diff --git a/spine-js/LICENSE b/spine-js/LICENSE deleted file mode 100644 index 815ec1ca1..000000000 --- a/spine-js/LICENSE +++ /dev/null @@ -1,28 +0,0 @@ -Spine Runtimes Software License -Version 2.3 - -Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the -Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; -OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, -WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR -OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF -ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. \ No newline at end of file diff --git a/spine-js/README.md b/spine-js/README.md index 29fdc962a..0b65d77a9 100644 --- a/spine-js/README.md +++ b/spine-js/README.md @@ -1,35 +1,3 @@ # spine-js -The spine-js runtime provides functionality to load and manipulate [Spine](http://esotericsoftware.com) skeletal animation data using JavaScript. It does not perform rendering but can be extended to enable Spine animations for other JavaScript-based projects. - -# spine-canvas - -The spine-canvas runtime extends spine-js and is a basic example of how to perform rendering using an HTML5 canvas. Because spine-canvas renders rectangular images, nonuniform scaling and mesh attachments are not supported. - -## Licensing - -This Spine Runtime may only be used for personal or internal use, typically to evaluate Spine before purchasing. If you would like to incorporate a Spine Runtime into your applications, distribute software containing a Spine Runtime, or modify a Spine Runtime, then you will need a valid [Spine license](https://esotericsoftware.com/spine-purchase). Please see the [Spine Runtimes Software License](https://github.com/EsotericSoftware/spine-runtimes/blob/master/LICENSE) for detailed information. - -The Spine Runtimes are developed with the intent to be used with data exported from Spine. By purchasing Spine, `Section 2` of the [Spine Software License](https://esotericsoftware.com/files/license.txt) grants the right to create and distribute derivative works of the Spine Runtimes. - -## Spine version - -spine-js works with data exported from Spine 3.1.08. Updating spine-js to [v3.2](https://github.com/EsotericSoftware/spine-runtimes/issues/586) and [v3.3](https://github.com/EsotericSoftware/spine-runtimes/issues/613) is in progress. - -spine-js supports all Spine features. spine-canvas does not support color tinting, mesh attachments, or nonuniform scaling. - -spine-js does not yet support loading the binary format. - -## Setup - -1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip). -1. Include the `spine.js` file (and optionally the `spine-canvas.js` file) in your project. - -## Demos - -- [spine-canvas](http://esotericsoftware.com/files/runtimes/spine-js/example/) - -## Runtimes Extending spine-js - -- [spine-turbulenz](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-turbulenz) -- [spine-threejs](https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-threejs) +spine-js has been deprecated and is superseded by [spine-ts](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-ts). The most recent version of spine-js can be found in the [spine-js branch](https://github.com/EsotericSoftware/spine-runtimes/tree/spine-js/spine-js) diff --git a/spine-js/example/index.html b/spine-js/example/index.html deleted file mode 100644 index 3f2a61b74..000000000 --- a/spine-js/example/index.html +++ /dev/null @@ -1,90 +0,0 @@ - - - - - - -spine-canvas - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - \ No newline at end of file diff --git a/spine-js/spine-canvas.js b/spine-js/spine-canvas.js deleted file mode 100644 index 1a8c8c3e8..000000000 --- a/spine-js/spine-canvas.js +++ /dev/null @@ -1,118 +0,0 @@ -/****************************************************************************** - * Spine Runtimes Software License - * Version 2.3 - * - * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the - * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; - * OR BUSINESS INTERRUPTION) 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.SkeletonRenderer = function (imagesPath) { - this.imagesPath = imagesPath; - this.lastTime = Date.now(); -}; - -spine.SkeletonRenderer.prototype = { - skeletonData: null, - state: null, - scale: 1, - skeleton: null, - - load: function(jsonText) { - var imagesPath = this.imagesPath; - var json = new spine.SkeletonJson({ - newRegionAttachment: function (skin, name, path) { - var image = new Image(); - image.src = imagesPath + path + ".png"; - var attachment = new spine.RegionAttachment(name); - attachment.rendererObject = image; - return attachment; - }, - newBoundingBoxAttachment: function (skin, name) { - return new spine.BoundingBoxAttachment(name); - } - }); - json.scale = this.scale; - this.skeletonData = json.readSkeletonData(JSON.parse(jsonText)); - spine.Bone.yDown = true; - - this.skeleton = new spine.Skeleton(this.skeletonData); - - var stateData = new spine.AnimationStateData(this.skeletonData); - this.state = new spine.AnimationState(stateData); - }, - - update: function() { - var now = Date.now(); - var delta = (now - this.lastTime) / 1000; - this.lastTime = now; - - this.state.update(delta); - this.state.apply(this.skeleton); - this.skeleton.updateWorldTransform(); - }, - - render: function(context) { - var skeleton = this.skeleton, drawOrder = skeleton.drawOrder; - context.translate(skeleton.x, skeleton.y); - - for (var i = 0, n = drawOrder.length; i < n; i++) { - var slot = drawOrder[i]; - var attachment = slot.attachment; - if (!(attachment instanceof spine.RegionAttachment)) continue; - var bone = slot.bone; - var x = attachment.x * bone.a + attachment.y * bone.b + bone.worldX; - var y = attachment.x * bone.c + attachment.y * bone.d + bone.worldY; - var rotation = (bone.getWorldRotationX() - attachment.rotation) * Math.PI / 180; - var w = attachment.width * bone.getWorldScaleX(), h = attachment.height * bone.getWorldScaleY(); - context.translate(x, y); - context.rotate(rotation); - context.drawImage(attachment.rendererObject, -w / 2, -h / 2, w, h); - context.rotate(-rotation); - context.translate(-x, -y); - } - - context.translate(-skeleton.x, -skeleton.y); - }, - - animate: function (id) { - var canvas = document.getElementById(id); - var context = canvas.getContext("2d"); - var requestAnimationFrame = window.requestAnimationFrame || - window.webkitRequestAnimationFrame || - window.mozRequestAnimationFrame || - function (callback) { - window.setTimeout(callback, 1000 / 60); - }; - var self = this; - function renderFrame () { - context.clearRect(0, 0, canvas.width, canvas.height); - self.update(); - self.render(context); - requestAnimationFrame(renderFrame); - }; - renderFrame(); - } -}; \ No newline at end of file diff --git a/spine-js/spine.js b/spine-js/spine.js deleted file mode 100644 index 4c14fd7b8..000000000 --- a/spine-js/spine.js +++ /dev/null @@ -1,2862 +0,0 @@ -/****************************************************************************** - * Spine Runtimes Software License - * Version 2.3 - * - * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the - * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; - * OR BUSINESS INTERRUPTION) 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 = { - radDeg: 180 / Math.PI, - degRad: Math.PI / 180, - Float32Array: typeof(Float32Array) === 'undefined' ? Array : Float32Array, - Uint32Array: typeof(Uint32Array) === 'undefined' ? Array : Uint32Array, - Uint16Array: typeof(Uint16Array) === 'undefined' ? Array : Uint16Array -}; -spine.temp = new spine.Float32Array(2); - -spine.BoneData = function (name, parent) { - this.name = name; - this.parent = parent; -}; -spine.BoneData.prototype = { - length: 0, - x: 0, y: 0, - rotation: 0, - scaleX: 1, scaleY: 1, - inheritScale: true, - inheritRotation: true -}; - -spine.BlendMode = { - normal: 0, - additive: 1, - multiply: 2, - screen: 3 -}; - -spine.SlotData = function (name, boneData) { - this.name = name; - this.boneData = boneData; -}; -spine.SlotData.prototype = { - r: 1, g: 1, b: 1, a: 1, - attachmentName: null, - blendMode: spine.BlendMode.normal -}; - -spine.IkConstraintData = function (name) { - this.name = name; - this.bones = []; -}; -spine.IkConstraintData.prototype = { - target: null, - bendDirection: 1, - mix: 1 -}; - -spine.TransformConstraintData = function (name) { - this.name = name; -}; -spine.TransformConstraintData.prototype = { - bone: null, - target: null, - translateMix: 1, - x: 0, y: 0 -}; - -spine.Bone = function (boneData, skeleton, parent) { - this.data = boneData; - this.skeleton = skeleton; - this.parent = parent; - this.setToSetupPose(); -}; -spine.Bone.yDown = false; -spine.Bone.prototype = { - x: 0, y: 0, rotation: 0, scaleX: 1, scaleY: 1, - a: 0, b: 0, worldX: 0, - c: 0, d: 0, worldY: 0, - worldSignX: 1, worldSignY: 1, - update: function () { - this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY); - }, - updateWorldTransformWith: function () { - this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY); - }, - updateWorldTransform: function (x, y, rotation, scaleX, scaleY) { - this.appliedRotation = rotation; - this.appliedScaleX = scaleX; - this.appliedScaleY = scaleY; - - rotation *= spine.degRad; - var cos = Math.cos(rotation), sin = Math.sin(rotation); - var la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY; - var parent = this.parent; - if (!parent) { // Root bone. - var skeleton = this.skeleton; - if (skeleton.flipX) { - x = -x; - la = -la; - lb = -lb; - } - if (skeleton.flipY != spine.Bone.yDown) { - 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 = scaleX < 0 ? -1 : 1; - this.worldSignY = scaleY < 0 ? -1 : 1; - 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 * (scaleX < 0 ? -1 : 1); - this.worldSignY = parent.worldSignY * (scaleY < 0 ? -1 : 1); - - 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) { // No scale inheritance. - pa = 1; - pb = 0; - pc = 0; - pd = 1; - do { - rotation = parent.appliedRotation * spine.degRad; - cos = Math.cos(rotation); - sin = Math.sin(rotation); - var temp = pa * cos + pb * sin; - pb = pa * -sin + pb * cos; - pa = temp; - temp = pc * cos + pd * sin; - pd = pc * -sin + pd * cos; - pc = temp; - - if (!parent.data.inheritRotation) break; - parent = parent.parent; - } while (parent); - 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) { // No rotation inheritance. - pa = 1; - pb = 0; - pc = 0; - pd = 1; - do { - rotation = parent.appliedRotation * spine.degRad; - cos = Math.cos(rotation); - sin = Math.sin(rotation); - var psx = parent.appliedScaleX, psy = parent.appliedScaleY; - var za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy; - var temp = pa * za + pb * zc; - pb = pa * zb + pb * zd; - pa = temp; - temp = pc * za + pd * zc; - pd = pc * zb + pd * zd; - pc = temp; - - if (psx < 0) rotation = -rotation; - cos = Math.cos(-rotation); - sin = Math.sin(-rotation); - temp = pa * cos + pb * sin; - pb = pa * -sin + pb * cos; - pa = temp; - temp = pc * cos + pd * sin; - pd = pc * -sin + pd * cos; - pc = temp; - - if (!parent.data.inheritScale) break; - parent = parent.parent; - } while (parent); - 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 != spine.Bone.yDown) { - this.c = -this.c; - this.d = -this.d; - } - } - }, - 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; - }, - getWorldRotationX: function () { - return Math.atan2(this.c, this.a) * spine.radDeg; - }, - getWorldRotationY: function () { - return Math.atan2(this.d, this.b) * spine.radDeg; - }, - getWorldScaleX: function () { - return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX; - }, - getWorldScaleY: function () { - return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY; - }, - worldToLocal: function (world) { - var x = world[0] - this.worldX, y = world[1] - this.worldY; - var a = this.a, b = this.b, c = this.c, d = this.d; - var invDet = 1 / (a * d - b * c); - world[0] = (x * d * invDet - y * b * invDet); - world[1] = (y * a * invDet - x * c * invDet); - return world; - }, - localToWorld: function (local) { - var x = local[0], y = local[1]; - local[0] = x * this.a + y * this.b + this.worldX; - local[1] = x * this.c + y * this.d + this.worldY; - return local; - } -}; - -spine.Slot = function (slotData, bone) { - this.data = slotData; - this.bone = bone; - this.attachmentVertices = new spine.Float32Array(); - this.setToSetupPose(); -}; -spine.Slot.prototype = { - r: 1, g: 1, b: 1, a: 1, - _attachmentTime: 0, - attachment: null, - setAttachment: function (attachment) { - if (this.attachment == attachment) return; - this.attachment = attachment; - this._attachmentTime = this.bone.skeleton.time; - this.attachmentVertices.length = 0; - }, - setAttachmentTime: function (time) { - this._attachmentTime = this.bone.skeleton.time - time; - }, - getAttachmentTime: function () { - return this.bone.skeleton.time - this._attachmentTime; - }, - setToSetupPose: function () { - var data = this.data; - this.r = data.r; - this.g = data.g; - this.b = data.b; - this.a = data.a; - - if (!data.attachmentName) - this.setAttachment(null); - else { - var slotDatas = this.bone.skeleton.data.slots; - for (var i = 0, n = slotDatas.length; i < n; i++) { - if (slotDatas[i] == data) { - this.attachment = null; - this.setAttachment(this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName)); - break; - } - } - } - } -}; - -spine.IkConstraint = function (data, skeleton) { - this.data = data; - this.mix = data.mix; - this.bendDirection = data.bendDirection; - - this.bones = []; - for (var i = 0, n = data.bones.length; i < n; i++) - this.bones[i] = skeleton.findBone(data.bones[i].name); - this.target = skeleton.findBone(data.target.name); -}; -spine.IkConstraint.prototype = { - apply: function () { - this.update(); - }, - update: function () { - var target = this.target; - var bones = this.bones; - switch (bones.length) { - case 1: - spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix); - break; - case 2: - spine.IkConstraint.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. */ -spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) { - var parentRotation = !bone.parent ? 0 : bone.parent.getWorldRotationX(); - var rotation = bone.rotation; - var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg - parentRotation; - if ((bone.worldSignX != bone.worldSignY) != (bone.skeleton.flipX != (bone.skeleton.flipY != spine.Bone.yDown))) - rotationIK = 360 - rotationIK; - if (rotationIK > 180) rotationIK -= 360; - else if (rotationIK < -180) rotationIK += 360; - bone.updateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.appliedScaleX, bone.appliedScaleY); -}; -/** 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. */ -spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) { - if (alpha == 0) return; - var px = parent.x, py = parent.y, psx = parent.appliedScaleX, psy = parent.appliedScaleY; - var os1, os2, s2; - if (psx < 0) { - psx = -psx; - os1 = 180; - s2 = -1; - } else { - os1 = 0; - s2 = 1; - } - if (psy < 0) { - psy = -psy; - s2 = -s2; - } - var cx = child.x, cy = child.y, csx = child.appliedScaleX; - var u = Math.abs(psx - psy) <= 0.0001; - if (!u && cy != 0) { - child.worldX = parent.a * cx + parent.worldX; - child.worldY = parent.c * cx + parent.worldY; - cy = 0; - } - if (csx < 0) { - csx = -csx; - os2 = 180; - } else - os2 = 0; - var pp = parent.parent; - var tx, ty, dx, dy; - if (!pp) { - tx = targetX - px; - ty = targetY - py; - dx = child.worldX - px; - dy = child.worldY - py; - } else { - var a = pp.a, b = pp.b, c = pp.c, d = pp.d, invDet = 1 / (a * d - b * c); - var wx = pp.worldX, wy = pp.worldY, x = targetX - wx, y = targetY - wy; - tx = (x * d - y * b) * invDet - px; - ty = (y * a - x * c) * invDet - py; - x = child.worldX - wx; - y = child.worldY - wy; - dx = (x * d - y * b) * invDet - px; - dy = (y * a - x * c) * invDet - py; - } - var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; - 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; - var a = l1 + l2 * cos, o = l2 * Math.sin(a2); - a1 = Math.atan2(ty * a - tx * o, tx * a + ty * o); - } else { - var a = psx * l2, b = psy * l2, ta = Math.atan2(ty, tx); - var aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty; - var c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa; - var d = c1 * c1 - 4 * c2 * c0; - if (d >= 0) { - var q = Math.sqrt(d); - if (c1 < 0) q = -q; - q = -(c1 + q) / 2; - var r0 = q / c2, r1 = c0 / q; - var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; - if (r * r <= dd) { - var 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; - var x = l1 + a, dist = x * x; - if (dist > maxDist) { - maxAngle = 0; - maxDist = dist; - maxX = x; - } - x = l1 - a; - dist = x * x; - if (dist < minDist) { - minAngle = Math.PI; - minDist = dist; - minX = x; - } - var angle = Math.acos(-a * l1 / (aa - bb)); - x = a * Math.cos(angle) + l1; - var y = b * Math.sin(angle); - dist = x * x + y * y; - if (dist < minDist) { - minAngle = angle; - minDist = dist; - minX = x; - minY = y; - } - if (dist > maxDist) { - maxAngle = angle; - maxDist = dist; - 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; - a1 = (a1 - os) * spine.radDeg + os1; - a2 = (a2 + os) * spine.radDeg * s2 + os2; - if (a1 > 180) a1 -= 360; - else if (a1 < -180) a1 += 360; - if (a2 > 180) a2 -= 360; - else if (a2 < -180) a2 += 360; - var rotation = parent.rotation; - parent.updateWorldTransform(px, py, rotation + (a1 - rotation) * alpha, parent.appliedScaleX, parent.appliedScaleY); - rotation = child.rotation; - child.updateWorldTransform(cx, cy, rotation + (a2 - rotation) * alpha, child.appliedScaleX, child.appliedScaleY); -}; - -spine.TransformConstraint = function (data, skeleton) { - this.data = data; - this.translateMix = data.translateMix; - this.x = data.x; - this.y = data.y; - this.bone = skeleton.findBone(data.bone.name); - this.target = skeleton.findBone(data.target.name); -}; -spine.TransformConstraint.prototype = { - apply: function () { - this.update(); - }, - update: function () { - var translateMix = this.translateMix; - if (translateMix > 0) { - var temp = spine.temp; - temp[0] = x; - temp[1] = y; - this.target.localToWorld(temp); - var bone = this.bone; - bone.worldX += (temp[0] - bone.worldX) * translateMix; - bone.worldY += (temp[1] - bone.worldY) * translateMix; - } - }, -}; - -spine.Skin = function (name) { - this.name = name; - this.attachments = {}; -}; -spine.Skin.prototype = { - addAttachment: function (slotIndex, name, attachment) { - this.attachments[slotIndex + ":" + name] = attachment; - }, - getAttachment: function (slotIndex, name) { - return this.attachments[slotIndex + ":" + name]; - }, - _attachAll: function (skeleton, oldSkin) { - for (var key in oldSkin.attachments) { - var colon = key.indexOf(":"); - var slotIndex = parseInt(key.substring(0, colon)); - var name = key.substring(colon + 1); - var slot = skeleton.slots[slotIndex]; - if (slot.attachment && slot.attachment.name == name) { - var attachment = this.getAttachment(slotIndex, name); - if (attachment) slot.setAttachment(attachment); - } - } - } -}; - -spine.Animation = function (name, timelines, duration) { - this.name = name; - this.timelines = timelines; - this.duration = duration; -}; -spine.Animation.prototype = { - apply: function (skeleton, lastTime, time, loop, events) { - 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); - }, - mix: function (skeleton, lastTime, time, loop, events, alpha) { - 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); - } -}; -spine.Animation.binarySearch = function (values, target, step) { - var low = 0; - var high = Math.floor(values.length / step) - 2; - if (!high) 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; - } -}; -spine.Animation.binarySearch1 = function (values, target) { - var low = 0; - var high = values.length - 2; - if (!high) return 1; - var current = high >>> 1; - while (true) { - if (values[current + 1] <= target) - low = current + 1; - else - high = current; - if (low == high) return low + 1; - current = (low + high) >>> 1; - } -}; -spine.