diff --git a/.gitignore b/.gitignore index e31bd8d52..222b356fe 100644 --- a/.gitignore +++ b/.gitignore @@ -145,6 +145,8 @@ spine-ts/spine-canvas/dist spine-ts/spine-webgl/dist spine-ts/spine-player/dist spine-ts/spine-threejs/dist +spine-ts/spine-phaser-v3/dist +spine-ts/spine-phaser-v4/dist spine-ts/spine-pixi-v7/dist spine-ts/spine-pixi-v8/dist spine-libgdx/gradle @@ -189,7 +191,6 @@ spine-flutter/src/spine-cpp spine-godot/.clang-format -spine-ts/spine-phaser/dist spine-godot/.cache spine-godot/build/compile_commands.json diff --git a/examples/export/runtimes.sh b/examples/export/runtimes.sh index d468b684d..b27360b02 100755 --- a/examples/export/runtimes.sh +++ b/examples/export/runtimes.sh @@ -518,46 +518,87 @@ cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-player/example/a cp -f ../celestial-circus/export/* "$ROOT/spine-ts/spine-player/example/assets/" -rm "$ROOT/spine-ts/spine-phaser/example/assets/"* -cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../raptor/export/raptor-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../raptor/export/raptor-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/" +rm "$ROOT/spine-ts/spine-phaser-v3/example/assets/"* +cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../raptor/export/raptor-pma.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../raptor/export/raptor-pma.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser/example/typescript/assets/" -cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser/example/typescript/assets/" -cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser/example/typescript/assets/" +cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/typescript/assets/" +cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser-v3/example/typescript/assets/" +cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser-v3/example/typescript/assets/" -cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../stretchyman/export/stretchyman-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../stretchyman/export/stretchyman-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../stretchyman/export/stretchyman-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../stretchyman/export/stretchyman-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../stretchyman/export/stretchyman-pma.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../stretchyman/export/stretchyman-pma.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../mix-and-match/export/mix-and-match-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../mix-and-match/export/mix-and-match-pma.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../mix-and-match/export/mix-and-match-pma.png "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../mix-and-match/export/mix-and-match-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../mix-and-match/export/mix-and-match-pma.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../mix-and-match/export/mix-and-match-pma.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../celestial-circus/export/* "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../celestial-circus/export/* "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../cloud-pot/export/cloud-pot.json "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../cloud-pot/export/cloud-pot.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../cloud-pot/export/cloud-pot.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../cloud-pot/export/cloud-pot.png "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.json "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../sack/export/sack-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../sack/export/sack-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../sack/export/sack.atlas "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../sack/export/sack.png "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../sack/export/sack-pro.json "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../sack/export/sack-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../sack/export/sack.atlas "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../sack/export/sack.png "$ROOT/spine-ts/spine-phaser-v3/example/assets/" -cp -f ../snowglobe/export/snowglobe-pro.json "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../snowglobe/export/snowglobe-pro.skel "$ROOT/spine-ts/spine-phaser/example/assets/" -cp -f ../snowglobe/export/snowglobe* "$ROOT/spine-ts/spine-phaser/example/assets/" +cp -f ../snowglobe/export/snowglobe-pro.json "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../snowglobe/export/snowglobe-pro.skel "$ROOT/spine-ts/spine-phaser-v3/example/assets/" +cp -f ../snowglobe/export/snowglobe* "$ROOT/spine-ts/spine-phaser-v3/example/assets/" + +rm "$ROOT/spine-ts/spine-phaser-v4/example/assets/"* +cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../raptor/export/raptor-pma.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../raptor/export/raptor-pma.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../spineboy/export/spineboy-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/typescript/assets/" +cp -f ../spineboy/export/spineboy-pma.atlas "$ROOT/spine-ts/spine-phaser-v4/example/typescript/assets/" +cp -f ../spineboy/export/spineboy-pma.png "$ROOT/spine-ts/spine-phaser-v4/example/typescript/assets/" + +cp -f ../coin/export/coin-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../coin/export/coin-pma.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../coin/export/coin-pma.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../stretchyman/export/stretchyman-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../stretchyman/export/stretchyman-pma.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../stretchyman/export/stretchyman-pma.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../mix-and-match/export/mix-and-match-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../mix-and-match/export/mix-and-match-pma.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../mix-and-match/export/mix-and-match-pma.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../celestial-circus/export/* "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../cloud-pot/export/cloud-pot.json "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../cloud-pot/export/cloud-pot.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../sack/export/sack-pro.json "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../sack/export/sack-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../sack/export/sack.atlas "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../sack/export/sack.png "$ROOT/spine-ts/spine-phaser-v4/example/assets/" + +cp -f ../snowglobe/export/snowglobe-pro.json "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../snowglobe/export/snowglobe-pro.skel "$ROOT/spine-ts/spine-phaser-v4/example/assets/" +cp -f ../snowglobe/export/snowglobe* "$ROOT/spine-ts/spine-phaser-v4/example/assets/" rm "$ROOT/spine-ts/spine-pixi-v7/example/assets/"* cp -f ../raptor/export/raptor-pro.json "$ROOT/spine-ts/spine-pixi-v7/example/assets/" diff --git a/spine-ts/README.md b/spine-ts/README.md index 171b5336b..3d82879db 100644 --- a/spine-ts/README.md +++ b/spine-ts/README.md @@ -17,7 +17,7 @@ In most cases, the `spine-player` module is best suited for your needs. Please r For documentation of the core API in `spine-core`, please refer to our [Spine Runtimes Guide](http://esotericsoftware.com/spine-runtimes-guide). -For documentation of `spine-phaser`, please refer to our [spine-phaser Guide](https://esotericsoftware.com/spine-phaser). +For documentation of `spine-phaser-v3` and `spine-phaser-v4`, please refer to our [spine-phaser Guide](https://esotericsoftware.com/spine-phaser). For documentation of `spine-pixi-v7` and `spine-pixi-v8`, please refer to our [spine-pixi Guide](https://esotericsoftware.com/spine-pixi). @@ -75,10 +75,13 @@ You can include a module in your project via a ` -// spine-phaser - +// spine-phaser-v3 + -// spine-pixi +// spine-phaser-v4 + + +// spine-pixi-v7 // spine-pixi-v8 diff --git a/spine-ts/index.html b/spine-ts/index.html index 735067c01..c07ff9677 100644 --- a/spine-ts/index.html +++ b/spine-ts/index.html @@ -29,130 +29,93 @@
bezierCount (specified in the constructor) was larger
+ * than the actual number of Bezier curves. */
+ shrink(bezierCount) {
+ let size = this.getFrameCount() + bezierCount * 18;
+ if (this.curves.length > size) {
+ let newCurves = Utils.newFloatArray(size);
+ Utils.arrayCopy(this.curves, 0, newCurves, 0, size);
+ this.curves = newCurves;
+ }
+ }
+ /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than
+ * one curve per frame.
+ * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified
+ * in the constructor), inclusive.
+ * @param frame Between 0 and frameCount - 1, inclusive.
+ * @param value The index of the value for this frame that this curve is used for.
+ * @param time1 The time for the first key.
+ * @param value1 The value for the first key.
+ * @param cx1 The time for the first Bezier handle.
+ * @param cy1 The value for the first Bezier handle.
+ * @param cx2 The time of the second Bezier handle.
+ * @param cy2 The value for the second Bezier handle.
+ * @param time2 The time for the second key.
+ * @param value2 The value for the second key. */
+ setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
+ let curves = this.curves;
+ let i = this.getFrameCount() + bezier * 18;
+ if (value == 0)
+ curves[frame] = 2 + i;
+ let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03;
+ let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 6e-3;
+ let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
+ let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667;
+ let x = time1 + dx, y = value1 + dy;
+ for (let n = i + 18; i < n; i += 2) {
+ curves[i] = x;
+ curves[i + 1] = y;
+ dx += ddx;
+ dy += ddy;
+ ddx += dddx;
+ ddy += dddy;
+ x += dx;
+ y += dy;
+ }
+ }
+ /** Returns the Bezier interpolated value for the specified time.
+ * @param frameIndex The index into {@link #getFrames()} for the values of the frame before time.
+ * @param valueOffset The offset from frameIndex to the value this curve is used for.
+ * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */
+ getBezierValue(time, frameIndex, valueOffset, i) {
+ let curves = this.curves;
+ if (curves[i] > time) {
+ let x2 = this.frames[frameIndex], y2 = this.frames[frameIndex + valueOffset];
+ return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
+ }
+ let n = i + 18;
+ for (i += 2; i < n; i += 2) {
+ if (curves[i] >= time) {
+ let x2 = curves[i - 2], y2 = curves[i - 1];
+ return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
+ }
+ }
+ frameIndex += this.getFrameEntries();
+ let x = curves[n - 2], y = curves[n - 1];
+ return y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y);
+ }
+};
+var CurveTimeline1 = class extends CurveTimeline {
+ constructor(frameCount, bezierCount, propertyId) {
+ super(frameCount, bezierCount, [propertyId]);
+ }
+ getFrameEntries() {
+ return 2;
+ }
+ /** Sets the time and value for the specified frame.
+ * @param frame Between 0 and frameCount, inclusive.
+ * @param time The frame time in seconds. */
+ setFrame(frame, time, value) {
+ frame <<= 1;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*VALUE*/
+ ] = value;
+ }
+ /** Returns the interpolated value for the specified time. */
+ getCurveValue(time) {
+ let frames = this.frames;
+ let i = frames.length - 2;
+ for (let ii = 2; ii <= i; ii += 2) {
+ if (frames[ii] > time) {
+ i = ii - 2;
+ break;
+ }
+ }
+ let curveType = this.curves[i >> 1];
+ switch (curveType) {
+ case 0:
+ let before = frames[i], value = frames[
+ i + 1
+ /*VALUE*/
+ ];
+ return value + (time - before) / (frames[
+ i + 2
+ /*ENTRIES*/
+ ] - before) * (frames[
+ i + 2 + 1
+ /*VALUE*/
+ ] - value);
+ case 1:
+ return frames[
+ i + 1
+ /*VALUE*/
+ ];
+ }
+ return this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ }
+ getRelativeValue(time, alpha, blend, current, setup) {
+ if (time < this.frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ return setup;
+ case 1 /* first */:
+ return current + (setup - current) * alpha;
+ }
+ return current;
+ }
+ let value = this.getCurveValue(time);
+ switch (blend) {
+ case 0 /* setup */:
+ return setup + value * alpha;
+ case 1 /* first */:
+ case 2 /* replace */:
+ value += setup - current;
+ }
+ return current + value * alpha;
+ }
+ getAbsoluteValue(time, alpha, blend, current, setup) {
+ if (time < this.frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ return setup;
+ case 1 /* first */:
+ return current + (setup - current) * alpha;
+ }
+ return current;
+ }
+ let value = this.getCurveValue(time);
+ if (blend == 0 /* setup */)
+ return setup + (value - setup) * alpha;
+ return current + (value - current) * alpha;
+ }
+ getAbsoluteValue2(time, alpha, blend, current, setup, value) {
+ if (time < this.frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ return setup;
+ case 1 /* first */:
+ return current + (setup - current) * alpha;
+ }
+ return current;
+ }
+ if (blend == 0 /* setup */)
+ return setup + (value - setup) * alpha;
+ return current + (value - current) * alpha;
+ }
+ getScaleValue(time, alpha, blend, direction, current, setup) {
+ const frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ return setup;
+ case 1 /* first */:
+ return current + (setup - current) * alpha;
+ }
+ return current;
+ }
+ let value = this.getCurveValue(time) * setup;
+ if (alpha == 1) {
+ if (blend == 3 /* add */)
+ return current + value - setup;
+ return value;
+ }
+ if (direction == 1 /* mixOut */) {
+ switch (blend) {
+ case 0 /* setup */:
+ return setup + (Math.abs(value) * MathUtils.signum(setup) - setup) * alpha;
+ case 1 /* first */:
+ case 2 /* replace */:
+ return current + (Math.abs(value) * MathUtils.signum(current) - current) * alpha;
+ }
+ } else {
+ let s = 0;
+ switch (blend) {
+ case 0 /* setup */:
+ s = Math.abs(setup) * MathUtils.signum(value);
+ return s + (value - s) * alpha;
+ case 1 /* first */:
+ case 2 /* replace */:
+ s = Math.abs(current) * MathUtils.signum(value);
+ return s + (value - s) * alpha;
+ }
+ }
+ return current + (value - setup) * alpha;
+ }
+};
+var CurveTimeline2 = class extends CurveTimeline {
+ /** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
+ * @param propertyIds Unique identifiers for the properties the timeline modifies. */
+ constructor(frameCount, bezierCount, propertyId1, propertyId2) {
+ super(frameCount, bezierCount, [propertyId1, propertyId2]);
+ }
+ getFrameEntries() {
+ return 3;
+ }
+ /** Sets the time and values for the specified frame.
+ * @param frame Between 0 and frameCount, inclusive.
+ * @param time The frame time in seconds. */
+ setFrame(frame, time, value1, value2) {
+ frame *= 3;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*VALUE1*/
+ ] = value1;
+ this.frames[
+ frame + 2
+ /*VALUE2*/
+ ] = value2;
+ }
+};
+var RotateTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.rotate + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.rotation = this.getRelativeValue(time, alpha, blend, bone.rotation, bone.data.rotation);
+ }
+};
+var TranslateTimeline = class extends CurveTimeline2 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(
+ frameCount,
+ bezierCount,
+ Property.x + "|" + boneIndex,
+ Property.y + "|" + boneIndex
+ );
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (!bone.active)
+ return;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ bone.x = bone.data.x;
+ bone.y = bone.data.y;
+ return;
+ case 1 /* first */:
+ bone.x += (bone.data.x - bone.x) * alpha;
+ bone.y += (bone.data.y - bone.y) * alpha;
+ }
+ return;
+ }
+ let x = 0, y = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 3
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 3
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ x = frames[
+ i + 1
+ /*VALUE1*/
+ ];
+ y = frames[
+ i + 2
+ /*VALUE2*/
+ ];
+ let t = (time - before) / (frames[
+ i + 3
+ /*ENTRIES*/
+ ] - before);
+ x += (frames[
+ i + 3 + 1
+ /*VALUE1*/
+ ] - x) * t;
+ y += (frames[
+ i + 3 + 2
+ /*VALUE2*/
+ ] - y) * t;
+ break;
+ case 1:
+ x = frames[
+ i + 1
+ /*VALUE1*/
+ ];
+ y = frames[
+ i + 2
+ /*VALUE2*/
+ ];
+ break;
+ default:
+ x = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ y = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ }
+ switch (blend) {
+ case 0 /* setup */:
+ bone.x = bone.data.x + x * alpha;
+ bone.y = bone.data.y + y * alpha;
+ break;
+ case 1 /* first */:
+ case 2 /* replace */:
+ bone.x += (bone.data.x + x - bone.x) * alpha;
+ bone.y += (bone.data.y + y - bone.y) * alpha;
+ break;
+ case 3 /* add */:
+ bone.x += x * alpha;
+ bone.y += y * alpha;
+ }
+ }
+};
+var TranslateXTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.x + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.x = this.getRelativeValue(time, alpha, blend, bone.x, bone.data.x);
+ }
+};
+var TranslateYTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.y + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.y = this.getRelativeValue(time, alpha, blend, bone.y, bone.data.y);
+ }
+};
+var ScaleTimeline = class extends CurveTimeline2 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(
+ frameCount,
+ bezierCount,
+ Property.scaleX + "|" + boneIndex,
+ Property.scaleY + "|" + boneIndex
+ );
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (!bone.active)
+ return;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ bone.scaleX = bone.data.scaleX;
+ bone.scaleY = bone.data.scaleY;
+ return;
+ case 1 /* first */:
+ bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
+ bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
+ }
+ return;
+ }
+ let x, y;
+ let i = Timeline.search(
+ frames,
+ time,
+ 3
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 3
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ x = frames[
+ i + 1
+ /*VALUE1*/
+ ];
+ y = frames[
+ i + 2
+ /*VALUE2*/
+ ];
+ let t = (time - before) / (frames[
+ i + 3
+ /*ENTRIES*/
+ ] - before);
+ x += (frames[
+ i + 3 + 1
+ /*VALUE1*/
+ ] - x) * t;
+ y += (frames[
+ i + 3 + 2
+ /*VALUE2*/
+ ] - y) * t;
+ break;
+ case 1:
+ x = frames[
+ i + 1
+ /*VALUE1*/
+ ];
+ y = frames[
+ i + 2
+ /*VALUE2*/
+ ];
+ break;
+ default:
+ x = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ y = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ }
+ x *= bone.data.scaleX;
+ y *= bone.data.scaleY;
+ if (alpha == 1) {
+ if (blend == 3 /* add */) {
+ bone.scaleX += x - bone.data.scaleX;
+ bone.scaleY += y - bone.data.scaleY;
+ } else {
+ bone.scaleX = x;
+ bone.scaleY = y;
+ }
+ } else {
+ let bx = 0, by = 0;
+ if (direction == 1 /* mixOut */) {
+ switch (blend) {
+ case 0 /* setup */:
+ bx = bone.data.scaleX;
+ by = bone.data.scaleY;
+ bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
+ bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
+ break;
+ case 1 /* first */:
+ case 2 /* replace */:
+ bx = bone.scaleX;
+ by = bone.scaleY;
+ bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
+ bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
+ break;
+ case 3 /* add */:
+ bone.scaleX += (x - bone.data.scaleX) * alpha;
+ bone.scaleY += (y - bone.data.scaleY) * alpha;
+ }
+ } else {
+ switch (blend) {
+ case 0 /* setup */:
+ bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
+ by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
+ bone.scaleX = bx + (x - bx) * alpha;
+ bone.scaleY = by + (y - by) * alpha;
+ break;
+ case 1 /* first */:
+ case 2 /* replace */:
+ bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
+ by = Math.abs(bone.scaleY) * MathUtils.signum(y);
+ bone.scaleX = bx + (x - bx) * alpha;
+ bone.scaleY = by + (y - by) * alpha;
+ break;
+ case 3 /* add */:
+ bone.scaleX += (x - bone.data.scaleX) * alpha;
+ bone.scaleY += (y - bone.data.scaleY) * alpha;
+ }
+ }
+ }
+ }
+};
+var ScaleXTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.scaleX = this.getScaleValue(time, alpha, blend, direction, bone.scaleX, bone.data.scaleX);
+ }
+};
+var ScaleYTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.scaleY + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.scaleY = this.getScaleValue(time, alpha, blend, direction, bone.scaleY, bone.data.scaleY);
+ }
+};
+var ShearTimeline = class extends CurveTimeline2 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(
+ frameCount,
+ bezierCount,
+ Property.shearX + "|" + boneIndex,
+ Property.shearY + "|" + boneIndex
+ );
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (!bone.active)
+ return;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ bone.shearX = bone.data.shearX;
+ bone.shearY = bone.data.shearY;
+ return;
+ case 1 /* first */:
+ bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
+ bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
+ }
+ return;
+ }
+ let x = 0, y = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 3
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 3
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ x = frames[
+ i + 1
+ /*VALUE1*/
+ ];
+ y = frames[
+ i + 2
+ /*VALUE2*/
+ ];
+ let t = (time - before) / (frames[
+ i + 3
+ /*ENTRIES*/
+ ] - before);
+ x += (frames[
+ i + 3 + 1
+ /*VALUE1*/
+ ] - x) * t;
+ y += (frames[
+ i + 3 + 2
+ /*VALUE2*/
+ ] - y) * t;
+ break;
+ case 1:
+ x = frames[
+ i + 1
+ /*VALUE1*/
+ ];
+ y = frames[
+ i + 2
+ /*VALUE2*/
+ ];
+ break;
+ default:
+ x = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ y = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ }
+ switch (blend) {
+ case 0 /* setup */:
+ bone.shearX = bone.data.shearX + x * alpha;
+ bone.shearY = bone.data.shearY + y * alpha;
+ break;
+ case 1 /* first */:
+ case 2 /* replace */:
+ bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
+ bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
+ break;
+ case 3 /* add */:
+ bone.shearX += x * alpha;
+ bone.shearY += y * alpha;
+ }
+ }
+};
+var ShearXTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.shearX + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.shearX = this.getRelativeValue(time, alpha, blend, bone.shearX, bone.data.shearX);
+ }
+};
+var ShearYTimeline = class extends CurveTimeline1 {
+ boneIndex = 0;
+ constructor(frameCount, bezierCount, boneIndex) {
+ super(frameCount, bezierCount, Property.shearY + "|" + boneIndex);
+ this.boneIndex = boneIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (bone.active)
+ bone.shearY = this.getRelativeValue(time, alpha, blend, bone.shearY, bone.data.shearY);
+ }
+};
+var InheritTimeline = class extends Timeline {
+ boneIndex = 0;
+ constructor(frameCount, boneIndex) {
+ super(frameCount, [Property.inherit + "|" + boneIndex]);
+ this.boneIndex = boneIndex;
+ }
+ getFrameEntries() {
+ return 2;
+ }
+ /** Sets the transform mode for the specified frame.
+ * @param frame Between 0 and frameCount, inclusive.
+ * @param time The frame time in seconds. */
+ setFrame(frame, time, inherit) {
+ frame *= 2;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*INHERIT*/
+ ] = inherit;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let bone = skeleton.bones[this.boneIndex];
+ if (!bone.active)
+ return;
+ if (direction == 1 /* mixOut */) {
+ if (blend == 0 /* setup */)
+ bone.inherit = bone.data.inherit;
+ return;
+ }
+ let frames = this.frames;
+ if (time < frames[0]) {
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
+ bone.inherit = bone.data.inherit;
+ return;
+ }
+ bone.inherit = this.frames[
+ Timeline.search(
+ frames,
+ time,
+ 2
+ /*ENTRIES*/
+ ) + 1
+ /*INHERIT*/
+ ];
+ }
+};
+var RGBATimeline = class extends CurveTimeline {
+ slotIndex = 0;
+ constructor(frameCount, bezierCount, slotIndex) {
+ super(frameCount, bezierCount, [
+ Property.rgb + "|" + slotIndex,
+ Property.alpha + "|" + slotIndex
+ ]);
+ this.slotIndex = slotIndex;
+ }
+ getFrameEntries() {
+ return 5;
+ }
+ /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
+ setFrame(frame, time, r, g, b, a) {
+ frame *= 5;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*R*/
+ ] = r;
+ this.frames[
+ frame + 2
+ /*G*/
+ ] = g;
+ this.frames[
+ frame + 3
+ /*B*/
+ ] = b;
+ this.frames[
+ frame + 4
+ /*A*/
+ ] = a;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let frames = this.frames;
+ let color = slot.color;
+ if (time < frames[0]) {
+ let setup = slot.data.color;
+ switch (blend) {
+ case 0 /* setup */:
+ color.setFromColor(setup);
+ return;
+ case 1 /* first */:
+ color.add(
+ (setup.r - color.r) * alpha,
+ (setup.g - color.g) * alpha,
+ (setup.b - color.b) * alpha,
+ (setup.a - color.a) * alpha
+ );
+ }
+ return;
+ }
+ let r = 0, g = 0, b = 0, a = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 5
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 5
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ a = frames[
+ i + 4
+ /*A*/
+ ];
+ let t = (time - before) / (frames[
+ i + 5
+ /*ENTRIES*/
+ ] - before);
+ r += (frames[
+ i + 5 + 1
+ /*R*/
+ ] - r) * t;
+ g += (frames[
+ i + 5 + 2
+ /*G*/
+ ] - g) * t;
+ b += (frames[
+ i + 5 + 3
+ /*B*/
+ ] - b) * t;
+ a += (frames[
+ i + 5 + 4
+ /*A*/
+ ] - a) * t;
+ break;
+ case 1:
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ a = frames[
+ i + 4
+ /*A*/
+ ];
+ break;
+ default:
+ r = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ g = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ b = this.getBezierValue(
+ time,
+ i,
+ 3,
+ curveType + 18 * 2 - 2
+ /*BEZIER*/
+ );
+ a = this.getBezierValue(
+ time,
+ i,
+ 4,
+ curveType + 18 * 3 - 2
+ /*BEZIER*/
+ );
+ }
+ if (alpha == 1)
+ color.set(r, g, b, a);
+ else {
+ if (blend == 0 /* setup */)
+ color.setFromColor(slot.data.color);
+ color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
+ }
+ }
+};
+var RGBTimeline = class extends CurveTimeline {
+ slotIndex = 0;
+ constructor(frameCount, bezierCount, slotIndex) {
+ super(frameCount, bezierCount, [
+ Property.rgb + "|" + slotIndex
+ ]);
+ this.slotIndex = slotIndex;
+ }
+ getFrameEntries() {
+ return 4;
+ }
+ /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
+ setFrame(frame, time, r, g, b) {
+ frame <<= 2;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*R*/
+ ] = r;
+ this.frames[
+ frame + 2
+ /*G*/
+ ] = g;
+ this.frames[
+ frame + 3
+ /*B*/
+ ] = b;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let frames = this.frames;
+ let color = slot.color;
+ if (time < frames[0]) {
+ let setup = slot.data.color;
+ switch (blend) {
+ case 0 /* setup */:
+ color.r = setup.r;
+ color.g = setup.g;
+ color.b = setup.b;
+ return;
+ case 1 /* first */:
+ color.r += (setup.r - color.r) * alpha;
+ color.g += (setup.g - color.g) * alpha;
+ color.b += (setup.b - color.b) * alpha;
+ }
+ return;
+ }
+ let r = 0, g = 0, b = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 4
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[i >> 2];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ let t = (time - before) / (frames[
+ i + 4
+ /*ENTRIES*/
+ ] - before);
+ r += (frames[
+ i + 4 + 1
+ /*R*/
+ ] - r) * t;
+ g += (frames[
+ i + 4 + 2
+ /*G*/
+ ] - g) * t;
+ b += (frames[
+ i + 4 + 3
+ /*B*/
+ ] - b) * t;
+ break;
+ case 1:
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ break;
+ default:
+ r = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ g = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ b = this.getBezierValue(
+ time,
+ i,
+ 3,
+ curveType + 18 * 2 - 2
+ /*BEZIER*/
+ );
+ }
+ if (alpha == 1) {
+ color.r = r;
+ color.g = g;
+ color.b = b;
+ } else {
+ if (blend == 0 /* setup */) {
+ let setup = slot.data.color;
+ color.r = setup.r;
+ color.g = setup.g;
+ color.b = setup.b;
+ }
+ color.r += (r - color.r) * alpha;
+ color.g += (g - color.g) * alpha;
+ color.b += (b - color.b) * alpha;
+ }
+ }
+};
+var AlphaTimeline = class extends CurveTimeline1 {
+ slotIndex = 0;
+ constructor(frameCount, bezierCount, slotIndex) {
+ super(frameCount, bezierCount, Property.alpha + "|" + slotIndex);
+ this.slotIndex = slotIndex;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let color = slot.color;
+ if (time < this.frames[0]) {
+ let setup = slot.data.color;
+ switch (blend) {
+ case 0 /* setup */:
+ color.a = setup.a;
+ return;
+ case 1 /* first */:
+ color.a += (setup.a - color.a) * alpha;
+ }
+ return;
+ }
+ let a = this.getCurveValue(time);
+ if (alpha == 1)
+ color.a = a;
+ else {
+ if (blend == 0 /* setup */)
+ color.a = slot.data.color.a;
+ color.a += (a - color.a) * alpha;
+ }
+ }
+};
+var RGBA2Timeline = class extends CurveTimeline {
+ slotIndex = 0;
+ constructor(frameCount, bezierCount, slotIndex) {
+ super(frameCount, bezierCount, [
+ Property.rgb + "|" + slotIndex,
+ Property.alpha + "|" + slotIndex,
+ Property.rgb2 + "|" + slotIndex
+ ]);
+ this.slotIndex = slotIndex;
+ }
+ getFrameEntries() {
+ return 8;
+ }
+ /** Sets the time in seconds, light, and dark colors for the specified key frame. */
+ setFrame(frame, time, r, g, b, a, r2, g2, b2) {
+ frame <<= 3;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*R*/
+ ] = r;
+ this.frames[
+ frame + 2
+ /*G*/
+ ] = g;
+ this.frames[
+ frame + 3
+ /*B*/
+ ] = b;
+ this.frames[
+ frame + 4
+ /*A*/
+ ] = a;
+ this.frames[
+ frame + 5
+ /*R2*/
+ ] = r2;
+ this.frames[
+ frame + 6
+ /*G2*/
+ ] = g2;
+ this.frames[
+ frame + 7
+ /*B2*/
+ ] = b2;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let frames = this.frames;
+ let light = slot.color, dark = slot.darkColor;
+ if (time < frames[0]) {
+ let setupLight = slot.data.color, setupDark = slot.data.darkColor;
+ switch (blend) {
+ case 0 /* setup */:
+ light.setFromColor(setupLight);
+ dark.r = setupDark.r;
+ dark.g = setupDark.g;
+ dark.b = setupDark.b;
+ return;
+ case 1 /* first */:
+ light.add(
+ (setupLight.r - light.r) * alpha,
+ (setupLight.g - light.g) * alpha,
+ (setupLight.b - light.b) * alpha,
+ (setupLight.a - light.a) * alpha
+ );
+ dark.r += (setupDark.r - dark.r) * alpha;
+ dark.g += (setupDark.g - dark.g) * alpha;
+ dark.b += (setupDark.b - dark.b) * alpha;
+ }
+ return;
+ }
+ let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 8
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[i >> 3];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ a = frames[
+ i + 4
+ /*A*/
+ ];
+ r2 = frames[
+ i + 5
+ /*R2*/
+ ];
+ g2 = frames[
+ i + 6
+ /*G2*/
+ ];
+ b2 = frames[
+ i + 7
+ /*B2*/
+ ];
+ let t = (time - before) / (frames[
+ i + 8
+ /*ENTRIES*/
+ ] - before);
+ r += (frames[
+ i + 8 + 1
+ /*R*/
+ ] - r) * t;
+ g += (frames[
+ i + 8 + 2
+ /*G*/
+ ] - g) * t;
+ b += (frames[
+ i + 8 + 3
+ /*B*/
+ ] - b) * t;
+ a += (frames[
+ i + 8 + 4
+ /*A*/
+ ] - a) * t;
+ r2 += (frames[
+ i + 8 + 5
+ /*R2*/
+ ] - r2) * t;
+ g2 += (frames[
+ i + 8 + 6
+ /*G2*/
+ ] - g2) * t;
+ b2 += (frames[
+ i + 8 + 7
+ /*B2*/
+ ] - b2) * t;
+ break;
+ case 1:
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ a = frames[
+ i + 4
+ /*A*/
+ ];
+ r2 = frames[
+ i + 5
+ /*R2*/
+ ];
+ g2 = frames[
+ i + 6
+ /*G2*/
+ ];
+ b2 = frames[
+ i + 7
+ /*B2*/
+ ];
+ break;
+ default:
+ r = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ g = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ b = this.getBezierValue(
+ time,
+ i,
+ 3,
+ curveType + 18 * 2 - 2
+ /*BEZIER*/
+ );
+ a = this.getBezierValue(
+ time,
+ i,
+ 4,
+ curveType + 18 * 3 - 2
+ /*BEZIER*/
+ );
+ r2 = this.getBezierValue(
+ time,
+ i,
+ 5,
+ curveType + 18 * 4 - 2
+ /*BEZIER*/
+ );
+ g2 = this.getBezierValue(
+ time,
+ i,
+ 6,
+ curveType + 18 * 5 - 2
+ /*BEZIER*/
+ );
+ b2 = this.getBezierValue(
+ time,
+ i,
+ 7,
+ curveType + 18 * 6 - 2
+ /*BEZIER*/
+ );
+ }
+ if (alpha == 1) {
+ light.set(r, g, b, a);
+ dark.r = r2;
+ dark.g = g2;
+ dark.b = b2;
+ } else {
+ if (blend == 0 /* setup */) {
+ light.setFromColor(slot.data.color);
+ let setupDark = slot.data.darkColor;
+ dark.r = setupDark.r;
+ dark.g = setupDark.g;
+ dark.b = setupDark.b;
+ }
+ light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
+ dark.r += (r2 - dark.r) * alpha;
+ dark.g += (g2 - dark.g) * alpha;
+ dark.b += (b2 - dark.b) * alpha;
+ }
+ }
+};
+var RGB2Timeline = class extends CurveTimeline {
+ slotIndex = 0;
+ constructor(frameCount, bezierCount, slotIndex) {
+ super(frameCount, bezierCount, [
+ Property.rgb + "|" + slotIndex,
+ Property.rgb2 + "|" + slotIndex
+ ]);
+ this.slotIndex = slotIndex;
+ }
+ getFrameEntries() {
+ return 7;
+ }
+ /** Sets the time in seconds, light, and dark colors for the specified key frame. */
+ setFrame(frame, time, r, g, b, r2, g2, b2) {
+ frame *= 7;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*R*/
+ ] = r;
+ this.frames[
+ frame + 2
+ /*G*/
+ ] = g;
+ this.frames[
+ frame + 3
+ /*B*/
+ ] = b;
+ this.frames[
+ frame + 4
+ /*R2*/
+ ] = r2;
+ this.frames[
+ frame + 5
+ /*G2*/
+ ] = g2;
+ this.frames[
+ frame + 6
+ /*B2*/
+ ] = b2;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let frames = this.frames;
+ let light = slot.color, dark = slot.darkColor;
+ if (time < frames[0]) {
+ let setupLight = slot.data.color, setupDark = slot.data.darkColor;
+ switch (blend) {
+ case 0 /* setup */:
+ light.r = setupLight.r;
+ light.g = setupLight.g;
+ light.b = setupLight.b;
+ dark.r = setupDark.r;
+ dark.g = setupDark.g;
+ dark.b = setupDark.b;
+ return;
+ case 1 /* first */:
+ light.r += (setupLight.r - light.r) * alpha;
+ light.g += (setupLight.g - light.g) * alpha;
+ light.b += (setupLight.b - light.b) * alpha;
+ dark.r += (setupDark.r - dark.r) * alpha;
+ dark.g += (setupDark.g - dark.g) * alpha;
+ dark.b += (setupDark.b - dark.b) * alpha;
+ }
+ return;
+ }
+ let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 7
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 7
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ r2 = frames[
+ i + 4
+ /*R2*/
+ ];
+ g2 = frames[
+ i + 5
+ /*G2*/
+ ];
+ b2 = frames[
+ i + 6
+ /*B2*/
+ ];
+ let t = (time - before) / (frames[
+ i + 7
+ /*ENTRIES*/
+ ] - before);
+ r += (frames[
+ i + 7 + 1
+ /*R*/
+ ] - r) * t;
+ g += (frames[
+ i + 7 + 2
+ /*G*/
+ ] - g) * t;
+ b += (frames[
+ i + 7 + 3
+ /*B*/
+ ] - b) * t;
+ r2 += (frames[
+ i + 7 + 4
+ /*R2*/
+ ] - r2) * t;
+ g2 += (frames[
+ i + 7 + 5
+ /*G2*/
+ ] - g2) * t;
+ b2 += (frames[
+ i + 7 + 6
+ /*B2*/
+ ] - b2) * t;
+ break;
+ case 1:
+ r = frames[
+ i + 1
+ /*R*/
+ ];
+ g = frames[
+ i + 2
+ /*G*/
+ ];
+ b = frames[
+ i + 3
+ /*B*/
+ ];
+ r2 = frames[
+ i + 4
+ /*R2*/
+ ];
+ g2 = frames[
+ i + 5
+ /*G2*/
+ ];
+ b2 = frames[
+ i + 6
+ /*B2*/
+ ];
+ break;
+ default:
+ r = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ g = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ b = this.getBezierValue(
+ time,
+ i,
+ 3,
+ curveType + 18 * 2 - 2
+ /*BEZIER*/
+ );
+ r2 = this.getBezierValue(
+ time,
+ i,
+ 4,
+ curveType + 18 * 3 - 2
+ /*BEZIER*/
+ );
+ g2 = this.getBezierValue(
+ time,
+ i,
+ 5,
+ curveType + 18 * 4 - 2
+ /*BEZIER*/
+ );
+ b2 = this.getBezierValue(
+ time,
+ i,
+ 6,
+ curveType + 18 * 5 - 2
+ /*BEZIER*/
+ );
+ }
+ if (alpha == 1) {
+ light.r = r;
+ light.g = g;
+ light.b = b;
+ dark.r = r2;
+ dark.g = g2;
+ dark.b = b2;
+ } else {
+ if (blend == 0 /* setup */) {
+ let setupLight = slot.data.color, setupDark = slot.data.darkColor;
+ light.r = setupLight.r;
+ light.g = setupLight.g;
+ light.b = setupLight.b;
+ dark.r = setupDark.r;
+ dark.g = setupDark.g;
+ dark.b = setupDark.b;
+ }
+ light.r += (r - light.r) * alpha;
+ light.g += (g - light.g) * alpha;
+ light.b += (b - light.b) * alpha;
+ dark.r += (r2 - dark.r) * alpha;
+ dark.g += (g2 - dark.g) * alpha;
+ dark.b += (b2 - dark.b) * alpha;
+ }
+ }
+};
+var AttachmentTimeline = class extends Timeline {
+ slotIndex = 0;
+ /** The attachment name for each key frame. May contain null values to clear the attachment. */
+ attachmentNames;
+ constructor(frameCount, slotIndex) {
+ super(frameCount, [
+ Property.attachment + "|" + slotIndex
+ ]);
+ this.slotIndex = slotIndex;
+ this.attachmentNames = new Array(frameCount);
+ }
+ getFrameCount() {
+ return this.frames.length;
+ }
+ /** Sets the time in seconds and the attachment name for the specified key frame. */
+ setFrame(frame, time, attachmentName) {
+ this.frames[frame] = time;
+ this.attachmentNames[frame] = attachmentName;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ if (direction == 1 /* mixOut */) {
+ if (blend == 0 /* setup */)
+ this.setAttachment(skeleton, slot, slot.data.attachmentName);
+ return;
+ }
+ if (time < this.frames[0]) {
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
+ this.setAttachment(skeleton, slot, slot.data.attachmentName);
+ return;
+ }
+ this.setAttachment(skeleton, slot, this.attachmentNames[Timeline.search1(this.frames, time)]);
+ }
+ setAttachment(skeleton, slot, attachmentName) {
+ slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
+ }
+};
+var DeformTimeline = class extends CurveTimeline {
+ slotIndex = 0;
+ /** The attachment that will be deformed. */
+ attachment;
+ /** The vertices for each key frame. */
+ vertices;
+ constructor(frameCount, bezierCount, slotIndex, attachment) {
+ super(frameCount, bezierCount, [
+ Property.deform + "|" + slotIndex + "|" + attachment.id
+ ]);
+ this.slotIndex = slotIndex;
+ this.attachment = attachment;
+ this.vertices = new Array(frameCount);
+ }
+ getFrameCount() {
+ return this.frames.length;
+ }
+ /** Sets the time in seconds and the vertices for the specified key frame.
+ * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */
+ setFrame(frame, time, vertices) {
+ this.frames[frame] = time;
+ this.vertices[frame] = vertices;
+ }
+ /** @param value1 Ignored (0 is used for a deform timeline).
+ * @param value2 Ignored (1 is used for a deform timeline). */
+ setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
+ let curves = this.curves;
+ let i = this.getFrameCount() + bezier * 18;
+ if (value == 0)
+ curves[frame] = 2 + i;
+ let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06;
+ let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = (cy1 - cy2 + 0.33333333) * 0.018;
+ let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
+ let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = cy1 * 0.3 + tmpy + dddy * 0.16666667;
+ let x = time1 + dx, y = dy;
+ for (let n = i + 18; i < n; i += 2) {
+ curves[i] = x;
+ curves[i + 1] = y;
+ dx += ddx;
+ dy += ddy;
+ ddx += dddx;
+ ddy += dddy;
+ x += dx;
+ y += dy;
+ }
+ }
+ getCurvePercent(time, frame) {
+ let curves = this.curves;
+ let i = curves[frame];
+ switch (i) {
+ case 0:
+ let x2 = this.frames[frame];
+ return (time - x2) / (this.frames[frame + this.getFrameEntries()] - x2);
+ case 1:
+ return 0;
+ }
+ i -= 2;
+ if (curves[i] > time) {
+ let x2 = this.frames[frame];
+ return curves[i + 1] * (time - x2) / (curves[i] - x2);
+ }
+ let n = i + 18;
+ for (i += 2; i < n; i += 2) {
+ if (curves[i] >= time) {
+ let x2 = curves[i - 2], y2 = curves[i - 1];
+ return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
+ }
+ }
+ let x = curves[n - 2], y = curves[n - 1];
+ return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x);
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let slotAttachment = slot.getAttachment();
+ if (!slotAttachment)
+ return;
+ if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != this.attachment)
+ return;
+ let deform = slot.deform;
+ if (deform.length == 0)
+ blend = 0 /* setup */;
+ let vertices = this.vertices;
+ let vertexCount = vertices[0].length;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ deform.length = 0;
+ return;
+ case 1 /* first */:
+ if (alpha == 1) {
+ deform.length = 0;
+ return;
+ }
+ deform.length = vertexCount;
+ let vertexAttachment = slotAttachment;
+ if (!vertexAttachment.bones) {
+ let setupVertices = vertexAttachment.vertices;
+ for (var i = 0; i < vertexCount; i++)
+ deform[i] += (setupVertices[i] - deform[i]) * alpha;
+ } else {
+ alpha = 1 - alpha;
+ for (var i = 0; i < vertexCount; i++)
+ deform[i] *= alpha;
+ }
+ }
+ return;
+ }
+ deform.length = vertexCount;
+ if (time >= frames[frames.length - 1]) {
+ let lastVertices = vertices[frames.length - 1];
+ if (alpha == 1) {
+ if (blend == 3 /* add */) {
+ let vertexAttachment = slotAttachment;
+ if (!vertexAttachment.bones) {
+ let setupVertices = vertexAttachment.vertices;
+ for (let i2 = 0; i2 < vertexCount; i2++)
+ deform[i2] += lastVertices[i2] - setupVertices[i2];
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++)
+ deform[i2] += lastVertices[i2];
+ }
+ } else
+ Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
+ } else {
+ switch (blend) {
+ case 0 /* setup */: {
+ let vertexAttachment2 = slotAttachment;
+ if (!vertexAttachment2.bones) {
+ let setupVertices = vertexAttachment2.vertices;
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let setup = setupVertices[i2];
+ deform[i2] = setup + (lastVertices[i2] - setup) * alpha;
+ }
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++)
+ deform[i2] = lastVertices[i2] * alpha;
+ }
+ break;
+ }
+ case 1 /* first */:
+ case 2 /* replace */:
+ for (let i2 = 0; i2 < vertexCount; i2++)
+ deform[i2] += (lastVertices[i2] - deform[i2]) * alpha;
+ break;
+ case 3 /* add */:
+ let vertexAttachment = slotAttachment;
+ if (!vertexAttachment.bones) {
+ let setupVertices = vertexAttachment.vertices;
+ for (let i2 = 0; i2 < vertexCount; i2++)
+ deform[i2] += (lastVertices[i2] - setupVertices[i2]) * alpha;
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++)
+ deform[i2] += lastVertices[i2] * alpha;
+ }
+ }
+ }
+ return;
+ }
+ let frame = Timeline.search1(frames, time);
+ let percent = this.getCurvePercent(time, frame);
+ let prevVertices = vertices[frame];
+ let nextVertices = vertices[frame + 1];
+ if (alpha == 1) {
+ if (blend == 3 /* add */) {
+ let vertexAttachment = slotAttachment;
+ if (!vertexAttachment.bones) {
+ let setupVertices = vertexAttachment.vertices;
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] += prev + (nextVertices[i2] - prev) * percent - setupVertices[i2];
+ }
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] += prev + (nextVertices[i2] - prev) * percent;
+ }
+ }
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] = prev + (nextVertices[i2] - prev) * percent;
+ }
+ }
+ } else {
+ switch (blend) {
+ case 0 /* setup */: {
+ let vertexAttachment2 = slotAttachment;
+ if (!vertexAttachment2.bones) {
+ let setupVertices = vertexAttachment2.vertices;
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2], setup = setupVertices[i2];
+ deform[i2] = setup + (prev + (nextVertices[i2] - prev) * percent - setup) * alpha;
+ }
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] = (prev + (nextVertices[i2] - prev) * percent) * alpha;
+ }
+ }
+ break;
+ }
+ case 1 /* first */:
+ case 2 /* replace */:
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] += (prev + (nextVertices[i2] - prev) * percent - deform[i2]) * alpha;
+ }
+ break;
+ case 3 /* add */:
+ let vertexAttachment = slotAttachment;
+ if (!vertexAttachment.bones) {
+ let setupVertices = vertexAttachment.vertices;
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] += (prev + (nextVertices[i2] - prev) * percent - setupVertices[i2]) * alpha;
+ }
+ } else {
+ for (let i2 = 0; i2 < vertexCount; i2++) {
+ let prev = prevVertices[i2];
+ deform[i2] += (prev + (nextVertices[i2] - prev) * percent) * alpha;
+ }
+ }
+ }
+ }
+ }
+};
+var _EventTimeline = class extends Timeline {
+ /** The event for each key frame. */
+ events;
+ constructor(frameCount) {
+ super(frameCount, _EventTimeline.propertyIds);
+ this.events = new Array(frameCount);
+ }
+ getFrameCount() {
+ return this.frames.length;
+ }
+ /** Sets the time in seconds and the event for the specified key frame. */
+ setFrame(frame, event) {
+ this.frames[frame] = event.time;
+ this.events[frame] = event;
+ }
+ /** Fires events for frames > `lastTime` and <= `time`. */
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ if (!firedEvents)
+ return;
+ let frames = this.frames;
+ let frameCount = this.frames.length;
+ if (lastTime > time) {
+ this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
+ lastTime = -1;
+ } else if (lastTime >= frames[frameCount - 1])
+ return;
+ if (time < frames[0])
+ return;
+ let i = 0;
+ if (lastTime < frames[0])
+ i = 0;
+ else {
+ i = Timeline.search1(frames, lastTime) + 1;
+ let frameTime = frames[i];
+ while (i > 0) {
+ if (frames[i - 1] != frameTime)
+ break;
+ i--;
+ }
+ }
+ for (; i < frameCount && time >= frames[i]; i++)
+ firedEvents.push(this.events[i]);
+ }
+};
+var EventTimeline = _EventTimeline;
+__publicField(EventTimeline, "propertyIds", ["" + Property.event]);
+var _DrawOrderTimeline = class extends Timeline {
+ /** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */
+ drawOrders;
+ constructor(frameCount) {
+ super(frameCount, _DrawOrderTimeline.propertyIds);
+ this.drawOrders = new Array(frameCount);
+ }
+ getFrameCount() {
+ return this.frames.length;
+ }
+ /** Sets the time in seconds and the draw order for the specified key frame.
+ * @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose
+ * draw order. */
+ setFrame(frame, time, drawOrder) {
+ this.frames[frame] = time;
+ this.drawOrders[frame] = drawOrder;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ if (direction == 1 /* mixOut */) {
+ if (blend == 0 /* setup */)
+ Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
+ return;
+ }
+ if (time < this.frames[0]) {
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
+ Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
+ return;
+ }
+ let idx = Timeline.search1(this.frames, time);
+ let drawOrderToSetupIndex = this.drawOrders[idx];
+ if (!drawOrderToSetupIndex)
+ Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
+ else {
+ let drawOrder = skeleton.drawOrder;
+ let slots = skeleton.slots;
+ for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
+ drawOrder[i] = slots[drawOrderToSetupIndex[i]];
+ }
+ }
+};
+var DrawOrderTimeline = _DrawOrderTimeline;
+__publicField(DrawOrderTimeline, "propertyIds", ["" + Property.drawOrder]);
+var IkConstraintTimeline = class extends CurveTimeline {
+ /** The index of the IK constraint in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is applied */
+ constraintIndex = 0;
+ constructor(frameCount, bezierCount, ikConstraintIndex) {
+ super(frameCount, bezierCount, [
+ Property.ikConstraint + "|" + ikConstraintIndex
+ ]);
+ this.constraintIndex = ikConstraintIndex;
+ }
+ getFrameEntries() {
+ return 6;
+ }
+ /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */
+ setFrame(frame, time, mix, softness, bendDirection, compress, stretch) {
+ frame *= 6;
+ this.frames[frame] = time;
+ this.frames[
+ frame + 1
+ /*MIX*/
+ ] = mix;
+ this.frames[
+ frame + 2
+ /*SOFTNESS*/
+ ] = softness;
+ this.frames[
+ frame + 3
+ /*BEND_DIRECTION*/
+ ] = bendDirection;
+ this.frames[
+ frame + 4
+ /*COMPRESS*/
+ ] = compress ? 1 : 0;
+ this.frames[
+ frame + 5
+ /*STRETCH*/
+ ] = stretch ? 1 : 0;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint = skeleton.ikConstraints[this.constraintIndex];
+ if (!constraint.active)
+ return;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ constraint.mix = constraint.data.mix;
+ constraint.softness = constraint.data.softness;
+ constraint.bendDirection = constraint.data.bendDirection;
+ constraint.compress = constraint.data.compress;
+ constraint.stretch = constraint.data.stretch;
+ return;
+ case 1 /* first */:
+ constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
+ constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
+ constraint.bendDirection = constraint.data.bendDirection;
+ constraint.compress = constraint.data.compress;
+ constraint.stretch = constraint.data.stretch;
+ }
+ return;
+ }
+ let mix = 0, softness = 0;
+ let i = Timeline.search(
+ frames,
+ time,
+ 6
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 6
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ mix = frames[
+ i + 1
+ /*MIX*/
+ ];
+ softness = frames[
+ i + 2
+ /*SOFTNESS*/
+ ];
+ let t = (time - before) / (frames[
+ i + 6
+ /*ENTRIES*/
+ ] - before);
+ mix += (frames[
+ i + 6 + 1
+ /*MIX*/
+ ] - mix) * t;
+ softness += (frames[
+ i + 6 + 2
+ /*SOFTNESS*/
+ ] - softness) * t;
+ break;
+ case 1:
+ mix = frames[
+ i + 1
+ /*MIX*/
+ ];
+ softness = frames[
+ i + 2
+ /*SOFTNESS*/
+ ];
+ break;
+ default:
+ mix = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ softness = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ }
+ if (blend == 0 /* setup */) {
+ constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha;
+ constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha;
+ if (direction == 1 /* mixOut */) {
+ constraint.bendDirection = constraint.data.bendDirection;
+ constraint.compress = constraint.data.compress;
+ constraint.stretch = constraint.data.stretch;
+ } else {
+ constraint.bendDirection = frames[
+ i + 3
+ /*BEND_DIRECTION*/
+ ];
+ constraint.compress = frames[
+ i + 4
+ /*COMPRESS*/
+ ] != 0;
+ constraint.stretch = frames[
+ i + 5
+ /*STRETCH*/
+ ] != 0;
+ }
+ } else {
+ constraint.mix += (mix - constraint.mix) * alpha;
+ constraint.softness += (softness - constraint.softness) * alpha;
+ if (direction == 0 /* mixIn */) {
+ constraint.bendDirection = frames[
+ i + 3
+ /*BEND_DIRECTION*/
+ ];
+ constraint.compress = frames[
+ i + 4
+ /*COMPRESS*/
+ ] != 0;
+ constraint.stretch = frames[
+ i + 5
+ /*STRETCH*/
+ ] != 0;
+ }
+ }
+ }
+};
+var TransformConstraintTimeline = class extends CurveTimeline {
+ /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */
+ constraintIndex = 0;
+ constructor(frameCount, bezierCount, transformConstraintIndex) {
+ super(frameCount, bezierCount, [
+ Property.transformConstraint + "|" + transformConstraintIndex
+ ]);
+ this.constraintIndex = transformConstraintIndex;
+ }
+ getFrameEntries() {
+ return 7;
+ }
+ /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */
+ setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) {
+ let frames = this.frames;
+ frame *= 7;
+ frames[frame] = time;
+ frames[
+ frame + 1
+ /*ROTATE*/
+ ] = mixRotate;
+ frames[
+ frame + 2
+ /*X*/
+ ] = mixX;
+ frames[
+ frame + 3
+ /*Y*/
+ ] = mixY;
+ frames[
+ frame + 4
+ /*SCALEX*/
+ ] = mixScaleX;
+ frames[
+ frame + 5
+ /*SCALEY*/
+ ] = mixScaleY;
+ frames[
+ frame + 6
+ /*SHEARY*/
+ ] = mixShearY;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint = skeleton.transformConstraints[this.constraintIndex];
+ if (!constraint.active)
+ return;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ let data = constraint.data;
+ switch (blend) {
+ case 0 /* setup */:
+ constraint.mixRotate = data.mixRotate;
+ constraint.mixX = data.mixX;
+ constraint.mixY = data.mixY;
+ constraint.mixScaleX = data.mixScaleX;
+ constraint.mixScaleY = data.mixScaleY;
+ constraint.mixShearY = data.mixShearY;
+ return;
+ case 1 /* first */:
+ constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
+ constraint.mixX += (data.mixX - constraint.mixX) * alpha;
+ constraint.mixY += (data.mixY - constraint.mixY) * alpha;
+ constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha;
+ constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha;
+ constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha;
+ }
+ return;
+ }
+ let rotate, x, y, scaleX, scaleY, shearY;
+ let i = Timeline.search(
+ frames,
+ time,
+ 7
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[
+ i / 7
+ /*ENTRIES*/
+ ];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ rotate = frames[
+ i + 1
+ /*ROTATE*/
+ ];
+ x = frames[
+ i + 2
+ /*X*/
+ ];
+ y = frames[
+ i + 3
+ /*Y*/
+ ];
+ scaleX = frames[
+ i + 4
+ /*SCALEX*/
+ ];
+ scaleY = frames[
+ i + 5
+ /*SCALEY*/
+ ];
+ shearY = frames[
+ i + 6
+ /*SHEARY*/
+ ];
+ let t = (time - before) / (frames[
+ i + 7
+ /*ENTRIES*/
+ ] - before);
+ rotate += (frames[
+ i + 7 + 1
+ /*ROTATE*/
+ ] - rotate) * t;
+ x += (frames[
+ i + 7 + 2
+ /*X*/
+ ] - x) * t;
+ y += (frames[
+ i + 7 + 3
+ /*Y*/
+ ] - y) * t;
+ scaleX += (frames[
+ i + 7 + 4
+ /*SCALEX*/
+ ] - scaleX) * t;
+ scaleY += (frames[
+ i + 7 + 5
+ /*SCALEY*/
+ ] - scaleY) * t;
+ shearY += (frames[
+ i + 7 + 6
+ /*SHEARY*/
+ ] - shearY) * t;
+ break;
+ case 1:
+ rotate = frames[
+ i + 1
+ /*ROTATE*/
+ ];
+ x = frames[
+ i + 2
+ /*X*/
+ ];
+ y = frames[
+ i + 3
+ /*Y*/
+ ];
+ scaleX = frames[
+ i + 4
+ /*SCALEX*/
+ ];
+ scaleY = frames[
+ i + 5
+ /*SCALEY*/
+ ];
+ shearY = frames[
+ i + 6
+ /*SHEARY*/
+ ];
+ break;
+ default:
+ rotate = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ x = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ y = this.getBezierValue(
+ time,
+ i,
+ 3,
+ curveType + 18 * 2 - 2
+ /*BEZIER*/
+ );
+ scaleX = this.getBezierValue(
+ time,
+ i,
+ 4,
+ curveType + 18 * 3 - 2
+ /*BEZIER*/
+ );
+ scaleY = this.getBezierValue(
+ time,
+ i,
+ 5,
+ curveType + 18 * 4 - 2
+ /*BEZIER*/
+ );
+ shearY = this.getBezierValue(
+ time,
+ i,
+ 6,
+ curveType + 18 * 5 - 2
+ /*BEZIER*/
+ );
+ }
+ if (blend == 0 /* setup */) {
+ let data = constraint.data;
+ constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
+ constraint.mixX = data.mixX + (x - data.mixX) * alpha;
+ constraint.mixY = data.mixY + (y - data.mixY) * alpha;
+ constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha;
+ constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha;
+ constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha;
+ } else {
+ constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
+ constraint.mixX += (x - constraint.mixX) * alpha;
+ constraint.mixY += (y - constraint.mixY) * alpha;
+ constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha;
+ constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha;
+ constraint.mixShearY += (shearY - constraint.mixShearY) * alpha;
+ }
+ }
+};
+var PathConstraintPositionTimeline = class extends CurveTimeline1 {
+ /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is
+ * applied. */
+ constraintIndex = 0;
+ constructor(frameCount, bezierCount, pathConstraintIndex) {
+ super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex);
+ this.constraintIndex = pathConstraintIndex;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint = skeleton.pathConstraints[this.constraintIndex];
+ if (constraint.active)
+ constraint.position = this.getAbsoluteValue(time, alpha, blend, constraint.position, constraint.data.position);
+ }
+};
+var PathConstraintSpacingTimeline = class extends CurveTimeline1 {
+ /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is
+ * applied. */
+ constraintIndex = 0;
+ constructor(frameCount, bezierCount, pathConstraintIndex) {
+ super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex);
+ this.constraintIndex = pathConstraintIndex;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint = skeleton.pathConstraints[this.constraintIndex];
+ if (constraint.active)
+ constraint.spacing = this.getAbsoluteValue(time, alpha, blend, constraint.spacing, constraint.data.spacing);
+ }
+};
+var PathConstraintMixTimeline = class extends CurveTimeline {
+ /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is
+ * applied. */
+ constraintIndex = 0;
+ constructor(frameCount, bezierCount, pathConstraintIndex) {
+ super(frameCount, bezierCount, [
+ Property.pathConstraintMix + "|" + pathConstraintIndex
+ ]);
+ this.constraintIndex = pathConstraintIndex;
+ }
+ getFrameEntries() {
+ return 4;
+ }
+ setFrame(frame, time, mixRotate, mixX, mixY) {
+ let frames = this.frames;
+ frame <<= 2;
+ frames[frame] = time;
+ frames[
+ frame + 1
+ /*ROTATE*/
+ ] = mixRotate;
+ frames[
+ frame + 2
+ /*X*/
+ ] = mixX;
+ frames[
+ frame + 3
+ /*Y*/
+ ] = mixY;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint = skeleton.pathConstraints[this.constraintIndex];
+ if (!constraint.active)
+ return;
+ let frames = this.frames;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ constraint.mixRotate = constraint.data.mixRotate;
+ constraint.mixX = constraint.data.mixX;
+ constraint.mixY = constraint.data.mixY;
+ return;
+ case 1 /* first */:
+ constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha;
+ constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha;
+ constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha;
+ }
+ return;
+ }
+ let rotate, x, y;
+ let i = Timeline.search(
+ frames,
+ time,
+ 4
+ /*ENTRIES*/
+ );
+ let curveType = this.curves[i >> 2];
+ switch (curveType) {
+ case 0:
+ let before = frames[i];
+ rotate = frames[
+ i + 1
+ /*ROTATE*/
+ ];
+ x = frames[
+ i + 2
+ /*X*/
+ ];
+ y = frames[
+ i + 3
+ /*Y*/
+ ];
+ let t = (time - before) / (frames[
+ i + 4
+ /*ENTRIES*/
+ ] - before);
+ rotate += (frames[
+ i + 4 + 1
+ /*ROTATE*/
+ ] - rotate) * t;
+ x += (frames[
+ i + 4 + 2
+ /*X*/
+ ] - x) * t;
+ y += (frames[
+ i + 4 + 3
+ /*Y*/
+ ] - y) * t;
+ break;
+ case 1:
+ rotate = frames[
+ i + 1
+ /*ROTATE*/
+ ];
+ x = frames[
+ i + 2
+ /*X*/
+ ];
+ y = frames[
+ i + 3
+ /*Y*/
+ ];
+ break;
+ default:
+ rotate = this.getBezierValue(
+ time,
+ i,
+ 1,
+ curveType - 2
+ /*BEZIER*/
+ );
+ x = this.getBezierValue(
+ time,
+ i,
+ 2,
+ curveType + 18 - 2
+ /*BEZIER*/
+ );
+ y = this.getBezierValue(
+ time,
+ i,
+ 3,
+ curveType + 18 * 2 - 2
+ /*BEZIER*/
+ );
+ }
+ if (blend == 0 /* setup */) {
+ let data = constraint.data;
+ constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
+ constraint.mixX = data.mixX + (x - data.mixX) * alpha;
+ constraint.mixY = data.mixY + (y - data.mixY) * alpha;
+ } else {
+ constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
+ constraint.mixX += (x - constraint.mixX) * alpha;
+ constraint.mixY += (y - constraint.mixY) * alpha;
+ }
+ }
+};
+var PhysicsConstraintTimeline = class extends CurveTimeline1 {
+ /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be changed when this timeline
+ * is applied, or -1 if all physics constraints in the skeleton will be changed. */
+ constraintIndex = 0;
+ /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */
+ constructor(frameCount, bezierCount, physicsConstraintIndex, property) {
+ super(frameCount, bezierCount, property + "|" + physicsConstraintIndex);
+ this.constraintIndex = physicsConstraintIndex;
+ }
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint;
+ if (this.constraintIndex == -1) {
+ const value = time >= this.frames[0] ? this.getCurveValue(time) : 0;
+ for (const constraint2 of skeleton.physicsConstraints) {
+ if (constraint2.active && this.global(constraint2.data))
+ this.set(constraint2, this.getAbsoluteValue2(time, alpha, blend, this.get(constraint2), this.setup(constraint2), value));
+ }
+ } else {
+ constraint = skeleton.physicsConstraints[this.constraintIndex];
+ if (constraint.active)
+ this.set(constraint, this.getAbsoluteValue(time, alpha, blend, this.get(constraint), this.setup(constraint)));
+ }
+ }
+};
+var PhysicsConstraintInertiaTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintInertia);
+ }
+ setup(constraint) {
+ return constraint.data.inertia;
+ }
+ get(constraint) {
+ return constraint.inertia;
+ }
+ set(constraint, value) {
+ constraint.inertia = value;
+ }
+ global(constraint) {
+ return constraint.inertiaGlobal;
+ }
+};
+var PhysicsConstraintStrengthTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintStrength);
+ }
+ setup(constraint) {
+ return constraint.data.strength;
+ }
+ get(constraint) {
+ return constraint.strength;
+ }
+ set(constraint, value) {
+ constraint.strength = value;
+ }
+ global(constraint) {
+ return constraint.strengthGlobal;
+ }
+};
+var PhysicsConstraintDampingTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintDamping);
+ }
+ setup(constraint) {
+ return constraint.data.damping;
+ }
+ get(constraint) {
+ return constraint.damping;
+ }
+ set(constraint, value) {
+ constraint.damping = value;
+ }
+ global(constraint) {
+ return constraint.dampingGlobal;
+ }
+};
+var PhysicsConstraintMassTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMass);
+ }
+ setup(constraint) {
+ return 1 / constraint.data.massInverse;
+ }
+ get(constraint) {
+ return 1 / constraint.massInverse;
+ }
+ set(constraint, value) {
+ constraint.massInverse = 1 / value;
+ }
+ global(constraint) {
+ return constraint.massGlobal;
+ }
+};
+var PhysicsConstraintWindTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintWind);
+ }
+ setup(constraint) {
+ return constraint.data.wind;
+ }
+ get(constraint) {
+ return constraint.wind;
+ }
+ set(constraint, value) {
+ constraint.wind = value;
+ }
+ global(constraint) {
+ return constraint.windGlobal;
+ }
+};
+var PhysicsConstraintGravityTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintGravity);
+ }
+ setup(constraint) {
+ return constraint.data.gravity;
+ }
+ get(constraint) {
+ return constraint.gravity;
+ }
+ set(constraint, value) {
+ constraint.gravity = value;
+ }
+ global(constraint) {
+ return constraint.gravityGlobal;
+ }
+};
+var PhysicsConstraintMixTimeline = class extends PhysicsConstraintTimeline {
+ constructor(frameCount, bezierCount, physicsConstraintIndex) {
+ super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMix);
+ }
+ setup(constraint) {
+ return constraint.data.mix;
+ }
+ get(constraint) {
+ return constraint.mix;
+ }
+ set(constraint, value) {
+ constraint.mix = value;
+ }
+ global(constraint) {
+ return constraint.mixGlobal;
+ }
+};
+var _PhysicsConstraintResetTimeline = class extends Timeline {
+ /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be reset when this timeline is
+ * applied, or -1 if all physics constraints in the skeleton will be reset. */
+ constraintIndex;
+ /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */
+ constructor(frameCount, physicsConstraintIndex) {
+ super(frameCount, _PhysicsConstraintResetTimeline.propertyIds);
+ this.constraintIndex = physicsConstraintIndex;
+ }
+ getFrameCount() {
+ return this.frames.length;
+ }
+ /** Sets the time for the specified frame.
