 0;
+ width = height = 1;
+ }
+ else {
+ u = this.region.u;
+ v = this.region.v;
+ width = this.region.u2 - u;
+ height = this.region.v2 - v;
+ }
+ if (this.region.rotate) {
+ for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+ this.worldVertices[w] = u + regionUVs[i + 1] * width;
+ this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
+ }
+ }
+ else {
+ for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+ this.worldVertices[w] = u + regionUVs[i] * width;
+ this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
+ }
+ }
+ };
+ /** @return The updated world vertices. */
+ MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
+ var skeleton = slot.bone.skeleton;
+ var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
+ var alpha = skeletonColor.a * slotColor.a * meshColor.a;
+ var multiplier = premultipliedAlpha ? alpha : 1;
+ var color = this.tempColor;
+ color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
+ var x = skeleton.x, y = skeleton.y;
+ var deformArray = slot.attachmentVertices;
+ var vertices = this.vertices, worldVertices = this.worldVertices;
+ var bones = this.bones;
+ if (bones == null) {
+ var verticesLength = vertices.length;
+ if (deformArray.length > 0)
+ vertices = deformArray;
+ var bone = slot.bone;
+ x += bone.worldX;
+ y += bone.worldY;
+ var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+ for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
+ var vx = vertices[v], vy = vertices[v + 1];
+ worldVertices[w] = vx * a + vy * b + x;
+ worldVertices[w + 1] = vx * c + vy * d + y;
+ worldVertices[w + 2] = color.r;
+ worldVertices[w + 3] = color.g;
+ worldVertices[w + 4] = color.b;
+ worldVertices[w + 5] = color.a;
+ }
+ return worldVertices;
+ }
+ var skeletonBones = skeleton.bones;
+ if (deformArray.length == 0) {
+ for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
+ var wx = x, wy = y;
+ var nn = bones[v++] + v;
+ for (; v < nn; 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;
+ worldVertices[w + 2] = color.r;
+ worldVertices[w + 3] = color.g;
+ worldVertices[w + 4] = color.b;
+ worldVertices[w + 5] = color.a;
+ }
+ }
+ else {
+ var deform = deformArray;
+ for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
+ var wx = x, wy = y;
+ var nn = bones[v++] + v;
+ for (; v < nn; 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;
+ worldVertices[w + 2] = color.r;
+ worldVertices[w + 3] = color.g;
+ worldVertices[w + 4] = color.b;
+ worldVertices[w + 5] = color.a;
+ }
+ }
+ return worldVertices;
+ };
+ MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
+ return this == sourceAttachment || (this.inheritDeform && this._parentMesh == sourceAttachment);
+ };
+ MeshAttachment.prototype.getParentMesh = function () {
+ return this._parentMesh;
+ };
+ /** @param parentMesh May be null. */
+ MeshAttachment.prototype.setParentMesh = function (parentMesh) {
+ this._parentMesh = parentMesh;
+ if (parentMesh != null) {
+ this.bones = parentMesh.bones;
+ this.vertices = parentMesh.vertices;
+ this.regionUVs = parentMesh.regionUVs;
+ this.triangles = parentMesh.triangles;
+ this.hullLength = parentMesh.hullLength;
+ }
+ };
+ return MeshAttachment;
+ }(spine.VertexAttachment));
+ spine.MeshAttachment = MeshAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var PathAttachment = (function (_super) {
+ __extends(PathAttachment, _super);
+ function PathAttachment(name) {
+ _super.call(this, name);
+ this.closed = false;
+ this.constantSpeed = false;
+ }
+ return PathAttachment;
+ }(spine.VertexAttachment));
+ spine.PathAttachment = PathAttachment;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var RegionAttachment = (function (_super) {
+ __extends(RegionAttachment, _super);
+ function RegionAttachment(name) {
+ _super.call(this, name);
+ 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.vertices = spine.Utils.newFloatArray(8 * 4);
+ this.tempColor = new spine.Color(1, 1, 1, 1);
+ }
+ RegionAttachment.prototype.setRegion = function (region) {
+ var vertices = this.vertices;
+ if (region.rotate) {
+ vertices[RegionAttachment.U2] = region.u;
+ vertices[RegionAttachment.V2] = region.v2;
+ vertices[RegionAttachment.U3] = region.u;
+ vertices[RegionAttachment.V3] = region.v;
+ vertices[RegionAttachment.U4] = region.u2;
+ vertices[RegionAttachment.V4] = region.v;
+ vertices[RegionAttachment.U1] = region.u2;
+ vertices[RegionAttachment.V1] = region.v2;
+ }
+ else {
+ vertices[RegionAttachment.U1] = region.u;
+ vertices[RegionAttachment.V1] = region.v2;
+ vertices[RegionAttachment.U2] = region.u;
+ vertices[RegionAttachment.V2] = region.v;
+ vertices[RegionAttachment.U3] = region.u2;
+ vertices[RegionAttachment.V3] = region.v;
+ vertices[RegionAttachment.U4] = region.u2;
+ vertices[RegionAttachment.V4] = region.v2;
+ }
+ };
+ 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.updateWorldVertices = function (slot, premultipliedAlpha) {
+ var skeleton = slot.bone.skeleton;
+ var skeletonColor = skeleton.color;
+ var slotColor = slot.color;
+ var regionColor = this.color;
+ var alpha = skeletonColor.a * slotColor.a * regionColor.a;
+ var multiplier = premultipliedAlpha ? 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 vertices = this.vertices;
+ var offset = this.offset;
+ var bone = slot.bone;
+ var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
+ var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+ var offsetX = 0, offsetY = 0;
+ offsetX = offset[RegionAttachment.OX1];
+ offsetY = offset[RegionAttachment.OY1];
+ vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x; // br
+ vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C1R] = color.r;
+ vertices[RegionAttachment.C1G] = color.g;
+ vertices[RegionAttachment.C1B] = color.b;
+ vertices[RegionAttachment.C1A] = color.a;
+ offsetX = offset[RegionAttachment.OX2];
+ offsetY = offset[RegionAttachment.OY2];
+ vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x; // bl
+ vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C2R] = color.r;
+ vertices[RegionAttachment.C2G] = color.g;
+ vertices[RegionAttachment.C2B] = color.b;
+ vertices[RegionAttachment.C2A] = color.a;
+ offsetX = offset[RegionAttachment.OX3];
+ offsetY = offset[RegionAttachment.OY3];
+ vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x; // ul
+ vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C3R] = color.r;
+ vertices[RegionAttachment.C3G] = color.g;
+ vertices[RegionAttachment.C3B] = color.b;
+ vertices[RegionAttachment.C3A] = color.a;
+ offsetX = offset[RegionAttachment.OX4];
+ offsetY = offset[RegionAttachment.OY4];
+ vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x; // ur
+ vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
+ vertices[RegionAttachment.C4R] = color.r;
+ vertices[RegionAttachment.C4G] = color.g;
+ vertices[RegionAttachment.C4B] = color.b;
+ vertices[RegionAttachment.C4A] = color.a;
+ return vertices;
+ };
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ 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;
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var AssetManager = (function () {
+ function AssetManager(gl) {
+ this._assets = {};
+ this._errors = {};
+ this._toLoad = 0;
+ this._loaded = 0;
+ this._gl = gl;
+ }
+ AssetManager.prototype.loadText = function (path, success, error) {
+ var _this = this;
+ if (success === void 0) { success = null; }
+ if (error === void 0) { error = null; }
+ this._toLoad++;
+ var request = new XMLHttpRequest();
+ request.onreadystatechange = function () {
+ if (request.readyState == XMLHttpRequest.DONE) {
+ if (request.status >= 200 && request.status < 300) {
+ if (success)
+ success(path, request.responseText);
+ _this._assets[path] = request.responseText;
+ }
+ else {
+ if (error)
+ error(path, "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText);
+ _this._errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
+ }
+ _this._toLoad--;
+ _this._loaded++;
+ }
+ };
+ request.open("GET", path, true);
+ request.send();
+ };
+ AssetManager.prototype.loadTexture = function (path, success, error) {
+ var _this = this;
+ if (success === void 0) { success = null; }
+ if (error === void 0) { error = null; }
+ this._toLoad++;
+ var img = new Image();
+ img.src = path;
+ img.onload = function (ev) {
+ if (success)
+ success(path, img);
+ var texture = new webgl.Texture(_this._gl, img);
+ _this._assets[path] = texture;
+ _this._toLoad--;
+ _this._loaded++;
+ };
+ img.onerror = function (ev) {
+ if (error)
+ error(path, "Couldn't load image " + path);
+ _this._errors[path] = "Couldn't load image " + path;
+ _this._toLoad--;
+ _this._loaded++;
+ };
+ };
+ AssetManager.prototype.get = function (path) {
+ return this._assets[path];
+ };
+ AssetManager.prototype.remove = function (path) {
+ var asset = this._assets[path];
+ if (asset instanceof webgl.Texture) {
+ asset.dispose();
+ }
+ this._assets[path] = null;
+ };
+ AssetManager.prototype.removeAll = function () {
+ for (var key in this._assets) {
+ var asset = this._assets[key];
+ if (asset instanceof webgl.Texture)
+ asset.dispose();
+ }
+ this._assets = {};
+ };
+ AssetManager.prototype.isLoadingComplete = function () {
+ return this._toLoad == 0;
+ };
+ AssetManager.prototype.toLoad = function () {
+ return this._toLoad;
+ };
+ AssetManager.prototype.loaded = function () {
+ return this._loaded;
+ };
+ AssetManager.prototype.dispose = function () {
+ this.removeAll();
+ };
+ AssetManager.prototype.hasErrors = function () {
+ return Object.keys(this._errors).length > 0;
+ };
+ AssetManager.prototype.errors = function () {
+ return this._errors;
+ };
+ return AssetManager;
+ }());
+ webgl.AssetManager = AssetManager;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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);
+ };
+ return Matrix4;
+ }());
+ webgl.Matrix4 = Matrix4;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Mesh = (function () {
+ function Mesh(gl, _attributes, maxVertices, maxIndices) {
+ this._attributes = _attributes;
+ this._verticesLength = 0;
+ this._dirtyVertices = false;
+ this._indicesLength = 0;
+ this._dirtyIndices = false;
+ this._elementsPerVertex = 0;
+ this._gl = gl;
+ 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);
+ }
+ Mesh.prototype.attributes = 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.vertices = 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.indices = function () { return this._indices; };
+ ;
+ 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);
+ };
+ Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
+ var gl = this._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._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._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._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.STATIC_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.STATIC_DRAW);
+ this._dirtyIndices = false;
+ }
+ };
+ Mesh.prototype.dispose = function () {
+ var gl = this._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() {
+ _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2);
+ }
+ return Position2Attribute;
+ }(VertexAttribute));
+ webgl.Position2Attribute = Position2Attribute;
+ var Position3Attribute = (function (_super) {
+ __extends(Position3Attribute, _super);
+ function Position3Attribute() {
+ _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3);
+ }
+ return Position3Attribute;
+ }(VertexAttribute));
+ webgl.Position3Attribute = Position3Attribute;
+ var TexCoordAttribute = (function (_super) {
+ __extends(TexCoordAttribute, _super);
+ function TexCoordAttribute(unit) {
+ if (unit === void 0) { unit = 0; }
+ _super.call(this, webgl.Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2);
+ }
+ return TexCoordAttribute;
+ }(VertexAttribute));
+ webgl.TexCoordAttribute = TexCoordAttribute;
+ var ColorAttribute = (function (_super) {
+ __extends(ColorAttribute, _super);
+ function ColorAttribute() {