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; -}; - -spine.Curves = function (frameCount) { - var count = (frameCount - 1) * 19/*BEZIER_SIZE*/; - this.curves = new spine.Float32Array(count); // type, x, y, ... - this.curves.length = count; -}; -spine.Curves.prototype = { - setLinear: function (frameIndex) { - this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/; - }, - setStepped: function (frameIndex) { - this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/; - }, - /** 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: function (frameIndex, cx1, cy1, cx2, cy2) { - var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1; - var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3; - var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1; - var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3; - var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5; - var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5; - - var i = frameIndex * 19/*BEZIER_SIZE*/; - var curves = this.curves; - curves[i++] = 2/*BEZIER*/; - - var x = dfx, y = dfy; - for (var n = i + 19/*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; - } - }, - getCurvePercent: function (frameIndex, percent) { - percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent); - var curves = this.curves; - var i = frameIndex * 19/*BEZIER_SIZE*/; - var type = curves[i]; - if (type === 0/*LINEAR*/) return percent; - if (type == 1/*STEPPED*/) return 0; - i++; - var x = 0; - for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) { - x = curves[i]; - if (x >= percent) { - var prevX, prevY; - 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. - } -}; - -spine.RotateTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount * 2); // time, angle, ... - this.frames.length = frameCount * 2; -}; -spine.RotateTimeline.prototype = { - boneIndex: 0, - getFrameCount: function () { - return this.frames.length / 2; - }, - setFrame: function (frameIndex, time, angle) { - frameIndex *= 2; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = angle; - }, - apply: function (skeleton, lastTime, time, firedEvents, 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 - 2]) { // Time is after last frame. - var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation; - while (amount > 180) - amount -= 360; - while (amount < -180) - amount += 360; - bone.rotation += amount * alpha; - return; - } - - // Interpolate between the previous frame and the current frame. - var frameIndex = spine.Animation.binarySearch(frames, time, 2); - var prevFrameValue = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent); - - var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue; - while (amount > 180) - amount -= 360; - while (amount < -180) - amount += 360; - amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation; - while (amount > 180) - amount -= 360; - while (amount < -180) - amount += 360; - bone.rotation += amount * alpha; - } -}; - -spine.TranslateTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ... - this.frames.length = frameCount * 3; -}; -spine.TranslateTimeline.prototype = { - boneIndex: 0, - getFrameCount: function () { - return this.frames.length / 3; - }, - setFrame: function (frameIndex, time, x, y) { - frameIndex *= 3; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = x; - this.frames[frameIndex + 2] = y; - }, - apply: function (skeleton, lastTime, time, firedEvents, 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 - 3]) { // Time is after last frame. - bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha; - bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha; - return; - } - - // Interpolate between the previous frame and the current frame. - var frameIndex = spine.Animation.binarySearch(frames, time, 3); - var prevFrameX = frames[frameIndex - 2]; - var prevFrameY = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - - bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha; - bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha; - } -}; - -spine.ScaleTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ... - this.frames.length = frameCount * 3; -}; -spine.ScaleTimeline.prototype = { - boneIndex: 0, - getFrameCount: function () { - return this.frames.length / 3; - }, - setFrame: function (frameIndex, time, x, y) { - frameIndex *= 3; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = x; - this.frames[frameIndex + 2] = y; - }, - apply: function (skeleton, lastTime, time, firedEvents, 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 - 3]) { // Time is after last frame. - bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha; - bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha; - return; - } - - // Interpolate between the previous frame and the current frame. - var frameIndex = spine.Animation.binarySearch(frames, time, 3); - var prevFrameX = frames[frameIndex - 2]; - var prevFrameY = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - - bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha; - bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha; - } -}; - -spine.ColorTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount * 5); // time, r, g, b, a, ... - this.frames.length = frameCount * 5; -}; -spine.ColorTimeline.prototype = { - slotIndex: 0, - getFrameCount: function () { - return this.frames.length / 5; - }, - setFrame: function (frameIndex, time, r, g, b, a) { - frameIndex *= 5; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = r; - this.frames[frameIndex + 2] = g; - this.frames[frameIndex + 3] = b; - this.frames[frameIndex + 4] = a; - }, - apply: function (skeleton, lastTime, time, firedEvents, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var r, g, b, a; - if (time >= frames[frames.length - 5]) { - // Time is after last frame. - var i = frames.length - 1; - r = frames[i - 3]; - g = frames[i - 2]; - b = frames[i - 1]; - a = frames[i]; - } else { - // Interpolate between the previous frame and the current frame. - var frameIndex = spine.Animation.binarySearch(frames, time, 5); - var prevFrameR = frames[frameIndex - 4]; - var prevFrameG = frames[frameIndex - 3]; - var prevFrameB = frames[frameIndex - 2]; - var prevFrameA = frames[frameIndex - 1]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent); - - r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent; - g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent; - b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent; - a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent; - } - var slot = skeleton.slots[this.slotIndex]; - if (alpha < 1) { - slot.r += (r - slot.r) * alpha; - slot.g += (g - slot.g) * alpha; - slot.b += (b - slot.b) * alpha; - slot.a += (a - slot.a) * alpha; - } else { - slot.r = r; - slot.g = g; - slot.b = b; - slot.a = a; - } - } -}; - -spine.AttachmentTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount); // time, ... - this.frames.length = frameCount; - this.attachmentNames = []; - this.attachmentNames.length = frameCount; -}; -spine.AttachmentTimeline.prototype = { - slotIndex: 0, - getFrameCount: function () { - return this.frames.length; - }, - setFrame: function (frameIndex, time, attachmentName) { - this.frames[frameIndex] = time; - this.attachmentNames[frameIndex] = attachmentName; - }, - apply: function (skeleton, lastTime, time, firedEvents, alpha) { - var frames = this.frames; - if (time < frames[0]) { - if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0); - return; - } else if (lastTime > time) // - lastTime = -1; - - var frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1; - if (frames[frameIndex] < lastTime) return; - - var attachmentName = this.attachmentNames[frameIndex]; - skeleton.slots[this.slotIndex].setAttachment( - !attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName)); - } -}; - -spine.EventTimeline = function (frameCount) { - this.frames = new spine.Float32Array(frameCount); // time, ... - this.frames.length = frameCount; - this.events = []; - this.events.length = frameCount; -}; -spine.EventTimeline.prototype = { - getFrameCount: function () { - return this.frames.length; - }, - setFrame: function (frameIndex, event) { - this.frames[frameIndex] = event.time; - this.events[frameIndex] = event; - }, - /** Fires events for frames > lastTime and <= time. */ - apply: function (skeleton, lastTime, time, firedEvents, alpha) { - if (!firedEvents) return; - - var frames = this.frames; - var frameCount = frames.length; - - if (lastTime > time) { // Fire events after last time for looped animations. - this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha); - lastTime = -1; - } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. - return; - if (time < frames[0]) return; // Time is before first frame. - - var frameIndex; - if (lastTime < frames[0]) - frameIndex = 0; - else { - frameIndex = spine.Animation.binarySearch1(frames, lastTime); - var frame = frames[frameIndex]; - while (frameIndex > 0) { // Fire multiple events with the same frame. - if (frames[frameIndex - 1] != frame) break; - frameIndex--; - } - } - var events = this.events; - for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++) - firedEvents[firedEvents.length] = events[frameIndex]; - } -}; - -spine.DrawOrderTimeline = function (frameCount) { - this.frames = new spine.Float32Array(frameCount); // time, ... - this.frames.length = frameCount; - this.drawOrders = []; - this.drawOrders.length = frameCount; -}; -spine.DrawOrderTimeline.prototype = { - getFrameCount: function () { - return this.frames.length; - }, - setFrame: function (frameIndex, time, drawOrder) { - this.frames[frameIndex] = time; - this.drawOrders[frameIndex] = drawOrder; - }, - apply: function (skeleton, lastTime, time, firedEvents, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var frameIndex; - if (time >= frames[frames.length - 1]) // Time is after last frame. - frameIndex = frames.length - 1; - else - frameIndex = spine.Animation.binarySearch1(frames, time) - 1; - - var drawOrder = skeleton.drawOrder; - var slots = skeleton.slots; - var drawOrderToSetupIndex = this.drawOrders[frameIndex]; - if (!drawOrderToSetupIndex) { - for (var i = 0, n = slots.length; i < n; i++) - drawOrder[i] = slots[i]; - } else { - for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++) - drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]]; - } - - } -}; - -spine.FfdTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount); - this.frames.length = frameCount; - this.frameVertices = []; - this.frameVertices.length = frameCount; -}; -spine.FfdTimeline.prototype = { - slotIndex: 0, - attachment: 0, - getFrameCount: function () { - return this.frames.length; - }, - setFrame: function (frameIndex, time, vertices) { - this.frames[frameIndex] = time; - this.frameVertices[frameIndex] = vertices; - }, - apply: function (skeleton, lastTime, time, firedEvents, alpha) { - var slot = skeleton.slots[this.slotIndex]; - var slotAttachment = slot.attachment; - if (!slotAttachment) return; - if (slotAttachment != this.attachment && (!slotAttachment.inheritFFD || slotAttachment.parentMesh != 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 vertices = slot.attachmentVertices; - if (vertices.length != vertexCount) { - slot.attachmentVertices = vertices = new spine.Float32Array(vertexCount); - alpha = 1; - } - - if (time >= frames[frames.length - 1]) { // Time is after last frame. - var lastVertices = frameVertices[frames.length - 1]; - if (alpha < 1) { - for (var i = 0; i < vertexCount; i++) - vertices[i] += (lastVertices[i] - vertices[i]) * alpha; - } else { - for (var i = 0; i < vertexCount; i++) - vertices[i] = lastVertices[i]; - } - return; - } - - // Interpolate