+ * @param frame Between 0 and frameCount, inclusive. */
+ setFrame(frame, time) {
+ this.frames[frame] = time;
+ }
+ /** Resets the physics constraint when frames > lastTime and <= time. */
+ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
+ let constraint;
+ if (this.constraintIndex != -1) {
+ constraint = skeleton.physicsConstraints[this.constraintIndex];
+ if (!constraint.active)
+ return;
+ }
+ const frames = this.frames;
+ if (lastTime > time) {
+ this.apply(skeleton, lastTime, Number.MAX_VALUE, [], alpha, blend, direction);
+ lastTime = -1;
+ } else if (lastTime >= frames[frames.length - 1])
+ return;
+ if (time < frames[0])
+ return;
+ if (lastTime < frames[0] || time >= frames[Timeline.search1(frames, lastTime) + 1]) {
+ if (constraint != null)
+ constraint.reset();
+ else {
+ for (const constraint2 of skeleton.physicsConstraints) {
+ if (constraint2.active)
+ constraint2.reset();
+ }
+ }
+ }
+ }
+};
+var PhysicsConstraintResetTimeline = _PhysicsConstraintResetTimeline;
+__publicField(PhysicsConstraintResetTimeline, "propertyIds", [Property.physicsConstraintReset.toString()]);
+var _SequenceTimeline = class extends Timeline {
+ slotIndex;
+ attachment;
+ constructor(frameCount, slotIndex, attachment) {
+ super(frameCount, [
+ Property.sequence + "|" + slotIndex + "|" + attachment.sequence.id
+ ]);
+ this.slotIndex = slotIndex;
+ this.attachment = attachment;
+ }
+ getFrameEntries() {
+ return _SequenceTimeline.ENTRIES;
+ }
+ getSlotIndex() {
+ return this.slotIndex;
+ }
+ getAttachment() {
+ return this.attachment;
+ }
+ /** Sets the time, mode, index, and frame time for the specified frame.
+ * @param frame Between 0 and frameCount, inclusive.
+ * @param time Seconds between frames. */
+ setFrame(frame, time, mode, index, delay) {
+ let frames = this.frames;
+ frame *= _SequenceTimeline.ENTRIES;
+ frames[frame] = time;
+ frames[frame + _SequenceTimeline.MODE] = mode | index << 4;
+ frames[frame + _SequenceTimeline.DELAY] = delay;
+ }
+ apply(skeleton, lastTime, time, events, alpha, blend, direction) {
+ let slot = skeleton.slots[this.slotIndex];
+ if (!slot.bone.active)
+ return;
+ let slotAttachment = slot.attachment;
+ let attachment = this.attachment;
+ if (slotAttachment != attachment) {
+ if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != attachment)
+ return;
+ }
+ if (direction == 1 /* mixOut */) {
+ if (blend == 0 /* setup */)
+ slot.sequenceIndex = -1;
+ return;
+ }
+ let frames = this.frames;
+ if (time < frames[0]) {
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
+ slot.sequenceIndex = -1;
+ return;
+ }
+ let i = Timeline.search(frames, time, _SequenceTimeline.ENTRIES);
+ let before = frames[i];
+ let modeAndIndex = frames[i + _SequenceTimeline.MODE];
+ let delay = frames[i + _SequenceTimeline.DELAY];
+ if (!this.attachment.sequence)
+ return;
+ let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length;
+ let mode = SequenceModeValues[modeAndIndex & 15];
+ if (mode != 0 /* hold */) {
+ index += (time - before) / delay + 1e-5 | 0;
+ switch (mode) {
+ case 1 /* once */:
+ index = Math.min(count - 1, index);
+ break;
+ case 2 /* loop */:
+ index %= count;
+ break;
+ case 3 /* pingpong */: {
+ let n = (count << 1) - 2;
+ index = n == 0 ? 0 : index % n;
+ if (index >= count)
+ index = n - index;
+ break;
+ }
+ case 4 /* onceReverse */:
+ index = Math.max(count - 1 - index, 0);
+ break;
+ case 5 /* loopReverse */:
+ index = count - 1 - index % count;
+ break;
+ case 6 /* pingpongReverse */: {
+ let n = (count << 1) - 2;
+ index = n == 0 ? 0 : (index + count - 1) % n;
+ if (index >= count)
+ index = n - index;
+ }
+ }
+ }
+ slot.sequenceIndex = index;
+ }
+};
+var SequenceTimeline = _SequenceTimeline;
+__publicField(SequenceTimeline, "ENTRIES", 3);
+__publicField(SequenceTimeline, "MODE", 1);
+__publicField(SequenceTimeline, "DELAY", 2);
+
+// spine-core/src/AnimationState.ts
+var _AnimationState = class {
+ static emptyAnimation() {
+ return _AnimationState._emptyAnimation;
+ }
+ /** The AnimationStateData to look up mix durations. */
+ data;
+ /** The list of tracks that currently have animations, which may contain null entries. */
+ tracks = new Array();
+ /** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
+ * or faster. Defaults to 1.
+ *
+ * See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */
+ timeScale = 1;
+ unkeyedState = 0;
+ events = new Array();
+ listeners = new Array();
+ queue = new EventQueue(this);
+ propertyIDs = new StringSet();
+ animationsChanged = false;
+ trackEntryPool = new Pool(() => new TrackEntry());
+ constructor(data) {
+ this.data = data;
+ }
+ /** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */
+ update(delta) {
+ delta *= this.timeScale;
+ let tracks = this.tracks;
+ for (let i = 0, n = tracks.length; i < n; i++) {
+ let current = tracks[i];
+ if (!current)
+ continue;
+ current.animationLast = current.nextAnimationLast;
+ current.trackLast = current.nextTrackLast;
+ let currentDelta = delta * current.timeScale;
+ if (current.delay > 0) {
+ current.delay -= currentDelta;
+ if (current.delay > 0)
+ continue;
+ currentDelta = -current.delay;
+ current.delay = 0;
+ }
+ let next = current.next;
+ if (next) {
+ let nextTime = current.trackLast - next.delay;
+ if (nextTime >= 0) {
+ next.delay = 0;
+ next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
+ current.trackTime += currentDelta;
+ this.setCurrent(i, next, true);
+ while (next.mixingFrom) {
+ next.mixTime += delta;
+ next = next.mixingFrom;
+ }
+ continue;
+ }
+ } else if (current.trackLast >= current.trackEnd && !current.mixingFrom) {
+ tracks[i] = null;
+ this.queue.end(current);
+ this.clearNext(current);
+ continue;
+ }
+ if (current.mixingFrom && this.updateMixingFrom(current, delta)) {
+ let from = current.mixingFrom;
+ current.mixingFrom = null;
+ if (from)
+ from.mixingTo = null;
+ while (from) {
+ this.queue.end(from);
+ from = from.mixingFrom;
+ }
+ }
+ current.trackTime += currentDelta;
+ }
+ this.queue.drain();
+ }
+ /** Returns true when all mixing from entries are complete. */
+ updateMixingFrom(to, delta) {
+ let from = to.mixingFrom;
+ if (!from)
+ return true;
+ let finished = this.updateMixingFrom(from, delta);
+ from.animationLast = from.nextAnimationLast;
+ from.trackLast = from.nextTrackLast;
+ if (to.nextTrackLast != -1 && to.mixTime >= to.mixDuration) {
+ if (from.totalAlpha == 0 || to.mixDuration == 0) {
+ to.mixingFrom = from.mixingFrom;
+ if (from.mixingFrom != null)
+ from.mixingFrom.mixingTo = to;
+ to.interruptAlpha = from.interruptAlpha;
+ this.queue.end(from);
+ }
+ return finished;
+ }
+ from.trackTime += delta * from.timeScale;
+ to.mixTime += delta;
+ return false;
+ }
+ /** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
+ * animation state can be applied to multiple skeletons to pose them identically.
+ * @returns True if any animations were applied. */
+ apply(skeleton) {
+ if (!skeleton)
+ throw new Error("skeleton cannot be null.");
+ if (this.animationsChanged)
+ this._animationsChanged();
+ let events = this.events;
+ let tracks = this.tracks;
+ let applied = false;
+ for (let i2 = 0, n2 = tracks.length; i2 < n2; i2++) {
+ let current = tracks[i2];
+ if (!current || current.delay > 0)
+ continue;
+ applied = true;
+ let blend = i2 == 0 ? 1 /* first */ : current.mixBlend;
+ let alpha = current.alpha;
+ if (current.mixingFrom)
+ alpha *= this.applyMixingFrom(current, skeleton, blend);
+ else if (current.trackTime >= current.trackEnd && !current.next)
+ alpha = 0;
+ let attachments = alpha >= current.alphaAttachmentThreshold;
+ let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
+ let applyEvents = events;
+ if (current.reverse) {
+ applyTime = current.animation.duration - applyTime;
+ applyEvents = null;
+ }
+ let timelines = current.animation.timelines;
+ let timelineCount = timelines.length;
+ if (i2 == 0 && alpha == 1 || blend == 3 /* add */) {
+ if (i2 == 0)
+ attachments = true;
+ for (let ii = 0; ii < timelineCount; ii++) {
+ Utils.webkit602BugfixHelper(alpha, blend);
+ var timeline = timelines[ii];
+ if (timeline instanceof AttachmentTimeline)
+ this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments);
+ else
+ timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, blend, 0 /* mixIn */);
+ }
+ } else {
+ let timelineMode = current.timelineMode;
+ let shortestRotation = current.shortestRotation;
+ let firstFrame = !shortestRotation && current.timelinesRotation.length != timelineCount << 1;
+ if (firstFrame)
+ current.timelinesRotation.length = timelineCount << 1;
+ for (let ii = 0; ii < timelineCount; ii++) {
+ let timeline2 = timelines[ii];
+ let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : 0 /* setup */;
+ if (!shortestRotation && timeline2 instanceof RotateTimeline) {
+ this.applyRotateTimeline(timeline2, skeleton, applyTime, alpha, timelineBlend, current.timelinesRotation, ii << 1, firstFrame);
+ } else if (timeline2 instanceof AttachmentTimeline) {
+ this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, attachments);
+ } else {
+ Utils.webkit602BugfixHelper(alpha, blend);
+ timeline2.apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, 0 /* mixIn */);
+ }
+ }
+ }
+ this.queueEvents(current, animationTime);
+ events.length = 0;
+ current.nextAnimationLast = animationTime;
+ current.nextTrackLast = current.trackTime;
+ }
+ var setupState = this.unkeyedState + SETUP;
+ var slots = skeleton.slots;
+ for (var i = 0, n = skeleton.slots.length; i < n; i++) {
+ var slot = slots[i];
+ if (slot.attachmentState == setupState) {
+ var attachmentName = slot.data.attachmentName;
+ slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
+ }
+ }
+ this.unkeyedState += 2;
+ this.queue.drain();
+ return applied;
+ }
+ applyMixingFrom(to, skeleton, blend) {
+ let from = to.mixingFrom;
+ if (from.mixingFrom)
+ this.applyMixingFrom(from, skeleton, blend);
+ let mix = 0;
+ if (to.mixDuration == 0) {
+ mix = 1;
+ if (blend == 1 /* first */)
+ blend = 0 /* setup */;
+ } else {
+ mix = to.mixTime / to.mixDuration;
+ if (mix > 1)
+ mix = 1;
+ if (blend != 1 /* first */)
+ blend = from.mixBlend;
+ }
+ let attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
+ let timelines = from.animation.timelines;
+ let timelineCount = timelines.length;
+ let alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
+ let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
+ let events = null;
+ if (from.reverse)
+ applyTime = from.animation.duration - applyTime;
+ else if (mix < from.eventThreshold)
+ events = this.events;
+ if (blend == 3 /* add */) {
+ for (let i = 0; i < timelineCount; i++)
+ timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, 1 /* mixOut */);
+ } else {
+ let timelineMode = from.timelineMode;
+ let timelineHoldMix = from.timelineHoldMix;
+ let shortestRotation = from.shortestRotation;
+ let firstFrame = !shortestRotation && from.timelinesRotation.length != timelineCount << 1;
+ if (firstFrame)
+ from.timelinesRotation.length = timelineCount << 1;
+ from.totalAlpha = 0;
+ for (let i = 0; i < timelineCount; i++) {
+ let timeline = timelines[i];
+ let direction = 1 /* mixOut */;
+ let timelineBlend;
+ let alpha = 0;
+ switch (timelineMode[i]) {
+ case SUBSEQUENT:
+ if (!drawOrder && timeline instanceof DrawOrderTimeline)
+ continue;
+ timelineBlend = blend;
+ alpha = alphaMix;
+ break;
+ case FIRST:
+ timelineBlend = 0 /* setup */;
+ alpha = alphaMix;
+ break;
+ case HOLD_SUBSEQUENT:
+ timelineBlend = blend;
+ alpha = alphaHold;
+ break;
+ case HOLD_FIRST:
+ timelineBlend = 0 /* setup */;
+ alpha = alphaHold;
+ break;
+ default:
+ timelineBlend = 0 /* setup */;
+ let holdMix = timelineHoldMix[i];
+ alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
+ break;
+ }
+ from.totalAlpha += alpha;
+ if (!shortestRotation && timeline instanceof RotateTimeline)
+ this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, from.timelinesRotation, i << 1, firstFrame);
+ else if (timeline instanceof AttachmentTimeline)
+ this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments && alpha >= from.alphaAttachmentThreshold);
+ else {
+ Utils.webkit602BugfixHelper(alpha, blend);
+ if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == 0 /* setup */)
+ direction = 0 /* mixIn */;
+ timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
+ }
+ }
+ }
+ if (to.mixDuration > 0)
+ this.queueEvents(from, animationTime);
+ this.events.length = 0;
+ from.nextAnimationLast = animationTime;
+ from.nextTrackLast = from.trackTime;
+ return mix;
+ }
+ applyAttachmentTimeline(timeline, skeleton, time, blend, attachments) {
+ var slot = skeleton.slots[timeline.slotIndex];
+ if (!slot.bone.active)
+ return;
+ if (time < timeline.frames[0]) {
+ if (blend == 0 /* setup */ || blend == 1 /* first */)
+ this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
+ } else
+ this.setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search1(timeline.frames, time)], attachments);
+ if (slot.attachmentState <= this.unkeyedState)
+ slot.attachmentState = this.unkeyedState + SETUP;
+ }
+ setAttachment(skeleton, slot, attachmentName, attachments) {
+ slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
+ if (attachments)
+ slot.attachmentState = this.unkeyedState + CURRENT;
+ }
+ applyRotateTimeline(timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
+ if (firstFrame)
+ timelinesRotation[i] = 0;
+ if (alpha == 1) {
+ timeline.apply(skeleton, 0, time, null, 1, blend, 0 /* mixIn */);
+ return;
+ }
+ let bone = skeleton.bones[timeline.boneIndex];
+ if (!bone.active)
+ return;
+ let frames = timeline.frames;
+ let r1 = 0, r2 = 0;
+ if (time < frames[0]) {
+ switch (blend) {
+ case 0 /* setup */:
+ bone.rotation = bone.data.rotation;
+ default:
+ return;
+ case 1 /* first */:
+ r1 = bone.rotation;
+ r2 = bone.data.rotation;
+ }
+ } else {
+ r1 = blend == 0 /* setup */ ? bone.data.rotation : bone.rotation;
+ r2 = bone.data.rotation + timeline.getCurveValue(time);
+ }
+ let total = 0, diff = r2 - r1;
+ diff -= Math.ceil(diff / 360 - 0.5) * 360;
+ if (diff == 0) {
+ total = timelinesRotation[i];
+ } else {
+ let lastTotal = 0, lastDiff = 0;
+ if (firstFrame) {
+ lastTotal = 0;
+ lastDiff = diff;
+ } else {
+ lastTotal = timelinesRotation[i];
+ lastDiff = timelinesRotation[i + 1];
+ }
+ let loops = lastTotal - lastTotal % 360;
+ total = diff + loops;
+ let current = diff >= 0, dir = lastTotal >= 0;
+ if (Math.abs(lastDiff) <= 90 && MathUtils.signum(lastDiff) != MathUtils.signum(diff)) {
+ if (Math.abs(lastTotal - loops) > 180) {
+ total += 360 * MathUtils.signum(lastTotal);
+ dir = current;
+ } else if (loops != 0)
+ total -= 360 * MathUtils.signum(lastTotal);
+ else
+ dir = current;
+ }
+ if (dir != current)
+ total += 360 * MathUtils.signum(lastTotal);
+ timelinesRotation[i] = total;
+ }
+ timelinesRotation[i + 1] = diff;
+ bone.rotation = r1 + total * alpha;
+ }
+ queueEvents(entry, animationTime) {
+ let animationStart = entry.animationStart, animationEnd = entry.animationEnd;
+ let duration = animationEnd - animationStart;
+ let trackLastWrapped = entry.trackLast % duration;
+ let events = this.events;
+ let i = 0, n = events.length;
+ for (; i < n; i++) {
+ let event = events[i];
+ if (event.time < trackLastWrapped)
+ break;
+ if (event.time > animationEnd)
+ continue;
+ this.queue.event(entry, event);
+ }
+ let complete = false;
+ if (entry.loop) {
+ if (duration == 0)
+ complete = true;
+ else {
+ const cycles = Math.floor(entry.trackTime / duration);
+ complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration);
+ }
+ } else
+ complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
+ if (complete)
+ this.queue.complete(entry);
+ for (; i < n; i++) {
+ let event = events[i];
+ if (event.time < animationStart)
+ continue;
+ this.queue.event(entry, event);
+ }
+ }
+ /** Removes all animations from all tracks, leaving skeletons in their current pose.
+ *
+ * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
+ * rather than leaving them in their current pose. */
+ clearTracks() {
+ let oldDrainDisabled = this.queue.drainDisabled;
+ this.queue.drainDisabled = true;
+ for (let i = 0, n = this.tracks.length; i < n; i++)
+ this.clearTrack(i);
+ this.tracks.length = 0;
+ this.queue.drainDisabled = oldDrainDisabled;
+ this.queue.drain();
+ }
+ /** Removes all animations from the track, leaving skeletons in their current pose.
+ *
+ * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
+ * rather than leaving them in their current pose. */
+ clearTrack(trackIndex) {
+ if (trackIndex >= this.tracks.length)
+ return;
+ let current = this.tracks[trackIndex];
+ if (!current)
+ return;
+ this.queue.end(current);
+ this.clearNext(current);
+ let entry = current;
+ while (true) {
+ let from = entry.mixingFrom;
+ if (!from)
+ break;
+ this.queue.end(from);
+ entry.mixingFrom = null;
+ entry.mixingTo = null;
+ entry = from;
+ }
+ this.tracks[current.trackIndex] = null;
+ this.queue.drain();
+ }
+ setCurrent(index, current, interrupt) {
+ let from = this.expandToIndex(index);
+ this.tracks[index] = current;
+ current.previous = null;
+ if (from) {
+ if (interrupt)
+ this.queue.interrupt(from);
+ current.mixingFrom = from;
+ from.mixingTo = current;
+ current.mixTime = 0;
+ if (from.mixingFrom && from.mixDuration > 0)
+ current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
+ from.timelinesRotation.length = 0;
+ }
+ this.queue.start(current);
+ }
+ /** Sets an animation by name.
+ *
+ * See {@link #setAnimationWith()}. */
+ setAnimation(trackIndex, animationName, loop = false) {
+ let animation = this.data.skeletonData.findAnimation(animationName);
+ if (!animation)
+ throw new Error("Animation not found: " + animationName);
+ return this.setAnimationWith(trackIndex, animation, loop);
+ }
+ /** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
+ * applied to a skeleton, it is replaced (not mixed from).
+ * @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
+ * duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared.
+ * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
+ * after the {@link AnimationStateListener#dispose()} event occurs. */
+ setAnimationWith(trackIndex, animation, loop = false) {
+ if (!animation)
+ throw new Error("animation cannot be null.");
+ let interrupt = true;
+ let current = this.expandToIndex(trackIndex);
+ if (current) {
+ if (current.nextTrackLast == -1) {
+ this.tracks[trackIndex] = current.mixingFrom;
+ this.queue.interrupt(current);
+ this.queue.end(current);
+ this.clearNext(current);
+ current = current.mixingFrom;
+ interrupt = false;
+ } else
+ this.clearNext(current);
+ }
+ let entry = this.trackEntry(trackIndex, animation, loop, current);
+ this.setCurrent(trackIndex, entry, interrupt);
+ this.queue.drain();
+ return entry;
+ }
+ /** Queues an animation by name.
+ *
+ * See {@link #addAnimationWith()}. */
+ addAnimation(trackIndex, animationName, loop = false, delay = 0) {
+ let animation = this.data.skeletonData.findAnimation(animationName);
+ if (!animation)
+ throw new Error("Animation not found: " + animationName);
+ return this.addAnimationWith(trackIndex, animation, loop, delay);
+ }
+ /** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
+ * equivalent to calling {@link #setAnimationWith()}.
+ * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
+ * minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix
+ * ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the
+ * previous entry is looping, its next loop completion is used instead of its duration.
+ * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
+ * after the {@link AnimationStateListener#dispose()} event occurs. */
+ addAnimationWith(trackIndex, animation, loop = false, delay = 0) {
+ if (!animation)
+ throw new Error("animation cannot be null.");
+ let last = this.expandToIndex(trackIndex);
+ if (last) {
+ while (last.next)
+ last = last.next;
+ }
+ let entry = this.trackEntry(trackIndex, animation, loop, last);
+ if (!last) {
+ this.setCurrent(trackIndex, entry, true);
+ this.queue.drain();
+ } else {
+ last.next = entry;
+ entry.previous = last;
+ if (delay <= 0)
+ delay += last.getTrackComplete() - entry.mixDuration;
+ }
+ entry.delay = delay;
+ return entry;
+ }
+ /** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
+ * {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
+ *
+ * Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()},
+ * {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes
+ * the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
+ * transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
+ * 0 still mixes out over one frame.
+ *
+ * Mixing in is done by first setting an empty animation, then adding an animation using
+ * {@link #addAnimation()} and on the returned track entry, set the
+ * {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and
+ * more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
+ * setup pose value if no lower tracks key the property to the value keyed in the new animation. */
+ setEmptyAnimation(trackIndex, mixDuration = 0) {
+ let entry = this.setAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false);
+ entry.mixDuration = mixDuration;
+ entry.trackEnd = mixDuration;
+ return entry;
+ }
+ /** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
+ * {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling
+ * {@link #setEmptyAnimation()}.
+ *
+ * See {@link #setEmptyAnimation()}.
+ * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
+ * minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or
+ * before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next
+ * loop completion is used instead of its duration.
+ * @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
+ * after the {@link AnimationStateListener#dispose()} event occurs. */
+ addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
+ let entry = this.addAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false, delay);
+ if (delay <= 0)
+ entry.delay += entry.mixDuration - mixDuration;
+ entry.mixDuration = mixDuration;
+ entry.trackEnd = mixDuration;
+ return entry;
+ }
+ /** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
+ * duration. */
+ setEmptyAnimations(mixDuration = 0) {
+ let oldDrainDisabled = this.queue.drainDisabled;
+ this.queue.drainDisabled = true;
+ for (let i = 0, n = this.tracks.length; i < n; i++) {
+ let current = this.tracks[i];
+ if (current)
+ this.setEmptyAnimation(current.trackIndex, mixDuration);
+ }
+ this.queue.drainDisabled = oldDrainDisabled;
+ this.queue.drain();
+ }
+ expandToIndex(index) {
+ if (index < this.tracks.length)
+ return this.tracks[index];
+ Utils.ensureArrayCapacity(this.tracks, index + 1, null);
+ this.tracks.length = index + 1;
+ return null;
+ }
+ /** @param last May be null. */
+ trackEntry(trackIndex, animation, loop, last) {
+ let entry = this.trackEntryPool.obtain();
+ entry.reset();
+ entry.trackIndex = trackIndex;
+ entry.animation = animation;
+ entry.loop = loop;
+ entry.holdPrevious = false;
+ entry.reverse = false;
+ entry.shortestRotation = false;
+ entry.eventThreshold = 0;
+ entry.alphaAttachmentThreshold = 0;
+ entry.mixAttachmentThreshold = 0;
+ entry.mixDrawOrderThreshold = 0;
+ entry.animationStart = 0;
+ entry.animationEnd = animation.duration;
+ entry.animationLast = -1;
+ entry.nextAnimationLast = -1;
+ entry.delay = 0;
+ entry.trackTime = 0;
+ entry.trackLast = -1;
+ entry.nextTrackLast = -1;
+ entry.trackEnd = Number.MAX_VALUE;
+ entry.timeScale = 1;
+ entry.alpha = 1;
+ entry.mixTime = 0;
+ entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation);
+ entry.interruptAlpha = 1;
+ entry.totalAlpha = 0;
+ entry.mixBlend = 2 /* replace */;
+ return entry;
+ }
+ /** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */
+ clearNext(entry) {
+ let next = entry.next;
+ while (next) {
+ this.queue.dispose(next);
+ next = next.next;
+ }
+ entry.next = null;
+ }
+ _animationsChanged() {
+ this.animationsChanged = false;
+ this.propertyIDs.clear();
+ let tracks = this.tracks;
+ for (let i = 0, n = tracks.length; i < n; i++) {
+ let entry = tracks[i];
+ if (!entry)
+ continue;
+ while (entry.mixingFrom)
+ entry = entry.mixingFrom;
+ do {
+ if (!entry.mixingTo || entry.mixBlend != 3 /* add */)
+ this.computeHold(entry);
+ entry = entry.mixingTo;
+ } while (entry);
+ }
+ }
+ computeHold(entry) {
+ let to = entry.mixingTo;
+ let timelines = entry.animation.timelines;
+ let timelinesCount = entry.animation.timelines.length;
+ let timelineMode = entry.timelineMode;
+ timelineMode.length = timelinesCount;
+ let timelineHoldMix = entry.timelineHoldMix;
+ timelineHoldMix.length = 0;
+ let propertyIDs = this.propertyIDs;
+ if (to && to.holdPrevious) {
+ for (let i = 0; i < timelinesCount; i++)
+ timelineMode[i] = propertyIDs.addAll(timelines[i].getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT;
+ return;
+ }
+ outer:
+ for (let i = 0; i < timelinesCount; i++) {
+ let timeline = timelines[i];
+ let ids = timeline.getPropertyIds();
+ if (!propertyIDs.addAll(ids))
+ timelineMode[i] = SUBSEQUENT;
+ else if (!to || timeline instanceof AttachmentTimeline || timeline instanceof DrawOrderTimeline || timeline instanceof EventTimeline || !to.animation.hasTimeline(ids)) {
+ timelineMode[i] = FIRST;
+ } else {
+ for (let next = to.mixingTo; next; next = next.mixingTo) {
+ if (next.animation.hasTimeline(ids))
+ continue;
+ if (entry.mixDuration > 0) {
+ timelineMode[i] = HOLD_MIX;
+ timelineHoldMix[i] = next;
+ continue outer;
+ }
+ break;
+ }
+ timelineMode[i] = HOLD_FIRST;
+ }
+ }
+ }
+ /** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
+ getCurrent(trackIndex) {
+ if (trackIndex >= this.tracks.length)
+ return null;
+ return this.tracks[trackIndex];
+ }
+ /** Adds a listener to receive events for all track entries. */
+ addListener(listener) {
+ if (!listener)
+ throw new Error("listener cannot be null.");
+ this.listeners.push(listener);
+ }
+ /** Removes the listener added with {@link #addListener()}. */
+ removeListener(listener) {
+ let index = this.listeners.indexOf(listener);
+ if (index >= 0)
+ this.listeners.splice(index, 1);
+ }
+ /** Removes all listeners added with {@link #addListener()}. */
+ clearListeners() {
+ this.listeners.length = 0;
+ }
+ /** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
+ * {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
+ * are not wanted because new animations are being set. */
+ clearListenerNotifications() {
+ this.queue.clear();
+ }
+};
+var AnimationState = _AnimationState;
+__publicField(AnimationState, "_emptyAnimation", new Animation("alphaAttachmentThreshold, attachment timelines are applied.
+ * Defaults to 0, so attachment timelines are always applied. */
+ alphaAttachmentThreshold = 0;
+ /** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
+ * mixDrawOrderThreshold, draw order timelines are applied while this animation is being mixed out. Defaults to
+ * 0, so draw order timelines are not applied while this animation is being mixed out. */
+ mixDrawOrderThreshold = 0;
+ /** Seconds when this animation starts, both initially and after looping. Defaults to 0.
+ *
+ * When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same
+ * value to prevent timeline keys before the start time from triggering. */
+ animationStart = 0;
+ /** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
+ * loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */
+ animationEnd = 0;
+ /** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
+ * animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and
+ * `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
+ * is applied. */
+ animationLast = 0;
+ nextAnimationLast = 0;
+ /** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay`
+ * postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from
+ * the start of the previous animation to when this track entry will become the current track entry (ie when the previous
+ * track entry {@link TrackEntry#trackTime} >= this track entry's `delay`).
+ *
+ * {@link #timeScale} affects the delay. */
+ delay = 0;
+ /** Current time in seconds this track entry has been the current track entry. The track time determines
+ * {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting
+ * looping. */
+ trackTime = 0;
+ trackLast = 0;
+ nextTrackLast = 0;
+ /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
+ * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
+ * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
+ * properties keyed by the animation are set to the setup pose and the track is cleared.
+ *
+ * It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation
+ * abruptly cease being applied. */
+ trackEnd = 0;
+ /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
+ * faster. Defaults to 1.
+ *
+ * {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to
+ * match the animation speed.
+ *
+ * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
+ * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If
+ * the time scale is not 1, the delay may need to be adjusted.
+ *
+ * See AnimationState {@link AnimationState#timeScale} for affecting all animations. */
+ timeScale = 0;
+ /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
+ * to 1, which overwrites the skeleton's current pose with this animation.