+ _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4);
+ }
+ return ColorAttribute;
+ }(VertexAttribute));
+ webgl.ColorAttribute = ColorAttribute;
+ (function (VertexAttributeType) {
+ VertexAttributeType[VertexAttributeType["Float"] = 0] = "Float";
+ })(webgl.VertexAttributeType || (webgl.VertexAttributeType = {}));
+ var VertexAttributeType = webgl.VertexAttributeType;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var PolygonBatcher = (function () {
+ function PolygonBatcher(gl, maxVertices) {
+ if (maxVertices === void 0) { maxVertices = 10920; }
+ this._drawing = false;
+ this._shader = null;
+ this._lastTexture = null;
+ this._verticesLength = 0;
+ this._indicesLength = 0;
+ this._srcBlend = WebGLRenderingContext.SRC_ALPHA;
+ this._dstBlend = WebGLRenderingContext.ONE_MINUS_SRC_ALPHA;
+ if (maxVertices > 10920)
+ throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+ this._gl = gl;
+ this._mesh = new webgl.Mesh(gl, [new webgl.Position2Attribute(), new webgl.ColorAttribute(), new webgl.TexCoordAttribute()], maxVertices, maxVertices * 3);
+ }
+ PolygonBatcher.prototype.begin = function (shader) {
+ var gl = this._gl;
+ if (this._drawing)
+ throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
+ this._drawCalls = 0;
+ this._shader = shader;
+ this._lastTexture = null;
+ this._drawing = true;
+ gl.enable(gl.BLEND);
+ gl.blendFunc(this._srcBlend, this._dstBlend);
+ };
+ PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
+ var gl = this._gl;
+ this._srcBlend = srcBlend;
+ this._dstBlend = dstBlend;
+ if (this._drawing) {
+ this.flush();
+ gl.blendFunc(this._srcBlend, this._dstBlend);
+ }
+ };
+ PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
+ if (texture != this._lastTexture) {
+ this.flush();
+ this._lastTexture = texture;
+ texture.bind();
+ }
+ else if (this._verticesLength + vertices.length > this._mesh.vertices().length ||
+ this._indicesLength + indices.length > this._mesh.indices().length) {
+ this.flush();
+ }
+ var indexStart = this._mesh.numVertices();
+ this._mesh.vertices().set(vertices, this._verticesLength);
+ this._verticesLength += vertices.length;
+ this._mesh.setVerticesLength(this._verticesLength);
+ var indicesArray = this._mesh.indices();
+ 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._gl;
+ if (this._verticesLength == 0)
+ return;
+ 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._gl;
+ if (!this._drawing)
+ 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._drawing = false;
+ gl.disable(gl.BLEND);
+ };
+ PolygonBatcher.prototype.drawCalls = function () { return this._drawCalls; };
+ return PolygonBatcher;
+ }());
+ webgl.PolygonBatcher = PolygonBatcher;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Shader = (function () {
+ function Shader(gl, _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._gl = gl;
+ this.compile();
+ }
+ Shader.prototype.program = function () { return this._program; };
+ Shader.prototype.vertexShader = function () { return this._vertexShader; };
+ Shader.prototype.fragmentShader = function () { return this._fragmentShader; };
+ Shader.prototype.compile = function () {
+ var gl = this._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._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);
+ throw new Error(error);
+ }
+ return shader;
+ };
+ Shader.prototype.compileProgram = function (vs, fs) {
+ var gl = this._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);
+ throw new Error(error);
+ }
+ return program;
+ };
+ Shader.prototype.bind = function () {
+ this._gl.useProgram(this._program);
+ };
+ Shader.prototype.unbind = function () {
+ this._gl.useProgram(null);
+ };
+ Shader.prototype.setUniformi = function (uniform, value) {
+ this._gl.uniform1i(this.getUniformLocation(uniform), value);
+ };
+ Shader.prototype.setUniformf = function (uniform, value) {
+ this._gl.uniform1f(this.getUniformLocation(uniform), value);
+ };
+ Shader.prototype.setUniform2f = function (uniform, value, value2) {
+ this._gl.uniform2f(this.getUniformLocation(uniform), value, value2);
+ };
+ Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
+ this._gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
+ };
+ Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
+ this._gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
+ };
+ Shader.prototype.setUniform2x2f = function (uniform, value) {
+ var gl = this._gl;
+ this._tmp2x2.set(value);
+ gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this._tmp2x2);
+ };
+ Shader.prototype.setUniform3x3f = function (uniform, value) {
+ var gl = this._gl;
+ this._tmp3x3.set(value);
+ gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this._tmp3x3);
+ };
+ Shader.prototype.setUniform4x4f = function (uniform, value) {
+ var gl = this._gl;
+ this._tmp4x4.set(value);
+ gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this._tmp4x4);
+ };
+ Shader.prototype.getUniformLocation = function (uniform) {
+ var gl = this._gl;
+ var location = gl.getUniformLocation(this._program, uniform);
+ if (!location)
+ throw new Error("Couldn't find location for uniform " + uniform);
+ return location;
+ };
+ Shader.prototype.getAttributeLocation = function (attribute) {
+ var gl = this._gl;
+ var location = gl.getAttribLocation(this._program, attribute);
+ if (location == -1)
+ throw new Error("Couldn't find location for attribute " + attribute);
+ return location;
+ };
+ Shader.prototype.dispose = function () {
+ var gl = this._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 (gl) {
+ 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(gl, vs, fs);
+ };
+ Shader.newColored = function (gl) {
+ 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(gl, vs, fs);
+ };
+ Shader.MVP_MATRIX = "u_projTrans";
+ Shader.POSITION = "a_position";
+ Shader.COLOR = "a_color";
+ Shader.TEXCOORDS = "a_texCoords";
+ Shader.SAMPLER = "u_texture";
+ return Shader;
+ }());