between the previous frame and the current frame. - var frameIndex = spine.Animation.binarySearch1(frames, time); - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime); - percent = this.curves.getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); - - var prevVertices = frameVertices[frameIndex - 1]; - var nextVertices = frameVertices[frameIndex]; - - 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; - } - } - } -}; - -spine.IkConstraintTimeline = function (frameCount) { - this.curves = new spine.Curves(frameCount); - this.frames = new spine.Float32Array(frameCount * 3); // time, mix, bendDirection, ... - this.frames.length = frameCount * 3; -}; -spine.IkConstraintTimeline.prototype = { - ikConstraintIndex: 0, - getFrameCount: function () { - return this.frames.length / 3; - }, - setFrame: function (frameIndex, time, mix, bendDirection) { - frameIndex *= 3; - this.frames[frameIndex] = time; - this.frames[frameIndex + 1] = mix; - this.frames[frameIndex + 2] = bendDirection; - }, - apply: function (skeleton, lastTime, time, firedEvents, alpha) { - var frames = this.frames; - if (time < frames[0]) return; // Time is before first frame. - - var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex]; - - if (time >= frames[frames.length - 3]) { // Time is after last frame. - ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha; - ikConstraint.bendDirection = frames[frames.length - 1]; - return; - } - - // Interpolate between the previous frame and the current frame. - var frameIndex = spine.Animation.binarySearch(frames, time, 3); - var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/]; - var frameTime = frames[frameIndex]; - var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime); - percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent); - - var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent; - ikConstraint.mix += (mix - ikConstraint.mix) * alpha; - ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/]; - } -}; - -spine.SkeletonData = function () { - this.bones = []; - this.slots = []; - this.skins = []; - this.events = []; - this.animations = []; - this.ikConstraints = []; - this.transformConstraints = []; -}; -spine.SkeletonData.prototype = { - name: null, - defaultSkin: null, - width: 0, height: 0, - version: null, hash: null, - /** @return May be null. */ - findBone: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].name == boneName) return bones[i]; - return null; - }, - /** @return -1 if the bone was not found. */ - findBoneIndex: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].name == boneName) return i; - return -1; - }, - /** @return May be null. */ - findSlot: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) { - if (slots[i].name == slotName) return slot[i]; - } - return null; - }, - /** @return -1 if the bone was not found. */ - findSlotIndex: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - if (slots[i].name == slotName) return i; - return -1; - }, - /** @return May be null. */ - findSkin: function (skinName) { - var skins = this.skins; - for (var i = 0, n = skins.length; i < n; i++) - if (skins[i].name == skinName) return skins[i]; - return null; - }, - /** @return May be null. */ - findEvent: function (eventName) { - var events = this.events; - for (var i = 0, n = events.length; i < n; i++) - if (events[i].name == eventName) return events[i]; - return null; - }, - /** @return May be null. */ - findAnimation: function (animationName) { - var animations = this.animations; - for (var i = 0, n = animations.length; i < n; i++) - if (animations[i].name == animationName) return animations[i]; - return null; - }, - /** @return May be null. */ - findIkConstraint: function (constraintName) { - var ikConstraints = this.ikConstraints; - for (var i = 0, n = ikConstraints.length; i < n; i++) - if (ikConstraints[i].name == constraintName) return ikConstraints[i]; - return null; - }, - /** @return May be null. */ - findTransformConstraints: function (constraintName) { - var transformConstraints = this.transformConstraints; - for (var i = 0, n = transformConstraints.length; i < n; i++) - if (transformConstraints[i].name == constraintName) return transformConstraints[i]; - return null; - } -}; - -spine.Skeleton = function (skeletonData) { - this.data = skeletonData; - - this.bones = []; - for (var i = 0, n = skeletonData.bones.length; i < n; i++) { - var boneData = skeletonData.bones[i]; - var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)]; - this.bones[i] = new spine.Bone(boneData, this, parent); - } - - this.slots = []; - this.drawOrder = []; - for (var i = 0, n = skeletonData.slots.length; i < n; i++) { - var slotData = skeletonData.slots[i]; - var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)]; - var slot = new spine.Slot(slotData, bone); - this.slots[i] = slot; - this.drawOrder[i] = slot; - } - - this.ikConstraints = []; - for (var i = 0, n = skeletonData.ikConstraints.length; i < n; i++) - this.ikConstraints[i] = new spine.IkConstraint(skeletonData.ikConstraints[i], this); - - this.transformConstraints = []; - for (var i = 0, n = skeletonData.transformConstraints.length; i < n; i++) - this.transformConstraints[i] = new spine.TransformConstraint(skeletonData.transformConstraints[i], this); - - this.cache = []; - this.updateCache(); -}; -spine.Skeleton.prototype = { - x: 0, y: 0, - skin: null, - r: 1, g: 1, b: 1, a: 1, - time: 0, - flipX: false, flipY: false, - /** Caches information about bones and constraints. Must be called if bones or constraints are added or removed. */ - updateCache: function () { - var bones = this.bones; - var updateCache = this.cache; - var ikConstraints = this.ikConstraints; - var transformConstraints = this.transformConstraints; - var ikConstraintsCount = ikConstraints.length; - var transformConstraintsCount = transformConstraints.length; - updateCache.length = 0; - - for (var i = 0, n = bones.length; i < n; i++) { - var bone = bones[i]; - updateCache[updateCache.length] = bone; - for (var ii = 0; ii < ikConstraintsCount; ii++) { - var ikConstraint = ikConstraints[ii]; - if (bone == ikConstraint.bones[ikConstraint.bones.length - 1]) { - updateCache[updateCache.length] = ikConstraint; - break; - } - } - } - - for (var i = 0; i < transformConstraintsCount; i++) { - var transformConstraint = transformConstraints[i]; - for (var ii = updateCache.length - 1; ii >= 0; ii--) { - var object = updateCache[ii]; - if (object == transformConstraint.bone || object == transformConstraint.target) { - updateCache.splice(ii + 1, 0, transformConstraint); - break; - } - } - } - }, - /** Updates the world transform for each bone and applies constraints. */ - updateWorldTransform: function () { - var updateCache = this.cache; - for (var i = 0, n = updateCache.length; i < n; i++) - updateCache[i].update(); - }, - /** Sets the bones, constraints, and slots to their setup pose values. */ - setToSetupPose: function () { - this.setBonesToSetupPose(); - this.setSlotsToSetupPose(); - }, - /** Sets the bones and constraints to their setup pose values. */ - 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]; - constraint.translateMix = constraint.data.translateMix; - constraint.x = constraint.data.x; - constraint.y = constraint.data.y; - } - }, - setSlotsToSetupPose: function () { - var slots = this.slots; - var drawOrder = this.drawOrder; - for (var i = 0, n = slots.length; i < n; i++) { - drawOrder[i] = slots[i]; - slots[i].setToSetupPose(i); - } - }, - /** @return May return null. */ - getRootBone: function () { - return this.bones.length ? this.bones[0] : null; - }, - /** @return May be null. */ - findBone: function (boneName) { - var bones = this.bones; - for (var i = 0, n = bones.length; i < n; i++) - if (bones[i].data.name == boneName) return bones[i]; - return null; - }, - /** @return -1 if the bone was not found. */ - findBoneIndex: function (boneName) { - 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. */ - findSlot: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - if (slots[i].data.name == slotName) return slots[i]; - return null; - }, - /** @return -1 if the bone was not found. */ - findSlotIndex: function (slotName) { - var slots = this.slots; - for (var i = 0, n = slots.length; i < n; i++) - if (slots[i].data.name == slotName) return i; - return -1; - }, - setSkinByName: function (skinName) { - var skin = this.data.findSkin(skinName); - if (!skin) throw "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. */ - setSkin: function (newSkin) { - if (newSkin) { - if (this.skin) - 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 = slot.data.attachmentName; - if (name) { - var attachment = newSkin.getAttachment(i, name); - if (attachment) slot.setAttachment(attachment); - } - } - } - } - this.skin = newSkin; - }, - /** @return May be null. */ - getAttachmentBySlotName: function (slotName, attachmentName) { - return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName); - }, - /** @return May be null. */ - getAttachmentBySlotIndex: function (slotIndex, attachmentName) { - if (this.skin) { - var attachment = this.skin.getAttachment(slotIndex, attachmentName); - if (attachment) return attachment; - } - if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); - return null; - }, - /** @param attachmentName May be null. */ - setAttachment: function (slotName, attachmentName) { - 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) { - attachment = this.getAttachmentBySlotIndex(i, attachmentName); - if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName; - } - slot.setAttachment(attachment); - return; - } - } - throw "Slot not found: " + slotName; - }, - /** @return May be null. */ - findIkConstraint: function (constraintName) { - var ikConstraints = this.ikConstraints; - for (var i = 0, n = ikConstraints.length; i < n; i++) - if (ikConstraints[i].data.name == constraintName) return ikConstraints[i]; - return null; - }, - /** @return May be null. */ - findTransformConstraint: function (constraintName) { - var transformConstraints = this.transformConstraints; - for (var i = 0, n = transformConstraints.length; i < n; i++) - if (transformConstraints[i].data.name == constraintName) return transformConstraints[i]; - return null; - }, - update: function (delta) { - this.time += delta; - } -}; - -spine.EventData = function (name) { - this.name = name; -}; -spine.EventData.prototype = { - intValue: 0, - floatValue: 0, - stringValue: null -}; - -spine.Event = function (time, data) { - this.time = time; - this.data = data; -}; -spine.Event.prototype = { - intValue: 0, - floatValue: 0, - stringValue: null -}; - -spine.AttachmentType = { - region: 0, - boundingbox: 1, - mesh: 2, - weightedmesh: 3, - linkedmesh: 4, - weightedlinkedmesh: 5 -}; - -spine.RegionAttachment = function (name) { - this.name = name; - this.offset = new spine.Float32Array(8); - this.offset.length = 8; - this.uvs = new spine.Float32Array(8); - this.uvs.length = 8; -}; -spine.RegionAttachment.prototype = { - type: spine.AttachmentType.region, - x: 0, y: 0, - rotation: 0, - scaleX: 1, scaleY: 1, - width: 0, height: 0, - r: 1, g: 1, b: 1, a: 1, - path: null, - rendererObject: null, - regionOffsetX: 0, regionOffsetY: 0, - regionWidth: 0, regionHeight: 0, - regionOriginalWidth: 0, regionOriginalHeight: 0, - setUVs: function (u, v, u2, v2, rotate) { - var uvs = this.uvs; - if (rotate) { - uvs[2/*X2*/] = u; - uvs[3/*Y2*/] = v2; - uvs[4/*X3*/] = u; - uvs[5/*Y3*/] = v; - uvs[6/*X4*/] = u2; - uvs[7/*Y4*/] = v; - uvs[0/*X1*/] = u2; - uvs[1/*Y1*/] = v2; - } else { - uvs[0/*X1*/] = u; - uvs[1/*Y1*/] = v2; - uvs[2/*X2*/] = u; - uvs[3/*Y2*/] = v; - uvs[4/*X3*/] = u2; - uvs[5/*Y3*/] = v; - uvs[6/*X4*/] = u2; - uvs[7/*Y4*/] = v2; - } - }, - updateOffset: function () { - var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX; - var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY; - var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX; - var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY; - var localX2 = localX + this.regionWidth * regionScaleX; - var localY2 = localY + this.regionHeight * regionScaleY; - var radians = this.rotation * spine.degRad; - 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[0/*X1*/] = localXCos - localYSin; - offset[1/*Y1*/] = localYCos + localXSin; - offset[2/*X2*/] = localXCos - localY2Sin; - offset[3/*Y2*/] = localY2Cos + localXSin; - offset[4/*X3*/] = localX2Cos - localY2Sin; - offset[5/*Y3*/] = localY2Cos + localX2Sin; - offset[6/*X4*/] = localX2Cos - localYSin; - offset[7/*Y4*/] = localYCos + localX2Sin; - }, - computeVertices: function (x, y, bone, vertices) { - x += bone.worldX; - y += bone.worldY; - var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d; - var offset = this.offset; - vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x; - vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y; - vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x; - vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y; - vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x; - vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y; - vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x; - vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y; - } -}; - -spine.MeshAttachment = function (name) { - this.name = name; -}; -spine.MeshAttachment.prototype = { - type: spine.AttachmentType.mesh, - vertices: null, - uvs: null, - regionUVs: null, - triangles: null, - hullLength: 0, - r: 1, g: 1, b: 1, a: 1, - path: null, - inheritFFD: true, - parentMesh: null, - rendererObject: null, - regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false, - regionOffsetX: 0, regionOffsetY: 0, - regionWidth: 0, regionHeight: 0, - regionOriginalWidth: 0, regionOriginalHeight: 0, - edges: null, - width: 0, height: 0, - updateUVs: function () { - var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV; - var n = this.regionUVs.length; - if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n); - if (this.regionRotate) { - for (var i = 0; i < n; i += 2) { - this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width; - this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height; - } - } else { - for (var i = 0; i < n; i += 2) { - this.uvs[i] = this.regionU + this.regionUVs[i] * width; - this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height; - } - } - }, - computeWorldVertices: function (x, y, slot, worldVertices) { - var bone = slot.bone; - x += bone.worldX; - y += bone.worldY; - var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d; - var vertices = this.vertices; - var verticesCount = vertices.length; - if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices; - for (var i = 0; i < verticesCount; i += 2) { - var vx = vertices[i]; - var vy = vertices[i + 1]; - worldVertices[i] = vx * m00 + vy * m01 + x; - worldVertices[i + 1] = vx * m10 + vy * m11 + y; - } - }, - setParentMesh: function (parentMesh) { - this.parentMesh = parentMesh; - if (parentMesh) { - this.vertices = parentMesh.vertices; - this.regionUVs = parentMesh.regionUVs; - this.triangles = parentMesh.triangles; - this.hullLength = parentMesh.hullLength; - this.edges = parentMesh.edges; - this.width = parentMesh.width; - this.height = parentMesh.height; - } - } -}; - -spine.WeightedMeshAttachment = function (name) { - this.name = name; -}; -spine.WeightedMeshAttachment.prototype = { - type: spine.AttachmentType.weightedmesh, - bones: null, - weights: null, - uvs: null, - regionUVs: null, - triangles: null, - hullLength: 0, - r: 1, g: 1, b: 1, a: 1, - path: null, - inheritFFD: true, - parentMesh: null, - rendererObject: null, - regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false, - regionOffsetX: 0, regionOffsetY: 0, - regionWidth: 0, regionHeight: 0, - regionOriginalWidth: 0, regionOriginalHeight: 0, - edges: null, - width: 0, height: 0, - updateUVs: function (u, v, u2, v2, rotate) { - var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV; - var n = this.regionUVs.length; - if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n); - if (this.regionRotate) { - for (var i = 0; i < n; i += 2) { - this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width; - this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height; - } - } else { - for (var i = 0; i < n; i += 2) { - this.uvs[i] = this.regionU + this.regionUVs[i] * width; - this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height; - } - } - }, - computeWorldVertices: function (x, y, slot, worldVertices) { - var skeletonBones = slot.bone.skeleton.bones; - var weights = this.weights; - var bones = this.bones; - - var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn; - var wx, wy, bone, vx, vy, weight; - if (!slot.attachmentVertices.length) { - for (; v < n; w += 2) { - wx = 0; - wy = 0; - nn = bones[v++] + v; - for (; v < nn; v++, b += 3) { - bone = skeletonBones[bones[v]]; - vx = weights[b]; - vy = weights[b + 1]; - weight = weights[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 + x; - worldVertices[w + 1] = wy + y; - } - } else { - var ffd = slot.attachmentVertices; - for (; v < n; w += 2) { - wx = 0; - wy = 0; - nn = bones[v++] + v; - for (; v < nn; v++, b += 3, f += 2) { - bone = skeletonBones[bones[v]]; - vx = weights[b] + ffd[f]; - vy = weights[b + 1] + ffd[f + 1]; - weight = weights[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 + x; - worldVertices[w + 1] = wy + y; - } - } - }, - setParentMesh: function (parentMesh) { - this.parentMesh = parentMesh; - if (parentMesh) { - this.bones = parentMesh.bones; - this.weights = parentMesh.weights; - this.regionUVs = parentMesh.regionUVs; - this.triangles = parentMesh.triangles; - this.hullLength = parentMesh.hullLength; - this.edges = parentMesh.edges; - this.width = parentMesh.width; - this.height = parentMesh.height; - } - } -}; - -spine.BoundingBoxAttachment = function (name) { - this.name = name; -}; -spine.BoundingBoxAttachment.prototype = { - type: spine.AttachmentType.boundingbox, - computeWorldVertices: function (x, y, bone, worldVertices) { - x += bone.worldX; - y += bone.worldY; - var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d; - var vertices = this.vertices; - for (var i = 0, n = vertices.length; i < n; i += 2) { - var px = vertices[i]; - var py = vertices[i + 1]; - worldVertices[i] = px * m00 + py * m01 + x; - worldVertices[i + 1] = px * m10 + py * m11 + y; - } - } -}; - -spine.AnimationStateData = function (skeletonData) { - this.skeletonData = skeletonData; - this.animationToMixTime = {}; -}; -spine.AnimationStateData.prototype = { - defaultMix: 0, - setMixByName: function (fromName, toName, duration) { - var from = this.skeletonData.findAnimation(fromName); - if (!from) throw "Animation not found: " + fromName; - var to = this.skeletonData.findAnimation(toName); - if (!to) throw "Animation not found: " + toName; - this.setMix(from, to, duration); - }, - setMix: function (from, to, duration) { - this.animationToMixTime[from.name + ":" + to.name] = duration; - }, - getMix: function (from, to) { - var key = from.name + ":" + to.name; - return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix; - } -}; - -spine.TrackEntry = function () {}; -spine.TrackEntry.prototype = { - next: null, previous: null, - animation: null, - loop: false, - delay: 0, time: 0, lastTime: -1, endTime: 0, - timeScale: 1, - mixTime: 0, mixDuration: 0, mix: 1, - onStart: null, onEnd: null, onComplete: null, onEvent: null -}; - -spine.AnimationState = function (stateData) { - this.data = stateData; - this.tracks = []; - this.events = []; -}; -spine.AnimationState.prototype = { - onStart: null, - onEnd: null, - onComplete: null, - onEvent: null, - timeScale: 1, - update: function (delta) { - delta *= this.timeScale; - for (var i = 0; i < this.tracks.length; i++) { - var current = this.tracks[i]; - if (!current) continue; - - current.time += delta * current.timeScale; - if (current.previous) { - var previousDelta = delta * current.previous.timeScale; - current.previous.time += previousDelta; - current.mixTime += previousDelta; - } - - var next = current.next; - if (next) { - next.time = current.lastTime - next.delay; - if (next.time >= 0) this.setCurrent(i, next); - } else { - // End non-looping animation when it reaches its end time and there is no next entry. - if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i); - } - } - }, - apply: function (skeleton) { - for (var i = 0; i < this.tracks.length; i++) { - var current = this.tracks[i]; - if (!current) continue; - - this.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) { - if (current.mix == 1) - current.animation.apply(skeleton, current.lastTime, time, loop, this.events); - else - current.animation.mix(skeleton, current.lastTime, time, loop, this.