+ *
+ * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
+ * use alpha on track 0 if the skeleton pose is from the last frame render. */
+ alpha = 0;
+ /** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be
+ * slightly more than `mixDuration` when the mix is complete. */
+ mixTime = 0;
+ /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
+ * {@link AnimationStateData#getMix()} based on the animation before this animation (if any).
+ *
+ * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the
+ * properties it was animating.
+ *
+ * The `mixDuration` can be set manually rather than use the value from
+ * {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new
+ * track entry only before {@link AnimationState#update(float)} is first called.
+ *
+ * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
+ * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set
+ * afterward. */
+ _mixDuration = 0;
+ interruptAlpha = 0;
+ totalAlpha = 0;
+ get mixDuration() {
+ return this._mixDuration;
+ }
+ set mixDuration(mixDuration) {
+ this._mixDuration = mixDuration;
+ }
+ setMixDurationWithDelay(mixDuration, delay) {
+ this._mixDuration = mixDuration;
+ if (this.previous != null && delay <= 0)
+ delay += this.previous.getTrackComplete() - mixDuration;
+ this.delay = delay;
+ }
+ /** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
+ * replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
+ * the values from the lower tracks.
+ *
+ * The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first
+ * called. */
+ mixBlend = 2 /* replace */;
+ timelineMode = new Array();
+ timelineHoldMix = new Array();
+ timelinesRotation = new Array();
+ reset() {
+ this.next = null;
+ this.previous = null;
+ this.mixingFrom = null;
+ this.mixingTo = null;
+ this.animation = null;
+ this.listener = null;
+ this.timelineMode.length = 0;
+ this.timelineHoldMix.length = 0;
+ this.timelinesRotation.length = 0;
+ }
+ /** Uses {@link #trackTime} to compute the `animationTime`, which is between {@link #animationStart}
+ * and {@link #animationEnd}. When the `trackTime` is 0, the `animationTime` is equal to the
+ * `animationStart` time. */
+ getAnimationTime() {
+ if (this.loop) {
+ let duration = this.animationEnd - this.animationStart;
+ if (duration == 0)
+ return this.animationStart;
+ return this.trackTime % duration + this.animationStart;
+ }
+ return Math.min(this.trackTime + this.animationStart, this.animationEnd);
+ }
+ setAnimationLast(animationLast) {
+ this.animationLast = animationLast;
+ this.nextAnimationLast = animationLast;
+ }
+ /** Returns true if at least one loop has been completed.
+ *
+ * See {@link AnimationStateListener#complete()}. */
+ isComplete() {
+ return this.trackTime >= this.animationEnd - this.animationStart;
+ }
+ /** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
+ * long way around when using {@link #alpha} and starting animations on other tracks.
+ *
+ * Mixing with {@link MixBlend#replace} involves finding a rotation between two others, which has two possible solutions:
+ * the short way or the long way around. The two rotations likely change over time, so which direction is the short or long
+ * way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the
+ * long way. TrackEntry chooses the short way the first time it is applied and remembers that direction. */
+ resetRotationDirections() {
+ this.timelinesRotation.length = 0;
+ }
+ getTrackComplete() {
+ let duration = this.animationEnd - this.animationStart;
+ if (duration != 0) {
+ if (this.loop)
+ return duration * (1 + (this.trackTime / duration | 0));
+ if (this.trackTime < duration)
+ return duration;
+ }
+ return this.trackTime;
+ }
+ /** Returns true if this track entry has been applied at least once.
+ *
+ * See {@link AnimationState#apply(Skeleton)}. */
+ wasApplied() {
+ return this.nextTrackLast != -1;
+ }
+ /** Returns true if there is a {@link #getNext()} track entry and it will become the current track entry during the next
+ * {@link AnimationState#update(float)}. */
+ isNextReady() {
+ return this.next != null && this.nextTrackLast - this.next.delay >= 0;
+ }
+};
+var EventQueue = class {
+ objects = [];
+ drainDisabled = false;
+ animState;
+ constructor(animState) {
+ this.animState = animState;
+ }
+ start(entry) {
+ this.objects.push(EventType.start);
+ this.objects.push(entry);
+ this.animState.animationsChanged = true;
+ }
+ interrupt(entry) {
+ this.objects.push(EventType.interrupt);
+ this.objects.push(entry);
+ }
+ end(entry) {
+ this.objects.push(EventType.end);
+ this.objects.push(entry);
+ this.animState.animationsChanged = true;
+ }
+ dispose(entry) {
+ this.objects.push(EventType.dispose);
+ this.objects.push(entry);
+ }
+ complete(entry) {
+ this.objects.push(EventType.complete);
+ this.objects.push(entry);
+ }
+ event(entry, event) {
+ this.objects.push(EventType.event);
+ this.objects.push(entry);
+ this.objects.push(event);
+ }
+ drain() {
+ if (this.drainDisabled)
+ return;
+ this.drainDisabled = true;
+ let objects = this.objects;
+ let listeners = this.animState.listeners;
+ for (let i = 0; i < objects.length; i += 2) {
+ let type = objects[i];
+ let entry = objects[i + 1];
+ switch (type) {
+ case EventType.start:
+ if (entry.listener && entry.listener.start)
+ entry.listener.start(entry);
+ for (let ii = 0; ii < listeners.length; ii++) {
+ let listener = listeners[ii];
+ if (listener.start)
+ listener.start(entry);
+ }
+ break;
+ case EventType.interrupt:
+ if (entry.listener && entry.listener.interrupt)
+ entry.listener.interrupt(entry);
+ for (let ii = 0; ii < listeners.length; ii++) {
+ let listener = listeners[ii];
+ if (listener.interrupt)
+ listener.interrupt(entry);
+ }
+ break;
+ case EventType.end:
+ if (entry.listener && entry.listener.end)
+ entry.listener.end(entry);
+ for (let ii = 0; ii < listeners.length; ii++) {
+ let listener = listeners[ii];
+ if (listener.end)
+ listener.end(entry);
+ }
+ case EventType.dispose:
+ if (entry.listener && entry.listener.dispose)
+ entry.listener.dispose(entry);
+ for (let ii = 0; ii < listeners.length; ii++) {
+ let listener = listeners[ii];
+ if (listener.dispose)
+ listener.dispose(entry);
+ }
+ this.animState.trackEntryPool.free(entry);
+ break;
+ case EventType.complete:
+ if (entry.listener && entry.listener.complete)
+ entry.listener.complete(entry);
+ for (let ii = 0; ii < listeners.length; ii++) {
+ let listener = listeners[ii];
+ if (listener.complete)
+ listener.complete(entry);
+ }
+ break;
+ case EventType.event:
+ let event = objects[i++ + 2];
+ if (entry.listener && entry.listener.event)
+ entry.listener.event(entry, event);
+ for (let ii = 0; ii < listeners.length; ii++) {
+ let listener = listeners[ii];
+ if (listener.event)
+ listener.event(entry, event);
+ }
+ break;
+ }
+ }
+ this.clear();
+ this.drainDisabled = false;
+ }
+ clear() {
+ this.objects.length = 0;
+ }
+};
+var EventType = /* @__PURE__ */ ((EventType2) => {
+ EventType2[EventType2["start"] = 0] = "start";
+ EventType2[EventType2["interrupt"] = 1] = "interrupt";
+ EventType2[EventType2["end"] = 2] = "end";
+ EventType2[EventType2["dispose"] = 3] = "dispose";
+ EventType2[EventType2["complete"] = 4] = "complete";
+ EventType2[EventType2["event"] = 5] = "event";
+ return EventType2;
+})(EventType || {});
+var AnimationStateAdapter = class {
+ start(entry) {
+ }
+ interrupt(entry) {
+ }
+ end(entry) {
+ }
+ dispose(entry) {
+ }
+ complete(entry) {
+ }
+ event(entry, event) {
+ }
+};
+var SUBSEQUENT = 0;
+var FIRST = 1;
+var HOLD_SUBSEQUENT = 2;
+var HOLD_FIRST = 3;
+var HOLD_MIX = 4;
+var SETUP = 1;
+var CURRENT = 2;
+
+// spine-core/src/AnimationStateData.ts
+var AnimationStateData = class {
+ /** The SkeletonData to look up animations when they are specified by name. */
+ skeletonData;
+ animationToMixTime = {};
+ /** The mix duration to use when no mix duration has been defined between two animations. */
+ defaultMix = 0;
+ constructor(skeletonData) {
+ if (!skeletonData)
+ throw new Error("skeletonData cannot be null.");
+ this.skeletonData = skeletonData;
+ }
+ /** Sets a mix duration by animation name.
+ *
+ * See {@link #setMixWith()}. */
+ setMix(fromName, toName, duration) {
+ let from = this.skeletonData.findAnimation(fromName);
+ if (!from)
+ throw new Error("Animation not found: " + fromName);
+ let to = this.skeletonData.findAnimation(toName);
+ if (!to)
+ throw new Error("Animation not found: " + toName);
+ this.setMixWith(from, to, duration);
+ }
+ /** Sets the mix duration when changing from the specified animation to the other.
+ *
+ * See {@link TrackEntry#mixDuration}. */
+ setMixWith(from, to, duration) {
+ if (!from)
+ throw new Error("from cannot be null.");
+ if (!to)
+ throw new Error("to cannot be null.");
+ let key = from.name + "." + to.name;
+ this.animationToMixTime[key] = duration;
+ }
+ /** Returns the mix duration to use when changing from the specified animation to the other, or the {@link #defaultMix} if
+ * no mix duration has been set. */
+ getMix(from, to) {
+ let key = from.name + "." + to.name;
+ let value = this.animationToMixTime[key];
+ return value === void 0 ? this.defaultMix : value;
+ }
+};
+
+// spine-core/src/attachments/BoundingBoxAttachment.ts
+var BoundingBoxAttachment = class extends VertexAttachment {
+ color = new Color(1, 1, 1, 1);
+ constructor(name) {
+ super(name);
+ }
+ copy() {
+ let copy = new BoundingBoxAttachment(this.name);
+ this.copyTo(copy);
+ copy.color.setFromColor(this.color);
+ return copy;
+ }
+};
+
+// spine-core/src/attachments/ClippingAttachment.ts
+var ClippingAttachment = class extends VertexAttachment {
+ /** Clipping is performed between the clipping polygon's slot and the end slot. Returns null if clipping is done until the end of
+ * the skeleton's rendering. */
+ endSlot = null;
+ // Nonessential.
+ /** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons
+ * are not usually rendered at runtime. */
+ color = new Color(0.2275, 0.2275, 0.8078, 1);
+ // ce3a3aff
+ constructor(name) {
+ super(name);
+ }
+ copy() {
+ let copy = new ClippingAttachment(this.name);
+ this.copyTo(copy);
+ copy.endSlot = this.endSlot;
+ copy.color.setFromColor(this.color);
+ return copy;
+ }
+};
+
+// spine-core/src/Texture.ts
+var Texture = class {
+ _image;
+ constructor(image) {
+ this._image = image;
+ }
+ getImage() {
+ return this._image;
+ }
+};
+var TextureFilter = /* @__PURE__ */ ((TextureFilter3) => {
+ TextureFilter3[TextureFilter3["Nearest"] = 9728] = "Nearest";
+ TextureFilter3[TextureFilter3["Linear"] = 9729] = "Linear";
+ TextureFilter3[TextureFilter3["MipMap"] = 9987] = "MipMap";
+ TextureFilter3[TextureFilter3["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
+ TextureFilter3[TextureFilter3["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
+ TextureFilter3[TextureFilter3["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
+ TextureFilter3[TextureFilter3["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
+ return TextureFilter3;
+})(TextureFilter || {});
+var TextureWrap = /* @__PURE__ */ ((TextureWrap4) => {
+ TextureWrap4[TextureWrap4["MirroredRepeat"] = 33648] = "MirroredRepeat";
+ TextureWrap4[TextureWrap4["ClampToEdge"] = 33071] = "ClampToEdge";
+ TextureWrap4[TextureWrap4["Repeat"] = 10497] = "Repeat";
+ return TextureWrap4;
+})(TextureWrap || {});
+var TextureRegion = class {
+ texture;
+ u = 0;
+ v = 0;
+ u2 = 0;
+ v2 = 0;
+ width = 0;
+ height = 0;
+ degrees = 0;
+ offsetX = 0;
+ offsetY = 0;
+ originalWidth = 0;
+ originalHeight = 0;
+};
+var FakeTexture = class extends Texture {
+ setFilters(minFilter, magFilter) {
+ }
+ setWraps(uWrap, vWrap) {
+ }
+ dispose() {
+ }
+};
+
+// spine-core/src/TextureAtlas.ts
+var TextureAtlas = class {
+ pages = new Array();
+ regions = new Array();
+ constructor(atlasText) {
+ let reader = new TextureAtlasReader(atlasText);
+ let entry = new Array(4);
+ let pageFields = {};
+ pageFields["size"] = (page2) => {
+ page2.width = parseInt(entry[1]);
+ page2.height = parseInt(entry[2]);
+ };
+ pageFields["format"] = () => {
+ };
+ pageFields["filter"] = (page2) => {
+ page2.minFilter = Utils.enumValue(TextureFilter, entry[1]);
+ page2.magFilter = Utils.enumValue(TextureFilter, entry[2]);
+ };
+ pageFields["repeat"] = (page2) => {
+ if (entry[1].indexOf("x") != -1)
+ page2.uWrap = 10497 /* Repeat */;
+ if (entry[1].indexOf("y") != -1)
+ page2.vWrap = 10497 /* Repeat */;
+ };
+ pageFields["pma"] = (page2) => {
+ page2.pma = entry[1] == "true";
+ };
+ var regionFields = {};
+ regionFields["xy"] = (region) => {
+ region.x = parseInt(entry[1]);
+ region.y = parseInt(entry[2]);
+ };
+ regionFields["size"] = (region) => {
+ region.width = parseInt(entry[1]);
+ region.height = parseInt(entry[2]);
+ };
+ regionFields["bounds"] = (region) => {
+ region.x = parseInt(entry[1]);
+ region.y = parseInt(entry[2]);
+ region.width = parseInt(entry[3]);
+ region.height = parseInt(entry[4]);
+ };
+ regionFields["offset"] = (region) => {
+ region.offsetX = parseInt(entry[1]);
+ region.offsetY = parseInt(entry[2]);
+ };
+ regionFields["orig"] = (region) => {
+ region.originalWidth = parseInt(entry[1]);
+ region.originalHeight = parseInt(entry[2]);
+ };
+ regionFields["offsets"] = (region) => {
+ region.offsetX = parseInt(entry[1]);
+ region.offsetY = parseInt(entry[2]);
+ region.originalWidth = parseInt(entry[3]);
+ region.originalHeight = parseInt(entry[4]);
+ };
+ regionFields["rotate"] = (region) => {
+ let value = entry[1];
+ if (value == "true")
+ region.degrees = 90;
+ else if (value != "false")
+ region.degrees = parseInt(value);
+ };
+ regionFields["index"] = (region) => {
+ region.index = parseInt(entry[1]);
+ };
+ let line = reader.readLine();
+ while (line && line.trim().length == 0)
+ line = reader.readLine();
+ while (true) {
+ if (!line || line.trim().length == 0)
+ break;
+ if (reader.readEntry(entry, line) == 0)
+ break;
+ line = reader.readLine();
+ }
+ let page = null;
+ let names = null;
+ let values = null;
+ while (true) {
+ if (line === null)
+ break;
+ if (line.trim().length == 0) {
+ page = null;
+ line = reader.readLine();
+ } else if (!page) {
+ page = new TextureAtlasPage(line.trim());
+ while (true) {
+ if (reader.readEntry(entry, line = reader.readLine()) == 0)
+ break;
+ let field = pageFields[entry[0]];
+ if (field)
+ field(page);
+ }
+ this.pages.push(page);
+ } else {
+ let region = new TextureAtlasRegion(page, line);
+ while (true) {
+ let count = reader.readEntry(entry, line = reader.readLine());
+ if (count == 0)
+ break;
+ let field = regionFields[entry[0]];
+ if (field)
+ field(region);
+ else {
+ if (!names)
+ names = [];
+ if (!values)
+ values = [];
+ names.push(entry[0]);
+ let entryValues = [];
+ for (let i = 0; i < count; i++)
+ entryValues.push(parseInt(entry[i + 1]));
+ values.push(entryValues);
+ }
+ }
+ if (region.originalWidth == 0 && region.originalHeight == 0) {
+ region.originalWidth = region.width;
+ region.originalHeight = region.height;
+ }
+ if (names && names.length > 0 && values && values.length > 0) {
+ region.names = names;
+ region.values = values;
+ names = null;
+ values = null;
+ }
+ region.u = region.x / page.width;
+ region.v = region.y / page.height;
+ if (region.degrees == 90) {
+ 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;
+ }
+ this.regions.push(region);
+ }
+ }
+ }
+ findRegion(name) {
+ for (let i = 0; i < this.regions.length; i++) {
+ if (this.regions[i].name == name) {
+ return this.regions[i];
+ }
+ }
+ return null;
+ }
+ setTextures(assetManager, pathPrefix = "") {
+ for (let page of this.pages)
+ page.setTexture(assetManager.get(pathPrefix + page.name));
+ }
+ dispose() {
+ for (let i = 0; i < this.pages.length; i++) {
+ this.pages[i].texture?.dispose();
+ }
+ }
+};
+var TextureAtlasReader = class {
+ lines;
+ index = 0;
+ constructor(text) {
+ this.lines = text.split(/\r\n|\r|\n/);
+ }
+ readLine() {
+ if (this.index >= this.lines.length)
+ return null;
+ return this.lines[this.index++];
+ }
+ readEntry(entry, line) {
+ if (!line)
+ return 0;
+ line = line.trim();
+ if (line.length == 0)
+ return 0;
+ let colon = line.indexOf(":");
+ if (colon == -1)
+ return 0;
+ entry[0] = line.substr(0, colon).trim();
+ for (let i = 1, lastMatch = colon + 1; ; i++) {
+ let comma = line.indexOf(",", lastMatch);
+ if (comma == -1) {
+ entry[i] = line.substr(lastMatch).trim();
+ return i;
+ }
+ entry[i] = line.substr(lastMatch, comma - lastMatch).trim();
+ lastMatch = comma + 1;
+ if (i == 4)
+ return 4;
+ }
+ }
+};
+var TextureAtlasPage = class {
+ name;
+ minFilter = 9728 /* Nearest */;
+ magFilter = 9728 /* Nearest */;
+ uWrap = 33071 /* ClampToEdge */;
+ vWrap = 33071 /* ClampToEdge */;
+ texture = null;
+ width = 0;
+ height = 0;
+ pma = false;
+ regions = new Array();
+ constructor(name) {
+ this.name = name;
+ }
+ setTexture(texture) {
+ this.texture = texture;
+ texture.setFilters(this.minFilter, this.magFilter);
+ texture.setWraps(this.uWrap, this.vWrap);
+ for (let region of this.regions)
+ region.texture = texture;
+ }
+};
+var TextureAtlasRegion = class extends TextureRegion {
+ page;
+ name;
+ x = 0;
+ y = 0;
+ offsetX = 0;
+ offsetY = 0;
+ originalWidth = 0;
+ originalHeight = 0;
+ index = 0;
+ degrees = 0;
+ names = null;
+ values = null;
+ constructor(page, name) {
+ super();
+ this.page = page;
+ this.name = name;
+ page.regions.push(this);
+ }
+};
+
+// spine-core/src/attachments/MeshAttachment.ts
+var MeshAttachment = class extends VertexAttachment {
+ region = null;
+ /** The name of the texture region for this attachment. */
+ path;
+ /** The UV pair for each vertex, normalized within the texture region. */
+ regionUVs = [];
+ /** The UV pair for each vertex, normalized within the entire texture.
+ *
+ * See {@link #updateUVs}. */
+ uvs = [];
+ /** Triplets of vertex indices which describe the mesh's triangulation. */
+ triangles = [];
+ /** The color to tint the mesh. */
+ color = new Color(1, 1, 1, 1);
+ /** The width of the mesh's image. Available only when nonessential data was exported. */
+ width = 0;
+ /** The height of the mesh's image. Available only when nonessential data was exported. */
+ height = 0;
+ /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */
+ hullLength = 0;
+ /** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if
+ * nonessential data was exported. Triangulation is not performed at runtime. */
+ edges = [];
+ parentMesh = null;
+ sequence = null;
+ tempColor = new Color(0, 0, 0, 0);
+ constructor(name, path) {
+ super(name);
+ this.path = path;
+ }
+ /** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or
+ * the {@link #regionUVs} are changed. */
+ updateRegion() {
+ if (!this.region)
+ throw new Error("Region not set.");
+ let regionUVs = this.regionUVs;
+ if (!this.uvs || this.uvs.length != regionUVs.length)
+ this.uvs = Utils.newFloatArray(regionUVs.length);
+ let uvs = this.uvs;
+ let n = this.uvs.length;
+ let u = this.region.u, v = this.region.v, width = 0, height = 0;
+ if (this.region instanceof TextureAtlasRegion) {
+ let region = this.region, page = region.page;
+ let textureWidth = page.width, textureHeight = page.height;
+ switch (region.degrees) {
+ case 90:
+ u -= (region.originalHeight - region.offsetY - region.height) / textureWidth;
+ v -= (region.originalWidth - region.offsetX - region.width) / textureHeight;
+ width = region.originalHeight / textureWidth;
+ height = region.originalWidth / textureHeight;
+ for (let i = 0; i < n; i += 2) {
+ uvs[i] = u + regionUVs[i + 1] * width;
+ uvs[i + 1] = v + (1 - regionUVs[i]) * height;
+ }
+ return;
+ case 180:
+ u -= (region.originalWidth - region.offsetX - region.width) / textureWidth;
+ v -= region.offsetY / textureHeight;
+ width = region.originalWidth / textureWidth;
+ height = region.originalHeight / textureHeight;
+ for (let i = 0; i < n; i += 2) {
+ uvs[i] = u + (1 - regionUVs[i]) * width;
+ uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
+ }
+ return;
+ case 270:
+ u -= region.offsetY / textureWidth;
+ v -= region.offsetX / textureHeight;
+ width = region.originalHeight / textureWidth;
+ height = region.originalWidth / textureHeight;
+ for (let i = 0; i < n; i += 2) {
+ uvs[i] = u + (1 - regionUVs[i + 1]) * width;
+ uvs[i + 1] = v + regionUVs[i] * height;
+ }
+ return;
+ }
+ u -= region.offsetX / textureWidth;
+ v -= (region.originalHeight - region.offsetY - region.height) / textureHeight;
+ width = region.originalWidth / textureWidth;
+ height = region.originalHeight / textureHeight;
+ } else if (!this.region) {
+ u = v = 0;
+ width = height = 1;
+ } else {
+ width = this.region.u2 - u;
+ height = this.region.v2 - v;
+ }
+ for (let i = 0; i < n; i += 2) {
+ uvs[i] = u + regionUVs[i] * width;
+ uvs[i + 1] = v + regionUVs[i + 1] * height;
+ }
+ }
+ /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices},
+ * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the
+ * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */
+ getParentMesh() {
+ return this.parentMesh;
+ }
+ /** @param parentMesh May be null. */
+ setParentMesh(parentMesh) {
+ this.parentMesh = parentMesh;
+ if (parentMesh) {
+ this.bones = parentMesh.bones;
+ this.vertices = parentMesh.vertices;
+ this.worldVerticesLength = parentMesh.worldVerticesLength;
+ this.regionUVs = parentMesh.regionUVs;
+ this.triangles = parentMesh.triangles;
+ this.hullLength = parentMesh.hullLength;
+ this.worldVerticesLength = parentMesh.worldVerticesLength;
+ }
+ }
+ copy() {
+ if (this.parentMesh)
+ return this.newLinkedMesh();
+ let copy = new MeshAttachment(this.name, this.path);
+ copy.region = this.region;
+ copy.color.setFromColor(this.color);
+ this.copyTo(copy);
+ copy.regionUVs = new Array(this.regionUVs.length);
+ Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
+ copy.uvs = new Array(this.uvs.length);
+ Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
+ copy.triangles = new Array(this.triangles.length);
+ Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
+ copy.hullLength = this.hullLength;
+ copy.sequence = this.sequence != null ? this.sequence.copy() : null;
+ if (this.edges) {
+ copy.edges = new Array(this.edges.length);
+ Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
+ }
+ copy.width = this.width;
+ copy.height = this.height;
+ return copy;
+ }
+ computeWorldVertices(slot, start, count, worldVertices2, offset, stride) {
+ if (this.sequence != null)
+ this.sequence.apply(slot, this);
+ super.computeWorldVertices(slot, start, count, worldVertices2, offset, stride);
+ }
+ /** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/
+ newLinkedMesh() {
+ let copy = new MeshAttachment(this.name, this.path);
+ copy.region = this.region;
+ copy.color.setFromColor(this.color);
+ copy.timelineAttachment = this.timelineAttachment;
+ copy.setParentMesh(this.parentMesh ? this.parentMesh : this);
+ if (copy.region != null)
+ copy.updateRegion();
+ return copy;
+ }
+};
+
+// spine-core/src/attachments/PathAttachment.ts
+var PathAttachment = class extends VertexAttachment {
+ /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */
+ lengths = [];
+ /** If true, the start and end knots are connected. */
+ closed = false;
+ /** If true, additional calculations are performed to make calculating positions along the path more accurate. If false, fewer
+ * calculations are performed but calculating positions along the path is less accurate. */
+ constantSpeed = false;
+ /** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually
+ * rendered at runtime. */
+ color = new Color(1, 1, 1, 1);
+ constructor(name) {
+ super(name);
+ }
+ copy() {
+ let copy = new PathAttachment(this.name);
+ this.copyTo(copy);
+ copy.lengths = new Array(this.lengths.length);
+ Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
+ copy.closed = closed;
+ copy.constantSpeed = this.constantSpeed;
+ copy.color.setFromColor(this.color);
+ return copy;
+ }
+};
+
+// spine-core/src/attachments/PointAttachment.ts
+var PointAttachment = class extends VertexAttachment {
+ x = 0;
+ y = 0;
+ rotation = 0;
+ /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
+ * are not usually rendered at runtime. */
+ color = new Color(0.38, 0.94, 0, 1);
+ constructor(name) {
+ super(name);
+ }
+ computeWorldPosition(bone, point) {
+ point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
+ point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
+ return point;
+ }
+ computeWorldRotation(bone) {
+ const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
+ const x = cos * bone.a + sin * bone.b;
+ const y = cos * bone.c + sin * bone.d;
+ return MathUtils.atan2Deg(y, x);
+ }
+ copy() {
+ let copy = new PointAttachment(this.name);
+ copy.x = this.x;
+ copy.y = this.y;
+ copy.rotation = this.rotation;
+ copy.color.setFromColor(this.color);
+ return copy;
+ }
+};
+
+// spine-core/src/attachments/RegionAttachment.ts
+var _RegionAttachment = class extends Attachment {
+ /** The local x translation. */
+ x = 0;
+ /** The local y translation. */
+ y = 0;
+ /** The local scaleX. */
+ scaleX = 1;
+ /** The local scaleY. */
+ scaleY = 1;
+ /** The local rotation. */
+ rotation = 0;
+ /** The width of the region attachment in Spine. */
+ width = 0;
+ /** The height of the region attachment in Spine. */
+ height = 0;
+ /** The color to tint the region attachment. */
+ color = new Color(1, 1, 1, 1);
+ /** The name of the texture region for this attachment. */
+ path;
+ region = null;
+ sequence = null;
+ /** For each of the 4 vertices, a pair of x,y values that is the local position of the vertex.
+ *
+ * See {@link #updateOffset()}. */
+ offset = Utils.newFloatArray(8);
+ uvs = Utils.newFloatArray(8);
+ tempColor = new Color(1, 1, 1, 1);
+ constructor(name, path) {
+ super(name);
+ this.path = path;
+ }
+ /** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */
+ updateRegion() {
+ if (!this.region)
+ throw new Error("Region not set.");
+ let region = this.region;
+ let uvs = this.uvs;
+ if (region == null) {
+ uvs[0] = 0;
+ uvs[1] = 0;
+ uvs[2] = 0;
+ uvs[3] = 1;
+ uvs[4] = 1;
+ uvs[5] = 1;
+ uvs[6] = 1;
+ uvs[7] = 0;
+ return;
+ }
+ let regionScaleX = this.width / this.region.originalWidth * this.scaleX;
+ let regionScaleY = this.height / this.region.originalHeight * this.scaleY;
+ let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
+ let localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
+ let localX2 = localX + this.region.width * regionScaleX;
+ let localY2 = localY + this.region.height * regionScaleY;
+ let radians = this.rotation * MathUtils.degRad;
+ let cos = Math.cos(radians);
+ let sin = Math.sin(radians);
+ let x = this.x, y = this.y;
+ let localXCos = localX * cos + x;
+ let localXSin = localX * sin;
+ let localYCos = localY * cos + y;
+ let localYSin = localY * sin;
+ let localX2Cos = localX2 * cos + x;
+ let localX2Sin = localX2 * sin;
+ let localY2Cos = localY2 * cos + y;
+ let localY2Sin = localY2 * sin;
+ let offset = this.offset;
+ offset[0] = localXCos - localYSin;
+ offset[1] = localYCos + localXSin;
+ offset[2] = localXCos - localY2Sin;
+ offset[3] = localY2Cos + localXSin;
+ offset[4] = localX2Cos - localY2Sin;
+ offset[5] = localY2Cos + localX2Sin;
+ offset[6] = localX2Cos - localYSin;
+ offset[7] = localYCos + localX2Sin;
+ if (region.degrees == 90) {
+ uvs[0] = region.u2;
+ uvs[1] = region.v2;
+ uvs[2] = region.u;
+ uvs[3] = region.v2;
+ uvs[4] = region.u;
+ uvs[5] = region.v;
+ uvs[6] = region.u2;
+ uvs[7] = region.v;
+ } else {
+ uvs[0] = region.u;
+ uvs[1] = region.v2;
+ uvs[2] = region.u;
+ uvs[3] = region.v;
+ uvs[4] = region.u2;
+ uvs[5] = region.v;
+ uvs[6] = region.u2;
+ uvs[7] = region.v2;
+ }
+ }
+ /** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may
+ * be changed.
+ *
+ * See World transforms in the Spine
+ * Runtimes Guide.
+ * @param worldVertices The output world vertices. Must have a length >= offset + 8.
+ * @param offset The worldVertices index to begin writing values.