+ webgl.Shader = Shader;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var SkeletonRenderer = (function () {
+ function SkeletonRenderer(gl) {
+ this.premultipliedAlpha = false;
+ this._gl = gl;
+ }
+ SkeletonRenderer.prototype.draw = function (batcher, skeleton) {
+ var premultipliedAlpha = this.premultipliedAlpha;
+ var blendMode = null;
+ var vertices = null;
+ 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;
+ if (attachment instanceof spine.RegionAttachment) {
+ var region = attachment;
+ vertices = region.updateWorldVertices(slot, premultipliedAlpha);
+ triangles = SkeletonRenderer.QUAD_TRIANGLES;
+ texture = region.region.renderObject.texture;
+ }
+ else if (attachment instanceof spine.MeshAttachment) {
+ var mesh = attachment;
+ vertices = mesh.updateWorldVertices(slot, premultipliedAlpha);
+ triangles = mesh.triangles;
+ texture = mesh.region.renderObject.texture;
+ }
+ if (texture != null) {
+ var slotBlendMode = slot.data.blendMode;
+ if (slotBlendMode != blendMode) {
+ blendMode = slotBlendMode;
+ batcher.setBlendMode(webgl.getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), webgl.getDestGLBlendMode(this._gl, blendMode));
+ }
+ batcher.draw(texture, vertices, triangles);
+ }
+ }
+ };
+ SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
+ return SkeletonRenderer;
+ }());
+ webgl.SkeletonRenderer = SkeletonRenderer;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Texture = (function () {
+ function Texture(gl, image, useMipMaps) {
+ if (useMipMaps === void 0) { useMipMaps = false; }
+ this._boundUnit = 0;
+ this._gl = gl;
+ this._texture = gl.createTexture();
+ this._image = image;
+ this.update(useMipMaps);
+ }
+ Texture.prototype.getImage = function () {
+ return this._image;
+ };
+ Texture.prototype.setFilters = function (minFilter, magFilter) {
+ var gl = this._gl;
+ this.bind();
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
+ };
+ Texture.prototype.setWraps = function (uWrap, vWrap) {
+ var gl = this._gl;
+ this.bind();
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
+ };
+ Texture.prototype.update = function (useMipMaps) {
+ var gl = this._gl;
+ this.bind();
+ 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);
+ };
+ Texture.prototype.bind = function (unit) {
+ if (unit === void 0) { unit = 0; }
+ var gl = this._gl;
+ this._boundUnit = unit;
+ gl.activeTexture(gl.TEXTURE0 + unit);
+ gl.bindTexture(gl.TEXTURE_2D, this._texture);
+ };
+ Texture.prototype.unbind = function () {
+ var gl = this._gl;
+ gl.activeTexture(gl.TEXTURE0 + this._boundUnit);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ };
+ Texture.prototype.dispose = function () {
+ var gl = this._gl;
+ gl.deleteTexture(this._texture);
+ };
+ 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;
+ }());
+ webgl.Texture = Texture;
+ (function (TextureFilter) {
+ TextureFilter[TextureFilter["Nearest"] = WebGLRenderingContext.NEAREST] = "Nearest";
+ TextureFilter[TextureFilter["Linear"] = WebGLRenderingContext.LINEAR] = "Linear";
+ TextureFilter[TextureFilter["MipMap"] = WebGLRenderingContext.LINEAR_MIPMAP_LINEAR] = "MipMap";
+ TextureFilter[TextureFilter["MipMapNearestNearest"] = WebGLRenderingContext.NEAREST_MIPMAP_NEAREST] = "MipMapNearestNearest";
+ TextureFilter[TextureFilter["MipMapLinearNearest"] = WebGLRenderingContext.LINEAR_MIPMAP_NEAREST] = "MipMapLinearNearest";
+ TextureFilter[TextureFilter["MipMapNearestLinear"] = WebGLRenderingContext.NEAREST_MIPMAP_LINEAR] = "MipMapNearestLinear";
+ TextureFilter[TextureFilter["MipMapLinearLinear"] = WebGLRenderingContext.LINEAR_MIPMAP_LINEAR] = "MipMapLinearLinear";
+ })(webgl.TextureFilter || (webgl.TextureFilter = {}));
+ var TextureFilter = webgl.TextureFilter;
+ (function (TextureWrap) {
+ TextureWrap[TextureWrap["MirroredRepeat"] = WebGLRenderingContext.MIRRORED_REPEAT] = "MirroredRepeat";
+ TextureWrap[TextureWrap["ClampToEdge"] = WebGLRenderingContext.CLAMP_TO_EDGE] = "ClampToEdge";
+ TextureWrap[TextureWrap["Repeat"] = WebGLRenderingContext.REPEAT] = "Repeat";
+ })(webgl.TextureWrap || (webgl.TextureWrap = {}));
+ var TextureWrap = webgl.TextureWrap;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ 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);
+ }
+ // page.format = Format[tuple[0]]; we don't need format in WebGL
+ reader.readTuple(tuple);
+ page.minFilter = webgl.Texture.filterFromString(tuple[0]);
+ page.magFilter = webgl.Texture.filterFromString(tuple[1]);
+ var direction = reader.readValue();
+ page.uWrap = webgl.TextureWrap.ClampToEdge;
+ page.vWrap = webgl.TextureWrap.ClampToEdge;
+ if (direction == "x")
+ page.uWrap = webgl.TextureWrap.Repeat;
+ else if (direction == "y")
+ page.vWrap = webgl.TextureWrap.Repeat;
+ else if (direction == "xy")
+ page.uWrap = page.vWrap = webgl.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;
+ region.rotate = reader.readValue() == "true";
+ 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) {
+ // region.splits = new Vector.(parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3]));
+ if (reader.readTuple(tuple) == 4) {
+ //region.pads = Vector.(parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3]));
+ 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;
+ }());
+ webgl.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;
+ }());
+ webgl.TextureAtlasPage = TextureAtlasPage;
+ var TextureAtlasRegion = (function (_super) {
+ __extends(TextureAtlasRegion, _super);
+ function TextureAtlasRegion() {
+ _super.apply(this, arguments);
+ }
+ return TextureAtlasRegion;
+ }(spine.TextureRegion));
+ webgl.TextureAtlasRegion = TextureAtlasRegion;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var TextureAtlasAttachmentLoader = (function () {
+ function TextureAtlasAttachmentLoader(atlas) {
+ this.atlas = atlas;
+ }
+ /** @return May be null to not load an attachment. */
+ TextureAtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
+ var region = this.atlas.findRegion(path);
+ region.renderObject = region;