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, current.lastTime, time, loop, this.events, alpha); - } - - for (var ii = 0, nn = this.events.length; ii < nn; ii++) { - var event = this.events[ii]; - if (current.onEvent) current.onEvent(i, event); - if (this.onEvent) this.onEvent(i, event); - } - - // Check if completed the animation or a loop iteration. - if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) { - var count = Math.floor(time / endTime); - if (current.onComplete) current.onComplete(i, count); - if (this.onComplete) this.onComplete(i, count); - } - - current.lastTime = current.time; - } - }, - clearTracks: function () { - for (var i = 0, n = this.tracks.length; i < n; i++) - this.clearTrack(i); - this.tracks.length = 0; - }, - clearTrack: function (trackIndex) { - if (trackIndex >= this.tracks.length) return; - var current = this.tracks[trackIndex]; - if (!current) return; - - if (current.onEnd) current.onEnd(trackIndex); - if (this.onEnd) this.onEnd(trackIndex); - - this.tracks[trackIndex] = null; - }, - _expandToIndex: function (index) { - if (index < this.tracks.length) return this.tracks[index]; - while (index >= this.tracks.length) - this.tracks[this.tracks.length] = null; - return null; - }, - setCurrent: function (index, entry) { - var current = this._expandToIndex(index); - if (current) { - var previous = current.previous; - current.previous = null; - - if (current.onEnd) current.onEnd(index); - if (this.onEnd) this.onEnd(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 && current.mixTime / current.mixDuration < 0.5) - entry.previous = previous; - else - entry.previous = current; - } - } - - this.tracks[index] = entry; - - if (entry.onStart) entry.onStart(index); - if (this.onStart) this.onStart(index); - }, - setAnimationByName: function (trackIndex, animationName, loop) { - var animation = this.data.skeletonData.findAnimation(animationName); - if (!animation) throw "Animation not found: " + animationName; - return this.setAnimation(trackIndex, animation, loop); - }, - /** Set the current animation. Any queued animations are cleared. */ - setAnimation: function (trackIndex, animation, loop) { - var entry = new spine.TrackEntry(); - entry.animation = animation; - entry.loop = loop; - entry.endTime = animation.duration; - this.setCurrent(trackIndex, entry); - return entry; - }, - addAnimationByName: function (trackIndex, animationName, loop, delay) { - var animation = this.data.skeletonData.findAnimation(animationName); - if (!animation) throw "Animation not found: " + animationName; - return this.addAnimation(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. */ - addAnimation: function (trackIndex, animation, loop, delay) { - var entry = new spine.TrackEntry(); - entry.animation = animation; - entry.loop = loop; - entry.endTime = animation.duration; - - var last = this._expandToIndex(trackIndex); - if (last) { - while (last.next) - last = last.next; - last.next = entry; - } else - this.tracks[trackIndex] = entry; - - if (delay <= 0) { - if (last) - delay += last.endTime - this.data.getMix(last.animation, animation); - else - delay = 0; - } - entry.delay = delay; - - return entry; - }, - /** May be null. */ - getCurrent: function (trackIndex) { - if (trackIndex >= this.tracks.length) return null; - return this.tracks[trackIndex]; - } -}; - -spine.SkeletonJson = function (attachmentLoader) { - this.attachmentLoader = attachmentLoader; - this.linkedMeshes = []; -}; -spine.SkeletonJson.prototype = { - scale: 1, - readSkeletonData: function (root, name) { - var skeletonData = new spine.SkeletonData(); - skeletonData.name = name; - - // Skeleton. - var skeletonMap = root["skeleton"]; - if (skeletonMap) { - skeletonData.hash = skeletonMap["hash"]; - skeletonData.version = skeletonMap["spine"]; - skeletonData.width = skeletonMap["width"] || 0; - skeletonData.height = skeletonMap["height"] || 0; - } - - // Bones. - var bones = root["bones"]; - for (var i = 0, n = bones.length; i < n; i++) { - var boneMap = bones[i]; - var parent = null; - if (boneMap["parent"]) { - parent = skeletonData.findBone(boneMap["parent"]); - if (!parent) throw "Parent bone not found: " + boneMap["parent"]; - } - var boneData = new spine.BoneData(boneMap["name"], parent); - boneData.length = (boneMap["length"] || 0) * this.scale; - boneData.x = (boneMap["x"] || 0) * this.scale; - boneData.y = (boneMap["y"] || 0) * this.scale; - boneData.rotation = (boneMap["rotation"] || 0); - boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1; - boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1; - boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true; - boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true; - skeletonData.bones[i] = boneData; - } - - // IK constraints. - var ik = root["ik"]; - if (ik) { - for (var i = 0, n = ik.length; i < n; i++) { - var ikMap = ik[i]; - var ikConstraintData = new spine.IkConstraintData(ikMap["name"]); - - var bones = ikMap["bones"]; - for (var ii = 0, nn = bones.length; ii < nn; ii++) { - var bone = skeletonData.findBone(bones[ii]); - if (!bone) throw "IK bone not found: " + bones[ii]; - ikConstraintData.bones[ii] = bone; - } - - ikConstraintData.target = skeletonData.findBone(ikMap["target"]); - if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"]; - - ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1; - ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1; - - skeletonData.ikConstraints[i] = ikConstraintData; - } - } - - // Transform constraints. - var transform = root["transform"]; - if (transform) { - for (var i = 0, n = transform.length; i < n; i++) { - var transformMap = transform[i]; - var transformConstraintData = new spine.TransformConstraintData(transformMap["name"]); - - transformConstraintData.bone = skeletonData.findBone(transformMap["bone"]); - if (!transformConstraintData.bone) throw "Bone not found: " + transformMap["bone"]; - - transformConstraintData.target = skeletonData.findBone(transformMap["target"]); - if (!transformConstraintData.target) throw "Target bone not found: " + transformMap["target"]; - - transformConstraintData.mix = transformMap.hasOwnProperty("translateMix") ? ikMap["translateMix"] : 1; - transformConstraintData.x = (transformMap["x"] || 0) * this.scale; - transformConstraintData.y = (transformMap["y"] || 0) * this.scale; - - skeletonData.transformConstraints[i] = transformConstraintData; - } - } - - // Slots. - var slots = root["slots"]; - for (var i = 0, n = slots.length; i < n; i++) { - var slotMap = slots[i]; - var boneData = skeletonData.findBone(slotMap["bone"]); - if (!boneData) throw "Slot bone not found: " + slotMap["bone"]; - var slotData = new spine.SlotData(slotMap["name"], boneData); - - var color = slotMap["color"]; - if (color) { - slotData.r = this.toColor(color, 0); - slotData.g = this.toColor(color, 1); - slotData.b = this.toColor(color, 2); - slotData.a = this.toColor(color, 3); - } - - slotData.attachmentName = slotMap["attachment"]; - slotData.blendMode = spine.BlendMode[slotMap["blend"] || "normal"]; - - skeletonData.slots[i] = slotData; - } - - // Skins. - var skins = root["skins"]; - for (var skinName in skins) { - if (!skins.hasOwnProperty(skinName)) continue; - var skinMap = skins[skinName]; - var skin = new spine.Skin(skinName); - for (var slotName in skinMap) { - if (!skinMap.hasOwnProperty(slotName)) continue; - var slotIndex = skeletonData.findSlotIndex(slotName); - var slotEntry = skinMap[slotName]; - for (var attachmentName in slotEntry) { - if (!slotEntry.hasOwnProperty(attachmentName)) continue; - var attachment = this.readAttachment(skin, slotIndex, attachmentName, slotEntry[attachmentName]); - if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment); - } - } - skeletonData.skins[skeletonData.skins.length] = 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 ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); - if (!skin) throw "Skin not found: " + linkedMesh.skin; - var parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); - if (!parent) throw "Parent mesh not found: " + linkedMesh.parent; - linkedMesh.mesh.setParentMesh(parent); - linkedMesh.mesh.updateUVs(); - } - this.linkedMeshes.length = 0; - - // Events. - var events = root["events"]; - for (var eventName in events) { - if (!events.hasOwnProperty(eventName)) continue; - var eventMap = events[eventName]; - var eventData = new spine.EventData(eventName); - eventData.intValue = eventMap["int"] || 0; - eventData.floatValue = eventMap["float"] || 0; - eventData.stringValue = eventMap["string"] || null; - skeletonData.events[skeletonData.events.length] = eventData; - } - - // Animations. - var animations = root["animations"]; - for (var animationName in animations) { - if (!animations.hasOwnProperty(animationName)) continue; - this.readAnimation(animationName, animations[animationName], skeletonData); - } - - return skeletonData; - }, - readAttachment: function (skin, slotIndex, name, map) { - name = map["name"] || name; - - var type = map["type"] || "region"; - if (type == "skinnedmesh") type = "weightedmesh"; - type = spine.AttachmentType[type]; - var path = map["path"] || name; - - var scale = this.scale; - switch (type) { - case spine.AttachmentType.region: - var region = this.attachmentLoader.newRegionAttachment(skin, name, path); - if (!region) return null; - region.path = path; - region.x = (map["x"] || 0) * scale; - region.y = (map["y"] || 0) * scale; - region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1; - region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1; - region.rotation = map["rotation"] || 0; - region.width = (map["width"] || 0) * scale; - region.height = (map["height"] || 0) * scale; - - var color = map["color"]; - if (color) { - region.r = this.toColor(color, 0); - region.g = this.toColor(color, 1); - region.b = this.toColor(color, 2); - region.a = this.toColor(color, 3); - } - - region.updateOffset(); - return region; - case spine.AttachmentType.mesh: - case spine.AttachmentType.linkedmesh: - var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path); - if (!mesh) return null; - mesh.path = path; - - color = map["color"]; - if (color) { - mesh.r = this.toColor(color, 0); - mesh.g = this.toColor(color, 1); - mesh.b = this.toColor(color, 2); - mesh.a = this.toColor(color, 3); - } - - mesh.width = (map["width"] || 0) * scale; - mesh.height = (map["height"] || 0) * scale; - - if (!map["parent"]) { - mesh.vertices = this.getFloatArray(map, "vertices", scale); - mesh.triangles = this.getUint32Array(map, "triangles"); - mesh.regionUVs = this.getFloatArray(map, "uvs", 1); - mesh.updateUVs(); - - mesh.hullLength = (map["hull"] || 0) * 2; - if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges"); - } else { - mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true; - this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]}; - } - return mesh; - case