+ * @param stride The number of worldVertices entries between the value pairs written. */
+ computeWorldVertices(slot, worldVertices2, offset, stride) {
+ if (this.sequence != null)
+ this.sequence.apply(slot, this);
+ let bone = slot.bone;
+ let vertexOffset = this.offset;
+ let x = bone.worldX, y = bone.worldY;
+ let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+ let offsetX = 0, offsetY = 0;
+ offsetX = vertexOffset[0];
+ offsetY = vertexOffset[1];
+ worldVertices2[offset] = offsetX * a + offsetY * b + x;
+ worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
+ offset += stride;
+ offsetX = vertexOffset[2];
+ offsetY = vertexOffset[3];
+ worldVertices2[offset] = offsetX * a + offsetY * b + x;
+ worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
+ offset += stride;
+ offsetX = vertexOffset[4];
+ offsetY = vertexOffset[5];
+ worldVertices2[offset] = offsetX * a + offsetY * b + x;
+ worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
+ offset += stride;
+ offsetX = vertexOffset[6];
+ offsetY = vertexOffset[7];
+ worldVertices2[offset] = offsetX * a + offsetY * b + x;
+ worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
+ }
+ copy() {
+ let copy = new _RegionAttachment(this.name, this.path);
+ copy.region = this.region;
+ copy.x = this.x;
+ copy.y = this.y;
+ copy.scaleX = this.scaleX;
+ copy.scaleY = this.scaleY;
+ copy.rotation = this.rotation;
+ copy.width = this.width;
+ copy.height = this.height;
+ Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
+ Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
+ copy.color.setFromColor(this.color);
+ copy.sequence = this.sequence != null ? this.sequence.copy() : null;
+ return copy;
+ }
+};
+var RegionAttachment = _RegionAttachment;
+__publicField(RegionAttachment, "X1", 0);
+__publicField(RegionAttachment, "Y1", 1);
+__publicField(RegionAttachment, "C1R", 2);
+__publicField(RegionAttachment, "C1G", 3);
+__publicField(RegionAttachment, "C1B", 4);
+__publicField(RegionAttachment, "C1A", 5);
+__publicField(RegionAttachment, "U1", 6);
+__publicField(RegionAttachment, "V1", 7);
+__publicField(RegionAttachment, "X2", 8);
+__publicField(RegionAttachment, "Y2", 9);
+__publicField(RegionAttachment, "C2R", 10);
+__publicField(RegionAttachment, "C2G", 11);
+__publicField(RegionAttachment, "C2B", 12);
+__publicField(RegionAttachment, "C2A", 13);
+__publicField(RegionAttachment, "U2", 14);
+__publicField(RegionAttachment, "V2", 15);
+__publicField(RegionAttachment, "X3", 16);
+__publicField(RegionAttachment, "Y3", 17);
+__publicField(RegionAttachment, "C3R", 18);
+__publicField(RegionAttachment, "C3G", 19);
+__publicField(RegionAttachment, "C3B", 20);
+__publicField(RegionAttachment, "C3A", 21);
+__publicField(RegionAttachment, "U3", 22);
+__publicField(RegionAttachment, "V3", 23);
+__publicField(RegionAttachment, "X4", 24);
+__publicField(RegionAttachment, "Y4", 25);
+__publicField(RegionAttachment, "C4R", 26);
+__publicField(RegionAttachment, "C4G", 27);
+__publicField(RegionAttachment, "C4B", 28);
+__publicField(RegionAttachment, "C4A", 29);
+__publicField(RegionAttachment, "U4", 30);
+__publicField(RegionAttachment, "V4", 31);
+
+// spine-core/src/AtlasAttachmentLoader.ts
+var AtlasAttachmentLoader = class {
+ atlas;
+ constructor(atlas) {
+ this.atlas = atlas;
+ }
+ loadSequence(name, basePath, sequence) {
+ let regions = sequence.regions;
+ for (let i = 0, n = regions.length; i < n; i++) {
+ let path = sequence.getPath(basePath, i);
+ let region = this.atlas.findRegion(path);
+ if (region == null)
+ throw new Error("Region not found in atlas: " + path + " (sequence: " + name + ")");
+ regions[i] = region;
+ }
+ }
+ newRegionAttachment(skin, name, path, sequence) {
+ let attachment = new RegionAttachment(name, path);
+ if (sequence != null) {
+ this.loadSequence(name, path, sequence);
+ } else {
+ let region = this.atlas.findRegion(path);
+ if (!region)
+ throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
+ attachment.region = region;
+ }
+ return attachment;
+ }
+ newMeshAttachment(skin, name, path, sequence) {
+ let attachment = new MeshAttachment(name, path);
+ if (sequence != null) {
+ this.loadSequence(name, path, sequence);
+ } else {
+ let region = this.atlas.findRegion(path);
+ if (!region)
+ throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
+ attachment.region = region;
+ }
+ return attachment;
+ }
+ newBoundingBoxAttachment(skin, name) {
+ return new BoundingBoxAttachment(name);
+ }
+ newPathAttachment(skin, name) {
+ return new PathAttachment(name);
+ }
+ newPointAttachment(skin, name) {
+ return new PointAttachment(name);
+ }
+ newClippingAttachment(skin, name) {
+ return new ClippingAttachment(name);
+ }
+};
+
+// spine-core/src/BoneData.ts
+var BoneData = class {
+ /** The index of the bone in {@link Skeleton#getBones()}. */
+ index = 0;
+ /** The name of the bone, which is unique across all bones in the skeleton. */
+ name;
+ /** @returns May be null. */
+ parent = null;
+ /** The bone's length. */
+ length = 0;
+ /** The local x translation. */
+ x = 0;
+ /** The local y translation. */
+ y = 0;
+ /** The local rotation in degrees, counter clockwise. */
+ rotation = 0;
+ /** The local scaleX. */
+ scaleX = 1;
+ /** The local scaleY. */
+ scaleY = 1;
+ /** The local shearX. */
+ shearX = 0;
+ /** The local shearX. */
+ shearY = 0;
+ /** The transform mode for how parent world transforms affect this bone. */
+ inherit = Inherit.Normal;
+ /** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this
+ * bone.
+ * @see Skin#bones */
+ skinRequired = false;
+ /** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually
+ * rendered at runtime. */
+ color = new Color();
+ /** The bone icon as it was in Spine, or null if nonessential data was not exported. */
+ icon;
+ /** False if the bone was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
+ visible = false;
+ constructor(index, name, parent) {
+ if (index < 0)
+ throw new Error("index must be >= 0.");
+ if (!name)
+ throw new Error("name cannot be null.");
+ this.index = index;
+ this.name = name;
+ this.parent = parent;
+ }
+};
+var Inherit = /* @__PURE__ */ ((Inherit2) => {
+ Inherit2[Inherit2["Normal"] = 0] = "Normal";
+ Inherit2[Inherit2["OnlyTranslation"] = 1] = "OnlyTranslation";
+ Inherit2[Inherit2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
+ Inherit2[Inherit2["NoScale"] = 3] = "NoScale";
+ Inherit2[Inherit2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
+ return Inherit2;
+})(Inherit || {});
+
+// spine-core/src/Bone.ts
+var Bone = class {
+ /** The bone's setup pose data. */
+ data;
+ /** The skeleton this bone belongs to. */
+ skeleton;
+ /** The parent bone, or null if this is the root bone. */
+ parent = null;
+ /** The immediate children of this bone. */
+ children = new Array();
+ /** The local x translation. */
+ x = 0;
+ /** The local y translation. */
+ y = 0;
+ /** The local rotation in degrees, counter clockwise. */
+ rotation = 0;
+ /** The local scaleX. */
+ scaleX = 0;
+ /** The local scaleY. */
+ scaleY = 0;
+ /** The local shearX. */
+ shearX = 0;
+ /** The local shearY. */
+ shearY = 0;
+ /** The applied local x translation. */
+ ax = 0;
+ /** The applied local y translation. */
+ ay = 0;
+ /** The applied local rotation in degrees, counter clockwise. */
+ arotation = 0;
+ /** The applied local scaleX. */
+ ascaleX = 0;
+ /** The applied local scaleY. */
+ ascaleY = 0;
+ /** The applied local shearX. */
+ ashearX = 0;
+ /** The applied local shearY. */
+ ashearY = 0;
+ /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
+ a = 0;
+ /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
+ b = 0;
+ /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
+ c = 0;
+ /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
+ d = 0;
+ /** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
+ worldY = 0;
+ /** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
+ worldX = 0;
+ inherit = 0 /* Normal */;
+ sorted = false;
+ active = false;
+ /** @param parent May be null. */
+ constructor(data, skeleton, parent) {
+ if (!data)
+ throw new Error("data cannot be null.");
+ if (!skeleton)
+ throw new Error("skeleton cannot be null.");
+ this.data = data;
+ this.skeleton = skeleton;
+ this.parent = parent;
+ this.setToSetupPose();
+ }
+ /** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
+ * {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
+ isActive() {
+ return this.active;
+ }
+ /** Computes the world transform using the parent bone and this bone's local applied transform. */
+ update(physics) {
+ this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY);
+ }
+ /** Computes the world transform using the parent bone and this bone's local transform.
+ *
+ * See {@link #updateWorldTransformWith()}. */
+ updateWorldTransform() {
+ this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+ }
+ /** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
+ * specified local transform. Child bones are not updated.
+ *
+ * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
+ * Runtimes Guide. */
+ updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) {
+ this.ax = x;
+ this.ay = y;
+ this.arotation = rotation;
+ this.ascaleX = scaleX;
+ this.ascaleY = scaleY;
+ this.ashearX = shearX;
+ this.ashearY = shearY;
+ let parent = this.parent;
+ if (!parent) {
+ let skeleton = this.skeleton;
+ const sx = skeleton.scaleX, sy = skeleton.scaleY;
+ const rx = (rotation + shearX) * MathUtils.degRad;
+ const ry = (rotation + 90 + shearY) * MathUtils.degRad;
+ this.a = Math.cos(rx) * scaleX * sx;
+ this.b = Math.cos(ry) * scaleY * sx;
+ this.c = Math.sin(rx) * scaleX * sy;
+ this.d = Math.sin(ry) * scaleY * sy;
+ this.worldX = x * sx + skeleton.x;
+ this.worldY = y * sy + skeleton.y;
+ return;
+ }
+ let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+ this.worldX = pa * x + pb * y + parent.worldX;
+ this.worldY = pc * x + pd * y + parent.worldY;
+ switch (this.inherit) {
+ case 0 /* Normal */: {
+ const rx = (rotation + shearX) * MathUtils.degRad;
+ const ry = (rotation + 90 + shearY) * MathUtils.degRad;
+ const la = Math.cos(rx) * scaleX;
+ const lb = Math.cos(ry) * scaleY;
+ const lc = Math.sin(rx) * scaleX;
+ const ld = Math.sin(ry) * scaleY;
+ this.a = pa * la + pb * lc;
+ this.b = pa * lb + pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ return;
+ }
+ case 1 /* OnlyTranslation */: {
+ const rx = (rotation + shearX) * MathUtils.degRad;
+ const ry = (rotation + 90 + shearY) * MathUtils.degRad;
+ this.a = Math.cos(rx) * scaleX;
+ this.b = Math.cos(ry) * scaleY;
+ this.c = Math.sin(rx) * scaleX;
+ this.d = Math.sin(ry) * scaleY;
+ break;
+ }
+ case 2 /* NoRotationOrReflection */: {
+ let sx = 1 / this.skeleton.scaleX, sy = 1 / this.skeleton.scaleY;
+ pa *= sx;
+ pc *= sy;
+ let s = pa * pa + pc * pc;
+ let prx = 0;
+ if (s > 1e-4) {
+ s = Math.abs(pa * pd * sy - pb * sx * pc) / s;
+ pb = pc * s;
+ pd = pa * s;
+ prx = Math.atan2(pc, pa) * MathUtils.radDeg;
+ } else {
+ pa = 0;
+ pc = 0;
+ prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg;
+ }
+ const rx = (rotation + shearX - prx) * MathUtils.degRad;
+ const ry = (rotation + shearY - prx + 90) * MathUtils.degRad;
+ const la = Math.cos(rx) * scaleX;
+ const lb = Math.cos(ry) * scaleY;
+ const lc = Math.sin(rx) * scaleX;
+ const ld = Math.sin(ry) * scaleY;
+ this.a = pa * la - pb * lc;
+ this.b = pa * lb - pb * ld;
+ this.c = pc * la + pd * lc;
+ this.d = pc * lb + pd * ld;
+ break;
+ }
+ case 3 /* NoScale */:
+ case 4 /* NoScaleOrReflection */: {
+ rotation *= MathUtils.degRad;
+ const cos = Math.cos(rotation), sin = Math.sin(rotation);
+ let za = (pa * cos + pb * sin) / this.skeleton.scaleX;
+ let zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
+ let s = Math.sqrt(za * za + zc * zc);
+ if (s > 1e-5)
+ s = 1 / s;
+ za *= s;
+ zc *= s;
+ s = Math.sqrt(za * za + zc * zc);
+ if (this.inherit == 3 /* NoScale */ && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
+ s = -s;
+ rotation = Math.PI / 2 + Math.atan2(zc, za);
+ const zb = Math.cos(rotation) * s;
+ const zd = Math.sin(rotation) * s;
+ shearX *= MathUtils.degRad;
+ shearY = (90 + shearY) * MathUtils.degRad;
+ const la = Math.cos(shearX) * scaleX;
+ const lb = Math.cos(shearY) * scaleY;
+ const lc = Math.sin(shearX) * scaleX;
+ const ld = Math.sin(shearY) * scaleY;
+ this.a = za * la + zb * lc;
+ this.b = za * lb + zb * ld;
+ this.c = zc * la + zd * lc;
+ this.d = zc * lb + zd * ld;
+ break;
+ }
+ }
+ this.a *= this.skeleton.scaleX;
+ this.b *= this.skeleton.scaleX;
+ this.c *= this.skeleton.scaleY;
+ this.d *= this.skeleton.scaleY;
+ }
+ /** Sets this bone's local transform to the setup pose. */
+ setToSetupPose() {
+ let data = this.data;
+ this.x = data.x;
+ this.y = data.y;
+ this.rotation = data.rotation;
+ this.scaleX = data.scaleX;
+ this.scaleY = data.scaleY;
+ this.shearX = data.shearX;
+ this.shearY = data.shearY;
+ this.inherit = data.inherit;
+ }
+ /** Computes the applied transform values from the world transform.
+ *
+ * If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
+ * the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
+ * constraints).
+ *
+ * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
+ * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
+ updateAppliedTransform() {
+ let parent = this.parent;
+ if (!parent) {
+ this.ax = this.worldX - this.skeleton.x;
+ this.ay = this.worldY - this.skeleton.y;
+ this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
+ this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
+ this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
+ this.ashearX = 0;
+ this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg;
+ return;
+ }
+ let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+ let pid = 1 / (pa * pd - pb * pc);
+ let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
+ let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
+ this.ax = dx * ia - dy * ib;
+ this.ay = dy * id - dx * ic;
+ let ra, rb, rc, rd;
+ if (this.inherit == 1 /* OnlyTranslation */) {
+ ra = this.a;
+ rb = this.b;
+ rc = this.c;
+ rd = this.d;
+ } else {
+ switch (this.inherit) {
+ case 2 /* NoRotationOrReflection */: {
+ let s2 = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
+ pb = -pc * this.skeleton.scaleX * s2 / this.skeleton.scaleY;
+ pd = pa * this.skeleton.scaleY * s2 / this.skeleton.scaleX;
+ pid = 1 / (pa * pd - pb * pc);
+ ia = pd * pid;
+ ib = pb * pid;
+ break;
+ }
+ case 3 /* NoScale */:
+ case 4 /* NoScaleOrReflection */:
+ let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation);
+ pa = (pa * cos + pb * sin) / this.skeleton.scaleX;
+ pc = (pc * cos + pd * sin) / this.skeleton.scaleY;
+ let s = Math.sqrt(pa * pa + pc * pc);
+ if (s > 1e-5)
+ s = 1 / s;
+ pa *= s;
+ pc *= s;
+ s = Math.sqrt(pa * pa + pc * pc);
+ if (this.inherit == 3 /* NoScale */ && pid < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
+ s = -s;
+ let r = MathUtils.PI / 2 + Math.atan2(pc, pa);
+ pb = Math.cos(r) * s;
+ pd = Math.sin(r) * s;
+ pid = 1 / (pa * pd - pb * pc);
+ ia = pd * pid;
+ ib = pb * pid;
+ ic = pc * pid;
+ id = pa * pid;
+ }
+ ra = ia * this.a - ib * this.c;
+ rb = ia * this.b - ib * this.d;
+ rc = id * this.c - ic * this.a;
+ rd = id * this.d - ic * this.b;
+ }
+ this.ashearX = 0;
+ this.ascaleX = Math.sqrt(ra * ra + rc * rc);
+ if (this.ascaleX > 1e-4) {
+ let det = ra * rd - rb * rc;
+ this.ascaleY = det / this.ascaleX;
+ this.ashearY = -Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
+ this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg;
+ } else {
+ this.ascaleX = 0;
+ this.ascaleY = Math.sqrt(rb * rb + rd * rd);
+ this.ashearY = 0;
+ this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
+ }
+ }
+ /** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
+ getWorldRotationX() {
+ return Math.atan2(this.c, this.a) * MathUtils.radDeg;
+ }
+ /** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
+ getWorldRotationY() {
+ return Math.atan2(this.d, this.b) * MathUtils.radDeg;
+ }
+ /** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
+ getWorldScaleX() {
+ return Math.sqrt(this.a * this.a + this.c * this.c);
+ }
+ /** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
+ getWorldScaleY() {
+ return Math.sqrt(this.b * this.b + this.d * this.d);
+ }
+ /** Transforms a point from world coordinates to the bone's local coordinates. */
+ worldToLocal(world) {
+ let invDet = 1 / (this.a * this.d - this.b * this.c);
+ let x = world.x - this.worldX, y = world.y - this.worldY;
+ world.x = x * this.d * invDet - y * this.b * invDet;
+ world.y = y * this.a * invDet - x * this.c * invDet;
+ return world;
+ }
+ /** Transforms a point from the bone's local coordinates to world coordinates. */
+ localToWorld(local) {
+ let x = local.x, y = local.y;
+ local.x = x * this.a + y * this.b + this.worldX;
+ local.y = x * this.c + y * this.d + this.worldY;
+ return local;
+ }
+ /** Transforms a point from world coordinates to the parent bone's local coordinates. */
+ worldToParent(world) {
+ if (world == null)
+ throw new Error("world cannot be null.");
+ return this.parent == null ? world : this.parent.worldToLocal(world);
+ }
+ /** Transforms a point from the parent bone's coordinates to world coordinates. */
+ parentToWorld(world) {
+ if (world == null)
+ throw new Error("world cannot be null.");
+ return this.parent == null ? world : this.parent.localToWorld(world);
+ }
+ /** Transforms a world rotation to a local rotation. */
+ worldToLocalRotation(worldRotation) {
+ let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation);
+ return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX;
+ }
+ /** Transforms a local rotation to a world rotation. */
+ localToWorldRotation(localRotation) {
+ localRotation -= this.rotation - this.shearX;
+ let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation);
+ return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg;
+ }
+ /** Rotates the world transform the specified amount.
+ *
+ * After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and + * {@link #update(Physics)} will need to be called on any child bones, recursively. */ + rotateWorld(degrees) { + degrees *= MathUtils.degRad; + const sin = Math.sin(degrees), cos = Math.cos(degrees); + const ra = this.a, rb = this.b; + this.a = cos * ra - sin * this.c; + this.b = cos * rb - sin * this.d; + this.c = sin * ra + cos * this.c; + this.d = sin * rb + cos * this.d; + } +}; + +// spine-core/src/ConstraintData.ts +var ConstraintData = class { + constructor(name, order, skinRequired) { + this.name = name; + this.order = order; + this.skinRequired = skinRequired; + } +}; + +// spine-core/src/AssetManagerBase.ts +var AssetManagerBase = class { + pathPrefix = ""; + textureLoader; + downloader; + assets = {}; + errors = {}; + toLoad = 0; + loaded = 0; + constructor(textureLoader, pathPrefix = "", downloader = new Downloader()) { + this.textureLoader = textureLoader; + this.pathPrefix = pathPrefix; + this.downloader = downloader; + } + start(path) { + this.toLoad++; + return this.pathPrefix + path; + } + success(callback, path, asset) { + this.toLoad--; + this.loaded++; + this.assets[path] = asset; + if (callback) + callback(path, asset); + } + error(callback, path, message) { + this.toLoad--; + this.loaded++; + this.errors[path] = message; + if (callback) + callback(path, message); + } + loadAll() { + let promise = new Promise((resolve, reject) => { + let check = () => { + if (this.isLoadingComplete()) { + if (this.hasErrors()) + reject(this.errors); + else + resolve(this); + return; + } + requestAnimationFrame(check); + }; + requestAnimationFrame(check); + }); + return promise; + } + setRawDataURI(path, data) { + this.downloader.rawDataUris[this.pathPrefix + path] = data; + } + loadBinary(path, success = () => { + }, error = () => { + }) { + path = this.start(path); + this.downloader.downloadBinary(path, (data) => { + this.success(success, path, data); + }, (status, responseText) => { + this.error(error, path, `Couldn't load binary ${path}: status ${status}, ${responseText}`); + }); + } + loadText(path, success = () => { + }, error = () => { + }) { + path = this.start(path); + this.downloader.downloadText(path, (data) => { + this.success(success, path, data); + }, (status, responseText) => { + this.error(error, path, `Couldn't load text ${path}: status ${status}, ${responseText}`); + }); + } + loadJson(path, success = () => { + }, error = () => { + }) { + path = this.start(path); + this.downloader.downloadJson(path, (data) => { + this.success(success, path, data); + }, (status, responseText) => { + this.error(error, path, `Couldn't load JSON ${path}: status ${status}, ${responseText}`); + }); + } + loadTexture(path, success = () => { + }, error = () => { + }) { + path = this.start(path); + let isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document); + let isWebWorker = !isBrowser; + if (isWebWorker) { + fetch(path, { mode: "cors" }).then((response) => { + if (response.ok) + return response.blob(); + this.error(error, path, `Couldn't load image: ${path}`); + return null; + }).then((blob) => { + return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null; + }).then((bitmap) => { + if (bitmap) + this.success(success, path, this.textureLoader(bitmap)); + }); + } else { + let image = new Image(); + image.crossOrigin = "anonymous"; + image.onload = () => { + this.success(success, path, this.textureLoader(image)); + }; + image.onerror = () => { + this.error(error, path, `Couldn't load image: ${path}`); + }; + if (this.downloader.rawDataUris[path]) + path = this.downloader.rawDataUris[path]; + image.src = path; + } + } + loadTextureAtlas(path, success = () => { + }, error = () => { + }, fileAlias) { + let index = path.lastIndexOf("/"); + let parent = index >= 0 ? path.substring(0, index + 1) : ""; + path = this.start(path); + this.downloader.downloadText(path, (atlasText) => { + try { + let atlas = new TextureAtlas(atlasText); + let toLoad = atlas.pages.length, abort = false; + for (let page of atlas.pages) { + this.loadTexture( + !fileAlias ? parent + page.name : fileAlias[page.name], + (imagePath, texture) => { + if (!abort) { + page.setTexture(texture); + if (--toLoad == 0) + this.success(success, path, atlas); + } + }, + (imagePath, message) => { + if (!abort) + this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`); + abort = true; + } + ); + } + } catch (e) { + this.error(error, path, `Couldn't parse texture atlas ${path}: ${e.message}`); + } + }, (status, responseText) => { + this.error(error, path, `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`); + }); + } + get(path) { + return this.assets[this.pathPrefix + path]; + } + require(path) { + path = this.pathPrefix + path; + let asset = this.assets[path]; + if (asset) + return asset; + let error = this.errors[path]; + throw Error("Asset not found: " + path + (error ? "\n" + error : "")); + } + remove(path) { + path = this.pathPrefix + path; + let asset = this.assets[path]; + if (asset.dispose) + asset.dispose(); + delete this.assets[path]; + return asset; + } + removeAll() { + for (let key in this.assets) { + let asset = this.assets[key]; + if (asset.dispose) + asset.dispose(); + } + this.assets = {}; + } + isLoadingComplete() { + return this.toLoad == 0; + } + getToLoad() { + return this.toLoad; + } + getLoaded() { + return this.loaded; + } + dispose() { + this.removeAll(); + } + hasErrors() { + return Object.keys(this.errors).length > 0; + } + getErrors() { + return this.errors; + } +}; +var Downloader = class { + callbacks = {}; + rawDataUris = {}; + dataUriToString(dataUri) { + if (!dataUri.startsWith("data:")) { + throw new Error("Not a data URI."); + } + let base64Idx = dataUri.indexOf("base64,"); + if (base64Idx != -1) { + base64Idx += "base64,".length; + return atob(dataUri.substr(base64Idx)); + } else { + return dataUri.substr(dataUri.indexOf(",") + 1); + } + } + base64ToUint8Array(base64) { + var binary_string = window.atob(base64); + var len = binary_string.length; + var bytes = new Uint8Array(len); + for (var i = 0; i < len; i++) { + bytes[i] = binary_string.charCodeAt(i); + } + return bytes; + } + dataUriToUint8Array(dataUri) { + if (!dataUri.startsWith("data:")) { + throw new Error("Not a data URI."); + } + let base64Idx = dataUri.indexOf("base64,"); + if (base64Idx == -1) + throw new Error("Not a binary data URI."); + base64Idx += "base64,".length; + return this.base64ToUint8Array(dataUri.substr(base64Idx)); + } + downloadText(url, success, error) { + if (this.start(url, success, error)) + return; + if (this.rawDataUris[url]) { + try { + let dataUri = this.rawDataUris[url]; + this.finish(url, 200, this.dataUriToString(dataUri)); + } catch (e) { + this.finish(url, 400, JSON.stringify(e)); + } + return; + } + let request = new XMLHttpRequest(); + request.overrideMimeType("text/html"); + request.open("GET", url, true); + let done = () => { + this.finish(url, request.status, request.responseText); + }; + request.onload = done; + request.onerror = done; + request.send(); + } + downloadJson(url, success, error) { + this.downloadText(url, (data) => { + success(JSON.parse(data)); + }, error); + } + downloadBinary(url, success, error) { + if (this.start(url, success, error)) + return; + if (this.rawDataUris[url]) { + try { + let dataUri = this.rawDataUris[url]; + this.finish(url, 200, this.dataUriToUint8Array(dataUri)); + } catch (e) { + this.finish(url, 400, JSON.stringify(e)); + } + return; + } + let request = new XMLHttpRequest(); + request.open("GET", url, true); + request.responseType = "arraybuffer"; + let onerror = () => { + this.finish(url, request.status, request.response); + }; + request.onload = () => { + if (request.status == 200 || request.status == 0) + this.finish(url, 200, new Uint8Array(request.response)); + else + onerror(); + }; + request.onerror = onerror; + request.send(); + } + start(url, success, error) { + let callbacks = this.callbacks[url]; + try { + if (callbacks) + return true; + this.callbacks[url] = callbacks = []; + } finally { + callbacks.push(success, error); + } + } + finish(url, status, data) { + let callbacks = this.callbacks[url]; + delete this.callbacks[url]; + let args = status == 200 || status == 0 ? [data] : [status, data]; + for (let i = args.length - 1, n = callbacks.length; i < n; i += 2) + callbacks[i].apply(null, args); + } +}; + +// spine-core/src/Event.ts +var Event = class { + data; + intValue = 0; + floatValue = 0; + stringValue = null; + time = 0; + volume = 0; + balance = 0; + constructor(time, data) { + if (!data) + throw new Error("data cannot be null."); + this.time = time; + this.data = data; + } +}; + +// spine-core/src/EventData.ts +var EventData = class { + name; + intValue = 0; + floatValue = 0; + stringValue = null; + audioPath = null; + volume = 0; + balance = 0; + constructor(name) { + this.name = name; + } +}; + +// spine-core/src/IkConstraint.ts +var IkConstraint = class { + /** The IK constraint's setup pose data. */ + data; + /** The bones that will be modified by this IK constraint. */ + bones; + /** The bone that is the IK target. */ + target; + /** Controls the bend direction of the IK bones, either 1 or -1. */ + bendDirection = 0; + /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ + compress = false; + /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained + * and the parent bone has local nonuniform scale, stretch is not applied. */ + stretch = false; + /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ + mix = 1; + /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ + softness = 0; + active = false; + constructor(data, skeleton) { + if (!data) + throw new Error("data cannot be null."); + if (!skeleton) + throw new Error("skeleton cannot be null."); + this.data = data; + this.bones = new Array(); + for (let i = 0; i < data.bones.length; i++) { + let bone = skeleton.findBone(data.bones[i].name); + if (!bone) + throw new Error(`Couldn't find bone ${data.bones[i].name}`); + this.bones.push(bone); + } + let target = skeleton.findBone(data.target.name); + if (!target) + throw new Error(`Couldn't find bone ${data.target.name}`); + this.target = target; + this.mix = data.mix; + this.softness = data.softness; + this.bendDirection = data.bendDirection; + this.compress = data.compress; + this.stretch = data.stretch; + } + isActive() { + return this.active; + } + setToSetupPose() { + const data = this.data; + this.mix = data.mix; + this.softness = data.softness; + this.bendDirection = data.bendDirection; + this.compress = data.compress; + this.stretch = data.stretch; + } + update(physics) { + if (this.mix == 0) + return; + let target = this.target; + let bones = this.bones; + switch (bones.length) { + case 1: + this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix); + break; + case 2: + this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.data.uniform, this.softness, this.mix); + break; + } + } + /** Applies 1 bone IK. The target is specified in the world coordinate system. */ + apply1(bone, targetX, targetY, compress, stretch, uniform, alpha) { + let p = bone.parent; + if (!p) + throw new Error("IK bone must have parent."); + let pa = p.a, pb = p.b, pc = p.c, pd = p.d; + let rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; + switch (bone.inherit) { + case 1 /* OnlyTranslation */: + tx = (targetX - bone.worldX) * MathUtils.signum(bone.skeleton.scaleX); + ty = (targetY - bone.worldY) * MathUtils.signum(bone.skeleton.scaleY); + break; + case 2 /* NoRotationOrReflection */: + let s = Math.abs(pa * pd - pb * pc) / Math.max(1e-4, pa * pa + pc * pc); + let sa = pa / bone.skeleton.scaleX; + let sc = pc / bone.skeleton.scaleY; + pb = -sc * s * bone.skeleton.scaleX; + pd = sa * s * bone.skeleton.scaleY; + rotationIK += Math.atan2(sc, sa) * MathUtils.radDeg; + default: + let x = targetX - p.worldX, y = targetY - p.worldY; + let d = pa * pd - pb * pc; + if (Math.abs(d) <= 1e-4) { + tx = 0; + ty = 0; + } else { + tx = (x * pd - y * pb) / d - bone.ax; + ty = (y * pa - x * pc) / d - bone.ay; + } + } + rotationIK += Math.atan2(ty, tx) * MathUtils.radDeg; + if (bone.ascaleX < 0) + rotationIK += 180; + if (rotationIK > 180) + rotationIK -= 360; + else if (rotationIK < -180) + rotationIK += 360; + let sx = bone.ascaleX, sy = bone.ascaleY; + if (compress || stretch) { + switch (bone.inherit) { + case 3 /* NoScale */: + case 4 /* NoScaleOrReflection */: + tx = targetX - bone.worldX; + ty = targetY - bone.worldY; + } + const b = bone.data.length * sx; + if (b > 1e-4) { + const dd = tx * tx + ty * ty; + if (compress && dd < b * b || stretch && dd > b * b) { + const s = (Math.sqrt(dd) / b - 1) * alpha + 1; + sx *= s; + if (uniform) + sy *= s; + } + } + } + bone.updateWorldTransformWith( + bone.ax, + bone.ay, + bone.arotation + rotationIK * alpha, + sx, + sy, + bone.ashearX, + bone.ashearY + ); + } + /** Applies 2 bone IK. The target is specified in the world coordinate system. + * @param child A direct descendant of the parent bone. */ + apply2(parent, child, targetX, targetY, bendDir, stretch, uniform, softness, alpha) { + if (parent.inherit != 0 /* Normal */ || child.inherit != 0 /* Normal */) + return; + let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX; + let os1 = 0, os2 = 0, s2 = 0; + if (psx < 0) { + psx = -psx; + os1 = 180; + s2 = -1; + } else { + os1 = 0; + s2 = 1; + } + if (psy < 0) { + psy = -psy; + s2 = -s2; + } + if (csx < 0) { + csx = -csx; + os2 = 180; + } else + os2 = 0; + let cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; + let u = Math.abs(psx - psy) <= 1e-4; + if (!u || stretch) { + cy = 0; + cwx = a * cx + parent.worldX; + cwy = c * cx + parent.worldY; + } else { + cy = child.ay; + cwx = a * cx + b * cy + parent.worldX; + cwy = c * cx + d * cy + parent.worldY; + } + let pp = parent.parent; + if (!pp) + throw new Error("IK parent must itself have a parent."); + a = pp.a; + b = pp.b; + c = pp.c; + d = pp.d; + let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY; + id = Math.abs(id) <= 1e-4 ? 