+ if (region == null)
+ throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
+ var attachment = new spine.RegionAttachment(name);
+ attachment.setRegion(region);
+ attachment.region = region;
+ return attachment;
+ };
+ /** @return May be null to not load an attachment. */
+ TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
+ var region = this.atlas.findRegion(path);
+ region.renderObject = region;
+ if (region == null)
+ throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
+ var attachment = new spine.MeshAttachment(name);
+ attachment.region = region;
+ return attachment;
+ };
+ /** @return May be null to not load an attachment. */
+ TextureAtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
+ return new spine.BoundingBoxAttachment(name);
+ };
+ /** @return May be null to not load an attachment */
+ TextureAtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
+ return new spine.PathAttachment(name);
+ };
+ return TextureAtlasAttachmentLoader;
+ }());
+ webgl.TextureAtlasAttachmentLoader = TextureAtlasAttachmentLoader;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ var Vector3 = (function () {
+ function Vector3() {
+ this.x = 0;
+ this.y = 0;
+ this.z = 0;
+ }
+ 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 = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var webgl;
+ (function (webgl) {
+ function getSourceGLBlendMode(gl, blendMode, premultipliedAlpha) {
+ if (premultipliedAlpha === void 0) { premultipliedAlpha = false; }
+ switch (blendMode) {
+ case spine.BlendMode.Normal: return premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
+ case spine.BlendMode.Additive: return premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
+ case spine.BlendMode.Multiply: return gl.DST_COLOR;
+ case spine.BlendMode.Screen: return gl.ONE;
+ default: throw new Error("Unknown blend mode: " + blendMode);
+ }
+ }
+ webgl.getSourceGLBlendMode = getSourceGLBlendMode;
+ function getDestGLBlendMode(gl, blendMode) {
+ switch (blendMode) {
+ case spine.BlendMode.Normal: return gl.ONE_MINUS_SRC_ALPHA;
+ case spine.BlendMode.Additive: return gl.ONE;
+ case spine.BlendMode.Multiply: return gl.ONE_MINUS_SRC_ALPHA;
+ case spine.BlendMode.Screen: return gl.ONE_MINUS_SRC_ALPHA;
+ default: throw new Error("Unknown blend mode: " + blendMode);
+ }
+ }
+ webgl.getDestGLBlendMode = getDestGLBlendMode;
+ })(webgl = spine.webgl || (spine.webgl = {}));
+})(spine || (spine = {}));
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+var spine;
+(function (spine) {
+ var SpineWidget = (function () {
+ function SpineWidget(element, config) {
+ var _this = this;
+ this._mvp = new spine.webgl.Matrix4();
+ this._paused = false;
+ this._lastFrameTime = Date.now() / 1000.0;
+ this._backgroundColor = new spine.Color();
+ this._loaded = false;
+ if (!element)
+ throw new Error("Please provide a DOM element, e.g. document.getElementById('myelement')");
+ if (!config)
+ throw new Error("Please provide a configuration, specifying at least the json file, atlas file and animation name");
+ var elementId = element;
+ if (typeof (element) === "string")
+ element = document.getElementById(element);
+ if (element == null)
+ throw new Error("Element " + elementId + " does not exist");
+ this.validateConfig(config);
+ var canvas = this.canvas = document.createElement("canvas");
+ element.appendChild(canvas);
+ canvas.width = config.width;
+ canvas.height = config.height;
+ var webglConfig = { alpha: false };
+ var gl = this.gl = (canvas.getContext("webgl", webglConfig) || canvas.getContext("experimental-webgl", webglConfig));
+ this._shader = spine.webgl.Shader.newColoredTextured(gl);
+ this._batcher = new spine.webgl.PolygonBatcher(gl);
+ this._mvp.ortho2d(0, 0, 639, 479);
+ this._skeletonRenderer = new spine.webgl.SkeletonRenderer(gl);
+ var assets = this._assetManager = new spine.webgl.AssetManager(gl);
+ assets.loadText(config.atlas);
+ assets.loadText(config.json);
+ assets.loadTexture(config.atlas.replace(".atlas", ".png"));
+ requestAnimationFrame(function () { _this.load(); });
+ }
+ SpineWidget.prototype.validateConfig = function (config) {
+ if (!config.atlas)
+ throw new Error("Please specify config.atlas");
+ if (!config.json)
+ throw new Error("Please specify config.json");
+ if (!config.animation)
+ throw new Error("Please specify config.animationName");
+ if (!config.scale)
+ config.scale = 1.0;
+ if (!config.skin)
+ config.skin = "default";
+ if (config.loop === undefined)
+ config.loop = true;
+ if (!config.y)
+ config.y = 20;
+ if (!config.width)
+ config.width = 640;
+ if (!config.height)
+ config.height = 480;
+ if (!config.x)
+ config.x = config.width / 2;
+ if (!config.backgroundColor)
+ config.backgroundColor = "#555555";
+ if (!config.imagesPath) {
+ var index = config.atlas.lastIndexOf("/");
+ if (index != -1) {
+ config.imagesPath = config.atlas.substr(0, index) + "/";
+ }
+ else {
+ config.imagesPath = "";
+ }
+ }
+ if (!config.premultipliedAlpha === undefined)
+ config.premultipliedAlpha = false;
+ this._backgroundColor.setFromString(config.backgroundColor);
+ this._config = config;
+ };
+ SpineWidget.prototype.load = function () {
+ var _this = this;
+ var assetManager = this._assetManager;
+ var imagesPath = this._config.imagesPath;
+ var config = this._config;
+ if (assetManager.isLoadingComplete()) {
+ if (assetManager.hasErrors()) {
+ if (config.error)
+ config.error(this, "Failed to load assets: " + JSON.stringify(assetManager.errors));
+ else
+ throw new Error("Failed to load assets: " + JSON.stringify(assetManager.errors));
+ }
+ var atlas = new spine.webgl.TextureAtlas(this._assetManager.get(this._config.atlas), function (path) {
+ return assetManager.get(imagesPath + path);
+ });
+ var atlasLoader = new spine.webgl.TextureAtlasAttachmentLoader(atlas);
+ var skeletonJson = new spine.SkeletonJson(atlasLoader);
+ // Set the scale to apply during parsing, parse the file, and create a new skeleton.