spine.AttachmentType.weightedmesh: - case spine.AttachmentType.weightedlinkedmesh: - var mesh = this.attachmentLoader.newWeightedMeshAttachment(skin, name, path); - if (!mesh) return null; - mesh.path = path; - - color = map["color"]; - if (color) { - mesh.r = this.toColor(color, 0); - mesh.g = this.toColor(color, 1); - mesh.b = this.toColor(color, 2); - mesh.a = this.toColor(color, 3); - } - - mesh.width = (map["width"] || 0) * scale; - mesh.height = (map["height"] || 0) * scale; - - if (!map["parent"]) { - var uvs = this.getFloatArray(map, "uvs", 1); - var vertices = this.getFloatArray(map, "vertices", 1); - var weights = new spine.Float32Array(uvs.length * 3 * 3); - var bones = new spine.Uint32Array(uvs.length * 3); - for (var i = 0, b = 0, w = 0, n = vertices.length; i < n; ) { - var boneCount = vertices[i++] | 0; - bones[b++] = boneCount; - for (var nn = i + boneCount * 4; i < nn; ) { - bones[b++] = vertices[i]; - weights[w++] = vertices[i + 1] * scale; - weights[w++] = vertices[i + 2] * scale; - weights[w++] = vertices[i + 3]; - i += 4; - } - } - mesh.bones = bones; - mesh.weights = weights; - mesh.triangles = this.getUint32Array(map, "triangles"); - mesh.regionUVs = uvs; - mesh.updateUVs(); - - mesh.hullLength = (map["hull"] || 0) * 2; - if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges"); - } else { - mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true; - this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]}; - } - return mesh; - case spine.AttachmentType.boundingbox: - var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name); - var vertices = map["vertices"]; - attachment.vertices = new spine.Float32Array(vertices.length); - for (var i = 0, n = vertices.length; i < n; i++) - attachment.vertices[i] = vertices[i] * scale; - return attachment; - } - throw "Unknown attachment type: " + type; - }, - readAnimation: function (name, map, skeletonData) { - var timelines = []; - var duration = 0; - - var slots = map["slots"]; - for (var slotName in slots) { - if (!slots.hasOwnProperty(slotName)) continue; - var slotMap = slots[slotName]; - var slotIndex = skeletonData.findSlotIndex(slotName); - - for (var timelineName in slotMap) { - if (!slotMap.hasOwnProperty(timelineName)) continue; - var values = slotMap[timelineName]; - if (timelineName == "color") { - var timeline = new spine.ColorTimeline(values.length); - timeline.slotIndex = slotIndex; - - var frameIndex = 0; - for (var i = 0, n = values.length; i < n; i++) { - var valueMap = values[i]; - var color = valueMap["color"]; - var r = this.toColor(color, 0); - var g = this.toColor(color, 1); - var b = this.toColor(color, 2); - var a = this.toColor(color, 3); - timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a); - this.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]); - - } else if (timelineName == "attachment") { - var timeline = new spine.AttachmentTimeline(values.length); - timeline.slotIndex = slotIndex; - - var frameIndex = 0; - for (var i = 0, n = values.length; i < n; i++) { - var valueMap = values[i]; - timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]); - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); - - } else - throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")"; - } - } - - var bones = map["bones"]; - for (var boneName in bones) { - if (!bones.hasOwnProperty(boneName)) continue; - var boneIndex = skeletonData.findBoneIndex(boneName); - if (boneIndex == -1) throw "Bone not found: " + boneName; - var boneMap = bones[boneName]; - - for (var timelineName in boneMap) { - if (!boneMap.hasOwnProperty(timelineName)) continue; - var values = boneMap[timelineName]; - if (timelineName == "rotate") { - var timeline = new spine.RotateTimeline(values.length); - timeline.boneIndex = boneIndex; - - var frameIndex = 0; - for (var i = 0, n = values.length; i < n; i++) { - var valueMap = values[i]; - timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]); - this.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]); - - } else if (timelineName == "translate" || timelineName == "scale") { - var timeline; - var timelineScale = 1; - if (timelineName == "scale") - timeline = new spine.ScaleTimeline(values.length); - else { - timeline = new spine.TranslateTimeline(values.length); - timelineScale = this.scale; - } - timeline.boneIndex = boneIndex; - - var frameIndex = 0; - for (var i = 0, n = values.length; i < n; i++) { - var valueMap = values[i]; - var x = (valueMap["x"] || 0) * timelineScale; - var y = (valueMap["y"] || 0) * timelineScale; - timeline.setFrame(frameIndex, valueMap["time"], x, y); - this.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); - - } else - throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")"; - } - } - - var ikMap = map["ik"]; - for (var ikConstraintName in ikMap) { - if (!ikMap.hasOwnProperty(ikConstraintName)) continue; - var ikConstraint = skeletonData.findIkConstraint(ikConstraintName); - var values = ikMap[ikConstraintName]; - var timeline = new spine.IkConstraintTimeline(values.length); - timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint); - var frameIndex = 0; - for (var i = 0, n = values.length; i < n; i++) { - var valueMap = values[i]; - var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1; - var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1; - timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection); - this.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]); - } - - var ffd = map["ffd"]; - for (var skinName in ffd) { - var skin = skeletonData.findSkin(skinName); - var slotMap = ffd[skinName]; - for (slotName in slotMap) { - var slotIndex = skeletonData.findSlotIndex(slotName); - var meshMap = slotMap[slotName]; - for (var meshName in meshMap) { - var values = meshMap[meshName]; - var timeline = new spine.FfdTimeline(values.length); - var attachment = skin.getAttachment(slotIndex, meshName); - if (!attachment) throw "FFD attachment not found: " + meshName; - timeline.slotIndex = slotIndex; - timeline.attachment = attachment; - - var isMesh = attachment.type == spine.AttachmentType.mesh; - var vertexCount; - if (isMesh) - vertexCount = attachment.vertices.length; - else - vertexCount = attachment.weights.length / 3 * 2; - - var frameIndex = 0; - for (var i = 0, n = values.length; i < n; i++) { - var valueMap = values[i]; - var vertices; - if (!valueMap["vertices"]) { - if (isMesh) - vertices = attachment.vertices; - else { - vertices = new spine.Float32Array(vertexCount); - vertices.length = vertexCount; - } - } else { - var verticesValue = valueMap["vertices"]; - var vertices = new spine.Float32Array(vertexCount); - vertices.length = vertexCount; - var start = valueMap["offset"] || 0; - var nn = verticesValue.length; - if (this.scale == 1) { - for (var ii = 0; ii < nn; ii++) - vertices[ii + start] = verticesValue[ii]; - } else { - for (var ii = 0; ii < nn; ii++) - vertices[ii + start] = verticesValue[ii] * this.scale; - } - if (isMesh) { - var meshVertices = attachment.vertices; - for (var ii = 0, nn = vertices.length; ii < nn; ii++) - vertices[ii] += meshVertices[ii]; - } - } - - timeline.setFrame(frameIndex, valueMap["time"], vertices); - this.readCurve(timeline, frameIndex, valueMap); - frameIndex++; - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); - } - } - } - - var drawOrderValues = map["drawOrder"]; - if (!drawOrderValues) drawOrderValues = map["draworder"]; - if (drawOrderValues) { - var timeline = new spine.DrawOrderTimeline(drawOrderValues.length); - var slotCount = skeletonData.slots.length; - var frameIndex = 0; - for (var i = 0, n = drawOrderValues.length; i < n; i++) { - var drawOrderMap = drawOrderValues[i]; - var drawOrder = null; - if (drawOrderMap["offsets"]) { - drawOrder = new spine.Uint32Array(slotCount); - drawOrder.length = slotCount; - for (var ii = slotCount - 1; ii >= 0; ii--) - drawOrder[ii] = 4294967295; - var offsets = drawOrderMap["offsets"]; - var unchanged = new spine.Uint32Array(slotCount - offsets.length); - unchanged.length = slotCount - offsets.length; - var originalIndex = 0, unchangedIndex = 0; - for (var ii = 0, nn = offsets.length; ii < nn; ii++) { - var offsetMap = offsets[ii]; - var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]); - if (slotIndex == -1) throw "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 ii = slotCount - 1; ii >= 0; ii--) - if (drawOrder[ii] == 4294967295) drawOrder[ii] = unchanged[--unchangedIndex]; - } - timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder); - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); - } - - var events = map["events"]; - if (events) { - var timeline = new spine.EventTimeline(events.length); - var frameIndex = 0; - for (var i = 0, n = events.length; i < n; i++) { - var eventMap = events[i]; - var eventData = skeletonData.findEvent(eventMap["name"]); - if (!eventData) throw "Event not found: " + eventMap["name"]; - var event = new spine.Event(eventMap["time"], eventData); - event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue; - event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue; - event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue; - timeline.setFrame(frameIndex++, event); - } - timelines[timelines.length] = timeline; - duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]); - } - - skeletonData.animations[skeletonData.animations.length] = new spine.Animation(name, timelines, duration); - }, - readCurve: function (timeline, frameIndex, valueMap) { - var curve = valueMap["curve"]; - if (!curve) - timeline.curves.setLinear(frameIndex); - else if (curve == "stepped") - timeline.curves.setStepped(frameIndex); - else if (curve instanceof Array) - timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]); - }, - toColor: function (hexString, colorIndex) { - if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString; - return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255; - }, - getFloatArray: function (map, name, scale) { - var list = map[name]; - var values = new spine.Float32Array(list.length); - var i = 0, n = list.length; - if (scale == 1) { - for (; i < n; i++) - values[i] = list[i]; - } else { - for (; i < n; i++) - values[i] = list[i] * scale; - } - return values; - }, - getUint32Array: function (map, name) { - var list = map[name]; - var values = new spine.Uint32Array(list.length); - for (var i = 0, n = list.length; i < n; i++) - values[i] = list[i] | 0; - return values; - }, - getUint16Array: function (map, name) { - var list = map[name]; - var values = new spine.Uint16Array(list.length); - for (var i = 0, n = list.length; i < n; i++) - values[i] = list[i] | 0; - return values; - } -}; - -spine.Atlas = function (atlasText, textureLoader) { - this.textureLoader = textureLoader; - this.pages = []; - this.regions = []; - - var reader = new spine.AtlasReader(atlasText); - var tuple = []; - tuple.length = 4; - var page = null; - while (true) { - var line = reader.readLine(); - if (line === null) break; - line = reader.trim(line); - if (!line.length) - page = null; - else if (!page) { - page = new spine.AtlasPage(); - page.name = line; - - if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker. - page.width = parseInt(tuple[0]); - page.height = parseInt(tuple[1]); - reader.readTuple(tuple); - } - page.format = spine.Atlas.Format[tuple[0]]; - - reader.readTuple(tuple); - page.minFilter = spine.Atlas.TextureFilter[tuple[0]]; - page.magFilter = spine.Atlas.TextureFilter[tuple[1]]; - - var direction = reader.readValue(); - page.uWrap = spine.Atlas.TextureWrap.clampToEdge; - page.vWrap = spine.Atlas.TextureWrap.clampToEdge; - if (direction == "x") - page.uWrap = spine.Atlas.TextureWrap.repeat; - else if (direction == "y") - page.vWrap = spine.Atlas.TextureWrap.repeat; - else if (direction == "xy") - page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat; - - textureLoader.load(page, line, this); - - this.pages[this.pages.length] = page; - - } else { - var region = new spine.AtlasRegion(); - 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) { // split is optional - region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])]; - - if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits - region.pads = [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()); - - this.regions[this.regions.length] = region; - } - } -}; -spine.Atlas.prototype = { - findRegion: function (name) { - var regions = this.regions; - for (var i = 0, n = regions.length; i < n; i++) - if (regions[i].name == name) return regions[i]; - return null; - }, - dispose: function () { - var pages = this.pages; - for (var i = 0, n = pages.length; i < n; i++) - this.textureLoader.unload(pages[i].rendererObject); - }, - updateUVs: function (page) { - var regions = this.regions; - for (var i = 0, n = regions.length; i < n; i++) { - var region = regions[i]; - if (region.page != page) continue; - region.u = region.x / page.width; - region.v = region.y / page.height; - if (region.rotate) { - region.u2 = (region.x + region.height) / page.width; - region.v2 = (region.y + region.width) / page.height; - } else { - region.u2 = (region.x + region.width) / page.width; - region.v2 = (region.y + region.height) / page.height; - } - } - } -}; - -spine.Atlas.Format = { - alpha: 0, - intensity: 1, - luminanceAlpha: 2, - rgb565: 3, - rgba4444: 4, - rgb888: 5, - rgba8888: 6 -}; - -spine.Atlas.TextureFilter = { - nearest: 0, - linear: 1, - mipMap: 2, - mipMapNearestNearest: 3, - mipMapLinearNearest: 4, - mipMapNearestLinear: 5, - mipMapLinearLinear: 6 -}; - -spine.Atlas.TextureWrap = { - mirroredRepeat: 0, - clampToEdge: 1, - repeat: 2 -}; - -spine.AtlasPage = function () {}; -spine.AtlasPage.prototype = { - name: null, - format: null, - minFilter: null, - magFilter: null, - uWrap: null, - vWrap: null, - rendererObject: null, - width: 0, - height: 0 -}; - -spine.AtlasRegion = function () {}; -spine.AtlasRegion.prototype = { - page: null, - name: null, - x: 0, y: 0, - width: 0, height: 0, - u: 0, v: 0, u2: 0, v2: 0, - offsetX: 0, offsetY: 0, - originalWidth: 0, originalHeight: 0, - index: 0, - rotate: false, - splits: null, - pads: null -}; - -spine.AtlasReader = function (text) { - this.lines = text.split(/\r\n|\r|\n/); -}; -spine.AtlasReader.prototype = { - index: 0, - trim: function (value) { - return value.replace(/^\s+|\s+$/g, ""); - }, - readLine: function () { - if (this.index >= this.lines.length) return null; - return this.lines[this.index++]; - }, - readValue: function () { - var line = this.readLine(); - var colon = line.indexOf(":"); - if (colon == -1) throw "Invalid line: " + line; - return this.trim(line.substring(colon + 1)); - }, - /** Returns the number of tuple values read (1, 2 or 4). */ - readTuple: function (tuple) { - var line = this.readLine(); - var colon = line.indexOf(":"); - if (colon == -1) throw "Invalid line: " + line; - var i = 0, lastMatch = colon + 1; - for (; i < 3; i++) { - var comma = line.indexOf(",", lastMatch); - if (comma == -1) break; - tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch)); - lastMatch = comma + 1; - } - tuple[i] = this.trim(line.substring(lastMatch)); - return i + 1; - } -}; - -spine.AtlasAttachmentLoader = function (atlas) { - this.atlas = atlas; -}; -spine.AtlasAttachmentLoader.prototype = { - newRegionAttachment: function (skin, name, path) { - var region = this.atlas.findRegion(path); - if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")"; - var attachment = new spine.RegionAttachment(name); - attachment.rendererObject = region; - attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate); - attachment.regionOffsetX = region.offsetX; - attachment.regionOffsetY = region.offsetY; - attachment.regionWidth = region.width; - attachment.regionHeight = region.height; - attachment.regionOriginalWidth = region.originalWidth; - attachment.regionOriginalHeight = region.originalHeight; - return attachment; - }, - newMeshAttachment: function (skin, name, path) { - var region = this.atlas.findRegion(path); - if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")"; - var attachment = new spine.MeshAttachment(name); - attachment.rendererObject = region; - attachment.regionU = region.u; - attachment.regionV = region.v; - attachment.regionU2 = region.u2; - attachment.regionV2 = region.v2; - attachment.regionRotate = region.rotate; - attachment.regionOffsetX = region.offsetX; - attachment.regionOffsetY = region.offsetY; - attachment.regionWidth = region.width; - attachment.regionHeight = region.height; - attachment.regionOriginalWidth = region.originalWidth; - attachment.regionOriginalHeight = region.originalHeight; - return attachment; - }, - newWeightedMeshAttachment: function (skin, name, path) { - var region = this.atlas.findRegion(path); - if (!region) throw "Region not found in atlas: " + path + " (weighted mesh attachment: " + name + ")"; - var attachment = new spine.WeightedMeshAttachment(name); - attachment.rendererObject = region; - attachment.regionU = region.u; - attachment.regionV = region.v; - attachment.regionU2 = region.u2; - attachment.regionV2 = region.v2; - attachment.regionRotate = region.rotate; - attachment.regionOffsetX = region.offsetX; - attachment.regionOffsetY = region.offsetY; - attachment.regionWidth = region.width; - attachment.regionHeight = region.height; - attachment.regionOriginalWidth = region.originalWidth; - attachment.regionOriginalHeight = region.originalHeight; - return attachment; - }, - newBoundingBoxAttachment: function (skin, name) { - return new spine.BoundingBoxAttachment(name); - } -}; - -spine.SkeletonBounds = function () { - this.polygonPool = []; - this.polygons = []; - this.boundingBoxes = []; -}; -spine.SkeletonBounds.prototype = { - minX: 0, minY: 0, maxX: 0, maxY: 0, - update: function (skeleton, updateAabb) { - var slots = skeleton.slots; - var slotCount = slots.length; - var x = skeleton.x, y = skeleton.y; - var boundingBoxes = this.boundingBoxes; - var polygonPool = this.polygonPool; - var polygons = this.polygons; - - boundingBoxes.length = 0; - for (var i = 0, n = polygons.length; i < n; i++) - polygonPool[polygonPool.length] = polygons[i]; - polygons.length = 0; - - for (var i = 0; i < slotCount; i++) { - var slot = slots[i]; - var boundingBox = slot.attachment; - if (boundingBox.type != spine.AttachmentType.boundingbox) continue; - boundingBoxes[boundingBoxes.length] = boundingBox; - - var poolCount = polygonPool.length, polygon; - if (poolCount > 0) { - polygon = polygonPool[poolCount - 1]; - polygonPool.splice(poolCount - 1, 1); - polygon.length = boundingBox.vertices.length; - } else - polygon = new Array(boundingBox.vertices.length); - polygons[polygons.length] = polygon; - - boundingBox.computeWorldVertices(x, y, slot.bone, polygon); - } - - if (updateAabb) this.aabbCompute(); - }, - aabbCompute: function () { - var polygons = this.polygons; - var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = -Number.MAX_VALUE, maxY = -Number.MAX_VALUE; - for (var i = 0, n = polygons.length; i < n; i++) { - var vertices = polygons[i]; - for (var ii = 0, nn = vertices.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. */ - 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. */ - aabbIntersectsSegment: function (x1, y1, x2, y2) { - var minX = this.minX, minY = this.minY, maxX = this.maxX, 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. */ - 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. */ - containsPoint: function (x, y) { - var polygons = this.polygons; - for (var i = 0, n = polygons.length; i < n; i++) - if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i]; - return null; - }, - /** Returns the first bounding box attachment that contains 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: function (x1, y1, x2, y2) { - var polygons = this.polygons; - for (var i = 0, n = polygons.length; i < n; i++) - if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i]; - return null; - }, - /** Returns true if the polygon contains the point. */ - polygonContainsPoint: function (polygon, x, y) { - var nn = polygon.length; - var prevIndex = nn - 2; - var inside = false; - for (var ii = 0; ii < nn; ii += 2) { - var vertexY = polygon[ii + 1]; - var prevY = polygon[prevIndex + 1]; - if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) { - var vertexX = polygon[ii]; - if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside; - } - prevIndex = ii; - } - return inside; - }, - /** Returns true if the polygon contains the line segment. */ - polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) { - var nn = polygon.length; - var width12 = x1 - x2, height12 = y1 - y2; - var det1 = x1 * y2 - y1 * x2; - var x3 = polygon[nn - 2], y3 = polygon[nn - 1]; - for (var ii = 0; ii < nn; ii += 2) { - var x4 = polygon[ii], y4 = polygon[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; - }, - getPolygon: function (attachment) { - var index = this.boundingBoxes.indexOf(attachment); - return index == -1 ? null : this.polygons[index]; - }, - getWidth: function () { - return this.maxX - this.minX; - }, - getHeight: function () { - return this.maxY - this.minY; - } -};