0 : 1 / id; + let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; + let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; + if (l1 < 1e-4) { + this.apply1(parent, targetX, targetY, false, stretch, false, alpha); + child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); + return; + } + x = targetX - pp.worldX; + y = targetY - pp.worldY; + let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; + let dd = tx * tx + ty * ty; + if (softness != 0) { + softness *= psx * (csx + 1) * 0.5; + let td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; + if (sd > 0) { + let p = Math.min(1, sd / (softness * 2)) - 1; + p = (sd - softness * (1 - p * p)) / td; + tx -= p * tx; + ty -= p * ty; + dd = tx * tx + ty * ty; + } + } + outer: + if (u) { + l2 *= psx; + let cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); + if (cos < -1) { + cos = -1; + a2 = Math.PI * bendDir; + } else if (cos > 1) { + cos = 1; + a2 = 0; + if (stretch) { + a = (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; + sx *= a; + if (uniform) + sy *= a; + } + } else + a2 = Math.acos(cos) * bendDir; + a = l1 + l2 * cos; + b = l2 * Math.sin(a2); + a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); + } else { + a = psx * l2; + b = psy * l2; + let aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); + c = bb * l1 * l1 + aa * dd - aa * bb; + let c1 = -2 * bb * l1, c2 = bb - aa; + d = c1 * c1 - 4 * c2 * c; + if (d >= 0) { + let q = Math.sqrt(d); + if (c1 < 0) + q = -q; + q = -(c1 + q) * 0.5; + let r0 = q / c2, r1 = c / q; + let r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; + r0 = dd - r * r; + if (r0 >= 0) { + y = Math.sqrt(r0) * bendDir; + a1 = ta - Math.atan2(y, r); + a2 = Math.atan2(y / psy, (r - l1) / psx); + break outer; + } + } + let minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; + let maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; + c = -a * l1 / (aa - bb); + if (c >= -1 && c <= 1) { + c = Math.acos(c); + x = a * Math.cos(c) + l1; + y = b * Math.sin(c); + d = x * x + y * y; + if (d < minDist) { + minAngle = c; + minDist = d; + minX = x; + minY = y; + } + if (d > maxDist) { + maxAngle = c; + maxDist = d; + maxX = x; + maxY = y; + } + } + if (dd <= (minDist + maxDist) * 0.5) { + a1 = ta - Math.atan2(minY * bendDir, minX); + a2 = minAngle * bendDir; + } else { + a1 = ta - Math.atan2(maxY * bendDir, maxX); + a2 = maxAngle * bendDir; + } + } + let os = Math.atan2(cy, cx) * s2; + let rotation = parent.arotation; + a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation; + if (a1 > 180) + a1 -= 360; + else if (a1 < -180) + a1 += 360; + parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, sy, 0, 0); + rotation = child.arotation; + a2 = ((a2 + os) * MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation; + if (a2 > 180) + a2 -= 360; + else if (a2 < -180) + a2 += 360; + child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); + } +}; + +// spine-core/src/IkConstraintData.ts +var IkConstraintData = class extends ConstraintData { + /** The bones that are constrained by this IK constraint. */ + bones = new Array(); + /** The bone that is the IK target. */ + _target = null; + set target(boneData) { + this._target = boneData; + } + get target() { + if (!this._target) + throw new Error("BoneData not set."); + else + return this._target; + } + /** Controls the bend direction of the IK bones, either 1 or -1. */ + bendDirection = 0; + /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ + compress = false; + /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained + * and the parent bone has local nonuniform scale, stretch is not applied. */ + stretch = false; + /** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone + * is scaled on both the X and Y axes. */ + uniform = false; + /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ + mix = 0; + /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ + softness = 0; + constructor(name) { + super(name, 0, false); + } +}; + +// spine-core/src/PathConstraintData.ts +var PathConstraintData = class extends ConstraintData { + /** The bones that will be modified by this path constraint. */ + bones = new Array(); + /** The slot whose path attachment will be used to constrained the bones. */ + _target = null; + set target(slotData) { + this._target = slotData; + } + get target() { + if (!this._target) + throw new Error("SlotData not set."); + else + return this._target; + } + /** The mode for positioning the first bone on the path. */ + positionMode = PositionMode.Fixed; + /** The mode for positioning the bones after the first bone on the path. */ + spacingMode = SpacingMode.Fixed; + /** The mode for adjusting the rotation of the bones. */ + rotateMode = RotateMode.Chain; + /** An offset added to the constrained bone rotation. */ + offsetRotation = 0; + /** The position along the path. */ + position = 0; + /** The spacing between bones. */ + spacing = 0; + mixRotate = 0; + mixX = 0; + mixY = 0; + constructor(name) { + super(name, 0, false); + } +}; +var PositionMode = /* @__PURE__ */ ((PositionMode2) => { + PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed"; + PositionMode2[PositionMode2["Percent"] = 1] = "Percent"; + return PositionMode2; +})(PositionMode || {}); +var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => { + SpacingMode2[SpacingMode2["Length"] = 0] = "Length"; + SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed"; + SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent"; + SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional"; + return SpacingMode2; +})(SpacingMode || {}); +var RotateMode = /* @__PURE__ */ ((RotateMode2) => { + RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent"; + RotateMode2[RotateMode2["Chain"] = 1] = "Chain"; + RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale"; + return RotateMode2; +})(RotateMode || {}); + +// spine-core/src/PathConstraint.ts +var _PathConstraint = class { + /** The path constraint's setup pose data. */ + data; + /** The bones that will be modified by this path constraint. */ + bones; + /** The slot whose path attachment will be used to constrained the bones. */ + target; + /** The position along the path. */ + position = 0; + /** The spacing between bones. */ + spacing = 0; + mixRotate = 0; + mixX = 0; + mixY = 0; + spaces = new Array(); + positions = new Array(); + world = new Array(); + curves = new Array(); + lengths = new Array(); + segments = new Array(); + active = false; + constructor(data, skeleton) { + if (!data) + throw new Error("data cannot be null."); + if (!skeleton) + throw new Error("skeleton cannot be null."); + this.data = data; + this.bones = new Array(); + for (let i = 0, n = data.bones.length; i < n; i++) { + let bone = skeleton.findBone(data.bones[i].name); + if (!bone) + throw new Error(`Couldn't find bone ${data.bones[i].name}.`); + this.bones.push(bone); + } + let target = skeleton.findSlot(data.target.name); + if (!target) + throw new Error(`Couldn't find target bone ${data.target.name}`); + this.target = target; + this.position = data.position; + this.spacing = data.spacing; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + } + isActive() { + return this.active; + } + setToSetupPose() { + const data = this.data; + this.position = data.position; + this.spacing = data.spacing; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + } + update(physics) { + let attachment = this.target.getAttachment(); + if (!(attachment instanceof PathAttachment)) + return; + let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY; + if (mixRotate == 0 && mixX == 0 && mixY == 0) + return; + let data = this.data; + let tangents = data.rotateMode == 0 /* Tangent */, scale = data.rotateMode == 2 /* ChainScale */; + let bones = this.bones; + let boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1; + let spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : []; + let spacing = this.spacing; + switch (data.spacingMode) { + case 2 /* Percent */: + if (scale) { + for (let i = 0, n = spacesCount - 1; i < n; i++) { + let bone = bones[i]; + let setupLength = bone.data.length; + let x = setupLength * bone.a, y = setupLength * bone.c; + lengths[i] = Math.sqrt(x * x + y * y); + } + } + Utils.arrayFill(spaces, 1, spacesCount, spacing); + break; + case 3 /* Proportional */: + let sum = 0; + for (let i = 0, n = spacesCount - 1; i < n; ) { + let bone = bones[i]; + let setupLength = bone.data.length; + if (setupLength < _PathConstraint.epsilon) { + if (scale) + lengths[i] = 0; + spaces[++i] = spacing; + } else { + let x = setupLength * bone.a, y = setupLength * bone.c; + let length = Math.sqrt(x * x + y * y); + if (scale) + lengths[i] = length; + spaces[++i] = length; + sum += length; + } + } + if (sum > 0) { + sum = spacesCount / sum * spacing; + for (let i = 1; i < spacesCount; i++) + spaces[i] *= sum; + } + break; + default: + let lengthSpacing = data.spacingMode == 0 /* Length */; + for (let i = 0, n = spacesCount - 1; i < n; ) { + let bone = bones[i]; + let setupLength = bone.data.length; + if (setupLength < _PathConstraint.epsilon) { + if (scale) + lengths[i] = 0; + spaces[++i] = spacing; + } else { + let x = setupLength * bone.a, y = setupLength * bone.c; + let length = Math.sqrt(x * x + y * y); + if (scale) + lengths[i] = length; + spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength; + } + } + } + let positions = this.computeWorldPositions(attachment, spacesCount, tangents); + let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; + let tip = false; + if (offsetRotation == 0) + tip = data.rotateMode == 1 /* Chain */; + else { + tip = false; + let p = this.target.bone; + offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.degRad : -MathUtils.degRad; + } + for (let i = 0, p = 3; i < boneCount; i++, p += 3) { + let bone = bones[i]; + bone.worldX += (boneX - bone.worldX) * mixX; + bone.worldY += (boneY - bone.worldY) * mixY; + let x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; + if (scale) { + let length = lengths[i]; + if (length != 0) { + let s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1; + bone.a *= s; + bone.c *= s; + } + } + boneX = x; + boneY = y; + if (mixRotate > 0) { + let a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0; + if (tangents) + r = positions[p - 1]; + else if (spaces[i + 1] == 0) + r = positions[p + 2]; + else + r = Math.atan2(dy, dx); + r -= Math.atan2(c, a); + if (tip) { + cos = Math.cos(r); + sin = Math.sin(r); + let length = bone.data.length; + boneX += (length * (cos * a - sin * c) - dx) * mixRotate; + boneY += (length * (sin * a + cos * c) - dy) * mixRotate; + } else { + r += offsetRotation; + } + if (r > MathUtils.PI) + r -= MathUtils.PI2; + else if (r < -MathUtils.PI) + r += MathUtils.PI2; + r *= mixRotate; + cos = Math.cos(r); + sin = Math.sin(r); + bone.a = cos * a - sin * c; + bone.b = cos * b - sin * d; + bone.c = sin * a + cos * c; + bone.d = sin * b + cos * d; + } + bone.updateAppliedTransform(); + } + } + computeWorldPositions(path, spacesCount, tangents) { + let target = this.target; + let position = this.position; + let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world; + let closed2 = path.closed; + let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE; + if (!path.constantSpeed) { + let lengths = path.lengths; + curveCount -= closed2 ? 1 : 2; + let pathLength2 = lengths[curveCount]; + if (this.data.positionMode == 1 /* Percent */) + position *= pathLength2; + let multiplier2; + switch (this.data.spacingMode) { + case 2 /* Percent */: + multiplier2 = pathLength2; + break; + case 3 /* Proportional */: + multiplier2 = pathLength2 / spacesCount; + break; + default: + multiplier2 = 1; + } + world = Utils.setArraySize(this.world, 8); + for (let i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { + let space = spaces[i] * multiplier2; + position += space; + let p = position; + if (closed2) { + p %= pathLength2; + if (p < 0) + p += pathLength2; + curve = 0; + } else if (p < 0) { + if (prevCurve != _PathConstraint.BEFORE) { + prevCurve = _PathConstraint.BEFORE; + path.computeWorldVertices(target, 2, 4, world, 0, 2); + } + this.addBeforePosition(p, world, 0, out, o); + continue; + } else if (p > pathLength2) { + if (prevCurve != _PathConstraint.AFTER) { + prevCurve = _PathConstraint.AFTER; + path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); + } + this.addAfterPosition(p - pathLength2, world, 0, out, o); + continue; + } + for (; ; curve++) { + let length = lengths[curve]; + if (p > length) + continue; + if (curve == 0) + p /= length; + else { + let prev = lengths[curve - 1]; + p = (p - prev) / (length - prev); + } + break; + } + if (curve != prevCurve) { + prevCurve = curve; + if (closed2 && curve == curveCount) { + path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2); + path.computeWorldVertices(target, 0, 4, world, 4, 2); + } else + path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); + } + this.addCurvePosition( + p, + world[0], + world[1], + world[2], + world[3], + world[4], + world[5], + world[6], + world[7], + out, + o, + tangents || i > 0 && space == 0 + ); + } + return out; + } + if (closed2) { + verticesLength += 2; + world = Utils.setArraySize(this.world, verticesLength); + path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2); + path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2); + world[verticesLength - 2] = world[0]; + world[verticesLength - 1] = world[1]; + } else { + curveCount--; + verticesLength -= 4; + world = Utils.setArraySize(this.world, verticesLength); + path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); + } + let curves = Utils.setArraySize(this.curves, curveCount); + let pathLength = 0; + let x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; + let tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; + for (let i = 0, w = 2; i < curveCount; i++, w += 6) { + cx1 = world[w]; + cy1 = world[w + 1]; + cx2 = world[w + 2]; + cy2 = world[w + 3]; + x2 = world[w + 4]; + y2 = world[w + 5]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; + tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx; + dfy += ddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + pathLength += Math.sqrt(dfx * dfx + dfy * dfy); + curves[i] = pathLength; + x1 = x2; + y1 = y2; + } + if (this.data.positionMode == 1 /* Percent */) + position *= pathLength; + let multiplier; + switch (this.data.spacingMode) { + case 2 /* Percent */: + multiplier = pathLength; + break; + case 3 /* Proportional */: + multiplier = pathLength / spacesCount; + break; + default: + multiplier = 1; + } + let segments = this.segments; + let curveLength = 0; + for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { + let space = spaces[i] * multiplier; + position += space; + let p = position; + if (closed2) { + p %= pathLength; + if (p < 0) + p += pathLength; + curve = 0; + } else if (p < 0) { + this.addBeforePosition(p, world, 0, out, o); + continue; + } else if (p > pathLength) { + this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o); + continue; + } + for (; ; curve++) { + let length = curves[curve]; + if (p > length) + continue; + if (curve == 0) + p /= length; + else { + let prev = curves[curve - 1]; + p = (p - prev) / (length - prev); + } + break; + } + if (curve != prevCurve) { + prevCurve = curve; + let ii = curve * 6; + x1 = world[ii]; + y1 = world[ii + 1]; + cx1 = world[ii + 2]; + cy1 = world[ii + 3]; + cx2 = world[ii + 4]; + cy2 = world[ii + 5]; + x2 = world[ii + 6]; + y2 = world[ii + 7]; + tmpx = (x1 - cx1 * 2 + cx2) * 0.03; + tmpy = (y1 - cy1 * 2 + cy2) * 0.03; + dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 6e-3; + dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 6e-3; + ddfx = tmpx * 2 + dddfx; + ddfy = tmpy * 2 + dddfy; + dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; + dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; + curveLength = Math.sqrt(dfx * dfx + dfy * dfy); + segments[0] = curveLength; + for (ii = 1; ii < 8; ii++) { + dfx += ddfx; + dfy += ddfy; + ddfx += dddfx; + ddfy += dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[ii] = curveLength; + } + dfx += ddfx; + dfy += ddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[8] = curveLength; + dfx += ddfx + dddfx; + dfy += ddfy + dddfy; + curveLength += Math.sqrt(dfx * dfx + dfy * dfy); + segments[9] = curveLength; + segment = 0; + } + p *= curveLength; + for (; ; segment++) { + let length = segments[segment]; + if (p > length) + continue; + if (segment == 0) + p /= length; + else { + let prev = segments[segment - 1]; + p = segment + (p - prev) / (length - prev); + } + break; + } + this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || i > 0 && space == 0); + } + return out; + } + addBeforePosition(p, temp, i, out, o) { + let x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx); + out[o] = x1 + p * Math.cos(r); + out[o + 1] = y1 + p * Math.sin(r); + out[o + 2] = r; + } + addAfterPosition(p, temp, i, out, o) { + let x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx); + out[o] = x1 + p * Math.cos(r); + out[o + 1] = y1 + p * Math.sin(r); + out[o + 2] = r; + } + addCurvePosition(p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) { + if (p == 0 || isNaN(p)) { + out[o] = x1; + out[o + 1] = y1; + out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); + return; + } + let tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; + let ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; + let x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt; + out[o] = x; + out[o + 1] = y; + if (tangents) { + if (p < 1e-3) + out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); + else + out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)); + } + } +}; +var PathConstraint = _PathConstraint; +__publicField(PathConstraint, "NONE", -1); +__publicField(PathConstraint, "BEFORE", -2); +__publicField(PathConstraint, "AFTER", -3); +__publicField(PathConstraint, "epsilon", 1e-5); + +// spine-core/src/PhysicsConstraint.ts +var PhysicsConstraint = class { + data; + _bone = null; + /** The bone constrained by this physics constraint. */ + set bone(bone) { + this._bone = bone; + } + get bone() { + if (!this._bone) + throw new Error("Bone not set."); + else + return this._bone; + } + inertia = 0; + strength = 0; + damping = 0; + massInverse = 0; + wind = 0; + gravity = 0; + mix = 0; + _reset = true; + ux = 0; + uy = 0; + cx = 0; + cy = 0; + tx = 0; + ty = 0; + xOffset = 0; + xVelocity = 0; + yOffset = 0; + yVelocity = 0; + rotateOffset = 0; + rotateVelocity = 0; + scaleOffset = 0; + scaleVelocity = 0; + active = false; + skeleton; + remaining = 0; + lastTime = 0; + constructor(data, skeleton) { + this.data = data; + this.skeleton = skeleton; + this.bone = skeleton.bones[data.bone.index]; + this.inertia = data.inertia; + this.strength = data.strength; + this.damping = data.damping; + this.massInverse = data.massInverse; + this.wind = data.wind; + this.gravity = data.gravity; + this.mix = data.mix; + } + reset() { + this.remaining = 0; + this.lastTime = this.skeleton.time; + this._reset = true; + this.xOffset = 0; + this.xVelocity = 0; + this.yOffset = 0; + this.yVelocity = 0; + this.rotateOffset = 0; + this.rotateVelocity = 0; + this.scaleOffset = 0; + this.scaleVelocity = 0; + } + setToSetupPose() { + const data = this.data; + this.inertia = data.inertia; + this.strength = data.strength; + this.damping = data.damping; + this.massInverse = data.massInverse; + this.wind = data.wind; + this.gravity = data.gravity; + this.mix = data.mix; + } + isActive() { + return this.active; + } + /** Applies the constraint to the constrained bones. */ + update(physics) { + const mix = this.mix; + if (mix == 0) + return; + const x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0; + const bone = this.bone; + const l = bone.data.length; + switch (physics) { + case 0 /* none */: + return; + case 1 /* reset */: + this.reset(); + case 2 /* update */: + const skeleton = this.skeleton; + const delta = Math.max(this.skeleton.time - this.lastTime, 0); + this.remaining += delta; + this.lastTime = skeleton.time; + const bx = bone.worldX, by = bone.worldY; + if (this._reset) { + this._reset = false; + this.ux = bx; + this.uy = by; + } else { + let a = this.remaining, i = this.inertia, t = this.data.step, f = this.skeleton.data.referenceScale, d = -1; + let qx = this.data.limit * delta, qy = qx * Math.abs(skeleton.scaleY); + qx *= Math.abs(skeleton.scaleX); + if (x || y) { + if (x) { + const u = (this.ux - bx) * i; + this.xOffset += u > qx ? qx : u < -qx ? -qx : u; + this.ux = bx; + } + if (y) { + const u = (this.uy - by) * i; + this.yOffset += u > qy ? qy : u < -qy ? -qy : u; + this.uy = by; + } + if (a >= t) { + d = Math.pow(this.damping, 60 * t); + const m = this.massInverse * t, e = this.strength, w = this.wind * f * skeleton.scaleX, g = this.gravity * f * skeleton.scaleY; + do { + if (x) { + this.xVelocity += (w - this.xOffset * e) * m; + this.xOffset += this.xVelocity * t; + this.xVelocity *= d; + } + if (y) { + this.yVelocity -= (g + this.yOffset * e) * m; + this.yOffset += this.yVelocity * t; + this.yVelocity *= d; + } + a -= t; + } while (a >= t); + } + if (x) + bone.worldX += this.xOffset * mix * this.data.x; + if (y) + bone.worldY += this.yOffset * mix * this.data.y; + } + if (rotateOrShearX || scaleX) { + let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0; + let dx = this.cx - bone.worldX, dy = this.cy - bone.worldY; + if (dx > qx) + dx = qx; + else if (dx < -qx) + dx = -qx; + if (dy > qy) + dy = qy; + else if (dy < -qy) + dy = -qy; + if (rotateOrShearX) { + mr = (this.data.rotate + this.data.shearX) * mix; + let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - this.rotateOffset * mr; + this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i; + r = this.rotateOffset * mr + ca; + c = Math.cos(r); + s = Math.sin(r); + if (scaleX) { + r = l * bone.getWorldScaleX(); + if (r > 0) + this.scaleOffset += (dx * c + dy * s) * i / r; + } + } else { + c = Math.cos(ca); + s = Math.sin(ca); + const r = l * bone.getWorldScaleX(); + if (r > 0) + this.scaleOffset += (dx * c + dy * s) * i / r; + } + a = this.remaining; + if (a >= t) { + if (d == -1) + d = Math.pow(this.damping, 60 * t); + const m = this.massInverse * t, e = this.strength, w = this.wind, g = Skeleton.yDown ? -this.gravity : this.gravity, h = l / f; + while (true) { + a -= t; + if (scaleX) { + this.scaleVelocity += (w * c - g * s - this.scaleOffset * e) * m; + this.scaleOffset += this.scaleVelocity * t; + this.scaleVelocity *= d; + } + if (rotateOrShearX) { + this.rotateVelocity -= ((w * s + g * c) * h + this.rotateOffset * e) * m; + this.rotateOffset += this.rotateVelocity * t; + this.rotateVelocity *= d; + if (a < t) + break; + const r = this.rotateOffset * mr + ca; + c = Math.cos(r); + s = Math.sin(r); + } else if (a < t) + break; + } + } + } + this.remaining = a; + } + this.cx = bone.worldX; + this.cy = bone.worldY; + break; + case 3 /* pose */: + if (x) + bone.worldX += this.xOffset * mix * this.data.x; + if (y) + bone.worldY += this.yOffset * mix * this.data.y; + } + if (rotateOrShearX) { + let o = this.rotateOffset * mix, s = 0, c = 0, a = 0; + if (this.data.shearX > 0) { + let r = 0; + if (this.data.rotate > 0) { + r = o * this.data.rotate; + s = Math.sin(r); + c = Math.cos(r); + a = bone.b; + bone.b = c * a - s * bone.d; + bone.d = s * a + c * bone.d; + } + r += o * this.data.shearX; + s = Math.sin(r); + c = Math.cos(r); + a = bone.a; + bone.a = c * a - s * bone.c; + bone.c = s * a + c * bone.c; + } else { + o *= this.data.rotate; + s = Math.sin(o); + c = Math.cos(o); + a = bone.a; + bone.a = c * a - s * bone.c; + bone.c = s * a + c * bone.c; + a = bone.b; + bone.b = c * a - s * bone.d; + bone.d = s * a + c * bone.d; + } + } + if (scaleX) { + const s = 1 + this.scaleOffset * mix * this.data.scaleX; + bone.a *= s; + bone.c *= s; + } + if (physics != 3 /* pose */) { + this.tx = l * bone.a; + this.ty = l * bone.c; + } + bone.updateAppliedTransform(); + } + /** Translates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone moved an additional + * amount in world space. */ + translate(x, y) { + this.ux -= x; + this.uy -= y; + this.cx -= x; + this.cy -= y; + } + /** Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the + * specified point in world space. */ + rotate(x, y, degrees) { + const r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r); + const dx = this.cx - x, dy = this.cy - y; + this.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy); + } +}; + +// spine-core/src/Slot.ts +var Slot = class { + /** The slot's setup pose data. */ + data; + /** The bone this slot belongs to. */ + bone; + /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two + * color tinting. */ + color; + /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark + * color's alpha is not used. */ + darkColor = null; + attachment = null; + attachmentState = 0; + /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the + * {@link Sequence#getSetupIndex()}. */ + sequenceIndex = -1; + /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a + * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. + * + * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ + deform = new Array(); + constructor(data, bone) { + if (!data) + throw new Error("data cannot be null."); + if (!bone) + throw new Error("bone cannot be null."); + this.data = data; + this.bone = bone; + this.color = new Color(); + this.darkColor = !data.darkColor ? null : new Color(); + this.setToSetupPose(); + } + /** The skeleton this slot belongs to. */ + getSkeleton() { + return this.bone.skeleton; + } + /** The current attachment for the slot, or null if the slot has no attachment. */ + getAttachment() { + return this.attachment; + } + /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. + * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the + * specified attachment. */ + setAttachment(attachment) { + if (this.attachment == attachment) + return; + if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment != this.attachment.timelineAttachment) { + this.deform.length = 0; + } + this.attachment = attachment; + this.sequenceIndex = -1; + } + /** Sets this slot to the setup pose. */ + setToSetupPose() { + this.color.setFromColor(this.data.color); + if (this.darkColor) + this.darkColor.setFromColor(this.data.darkColor); + if (!this.data.attachmentName) + this.attachment = null; + else { + this.attachment = null; + this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); + } + } +}; + +// spine-core/src/TransformConstraint.ts +var TransformConstraint = class { + /** The transform constraint's setup pose data. */ + data; + /** The bones that will be modified by this transform constraint. */ + bones; + /** The target bone whose world transform will be copied to the constrained bones. */ + target; + mixRotate = 0; + mixX = 0; + mixY = 0; + mixScaleX = 0; + mixScaleY = 0; + mixShearY = 0; + temp = new Vector2(); + active = false; + constructor(data, skeleton) { + if (!data) + throw new Error("data cannot be null."); + if (!skeleton) + throw new Error("skeleton cannot be null."); + this.data = data; + this.bones = new Array(); + for (let i = 0; i < data.bones.length; i++) { + let bone = skeleton.findBone(data.bones[i].name); + if (!bone) + throw new Error(`Couldn't find bone ${data.bones[i].name}.`); + this.bones.push(bone); + } + let target = skeleton.findBone(data.target.name); + if (!target) + throw new Error(`Couldn't find target bone ${data.target.name}.`); + this.target = target; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + this.mixScaleX = data.mixScaleX; + this.mixScaleY = data.mixScaleY; + this.mixShearY = data.mixShearY; + } + isActive() { + return this.active; + } + setToSetupPose() { + const data = this.data; + this.mixRotate = data.mixRotate; + this.mixX = data.mixX; + this.mixY = data.mixY; + this.mixScaleX = data.mixScaleX; + this.mixScaleY = data.mixScaleY; + this.mixShearY = data.mixShearY; + } + update(physics) { + if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) + return; + if (this.data.local) { + if (this.data.relative) + this.applyRelativeLocal(); + else + this.applyAbsoluteLocal(); + } else { + if (this.data.relative) + this.applyRelativeWorld(); + else + this.applyAbsoluteWorld(); + } + } + applyAbsoluteWorld() { + let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; + let translate = mixX != 0 || mixY != 0; + let target = this.target; + let ta = target.a, tb = target.b, tc = target.c, td = target.d; + let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; + let offsetRotation = this.data.offsetRotation * degRadReflect; + let offsetShearY = this.data.offsetShearY * degRadReflect; + let bones = this.bones; + for (let i = 0, n = bones.length; i < n; i++) { + let bone = bones[i]; + if (mixRotate != 0) { + let a = bone.a, b = bone.b, c = bone.c, d = bone.d; + let r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; + if (r > MathUtils.PI) + r -= MathUtils.PI2; + else if (r < -MathUtils.PI) + r += MathUtils.PI2; + r *= mixRotate; + let cos = Math.cos(r), sin = Math.sin(r); + bone.a = cos * a - sin * c; + bone.b = cos * b - sin * d; + bone.c = sin * a + cos * c; + bone.d = sin * b + cos * d; + } + if (translate) { + let temp = this.temp; + target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); + bone.worldX += (temp.x - bone.worldX) * mixX; + bone.worldY += (temp.y - bone.worldY) * mixY; + } + if (mixScaleX != 0) { + let s = Math.sqrt(bone.a * bone.a + bone.c * bone.c); + if (s != 0) + s = (s + (Math.sqrt(ta * ta + tc * tc) - s + this.data.offsetScaleX) * mixScaleX) / s; + bone.a *= s; + bone.c *= s; + } + if (mixScaleY != 0) { + let s = Math.sqrt(bone.b * bone.b + bone.d * bone.d); + if (s != 0) + s = (s + (Math.sqrt(tb * tb + td * td) - s + this.data.offsetScaleY) * mixScaleY) / s; + bone.b *= s; + bone.d *= s; + } + if (mixShearY > 0) { + let b = bone.b, d = bone.d; + let by = Math.atan2(d, b); + let r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a)); + if (r > MathUtils.PI) + r -= MathUtils.PI2; + else if (r < -MathUtils.PI) + r += MathUtils.PI2; + r = by + (r + offsetShearY) * mixShearY; + let s = Math.sqrt(b * b + d * d); + bone.b = Math.cos(r) * s; + bone.d = Math.sin(r) * s; + } + bone.updateAppliedTransform(); + } + } + applyRelativeWorld() { + let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; + let translate = mixX != 0 || mixY != 0; + let target = this.target; + let ta = target.a, tb = target.b, tc = target.c, td = target.d; + let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; + let offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; + let bones = this.bones; + for (let i = 0, n = bones.length; i < n; i++) { + let bone = bones[i]; + if (mixRotate != 0) { + let a = bone.a, b = bone.b, c = bone.c, d = bone.d; + let r = Math.atan2(tc, ta) + offsetRotation; + if (r > MathUtils.PI) + r -= MathUtils.PI2; + else if (r < -MathUtils.PI) + r += MathUtils.PI2; + r *= mixRotate; + let cos = Math.cos(r), sin = Math.sin(r); + bone.a = cos * a - sin * c; + bone.b = cos * b - sin * d; + bone.c = sin * a + cos * c; + bone.d = sin * b + cos * d; + } + if (translate) { + let temp = this.temp; + target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); + bone.worldX += temp.x * mixX; + bone.worldY += temp.y * mixY; + } + if (mixScaleX != 0) { + let s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * mixScaleX + 1; + bone.a *= s; + bone.c *= s; + } + if (mixScaleY != 0) { + let s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * mixScaleY + 1; + bone.b *= s; + bone.d *= s; + } + if (mixShearY > 0) { + let r = Math.atan2(td, tb) - Math.atan2(tc, ta); + if (r > MathUtils.PI) + r -= MathUtils.PI2; + else if (r < -MathUtils.PI) + r += MathUtils.PI2; + let b = bone.b, d = bone.d; + r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY; + let s = Math.sqrt(b * b + d * d); + bone.b = Math.cos(r) * s; + bone.d = Math.sin(r) * s; + } + bone.updateAppliedTransform(); + } + } + applyAbsoluteLocal() { + let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; + let target = this.target; + let bones = this.bones; + for (let i = 0, n = bones.length; i < n; i++) { + let bone = bones[i]; + let rotation = bone.arotation; + if (mixRotate != 0) + rotation += (target.arotation - rotation + this.data.offsetRotation) * mixRotate; + let x = bone.ax, y = bone.ay; + x += (target.ax - x + this.data.offsetX) * mixX; + y += (target.ay - y + this.data.offsetY) * mixY; + let scaleX = bone.ascaleX, scaleY = bone.ascaleY; + if (mixScaleX != 0 && scaleX != 0) + scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * mixScaleX) / scaleX; + if (mixScaleY != 0 && scaleY != 0) + scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * mixScaleY) / scaleY; + let shearY = bone.ashearY; + if (mixShearY != 0) + shearY += (target.ashearY - shearY + this.data.offsetShearY) * mixShearY; + bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); + } + } + applyRelativeLocal() { + let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; + let target = this.target; + let bones = this.bones; + for (let i = 0, n = bones.length; i < n; i++) { + let bone = bones[i]; + let rotation = bone.arotation + (target.arotation + this.data.offsetRotation) * mixRotate; + let x = bone.ax + (target.ax + this.data.offsetX) * mixX; + let y = bone.ay + (target.ay + this.data.offsetY) * mixY; + let scaleX = bone.ascaleX * ((target.ascaleX - 1 + this.data.offsetScaleX) * mixScaleX + 1); + let scaleY = bone.ascaleY * ((target.ascaleY - 1 + this.data.offsetScaleY) * mixScaleY + 1); + let shearY = bone.ashearY + (target.ashearY + this.data.offsetShearY) * mixShearY; + bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); + } + } +}; + +// spine-core/src/Skeleton.ts +var _Skeleton = class { + /** The skeleton's setup pose data. */ + data; + /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ + bones; + /** The skeleton's slots in the setup pose draw order. */ + slots; + /** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */ + drawOrder; + /** The skeleton's IK constraints. */ + ikConstraints; + /** The skeleton's transform constraints. */ + transformConstraints; + /** The skeleton's path constraints. */ + pathConstraints; + /** The skeleton's physics constraints. */ + physicsConstraints; + /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */ + _updateCache = new Array(); + /** The skeleton's current skin. May be null. */ + skin = null; + /** The color to tint all the skeleton's attachments. */ + color; + /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale + * inheritance. */ + scaleX = 1; + /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale + * inheritance. */ + _scaleY = 1; + get scaleY() { + return _Skeleton.yDown ? -this._scaleY : this._scaleY; + } + set scaleY(scaleY) { + this._scaleY = scaleY; + } + /** Sets the skeleton X position, which is added to the root bone worldX position. */ + x = 0; + /** Sets the skeleton Y position, which is added to the root bone worldY position. */ + y = 0; + /** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}. + *