+ skeletonJson.scale = config.scale;
+ var skeletonData = skeletonJson.readSkeletonData(assetManager.get(config.json));
+ var skeleton = this.skeleton = new spine.Skeleton(skeletonData);
+ skeleton.x = config.x;
+ skeleton.y = config.y;
+ skeleton.setSkinByName(config.skin);
+ var animationState = this.state = new spine.AnimationState(new spine.AnimationStateData(skeleton.data));
+ animationState.setAnimation(0, config.animation, true);
+ if (config.success)
+ config.success(this);
+ this._loaded = true;
+ requestAnimationFrame(function () { _this.render(); });
+ }
+ else
+ requestAnimationFrame(function () { _this.load(); });
+ };
+ SpineWidget.prototype.render = function () {
+ var _this = this;
+ var now = Date.now() / 1000;
+ var delta = now - this._lastFrameTime;
+ if (delta > 0.1)
+ delta = 0;
+ this._lastFrameTime = now;
+ var gl = this.gl;
+ var color = this._backgroundColor;
+ gl.clearColor(color.r, color.g, color.b, color.a);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ // Apply the animation state based on the delta time.
+ var state = this.state;
+ var skeleton = this.skeleton;
+ var premultipliedAlpha = this._config.premultipliedAlpha;
+ state.update(delta);
+ state.apply(skeleton);
+ skeleton.updateWorldTransform();
+ // Bind the shader and set the texture and model-view-projection matrix.
+ var shader = this._shader;
+ shader.bind();
+ shader.setUniformi(spine.webgl.Shader.SAMPLER, 0);
+ shader.setUniform4x4f(spine.webgl.Shader.MVP_MATRIX, this._mvp.values);
+ // Start the batch and tell the SkeletonRenderer to render the active skeleton.
+ var batcher = this._batcher;
+ var skeletonRenderer = this._skeletonRenderer;
+ batcher.begin(shader);
+ skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
+ skeletonRenderer.draw(batcher, skeleton);
+ batcher.end();
+ shader.unbind();
+ if (!this._paused)
+ requestAnimationFrame(function () { _this.render(); });
+ };
+ SpineWidget.prototype.pause = function () {
+ this._paused = true;
+ };
+ SpineWidget.prototype.play = function () {
+ var _this = this;
+ this._paused = false;
+ requestAnimationFrame(function () { _this.render(); });
+ };
+ SpineWidget.prototype.isPlaying = function () {
+ return !this._paused;
+ };
+ SpineWidget.prototype.setAnimation = function (animationName) {
+ if (!this._loaded)
+ throw new Error("Widget isn't loaded yet");
+ this.skeleton.setToSetupPose();
+ this.state.setAnimation(0, animationName, this._config.loop);
+ };
+ SpineWidget.loadWidgets = function () {
+ var widgets = document.getElementsByClassName("spine-widget");
+ for (var i = 0; i < widgets.length; i++) {
+ SpineWidget.loadWidget(widgets[i]);
+ }
+ };
+ SpineWidget.loadWidget = function (widget) {
+ var config = new SpineWidgetConfig();
+ config.atlas = widget.getAttribute("data-atlas");
+ config.json = widget.getAttribute("data-json");
+ config.animation = widget.getAttribute("data-animation");
+ if (widget.getAttribute("data-images-path"))
+ config.imagesPath = widget.getAttribute("data-images-path");
+ if (widget.getAttribute("data-skin"))
+ config.skin = widget.getAttribute("data-skin");
+ if (widget.getAttribute("data-loop"))
+ config.loop = widget.getAttribute("data-loop") === "true";
+ if (widget.getAttribute("data-scale"))
+ config.scale = parseFloat(widget.getAttribute("data-scale"));
+ if (widget.getAttribute("data-x"))
+ config.x = parseFloat(widget.getAttribute("data-x"));
+ if (widget.getAttribute("data-y"))
+ config.x = parseFloat(widget.getAttribute("data-y"));
+ if (widget.getAttribute("data-width"))
+ config.width = parseInt(widget.getAttribute("data-width"));
+ if (widget.getAttribute("data-height"))
+ config.height = parseInt(widget.getAttribute("data-height"));
+ if (widget.getAttribute("data-background-color"))
+ config.backgroundColor = widget.getAttribute("data-background-color");
+ if (widget.getAttribute("data-premultiplied-alpha"))
+ config.premultipliedAlpha = widget.getAttribute("data-premultiplied-alpha") === "true";
+ new spine.SpineWidget(widget, config);
+ };
+ SpineWidget.ready = function () {
+ if (SpineWidget.pageLoaded)
+ return;
+ SpineWidget.pageLoaded = true;
+ SpineWidget.loadWidgets();
+ };
+ SpineWidget.setupDOMListener = function () {
+ if (document.addEventListener) {
+ document.addEventListener("DOMContentLoaded", SpineWidget.ready, false);
+ window.addEventListener("load", SpineWidget.ready, false);
+ }
+ else {
+ document.attachEvent("onreadystatechange", function readyStateChange() {
+ if (document.readyState === "complete")
+ SpineWidget.ready();
+ });
+ window.attachEvent("onload", SpineWidget.ready);
+ }
+ };
+ SpineWidget.pageLoaded = false;
+ return SpineWidget;
+ }());
+ spine.SpineWidget = SpineWidget;
+ var SpineWidgetConfig = (function () {
+ function SpineWidgetConfig() {
+ this.skin = "default";
+ this.loop = true;
+ this.scale = 1.0;
+ this.x = 0;
+ this.y = 0;
+ this.width = 640;
+ this.height = 480;
+ this.backgroundColor = "#555555";
+ this.premultipliedAlpha = false;
+ }
+ return SpineWidgetConfig;
+ }());
+ spine.SpineWidgetConfig = SpineWidgetConfig;
+})(spine || (spine = {}));
+spine.SpineWidget.setupDOMListener();
+//# sourceMappingURL=spine-core.js.map
\ No newline at end of file
diff --git a/spine-ts/build/spine-core.js.map b/spine-ts/build/spine-core.js.map
new file mode 100644
index 000000000..ed2079071
--- /dev/null
+++ b/spine-ts/build/spine-core.js.map
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/spine-ts/build/spine-webgl.d.ts b/spine-ts/build/spine-webgl.d.ts
new file mode 100644
index 000000000..bab571348
--- /dev/null
+++ b/spine-ts/build/spine-webgl.d.ts
@@ -0,0 +1,2502 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Animation {
+ name: string;
+ timelines: Array;
+ duration: number;
+ constructor(name: string, timelines: Array, duration: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array): void;
+ mix(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array, alpha: number): 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): void;
+ }
+ abstract class CurveTimeline implements Timeline {
+ static LINEAR: number;
+ static STEPPED: number;
+ static BEZIER: number;
+ static BEZIER_SIZE: number;
+ private curves;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ setLinear(frameIndex: number): void;