+ * See {@link #update(float)}. */
+ time = 0;
+ constructor(data) {
+ if (!data)
+ throw new Error("data cannot be null.");
+ this.data = data;
+ this.bones = new Array();
+ for (let i = 0; i < data.bones.length; i++) {
+ let boneData = data.bones[i];
+ let bone;
+ if (!boneData.parent)
+ bone = new Bone(boneData, this, null);
+ else {
+ let parent = this.bones[boneData.parent.index];
+ bone = new Bone(boneData, this, parent);
+ parent.children.push(bone);
+ }
+ this.bones.push(bone);
+ }
+ this.slots = new Array();
+ this.drawOrder = new Array();
+ for (let i = 0; i < data.slots.length; i++) {
+ let slotData = data.slots[i];
+ let bone = this.bones[slotData.boneData.index];
+ let slot = new Slot(slotData, bone);
+ this.slots.push(slot);
+ this.drawOrder.push(slot);
+ }
+ this.ikConstraints = new Array();
+ for (let i = 0; i < data.ikConstraints.length; i++) {
+ let ikConstraintData = data.ikConstraints[i];
+ this.ikConstraints.push(new IkConstraint(ikConstraintData, this));
+ }
+ this.transformConstraints = new Array();
+ for (let i = 0; i < data.transformConstraints.length; i++) {
+ let transformConstraintData = data.transformConstraints[i];
+ this.transformConstraints.push(new TransformConstraint(transformConstraintData, this));
+ }
+ this.pathConstraints = new Array();
+ for (let i = 0; i < data.pathConstraints.length; i++) {
+ let pathConstraintData = data.pathConstraints[i];
+ this.pathConstraints.push(new PathConstraint(pathConstraintData, this));
+ }
+ this.physicsConstraints = new Array();
+ for (let i = 0; i < data.physicsConstraints.length; i++) {
+ let physicsConstraintData = data.physicsConstraints[i];
+ this.physicsConstraints.push(new PhysicsConstraint(physicsConstraintData, this));
+ }
+ this.color = new Color(1, 1, 1, 1);
+ this.updateCache();
+ }
+ /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
+ * constraints, or weighted path attachments are added or removed. */
+ updateCache() {
+ let updateCache = this._updateCache;
+ updateCache.length = 0;
+ let bones = this.bones;
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ bone.sorted = bone.data.skinRequired;
+ bone.active = !bone.sorted;
+ }
+ if (this.skin) {
+ let skinBones = this.skin.bones;
+ for (let i = 0, n = this.skin.bones.length; i < n; i++) {
+ let bone = this.bones[skinBones[i].index];
+ do {
+ bone.sorted = false;
+ bone.active = true;
+ bone = bone.parent;
+ } while (bone);
+ }
+ }
+ let ikConstraints = this.ikConstraints;
+ let transformConstraints = this.transformConstraints;
+ let pathConstraints = this.pathConstraints;
+ let physicsConstraints = this.physicsConstraints;
+ let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length, physicsCount = this.physicsConstraints.length;
+ let constraintCount = ikCount + transformCount + pathCount + physicsCount;
+ outer:
+ for (let i = 0; i < constraintCount; i++) {
+ for (let ii = 0; ii < ikCount; ii++) {
+ let constraint = ikConstraints[ii];
+ if (constraint.data.order == i) {
+ this.sortIkConstraint(constraint);
+ continue outer;
+ }
+ }
+ for (let ii = 0; ii < transformCount; ii++) {
+ let constraint = transformConstraints[ii];
+ if (constraint.data.order == i) {
+ this.sortTransformConstraint(constraint);
+ continue outer;
+ }
+ }
+ for (let ii = 0; ii < pathCount; ii++) {
+ let constraint = pathConstraints[ii];
+ if (constraint.data.order == i) {
+ this.sortPathConstraint(constraint);
+ continue outer;
+ }
+ }
+ for (let ii = 0; ii < physicsCount; ii++) {
+ const constraint = physicsConstraints[ii];
+ if (constraint.data.order == i) {
+ this.sortPhysicsConstraint(constraint);
+ continue outer;
+ }
+ }
+ }
+ for (let i = 0, n = bones.length; i < n; i++)
+ this.sortBone(bones[i]);
+ }
+ sortIkConstraint(constraint) {
+ constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true));
+ if (!constraint.active)
+ return;
+ let target = constraint.target;
+ this.sortBone(target);
+ let constrained = constraint.bones;
+ let parent = constrained[0];
+ this.sortBone(parent);
+ if (constrained.length == 1) {
+ this._updateCache.push(constraint);
+ this.sortReset(parent.children);
+ } else {
+ let child = constrained[constrained.length - 1];
+ this.sortBone(child);
+ this._updateCache.push(constraint);
+ this.sortReset(parent.children);
+ child.sorted = true;
+ }
+ }
+ sortPathConstraint(constraint) {
+ constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true));
+ if (!constraint.active)
+ return;
+ let slot = constraint.target;
+ let slotIndex = slot.data.index;
+ let slotBone = slot.bone;
+ if (this.skin)
+ this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
+ if (this.data.defaultSkin && this.data.defaultSkin != this.skin)
+ this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
+ for (let i = 0, n = this.data.skins.length; i < n; i++)
+ this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
+ let attachment = slot.getAttachment();
+ if (attachment instanceof PathAttachment)
+ this.sortPathConstraintAttachmentWith(attachment, slotBone);
+ let constrained = constraint.bones;
+ let boneCount = constrained.length;
+ for (let i = 0; i < boneCount; i++)
+ this.sortBone(constrained[i]);
+ this._updateCache.push(constraint);
+ for (let i = 0; i < boneCount; i++)
+ this.sortReset(constrained[i].children);
+ for (let i = 0; i < boneCount; i++)
+ constrained[i].sorted = true;
+ }
+ sortTransformConstraint(constraint) {
+ constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true));
+ if (!constraint.active)
+ return;
+ this.sortBone(constraint.target);
+ let constrained = constraint.bones;
+ let boneCount = constrained.length;
+ if (constraint.data.local) {
+ for (let i = 0; i < boneCount; i++) {
+ let child = constrained[i];
+ this.sortBone(child.parent);
+ this.sortBone(child);
+ }
+ } else {
+ for (let i = 0; i < boneCount; i++) {
+ this.sortBone(constrained[i]);
+ }
+ }
+ this._updateCache.push(constraint);
+ for (let i = 0; i < boneCount; i++)
+ this.sortReset(constrained[i].children);
+ for (let i = 0; i < boneCount; i++)
+ constrained[i].sorted = true;
+ }
+ sortPathConstraintAttachment(skin, slotIndex, slotBone) {
+ let attachments = skin.attachments[slotIndex];
+ if (!attachments)
+ return;
+ for (let key in attachments) {
+ this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
+ }
+ }
+ sortPathConstraintAttachmentWith(attachment, slotBone) {
+ if (!(attachment instanceof PathAttachment))
+ return;
+ let pathBones = attachment.bones;
+ if (!pathBones)
+ this.sortBone(slotBone);
+ else {
+ let bones = this.bones;
+ for (let i = 0, n = pathBones.length; i < n; ) {
+ let nn = pathBones[i++];
+ nn += i;
+ while (i < nn)
+ this.sortBone(bones[pathBones[i++]]);
+ }
+ }
+ }
+ sortPhysicsConstraint(constraint) {
+ const bone = constraint.bone;
+ constraint.active = bone.active && (!constraint.data.skinRequired || this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true));
+ if (!constraint.active)
+ return;
+ this.sortBone(bone);
+ this._updateCache.push(constraint);
+ this.sortReset(bone.children);
+ bone.sorted = true;
+ }
+ sortBone(bone) {
+ if (!bone)
+ return;
+ if (bone.sorted)
+ return;
+ let parent = bone.parent;
+ if (parent)
+ this.sortBone(parent);
+ bone.sorted = true;
+ this._updateCache.push(bone);
+ }
+ sortReset(bones) {
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ if (!bone.active)
+ continue;
+ if (bone.sorted)
+ this.sortReset(bone.children);
+ bone.sorted = false;
+ }
+ }
+ /** Updates the world transform for each bone and applies all constraints.
+ *
+ * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
+ * Runtimes Guide. */
+ updateWorldTransform(physics) {
+ if (physics === void 0 || physics === null)
+ throw new Error("physics is undefined");
+ let bones = this.bones;
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ bone.ax = bone.x;
+ bone.ay = bone.y;
+ bone.arotation = bone.rotation;
+ bone.ascaleX = bone.scaleX;
+ bone.ascaleY = bone.scaleY;
+ bone.ashearX = bone.shearX;
+ bone.ashearY = bone.shearY;
+ }
+ let updateCache = this._updateCache;
+ for (let i = 0, n = updateCache.length; i < n; i++)
+ updateCache[i].update(physics);
+ }
+ updateWorldTransformWith(physics, parent) {
+ if (!parent)
+ throw new Error("parent cannot be null.");
+ let bones = this.bones;
+ for (let i = 1, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ bone.ax = bone.x;
+ bone.ay = bone.y;
+ bone.arotation = bone.rotation;
+ bone.ascaleX = bone.scaleX;
+ bone.ascaleY = bone.scaleY;
+ bone.ashearX = bone.shearX;
+ bone.ashearY = bone.shearY;
+ }
+ let rootBone = this.getRootBone();
+ if (!rootBone)
+ throw new Error("Root bone must not be null.");
+ let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+ rootBone.worldX = pa * this.x + pb * this.y + parent.worldX;
+ rootBone.worldY = pc * this.x + pd * this.y + parent.worldY;
+ const rx = (rootBone.rotation + rootBone.shearX) * MathUtils.degRad;
+ const ry = (rootBone.rotation + 90 + rootBone.shearY) * MathUtils.degRad;
+ const la = Math.cos(rx) * rootBone.scaleX;
+ const lb = Math.cos(ry) * rootBone.scaleY;
+ const lc = Math.sin(rx) * rootBone.scaleX;
+ const ld = Math.sin(ry) * rootBone.scaleY;
+ rootBone.a = (pa * la + pb * lc) * this.scaleX;
+ rootBone.b = (pa * lb + pb * ld) * this.scaleX;
+ rootBone.c = (pc * la + pd * lc) * this.scaleY;
+ rootBone.d = (pc * lb + pd * ld) * this.scaleY;
+ let updateCache = this._updateCache;
+ for (let i = 0, n = updateCache.length; i < n; i++) {
+ let updatable = updateCache[i];
+ if (updatable != rootBone)
+ updatable.update(physics);
+ }
+ }
+ /** Sets the bones, constraints, and slots to their setup pose values. */
+ setToSetupPose() {
+ this.setBonesToSetupPose();
+ this.setSlotsToSetupPose();
+ }
+ /** Sets the bones and constraints to their setup pose values. */
+ setBonesToSetupPose() {
+ for (const bone of this.bones)
+ bone.setToSetupPose();
+ for (const constraint of this.ikConstraints)
+ constraint.setToSetupPose();
+ for (const constraint of this.transformConstraints)
+ constraint.setToSetupPose();
+ for (const constraint of this.pathConstraints)
+ constraint.setToSetupPose();
+ for (const constraint of this.physicsConstraints)
+ constraint.setToSetupPose();
+ }
+ /** Sets the slots and draw order to their setup pose values. */
+ setSlotsToSetupPose() {
+ let slots = this.slots;
+ Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
+ for (let i = 0, n = slots.length; i < n; i++)
+ slots[i].setToSetupPose();
+ }
+ /** @returns May return null. */
+ getRootBone() {
+ if (this.bones.length == 0)
+ return null;
+ return this.bones[0];
+ }
+ /** @returns May be null. */
+ findBone(boneName) {
+ if (!boneName)
+ throw new Error("boneName cannot be null.");
+ let bones = this.bones;
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ if (bone.data.name == boneName)
+ return bone;
+ }
+ return null;
+ }
+ /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
+ * repeatedly.
+ * @returns May be null. */
+ findSlot(slotName) {
+ if (!slotName)
+ throw new Error("slotName cannot be null.");
+ let slots = this.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ if (slot.data.name == slotName)
+ return slot;
+ }
+ return null;
+ }
+ /** Sets a skin by name.
+ *
+ * See {@link #setSkin()}. */
+ setSkinByName(skinName) {
+ let skin = this.data.findSkin(skinName);
+ if (!skin)
+ throw new Error("Skin not found: " + skinName);
+ this.setSkin(skin);
+ }
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the
+ * skin is changed, {@link #updateCache()} is called.
+ *
+ * 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.
+ *
+ * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
+ * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
+ * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
+ * @param newSkin May be null. */
+ setSkin(newSkin) {
+ if (newSkin == this.skin)
+ return;
+ if (newSkin) {
+ if (this.skin)
+ newSkin.attachAll(this, this.skin);
+ else {
+ let slots = this.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ let name = slot.data.attachmentName;
+ if (name) {
+ let attachment = newSkin.getAttachment(i, name);
+ if (attachment)
+ slot.setAttachment(attachment);
+ }
+ }
+ }
+ }
+ this.skin = newSkin;
+ this.updateCache();
+ }
+ /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment
+ * name.
+ *
+ * See {@link #getAttachment()}.
+ * @returns May be null. */
+ getAttachmentByName(slotName, attachmentName) {
+ let slot = this.data.findSlot(slotName);
+ if (!slot)
+ throw new Error(`Can't find slot with name ${slotName}`);
+ return this.getAttachment(slot.index, attachmentName);
+ }
+ /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and
+ * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
+ *
+ * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
+ * @returns May be null. */
+ getAttachment(slotIndex, attachmentName) {
+ if (!attachmentName)
+ throw new Error("attachmentName cannot be null.");
+ if (this.skin) {
+ let attachment = this.skin.getAttachment(slotIndex, attachmentName);
+ if (attachment)
+ return attachment;
+ }
+ if (this.data.defaultSkin)
+ return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
+ return null;
+ }
+ /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
+ * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
+ * @param attachmentName May be null to clear the slot's attachment. */
+ setAttachment(slotName, attachmentName) {
+ if (!slotName)
+ throw new Error("slotName cannot be null.");
+ let slots = this.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ if (slot.data.name == slotName) {
+ let attachment = null;
+ if (attachmentName) {
+ attachment = this.getAttachment(i, attachmentName);
+ if (!attachment)
+ throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
+ }
+ slot.setAttachment(attachment);
+ return;
+ }
+ }
+ throw new Error("Slot not found: " + slotName);
+ }
+ /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
+ * than to call it repeatedly.
+ * @return May be null. */
+ findIkConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ return this.ikConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
+ }
+ /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
+ * this method than to call it repeatedly.
+ * @return May be null. */
+ findTransformConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ return this.transformConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
+ }
+ /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
+ * than to call it repeatedly.
+ * @return May be null. */
+ findPathConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ return this.pathConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
+ }
+ /** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this
+ * method than to call it repeatedly. */
+ findPhysicsConstraint(constraintName) {
+ if (constraintName == null)
+ throw new Error("constraintName cannot be null.");
+ return this.physicsConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
+ }
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`.
+ * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */
+ getBoundsRect(clipper) {
+ let offset = new Vector2();
+ let size = new Vector2();
+ this.getBounds(offset, size, void 0, clipper);
+ return { x: offset.x, y: offset.y, width: size.x, height: size.y };
+ }
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
+ * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
+ * @param size An output value, the width and height of the AABB.
+ * @param temp Working memory to temporarily store attachments' computed world vertices.
+ * @param clipper {@link SkeletonClipping} to use. If \n\t * See {@link AnimationState#apply(Skeleton)}. */\n\twasApplied () {\n\t\treturn this.nextTrackLast != -1;\n\t}\n\n\t/** Returns true if there is a {@link #getNext()} track entry and it will become the current track entry during the next\n\t * {@link AnimationState#update(float)}. */\n\tisNextReady () {\n\t\treturn this.next != null && this.nextTrackLast - this.next.delay >= 0;\n\t}\n}\n\nexport class EventQueue {\n\tobjects: Array \n\t * See World transforms in the Spine\n\t * Runtimes Guide.\n\t * @param worldVertices The output world vertices. Must have a length >= \n\t * After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and\n\t * {@link #update(Physics)} will need to be called on any child bones, recursively. */\n\trotateWorld (degrees: number) {\n\t\tdegrees *= MathUtils.degRad;\n\t\tconst sin = Math.sin(degrees), cos = Math.cos(degrees);\n\t\tconst ra = this.a, rb = this.b;\n\t\tthis.a = cos * ra - sin * this.c;\n\t\tthis.b = cos * rb - sin * this.d;\n\t\tthis.c = sin * ra + cos * this.c;\n\t\tthis.d = sin * rb + cos * this.d;\n\t}\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\n/** The base class for all constraint datas. */\nexport abstract class ConstraintData {\n\tconstructor (public name: string, public order: number, public skinRequired: boolean) { }\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Texture } from \"./Texture.js\";\nimport { TextureAtlas } from \"./TextureAtlas.js\";\nimport { Disposable, StringMap } from \"./Utils.js\";\n\nexport class AssetManagerBase implements Disposable {\n\tprivate pathPrefix: string = \"\";\n\tprivate textureLoader: (image: HTMLImageElement | ImageBitmap) => Texture;\n\tprivate downloader: Downloader;\n\tprivate assets: StringMap \n * See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */\nexport class IkConstraintData extends ConstraintData {\n\t/** The bones that are constrained by this IK constraint. */\n\tbones = new Array \n * See Physics constraints in the Spine User Guide. */\nexport class PhysicsConstraint implements Updatable {\n\treadonly data: PhysicsConstraintData;\n\tprivate _bone: Bone | null = null;\n\t/** The bone constrained by this physics constraint. */\n\tpublic set bone (bone: Bone) { this._bone = bone; }\n\tpublic get bone () {\n\t\tif (!this._bone) throw new Error(\"Bone not set.\")\n\t\telse return this._bone;\n\t}\n\tinertia = 0;\n\tstrength = 0;\n\tdamping = 0;\n\tmassInverse = 0;\n\twind = 0;\n\tgravity = 0;\n\tmix = 0;\n\n\t_reset = true;\n\tux = 0;\n\tuy = 0;\n\tcx = 0;\n\tcy = 0;\n\ttx = 0;\n\tty = 0;\n\txOffset = 0;\n\txVelocity = 0;\n\tyOffset = 0;\n\tyVelocity = 0;\n\trotateOffset = 0;\n\trotateVelocity = 0;\n\tscaleOffset = 0\n\tscaleVelocity = 0;\n\n\tactive = false;\n\n\treadonly skeleton: Skeleton;\n\tremaining = 0;\n\tlastTime = 0;\n\n\tconstructor (data: PhysicsConstraintData, skeleton: Skeleton) {\n\t\tthis.data = data;\n\t\tthis.skeleton = skeleton;\n\n\t\tthis.bone = skeleton.bones[data.bone.index];\n\n\t\tthis.inertia = data.inertia;\n\t\tthis.strength = data.strength;\n\t\tthis.damping = data.damping;\n\t\tthis.massInverse = data.massInverse;\n\t\tthis.wind = data.wind;\n\t\tthis.gravity = data.gravity;\n\t\tthis.mix = data.mix;\n\t}\n\n\treset () {\n\t\tthis.remaining = 0;\n\t\tthis.lastTime = this.skeleton.time;\n\t\tthis._reset = true;\n\t\tthis.xOffset = 0;\n\t\tthis.xVelocity = 0;\n\t\tthis.yOffset = 0;\n\t\tthis.yVelocity = 0;\n\t\tthis.rotateOffset = 0;\n\t\tthis.rotateVelocity = 0;\n\t\tthis.scaleOffset = 0;\n\t\tthis.scaleVelocity = 0;\n\t}\n\n\tsetToSetupPose () {\n\t\tconst data = this.data;\n\t\tthis.inertia = data.inertia;\n\t\tthis.strength = data.strength;\n\t\tthis.damping = data.damping;\n\t\tthis.massInverse = data.massInverse;\n\t\tthis.wind = data.wind;\n\t\tthis.gravity = data.gravity;\n\t\tthis.mix = data.mix;\n\t}\n\n\tisActive () {\n\t\treturn this.active;\n\t}\n\n\t/** Applies the constraint to the constrained bones. */\n\tupdate (physics: Physics) {\n\t\tconst mix = this.mix;\n\t\tif (mix == 0) return;\n\n\t\tconst x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0;\n\t\tconst bone = this.bone;\n\t\tconst l = bone.data.length;\n\n\t\tswitch (physics) {\n\t\t\tcase Physics.none:\n\t\t\t\treturn;\n\t\t\tcase Physics.reset:\n\t\t\t\tthis.reset();\n\t\t\t// Fall through.\n\t\t\tcase Physics.update:\n\t\t\t\tconst skeleton = this.skeleton;\n\t\t\t\tconst delta = Math.max(this.skeleton.time - this.lastTime, 0);\n\t\t\t\tthis.remaining += delta;\n\t\t\t\tthis.lastTime = skeleton.time;\n\n\t\t\t\tconst bx = bone.worldX, by = bone.worldY;\n\t\t\t\tif (this._reset) {\n\t\t\t\t\tthis._reset = false;\n\t\t\t\t\tthis.ux = bx;\n\t\t\t\t\tthis.uy = by;\n\t\t\t\t} else {\n\t\t\t\t\tlet a = this.remaining, i = this.inertia, t = this.data.step, f = this.skeleton.data.referenceScale, d = -1;\n\t\t\t\t\tlet qx = this.data.limit * delta, qy = qx * Math.abs(skeleton.scaleY);\n\t\t\t\t\tqx *= Math.abs(skeleton.scaleX);\n\t\t\t\t\tif (x || y) {\n\t\t\t\t\t\tif (x) {\n\t\t\t\t\t\t\tconst u = (this.ux - bx) * i;\n\t\t\t\t\t\t\tthis.xOffset += u > qx ? qx : u < -qx ? -qx : u;\n\t\t\t\t\t\t\tthis.ux = bx;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (y) {\n\t\t\t\t\t\t\tconst u = (this.uy - by) * i;\n\t\t\t\t\t\t\tthis.yOffset += u > qy ? qy : u < -qy ? -qy : u;\n\t\t\t\t\t\t\tthis.uy = by;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (a >= t) {\n\t\t\t\t\t\t\td = Math.pow(this.damping, 60 * t);\n\t\t\t\t\t\t\tconst m = this.massInverse * t, e = this.strength, w = this.wind * f * skeleton.scaleX, g = this.gravity * f * skeleton.scaleY;\n\t\t\t\t\t\t\tdo {\n\t\t\t\t\t\t\t\tif (x) {\n\t\t\t\t\t\t\t\t\tthis.xVelocity += (w - this.xOffset * e) * m;\n\t\t\t\t\t\t\t\t\tthis.xOffset += this.xVelocity * t;\n\t\t\t\t\t\t\t\t\tthis.xVelocity *= d;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (y) {\n\t\t\t\t\t\t\t\t\tthis.yVelocity -= (g + this.yOffset * e) * m;\n\t\t\t\t\t\t\t\t\tthis.yOffset += this.yVelocity * t;\n\t\t\t\t\t\t\t\t\tthis.yVelocity *= d;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\ta -= t;\n\t\t\t\t\t\t\t} while (a >= t);\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (x) bone.worldX += this.xOffset * mix * this.data.x;\n\t\t\t\t\t\tif (y) bone.worldY += this.yOffset * mix * this.data.y;\n\t\t\t\t\t}\n\t\t\t\t\tif (rotateOrShearX || scaleX) {\n\t\t\t\t\t\tlet ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0;\n\t\t\t\t\t\tlet dx = this.cx - bone.worldX, dy = this.cy - bone.worldY;\n\t\t\t\t\t\tif (dx > qx)\n\t\t\t\t\t\t\tdx = qx;\n\t\t\t\t\t\telse if (dx < -qx) //\n\t\t\t\t\t\t\tdx = -qx;\n\t\t\t\t\t\tif (dy > qy)\n\t\t\t\t\t\t\tdy = qy;\n\t\t\t\t\t\telse if (dy < -qy) //\n\t\t\t\t\t\t\tdy = -qy;\n\t\t\t\t\t\tif (rotateOrShearX) {\n\t\t\t\t\t\t\tmr = (this.data.rotate + this.data.shearX) * mix;\n\t\t\t\t\t\t\tlet r = Math.atan2(dy + this.ty, dx + this.tx) - ca - this.rotateOffset * mr;\n\t\t\t\t\t\t\tthis.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i;\n\t\t\t\t\t\t\tr = this.rotateOffset * mr + ca;\n\t\t\t\t\t\t\tc = Math.cos(r);\n\t\t\t\t\t\t\ts = Math.sin(r);\n\t\t\t\t\t\t\tif (scaleX) {\n\t\t\t\t\t\t\t\tr = l * bone.getWorldScaleX();\n\t\t\t\t\t\t\t\tif (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tc = Math.cos(ca);\n\t\t\t\t\t\t\ts = Math.sin(ca);\n\t\t\t\t\t\t\tconst r = l * bone.getWorldScaleX();\n\t\t\t\t\t\t\tif (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;\n\t\t\t\t\t\t}\n\t\t\t\t\t\ta = this.remaining;\n\t\t\t\t\t\tif (a >= t) {\n\t\t\t\t\t\t\tif (d == -1) d = Math.pow(this.damping, 60 * t);\n\t\t\t\t\t\t\tconst m = this.massInverse * t, e = this.strength, w = this.wind, g = (Skeleton.yDown ? -this.gravity : this.gravity), h = l / f;\n\t\t\t\t\t\t\twhile (true) {\n\t\t\t\t\t\t\t\ta -= t;\n\t\t\t\t\t\t\t\tif (scaleX) {\n\t\t\t\t\t\t\t\t\tthis.scaleVelocity += (w * c - g * s - this.scaleOffset * e) * m;\n\t\t\t\t\t\t\t\t\tthis.scaleOffset += this.scaleVelocity * t;\n\t\t\t\t\t\t\t\t\tthis.scaleVelocity *= d;\n\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\tif (rotateOrShearX) {\n\t\t\t\t\t\t\t\t\tthis.rotateVelocity -= ((w * s + g * c) * h + this.rotateOffset * e) * m;\n\t\t\t\t\t\t\t\t\tthis.rotateOffset += this.rotateVelocity * t;\n\t\t\t\t\t\t\t\t\tthis.rotateVelocity *= d;\n\t\t\t\t\t\t\t\t\tif (a < t) break;\n\t\t\t\t\t\t\t\t\tconst r = this.rotateOffset * mr + ca;\n\t\t\t\t\t\t\t\t\tc = Math.cos(r);\n\t\t\t\t\t\t\t\t\ts = Math.sin(r);\n\t\t\t\t\t\t\t\t} else if (a < t) //\n\t\t\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\tthis.remaining = a;\n\t\t\t\t}\n\t\t\t\tthis.cx = bone.worldX;\n\t\t\t\tthis.cy = bone.worldY;\n\t\t\t\tbreak;\n\t\t\tcase Physics.pose:\n\t\t\t\tif (x) bone.worldX += this.xOffset * mix * this.data.x;\n\t\t\t\tif (y) bone.worldY += this.yOffset * mix * this.data.y;\n\t\t}\n\n\t\tif (rotateOrShearX) {\n\t\t\tlet o = this.rotateOffset * mix, s = 0, c = 0, a = 0;\n\t\t\tif (this.data.shearX > 0) {\n\t\t\t\tlet r = 0;\n\t\t\t\tif (this.data.rotate > 0) {\n\t\t\t\t\tr = o * this.data.rotate;\n\t\t\t\t\ts = Math.sin(r);\n\t\t\t\t\tc = Math.cos(r);\n\t\t\t\t\ta = bone.b;\n\t\t\t\t\tbone.b = c * a - s * bone.d;\n\t\t\t\t\tbone.d = s * a + c * bone.d;\n\t\t\t\t}\n\t\t\t\tr += o * this.data.shearX;\n\t\t\t\ts = Math.sin(r);\n\t\t\t\tc = Math.cos(r);\n\t\t\t\ta = bone.a;\n\t\t\t\tbone.a = c * a - s * bone.c;\n\t\t\t\tbone.c = s * a + c * bone.c;\n\t\t\t} else {\n\t\t\t\to *= this.data.rotate;\n\t\t\t\ts = Math.sin(o);\n\t\t\t\tc = Math.cos(o);\n\t\t\t\ta = bone.a;\n\t\t\t\tbone.a = c * a - s * bone.c;\n\t\t\t\tbone.c = s * a + c * bone.c;\n\t\t\t\ta = bone.b;\n\t\t\t\tbone.b = c * a - s * bone.d;\n\t\t\t\tbone.d = s * a + c * bone.d;\n\t\t\t}\n\t\t}\n\t\tif (scaleX) {\n\t\t\tconst s = 1 + this.scaleOffset * mix * this.data.scaleX;\n\t\t\tbone.a *= s;\n\t\t\tbone.c *= s;\n\t\t}\n\t\tif (physics != Physics.pose) {\n\t\t\tthis.tx = l * bone.a;\n\t\t\tthis.ty = l * bone.c;\n\t\t}\n\t\tbone.updateAppliedTransform();\n\t}\n\n\t/** Translates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone moved an additional\n\t * amount in world space. */\n\ttranslate (x: number, y: number) {\n\t\tthis.ux -= x;\n\t\tthis.uy -= y;\n\t\tthis.cx -= x;\n\t\tthis.cy -= y;\n\t}\n\n\t/** Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the\n\t * specified point in world space. */\n\trotate (x: number, y: number, degrees: number) {\n\t\tconst r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);\n\t\tconst dx = this.cx - x, dy = this.cy - y;\n\t\tthis.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);\n\t}\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Attachment, VertexAttachment } from \"./attachments/Attachment.js\";\nimport { Bone } from \"./Bone.js\";\nimport { Skeleton } from \"./Skeleton.js\";\nimport { SlotData } from \"./SlotData.js\";\nimport { Color } from \"./Utils.js\";\n\n/** Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store\n * state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared\n * across multiple skeletons. */\nexport class Slot {\n\t/** The slot's setup pose data. */\n\tdata: SlotData;\n\n\t/** The bone this slot belongs to. */\n\tbone: Bone;\n\n\t/** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two\n\t * color tinting. */\n\tcolor: Color;\n\n\t/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark\n\t * color's alpha is not used. */\n\tdarkColor: Color | null = null;\n\n\tattachment: Attachment | null = null;\n\n\tattachmentState: number = 0;\n\n\t/** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the\n\t * {@link Sequence#getSetupIndex()}. */\n\tsequenceIndex: number = -1;\n\n\t/** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a\n\t * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.\n\t *\n\t * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */\n\tdeform = new Array \n\t * See {@link #update(float)}. */\n\ttime = 0;\n\n\tconstructor (data: SkeletonData) {\n\t\tif (!data) throw new Error(\"data cannot be null.\");\n\t\tthis.data = data;\n\n\t\tthis.bones = new Array \n * See Physics constraints in the Spine User Guide. */\nexport class PhysicsConstraintData extends ConstraintData {\n\tprivate _bone: BoneData | null = null;\n\t/** The bone constrained by this physics constraint. */\n\tpublic set bone (boneData: BoneData) { this._bone = boneData; }\n\tpublic get bone () {\n\t\tif (!this._bone) throw new Error(\"BoneData not set.\")\n\t\telse return this._bone;\n\t}\n\n\tx = 0;\n\ty = 0;\n\trotate = 0;\n\tscaleX = 0;\n\tshearX = 0;\n\tlimit = 0;\n\tstep = 0;\n\tinertia = 0;\n\tstrength = 0;\n\tdamping = 0;\n\tmassInverse = 0;\n\twind = 0;\n\tgravity = 0;\n\t/** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */\n\tmix = 0;\n\tinertiaGlobal = false;\n\tstrengthGlobal = false;\n\tdampingGlobal = false;\n\tmassGlobal = false;\n\twindGlobal = false;\n\tgravityGlobal = false;\n\tmixGlobal = false;\n\n\tconstructor (name: string) {\n\t\tsuper(name, 0, false);\n\t}\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Animation } from \"./Animation\"\nimport { BoneData } from \"./BoneData.js\";\nimport { EventData } from \"./EventData.js\";\nimport { IkConstraintData } from \"./IkConstraintData.js\";\nimport { PathConstraintData } from \"./PathConstraintData.js\";\nimport { PhysicsConstraintData } from \"./PhysicsConstraintData.js\";\nimport { Skin } from \"./Skin.js\";\nimport { SlotData } from \"./SlotData.js\";\nimport { TransformConstraintData } from \"./TransformConstraintData.js\";\n\n/** Stores the setup pose and all of the stateless data for a skeleton.\n *\n * See [Data objects](http://esotericsoftware.com/spine-runtime-architecture#Data-objects) in the Spine Runtimes\n * Guide. */\nexport class SkeletonData {\n\n\t/** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */\n\tname: string | null = null;\n\n\t/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */\n\tbones = new Arraynull, no clipping is applied. */
+ getBounds(offset, size, temp = new Array(2), clipper = null) {
+ if (!offset)
+ throw new Error("offset cannot be null.");
+ if (!size)
+ throw new Error("size cannot be null.");
+ let drawOrder = this.drawOrder;
+ let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+ for (let i = 0, n = drawOrder.length; i < n; i++) {
+ let slot = drawOrder[i];
+ if (!slot.bone.active)
+ continue;
+ let verticesLength = 0;
+ let vertices = null;
+ let triangles = null;
+ let attachment = slot.getAttachment();
+ if (attachment instanceof RegionAttachment) {
+ verticesLength = 8;
+ vertices = Utils.setArraySize(temp, verticesLength, 0);
+ attachment.computeWorldVertices(slot, vertices, 0, 2);
+ triangles = _Skeleton.quadTriangles;
+ } else if (attachment instanceof MeshAttachment) {
+ let mesh = attachment;
+ verticesLength = mesh.worldVerticesLength;
+ vertices = Utils.setArraySize(temp, verticesLength, 0);
+ mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
+ triangles = mesh.triangles;
+ } else if (attachment instanceof ClippingAttachment && clipper != null) {
+ clipper.clipStart(slot, attachment);
+ continue;
+ }
+ if (vertices && triangles) {
+ if (clipper != null && clipper.isClipping()) {
+ clipper.clipTriangles(vertices, triangles, triangles.length);
+ vertices = clipper.clippedVertices;
+ verticesLength = clipper.clippedVertices.length;
+ }
+ for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) {
+ let x = vertices[ii], y = vertices[ii + 1];
+ minX = Math.min(minX, x);
+ minY = Math.min(minY, y);
+ maxX = Math.max(maxX, x);
+ maxY = Math.max(maxY, y);
+ }
+ }
+ if (clipper != null)
+ clipper.clipEndWithSlot(slot);
+ }
+ if (clipper != null)
+ clipper.clipEnd();
+ offset.set(minX, minY);
+ size.set(maxX - minX, maxY - minY);
+ }
+ /** Increments the skeleton's {@link #time}. */
+ update(delta) {
+ this.time += delta;
+ }
+ physicsTranslate(x, y) {
+ const physicsConstraints = this.physicsConstraints;
+ for (let i = 0, n = physicsConstraints.length; i < n; i++)
+ physicsConstraints[i].translate(x, y);
+ }
+ /** Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
+ physicsRotate(x, y, degrees) {
+ const physicsConstraints = this.physicsConstraints;
+ for (let i = 0, n = physicsConstraints.length; i < n; i++)
+ physicsConstraints[i].rotate(x, y, degrees);
+ }
+};
+var Skeleton = _Skeleton;
+__publicField(Skeleton, "quadTriangles", [0, 1, 2, 2, 3, 0]);
+__publicField(Skeleton, "yDown", false);
+var Physics = /* @__PURE__ */ ((Physics2) => {
+ Physics2[Physics2["none"] = 0] = "none";
+ Physics2[Physics2["reset"] = 1] = "reset";
+ Physics2[Physics2["update"] = 2] = "update";
+ Physics2[Physics2["pose"] = 3] = "pose";
+ return Physics2;
+})(Physics || {});
+
+// spine-core/src/PhysicsConstraintData.ts
+var PhysicsConstraintData = class extends ConstraintData {
+ _bone = null;
+ /** The bone constrained by this physics constraint. */
+ set bone(boneData) {
+ this._bone = boneData;
+ }
+ get bone() {
+ if (!this._bone)
+ throw new Error("BoneData not set.");
+ else
+ return this._bone;
+ }
+ x = 0;
+ y = 0;
+ rotate = 0;
+ scaleX = 0;
+ shearX = 0;
+ limit = 0;
+ step = 0;
+ inertia = 0;
+ strength = 0;
+ damping = 0;
+ massInverse = 0;
+ wind = 0;
+ gravity = 0;
+ /** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */
+ mix = 0;
+ inertiaGlobal = false;
+ strengthGlobal = false;
+ dampingGlobal = false;
+ massGlobal = false;
+ windGlobal = false;
+ gravityGlobal = false;
+ mixGlobal = false;
+ constructor(name) {
+ super(name, 0, false);
+ }
+};
+
+// spine-core/src/SkeletonData.ts
+var SkeletonData = class {
+ /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
+ name = null;
+ /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
+ bones = new Array();
+ // Ordered parents first.