+ setStepped(frameIndex: number): void;
+ getCurveType(frameIndex: number): number;
+ /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
+ * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
+ * the difference between the keyframe's values. */
+ 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): 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);
+ /** Sets the time and angle of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, degrees: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): 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);
+ /** Sets the time and value of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, x: number, y: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): void;
+ }
+ class ScaleTimeline extends TranslateTimeline {
+ constructor(frameCount: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): void;
+ }
+ class ShearTimeline extends TranslateTimeline {
+ constructor(frameCount: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): 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);
+ /** Sets the time and value of the specified keyframe. */
+ 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): void;
+ }
+ class AttachmentTimeline implements Timeline {
+ slotIndex: number;
+ frames: ArrayLike;
+ attachmentNames: Array;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ /** Sets the time and value of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, attachmentName: string): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, events: Array, alpha: number): void;
+ }
+ class EventTimeline implements Timeline {
+ frames: ArrayLike;
+ events: Array;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ /** Sets the time of the specified keyframe. */
+ setFrame(frameIndex: number, event: Event): void;
+ /** Fires events for frames > lastTime and <= time. */
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class DrawOrderTimeline implements Timeline {
+ frames: ArrayLike;
+ drawOrders: Array>;
+ constructor(frameCount: number);
+ getFrameCount(): number;
+ /** Sets the time of the specified keyframe.
+ * @param drawOrder May be null to use bind pose draw order. */
+ setFrame(frameIndex: number, time: number, drawOrder: Array): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class DeformTimeline extends CurveTimeline {
+ frames: ArrayLike;
+ frameVertices: Array>;
+ slotIndex: number;
+ attachment: VertexAttachment;
+ constructor(frameCount: number);
+ /** Sets the time of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, vertices: ArrayLike): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class IkConstraintTimeline extends CurveTimeline {
+ static ENTRIES: number;
+ static PREV_TIME: number;
+ static PREV_MIX: number;
+ static PREV_BEND_DIRECTION: number;
+ static MIX: number;
+ static BEND_DIRECTION: number;
+ ikConstraintIndex: number;
+ frames: ArrayLike;
+ constructor(frameCount: number);
+ /** Sets the time, mix and bend direction of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, mix: number, bendDirection: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): 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);
+ /** Sets the time and mixes of the specified keyframe. */
+ 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): 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);
+ /** Sets the time and value of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, value: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+ class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline {
+ constructor(frameCount: number);
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): 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);
+ /** Sets the time and mixes of the specified keyframe. */
+ setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void;
+ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array, alpha: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class AnimationState {
+ data: AnimationStateData;
+ tracks: TrackEntry[];
+ events: Event[];
+ listeners: AnimationStateListener[];
+ timeScale: number;
+ constructor(data?: AnimationStateData);
+ update(delta: number): void;
+ apply(skeleton: Skeleton): void;
+ clearTracks(): void;
+ clearTrack(trackIndex: number): void;
+ freeAll(entry: TrackEntry): void;
+ expandToIndex(index: number): TrackEntry;
+ setCurrent(index: number, entry: TrackEntry): void;
+ /** @see #setAnimation(int, Animation, boolean) */
+ setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry;
+ /** Set the current animation. Any queued animations are cleared. */
+ setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry;
+ /** {@link #addAnimation(int, Animation, boolean, float)} */
+ addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry;
+ /** Adds an animation to be played delay seconds after the current or last queued animation.
+ * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
+ addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry;
+ /** @return May be null. */
+ getCurrent(trackIndex: number): TrackEntry;
+ /** Adds a listener to receive events for all animations. */
+ addListener(listener: AnimationStateListener): void;
+ /** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
+ removeListener(listener: AnimationStateListener): void;
+ clearListeners(): void;
+ }
+ class TrackEntry {
+ next: TrackEntry;
+ previous: TrackEntry;
+ animation: Animation;
+ loop: boolean;
+ delay: number;
+ time: number;
+ lastTime: number;
+ endTime: number;
+ timeScale: number;
+ mixTime: number;
+ mixDuration: number;
+ listener: AnimationStateListener;
+ mix: number;
+ reset(): void;
+ /** Returns true if the current time is greater than the end time, regardless of looping. */
+ isComplete(): boolean;
+ }
+ abstract class AnimationStateAdapter implements AnimationStateListener {
+ event(trackIndex: number, event: Event): void;
+ complete(trackIndex: number, loopCount: number): void;
+ start(trackIndex: number): void;
+ end(trackIndex: number): void;
+ }
+ interface AnimationStateListener {
+ /** Invoked when the current animation triggers an event. */
+ event(trackIndex: number, event: Event): void;
+ /** Invoked when the current animation has completed.
+ * @param loopCount The number of times the animation reached the end. */
+ complete(trackIndex: number, loopCount: number): void;
+ /** Invoked just after the current animation is set. */
+ start(trackIndex: number): void;
+ /** Invoked just before the current animation is replaced. */
+ end(trackIndex: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ enum BlendMode {
+ Normal = 0,
+ Additive = 1,
+ Multiply = 2,
+ Screen = 3,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ appliedRotation: number;
+ a: number;
+ b: number;
+ worldX: number;
+ c: number;
+ d: number;
+ worldY: number;
+ worldSignX: number;
+ worldSignY: number;
+ sorted: boolean;
+ /** @param parent May be null. */
+ constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
+ /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
+ update(): void;
+ /** Computes the world transform using the parent bone and this bone's local transform. */
+ updateWorldTransform(): void;
+ /** Computes the world transform using the parent bone and the specified local transform. */
+ 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;
+ worldToLocalRotationX(): number;
+ worldToLocalRotationY(): number;
+ rotateWorld(degrees: number): void;
+ /** Computes the local transform from the world transform. This can be useful to perform processing on the local transform
+ * after the world transform has been modified directly (eg, by a constraint).
+ *
+ * Some redundant information is lost by the world transform, such as -1,-1 scale versus 180 rotation. The computed local
+ * transform values may differ from the original values but are functionally the same. */
+ updateLocalTransform(): void;
+ worldToLocal(world: Vector2): Vector2;
+ localToWorld(local: Vector2): Vector2;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+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;
+ inheritRotation: boolean;
+ inheritScale: boolean;
+ constructor(index: number, name: string, parent: BoneData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Event {
+ data: EventData;
+ intValue: number;
+ floatValue: number;
+ stringValue: string;
+ time: number;
+ constructor(time: number, data: EventData);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class EventData {
+ name: string;
+ intValue: number;
+ floatValue: number;
+ stringValue: string;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class IkConstraint implements Updatable {
+ data: IkConstraintData;
+ bones: Array;
+ target: Bone;
+ mix: number;
+ bendDirection: number;
+ level: number;
+ constructor(data: IkConstraintData, skeleton: Skeleton);
+ apply(): void;
+ update(): void;
+ /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
+ * coordinate system. */
+ apply1(bone: Bone, targetX: number, targetY: number, alpha: number): void;
+ /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
+ * target is specified in the world coordinate system.
+ * @param child A direct descendant of the parent bone. */
+ apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, alpha: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class IkConstraintData {
+ name: string;
+ bones: BoneData[];
+ target: BoneData;
+ bendDirection: number;
+ mix: number;
+ constructor(name: string);
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathConstraint implements Updatable {
+ static NONE: number;
+ static BEFORE: number;
+ static AFTER: 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[];
+ constructor(data: PathConstraintData, skeleton: Skeleton);
+ 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;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class PathConstraintData {
+ name: string;
+ 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,
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class Skeleton {
+ data: SkeletonData;
+ bones: Array;
+ slots: Array;
+ drawOrder: Array;
+ ikConstraints: Array;
+ ikConstraintsSorted: Array;
+ transformConstraints: Array;
+ pathConstraints: Array;
+ _updateCache: Updatable[];
+ skin: Skin;
+ color: Color;
+ time: number;
+ flipX: boolean;
+ flipY: boolean;
+ x: number;
+ y: number;
+ constructor(data: SkeletonData);
+ updateCache(): void;
+ sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
+ sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
+ sortBone(bone: Bone): void;
+ sortReset(bones: Array): void;
+ /** Updates the world transform for each bone and applies constraints. */
+ updateWorldTransform(): void;
+ /** Sets the bones, constraints, and slots to their setup pose values. */
+ setToSetupPose(): void;
+ /** Sets the bones and constraints to their setup pose values. */
+ setBonesToSetupPose(): void;
+ setSlotsToSetupPose(): void;
+ /** @return May return null. */
+ getRootBone(): Bone;
+ /** @return May be null. */
+ findBone(boneName: string): Bone;
+ /** @return -1 if the bone was not found. */
+ findBoneIndex(boneName: string): number;
+ /** @return May be null. */
+ findSlot(slotName: string): Slot;
+ /** @return -1 if the bone was not found. */
+ findSlotIndex(slotName: string): number;
+ /** Sets a skin by name.
+ * @see #setSkin(Skin) */
+ setSkinByName(skinName: string): void;
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
+ * old skin, each slot's setup mode attachment is attached from the new skin.
+ * @param newSkin May be null. */
+ setSkin(newSkin: Skin): void;
+ /** @return May be null. */
+ getAttachmentByName(slotName: string, attachmentName: string): Attachment;
+ /** @return May be null. */
+ getAttachment(slotIndex: number, attachmentName: string): Attachment;
+ /** @param attachmentName May be null. */
+ setAttachment(slotName: string, attachmentName: string): void;
+ /** @return May be null. */
+ findIkConstraint(constraintName: string): IkConstraint;
+ /** @return May be null. */
+ findTransformConstraint(constraintName: string): TransformConstraint;
+ /** @return May be null. */
+ findPathConstraint(constraintName: string): PathConstraint;
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
+ * @param offset The distance from the skeleton origin to the bottom left corner of the AABB.
+ * @param size The width and height of the AABB. */
+ getBounds(offset: Vector2, size: Vector2): void;
+ update(delta: number): void;
+ }
+}
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.
+ *****************************************************************************/
+declare module spine {
+ class SkeletonBounds {
+ minX: number;
+ minY: number;
+ maxX: number;
+ maxY: number;
+ boundingBoxes: BoundingBoxAttachment[];
+ polygons: ArrayLike