+ /** The skeleton's slots in the setup pose draw order. */
+ slots = new Array();
+ // Setup pose draw order.
+ skins = new Array();
+ /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
+ *
+ * See {@link Skeleton#getAttachmentByName()}.
+ * May be null. */
+ defaultSkin = null;
+ /** The skeleton's events. */
+ events = new Array();
+ /** The skeleton's animations. */
+ animations = new Array();
+ /** The skeleton's IK constraints. */
+ ikConstraints = new Array();
+ /** The skeleton's transform constraints. */
+ transformConstraints = new Array();
+ /** The skeleton's path constraints. */
+ pathConstraints = new Array();
+ /** The skeleton's physics constraints. */
+ physicsConstraints = new Array();
+ /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
+ x = 0;
+ /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
+ y = 0;
+ /** The width of the skeleton's axis aligned bounding box in the setup pose. */
+ width = 0;
+ /** The height of the skeleton's axis aligned bounding box in the setup pose. */
+ height = 0;
+ /** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default
+ * is 100. */
+ referenceScale = 100;
+ /** The Spine version used to export the skeleton data, or null. */
+ version = null;
+ /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
+ hash = null;
+ // Nonessential
+ /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
+ fps = 0;
+ /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */
+ imagesPath = null;
+ /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */
+ audioPath = null;
+ /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
+ * multiple times.
+ * @returns May be null. */
+ findBone(boneName) {
+ if (!boneName)
+ throw new Error("boneName cannot be null.");
+ let bones = this.bones;
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ if (bone.name == boneName)
+ return bone;
+ }
+ return null;
+ }
+ /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
+ * multiple times.
+ * @returns May be null. */
+ findSlot(slotName) {
+ if (!slotName)
+ throw new Error("slotName cannot be null.");
+ let slots = this.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ if (slot.name == slotName)
+ return slot;
+ }
+ return null;
+ }
+ /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
+ * multiple times.
+ * @returns May be null. */
+ findSkin(skinName) {
+ if (!skinName)
+ throw new Error("skinName cannot be null.");
+ let skins = this.skins;
+ for (let i = 0, n = skins.length; i < n; i++) {
+ let skin = skins[i];
+ if (skin.name == skinName)
+ return skin;
+ }
+ return null;
+ }
+ /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
+ * multiple times.
+ * @returns May be null. */
+ findEvent(eventDataName) {
+ if (!eventDataName)
+ throw new Error("eventDataName cannot be null.");
+ let events = this.events;
+ for (let i = 0, n = events.length; i < n; i++) {
+ let event = events[i];
+ if (event.name == eventDataName)
+ return event;
+ }
+ return null;
+ }
+ /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
+ * call it multiple times.
+ * @returns May be null. */
+ findAnimation(animationName) {
+ if (!animationName)
+ throw new Error("animationName cannot be null.");
+ let animations = this.animations;
+ for (let i = 0, n = animations.length; i < n; i++) {
+ let animation = animations[i];
+ if (animation.name == animationName)
+ return animation;
+ }
+ return null;
+ }
+ /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
+ * than to call it multiple times.
+ * @return May be null. */
+ findIkConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ const ikConstraints = this.ikConstraints;
+ for (let i = 0, n = ikConstraints.length; i < n; i++) {
+ const constraint = ikConstraints[i];
+ if (constraint.name == constraintName)
+ return constraint;
+ }
+ return null;
+ }
+ /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
+ * this method than to call it multiple times.
+ * @return May be null. */
+ findTransformConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ const transformConstraints = this.transformConstraints;
+ for (let i = 0, n = transformConstraints.length; i < n; i++) {
+ const constraint = transformConstraints[i];
+ if (constraint.name == constraintName)
+ return constraint;
+ }
+ return null;
+ }
+ /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
+ * than to call it multiple times.
+ * @return May be null. */
+ findPathConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ const pathConstraints = this.pathConstraints;
+ for (let i = 0, n = pathConstraints.length; i < n; i++) {
+ const constraint = pathConstraints[i];
+ if (constraint.name == constraintName)
+ return constraint;
+ }
+ return null;
+ }
+ /** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this method
+ * than to call it multiple times.
+ * @return May be null. */
+ findPhysicsConstraint(constraintName) {
+ if (!constraintName)
+ throw new Error("constraintName cannot be null.");
+ const physicsConstraints = this.physicsConstraints;
+ for (let i = 0, n = physicsConstraints.length; i < n; i++) {
+ const constraint = physicsConstraints[i];
+ if (constraint.name == constraintName)
+ return constraint;
+ }
+ return null;
+ }
+};
+
+// spine-core/src/Skin.ts
+var SkinEntry = class {
+ constructor(slotIndex = 0, name, attachment) {
+ this.slotIndex = slotIndex;
+ this.name = name;
+ this.attachment = attachment;
+ }
+};
+var Skin = class {
+ /** The skin's name, which is unique across all skins in the skeleton. */
+ name;
+ attachments = new Array();
+ bones = Array();
+ constraints = new Array();
+ /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */
+ color = new Color(0.99607843, 0.61960787, 0.30980393, 1);
+ // fe9e4fff
+ constructor(name) {
+ if (!name)
+ throw new Error("name cannot be null.");
+ this.name = name;
+ }
+ /** Adds an attachment to the skin for the specified slot index and name. */
+ setAttachment(slotIndex, name, attachment) {
+ if (!attachment)
+ throw new Error("attachment cannot be null.");
+ let attachments = this.attachments;
+ if (slotIndex >= attachments.length)
+ attachments.length = slotIndex + 1;
+ if (!attachments[slotIndex])
+ attachments[slotIndex] = {};
+ attachments[slotIndex][name] = attachment;
+ }
+ /** Adds all attachments, bones, and constraints from the specified skin to this skin. */
+ addSkin(skin) {
+ for (let i = 0; i < skin.bones.length; i++) {
+ let bone = skin.bones[i];
+ let contained = false;
+ for (let ii = 0; ii < this.bones.length; ii++) {
+ if (this.bones[ii] == bone) {
+ contained = true;
+ break;
+ }
+ }
+ if (!contained)
+ this.bones.push(bone);
+ }
+ for (let i = 0; i < skin.constraints.length; i++) {
+ let constraint = skin.constraints[i];
+ let contained = false;
+ for (let ii = 0; ii < this.constraints.length; ii++) {
+ if (this.constraints[ii] == constraint) {
+ contained = true;
+ break;
+ }
+ }
+ if (!contained)
+ this.constraints.push(constraint);
+ }
+ let attachments = skin.getAttachments();
+ for (let i = 0; i < attachments.length; i++) {
+ var attachment = attachments[i];
+ this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
+ }
+ }
+ /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
+ * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
+ copySkin(skin) {
+ for (let i = 0; i < skin.bones.length; i++) {
+ let bone = skin.bones[i];
+ let contained = false;
+ for (let ii = 0; ii < this.bones.length; ii++) {
+ if (this.bones[ii] == bone) {
+ contained = true;
+ break;
+ }
+ }
+ if (!contained)
+ this.bones.push(bone);
+ }
+ for (let i = 0; i < skin.constraints.length; i++) {
+ let constraint = skin.constraints[i];
+ let contained = false;
+ for (let ii = 0; ii < this.constraints.length; ii++) {
+ if (this.constraints[ii] == constraint) {
+ contained = true;
+ break;
+ }
+ }
+ if (!contained)
+ this.constraints.push(constraint);
+ }
+ let attachments = skin.getAttachments();
+ for (let i = 0; i < attachments.length; i++) {
+ var attachment = attachments[i];
+ if (!attachment.attachment)
+ continue;
+ if (attachment.attachment instanceof MeshAttachment) {
+ attachment.attachment = attachment.attachment.newLinkedMesh();
+ this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
+ } else {
+ attachment.attachment = attachment.attachment.copy();
+ this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment);
+ }
+ }
+ }
+ /** Returns the attachment for the specified slot index and name, or null. */
+ getAttachment(slotIndex, name) {
+ let dictionary = this.attachments[slotIndex];
+ return dictionary ? dictionary[name] : null;
+ }
+ /** Removes the attachment in the skin for the specified slot index and name, if any. */
+ removeAttachment(slotIndex, name) {
+ let dictionary = this.attachments[slotIndex];
+ if (dictionary)
+ delete dictionary[name];
+ }
+ /** Returns all attachments in this skin. */
+ getAttachments() {
+ let entries = new Array();
+ for (var i = 0; i < this.attachments.length; i++) {
+ let slotAttachments = this.attachments[i];
+ if (slotAttachments) {
+ for (let name in slotAttachments) {
+ let attachment = slotAttachments[name];
+ if (attachment)
+ entries.push(new SkinEntry(i, name, attachment));
+ }
+ }
+ }
+ return entries;
+ }
+ /** Returns all attachments in this skin for the specified slot index. */
+ getAttachmentsForSlot(slotIndex, attachments) {
+ let slotAttachments = this.attachments[slotIndex];
+ if (slotAttachments) {
+ for (let name in slotAttachments) {
+ let attachment = slotAttachments[name];
+ if (attachment)
+ attachments.push(new SkinEntry(slotIndex, name, attachment));
+ }
+ }
+ }
+ /** Clears all attachments, bones, and constraints. */
+ clear() {
+ this.attachments.length = 0;
+ this.bones.length = 0;
+ this.constraints.length = 0;
+ }
+ /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
+ attachAll(skeleton, oldSkin) {
+ let slotIndex = 0;
+ for (let i = 0; i < skeleton.slots.length; i++) {
+ let slot = skeleton.slots[i];
+ let slotAttachment = slot.getAttachment();
+ if (slotAttachment && slotIndex < oldSkin.attachments.length) {
+ let dictionary = oldSkin.attachments[slotIndex];
+ for (let key in dictionary) {
+ let skinAttachment = dictionary[key];
+ if (slotAttachment == skinAttachment) {
+ let attachment = this.getAttachment(slotIndex, key);
+ if (attachment)
+ slot.setAttachment(attachment);
+ break;
+ }
+ }
+ }
+ slotIndex++;
+ }
+ }
+};
+
+// spine-core/src/SlotData.ts
+var SlotData = class {
+ /** The index of the slot in {@link Skeleton#getSlots()}. */
+ index = 0;
+ /** The name of the slot, which is unique across all slots in the skeleton. */
+ name;
+ /** The bone this slot belongs to. */
+ boneData;
+ /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
+ * color tinting. */
+ color = new Color(1, 1, 1, 1);
+ /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
+ * color's alpha is not used. */
+ darkColor = null;
+ /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */
+ attachmentName = null;
+ /** The blend mode for drawing the slot's attachment. */
+ blendMode = BlendMode.Normal;
+ /** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
+ visible = true;
+ constructor(index, name, boneData) {
+ if (index < 0)
+ throw new Error("index must be >= 0.");
+ if (!name)
+ throw new Error("name cannot be null.");
+ if (!boneData)
+ throw new Error("boneData cannot be null.");
+ this.index = index;
+ this.name = name;
+ this.boneData = boneData;
+ }
+};
+var BlendMode = /* @__PURE__ */ ((BlendMode4) => {
+ BlendMode4[BlendMode4["Normal"] = 0] = "Normal";
+ BlendMode4[BlendMode4["Additive"] = 1] = "Additive";
+ BlendMode4[BlendMode4["Multiply"] = 2] = "Multiply";
+ BlendMode4[BlendMode4["Screen"] = 3] = "Screen";
+ return BlendMode4;
+})(BlendMode || {});
+
+// spine-core/src/TransformConstraintData.ts
+var TransformConstraintData = class extends ConstraintData {
+ /** The bones that will be modified by this transform constraint. */
+ bones = new Array();
+ /** The target bone whose world transform will be copied to the constrained bones. */
+ _target = null;
+ set target(boneData) {
+ this._target = boneData;
+ }
+ get target() {
+ if (!this._target)
+ throw new Error("BoneData not set.");
+ else
+ return this._target;
+ }
+ mixRotate = 0;
+ mixX = 0;
+ mixY = 0;
+ mixScaleX = 0;
+ mixScaleY = 0;
+ mixShearY = 0;
+ /** An offset added to the constrained bone rotation. */
+ offsetRotation = 0;
+ /** An offset added to the constrained bone X translation. */
+ offsetX = 0;
+ /** An offset added to the constrained bone Y translation. */
+ offsetY = 0;
+ /** An offset added to the constrained bone scaleX. */
+ offsetScaleX = 0;
+ /** An offset added to the constrained bone scaleY. */
+ offsetScaleY = 0;
+ /** An offset added to the constrained bone shearY. */
+ offsetShearY = 0;
+ relative = false;
+ local = false;
+ constructor(name) {
+ super(name, 0, false);
+ }
+};
+
+// spine-core/src/SkeletonBinary.ts
+var SkeletonBinary = class {
+ /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
+ * runtime than were used in Spine.
+ *
+ * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
+ scale = 1;
+ attachmentLoader;
+ linkedMeshes = new Array();
+ constructor(attachmentLoader) {
+ this.attachmentLoader = attachmentLoader;
+ }
+ readSkeletonData(binary) {
+ let scale = this.scale;
+ let skeletonData = new SkeletonData();
+ skeletonData.name = "";
+ let input = new BinaryInput(binary);
+ let lowHash = input.readInt32();
+ let highHash = input.readInt32();
+ skeletonData.hash = highHash == 0 && lowHash == 0 ? null : highHash.toString(16) + lowHash.toString(16);
+ skeletonData.version = input.readString();
+ skeletonData.x = input.readFloat();
+ skeletonData.y = input.readFloat();
+ skeletonData.width = input.readFloat();
+ skeletonData.height = input.readFloat();
+ skeletonData.referenceScale = input.readFloat() * scale;
+ let nonessential = input.readBoolean();
+ if (nonessential) {
+ skeletonData.fps = input.readFloat();
+ skeletonData.imagesPath = input.readString();
+ skeletonData.audioPath = input.readString();
+ }
+ let n = 0;
+ n = input.readInt(true);
+ for (let i = 0; i < n; i++) {
+ let str = input.readString();
+ if (!str)
+ throw new Error("String in string table must not be null.");
+ input.strings.push(str);
+ }
+ n = input.readInt(true);
+ for (let i = 0; i < n; i++) {
+ let name = input.readString();
+ if (!name)
+ throw new Error("Bone name must not be null.");
+ let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)];
+ let data = new BoneData(i, name, parent);
+ data.rotation = input.readFloat();
+ data.x = input.readFloat() * scale;
+ data.y = input.readFloat() * scale;
+ data.scaleX = input.readFloat();
+ data.scaleY = input.readFloat();
+ data.shearX = input.readFloat();
+ data.shearY = input.readFloat();
+ data.length = input.readFloat() * scale;
+ data.inherit = input.readByte();
+ data.skinRequired = input.readBoolean();
+ if (nonessential) {
+ Color.rgba8888ToColor(data.color, input.readInt32());
+ data.icon = input.readString() ?? void 0;
+ data.visible = input.readBoolean();
+ }
+ skeletonData.bones.push(data);
+ }
+ n = input.readInt(true);
+ for (let i = 0; i < n; i++) {
+ let slotName = input.readString();
+ if (!slotName)
+ throw new Error("Slot name must not be null.");
+ let boneData = skeletonData.bones[input.readInt(true)];
+ let data = new SlotData(i, slotName, boneData);
+ Color.rgba8888ToColor(data.color, input.readInt32());
+ let darkColor = input.readInt32();
+ if (darkColor != -1)
+ Color.rgb888ToColor(data.darkColor = new Color(), darkColor);
+ data.attachmentName = input.readStringRef();
+ data.blendMode = input.readInt(true);
+ if (nonessential)
+ data.visible = input.readBoolean();
+ skeletonData.slots.push(data);
+ }
+ n = input.readInt(true);
+ for (let i = 0, nn; i < n; i++) {
+ let name = input.readString();
+ if (!name)
+ throw new Error("IK constraint data name must not be null.");
+ let data = new IkConstraintData(name);
+ data.order = input.readInt(true);
+ nn = input.readInt(true);
+ for (let ii = 0; ii < nn; ii++)
+ data.bones.push(skeletonData.bones[input.readInt(true)]);
+ data.target = skeletonData.bones[input.readInt(true)];
+ let flags = input.readByte();
+ data.skinRequired = (flags & 1) != 0;
+ data.bendDirection = (flags & 2) != 0 ? 1 : -1;
+ data.compress = (flags & 4) != 0;
+ data.stretch = (flags & 8) != 0;
+ data.uniform = (flags & 16) != 0;
+ if ((flags & 32) != 0)
+ data.mix = (flags & 64) != 0 ? input.readFloat() : 1;
+ if ((flags & 128) != 0)
+ data.softness = input.readFloat() * scale;
+ skeletonData.ikConstraints.push(data);
+ }
+ n = input.readInt(true);
+ for (let i = 0, nn; i < n; i++) {
+ let name = input.readString();
+ if (!name)
+ throw new Error("Transform constraint data name must not be null.");
+ let data = new TransformConstraintData(name);
+ data.order = input.readInt(true);
+ nn = input.readInt(true);
+ for (let ii = 0; ii < nn; ii++)
+ data.bones.push(skeletonData.bones[input.readInt(true)]);
+ data.target = skeletonData.bones[input.readInt(true)];
+ let flags = input.readByte();
+ data.skinRequired = (flags & 1) != 0;
+ data.local = (flags & 2) != 0;
+ data.relative = (flags & 4) != 0;
+ if ((flags & 8) != 0)
+ data.offsetRotation = input.readFloat();
+ if ((flags & 16) != 0)
+ data.offsetX = input.readFloat() * scale;
+ if ((flags & 32) != 0)
+ data.offsetY = input.readFloat() * scale;
+ if ((flags & 64) != 0)
+ data.offsetScaleX = input.readFloat();
+ if ((flags & 128) != 0)
+ data.offsetScaleY = input.readFloat();
+ flags = input.readByte();
+ if ((flags & 1) != 0)
+ data.offsetShearY = input.readFloat();
+ if ((flags & 2) != 0)
+ data.mixRotate = input.readFloat();
+ if ((flags & 4) != 0)
+ data.mixX = input.readFloat();
+ if ((flags & 8) != 0)
+ data.mixY = input.readFloat();
+ if ((flags & 16) != 0)
+ data.mixScaleX = input.readFloat();
+ if ((flags & 32) != 0)
+ data.mixScaleY = input.readFloat();
+ if ((flags & 64) != 0)
+ data.mixShearY = input.readFloat();
+ skeletonData.transformConstraints.push(data);
+ }
+ n = input.readInt(true);
+ for (let i = 0, nn; i < n; i++) {
+ let name = input.readString();
+ if (!name)
+ throw new Error("Path constraint data name must not be null.");
+ let data = new PathConstraintData(name);
+ data.order = input.readInt(true);
+ data.skinRequired = input.readBoolean();
+ nn = input.readInt(true);
+ for (let ii = 0; ii < nn; ii++)
+ data.bones.push(skeletonData.bones[input.readInt(true)]);
+ data.target = skeletonData.slots[input.readInt(true)];
+ const flags = input.readByte();
+ data.positionMode = flags & 1;
+ data.spacingMode = flags >> 1 & 3;
+ data.rotateMode = flags >> 3 & 3;
+ if ((flags & 128) != 0)
+ data.offsetRotation = input.readFloat();
+ data.position = input.readFloat();
+ if (data.positionMode == 0 /* Fixed */)
+ data.position *= scale;
+ data.spacing = input.readFloat();
+ if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */)
+ data.spacing *= scale;
+ data.mixRotate = input.readFloat();
+ data.mixX = input.readFloat();
+ data.mixY = input.readFloat();
+ skeletonData.pathConstraints.push(data);
+ }
+ n = input.readInt(true);
+ for (let i = 0, nn; i < n; i++) {
+ const name = input.readString();
+ if (!name)
+ throw new Error("Physics constraint data name must not be null.");
+ const data = new PhysicsConstraintData(name);
+ data.order = input.readInt(true);
+ data.bone = skeletonData.bones[input.readInt(true)];
+ let flags = input.readByte();
+ data.skinRequired = (flags & 1) != 0;
+ if ((flags & 2) != 0)
+ data.x = input.readFloat();
+ if ((flags & 4) != 0)
+ data.y = input.readFloat();
+ if ((flags & 8) != 0)
+ data.rotate = input.readFloat();
+ if ((flags & 16) != 0)
+ data.scaleX = input.readFloat();
+ if ((flags & 32) != 0)
+ data.shearX = input.readFloat();
+ data.limit = ((flags & 64) != 0 ? input.readFloat() : 5e3) * scale;
+ data.step = 1 / input.readUnsignedByte();
+ data.inertia = input.readFloat();
+ data.strength = input.readFloat();
+ data.damping = input.readFloat();
+ data.massInverse = (flags & 128) != 0 ? input.readFloat() : 1;
+ data.wind = input.readFloat();
+ data.gravity = input.readFloat();
+ flags = input.readByte();
+ if ((flags & 1) != 0)
+ data.inertiaGlobal = true;
+ if ((flags & 2) != 0)
+ data.strengthGlobal = true;
+ if ((flags & 4) != 0)
+ data.dampingGlobal = true;
+ if ((flags & 8) != 0)
+ data.massGlobal = true;
+ if ((flags & 16) != 0)
+ data.windGlobal = true;
+ if ((flags & 32) != 0)
+ data.gravityGlobal = true;
+ if ((flags & 64) != 0)
+ data.mixGlobal = true;
+ data.mix = (flags & 128) != 0 ? input.readFloat() : 1;
+ skeletonData.physicsConstraints.push(data);
+ }
+ let defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
+ if (defaultSkin) {
+ skeletonData.defaultSkin = defaultSkin;
+ skeletonData.skins.push(defaultSkin);
+ }
+ {
+ let i = skeletonData.skins.length;
+ Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
+ for (; i < n; i++) {
+ let skin = this.readSkin(input, skeletonData, false, nonessential);
+ if (!skin)
+ throw new Error("readSkin() should not have returned null.");
+ skeletonData.skins[i] = skin;
+ }
+ }
+ n = this.linkedMeshes.length;
+ for (let i = 0; i < n; i++) {
+ let linkedMesh = this.linkedMeshes[i];
+ const skin = skeletonData.skins[linkedMesh.skinIndex];
+ if (!linkedMesh.parent)
+ throw new Error("Linked mesh parent must not be null");
+ let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
+ if (!parent)
+ throw new Error(`Parent mesh not found: ${linkedMesh.parent}`);
+ linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh;
+ linkedMesh.mesh.setParentMesh(parent);
+ if (linkedMesh.mesh.region != null)
+ linkedMesh.mesh.updateRegion();
+ }
+ this.linkedMeshes.length = 0;
+ n = input.readInt(true);
+ for (let i = 0; i < n; i++) {
+ let eventName = input.readString();
+ if (!eventName)
+ throw new Error("Event data name must not be null");
+ let data = new EventData(eventName);
+ data.intValue = input.readInt(false);
+ data.floatValue = input.readFloat();
+ data.stringValue = input.readString();
+ data.audioPath = input.readString();
+ if (data.audioPath) {
+ data.volume = input.readFloat();
+ data.balance = input.readFloat();
+ }
+ skeletonData.events.push(data);
+ }
+ n = input.readInt(true);
+ for (let i = 0; i < n; i++) {
+ let animationName = input.readString();
+ if (!animationName)
+ throw new Error("Animatio name must not be null.");
+ skeletonData.animations.push(this.readAnimation(input, animationName, skeletonData));
+ }
+ return skeletonData;
+ }
+ readSkin(input, skeletonData, defaultSkin, nonessential) {
+ let skin = null;
+ let slotCount = 0;
+ if (defaultSkin) {
+ slotCount = input.readInt(true);
+ if (slotCount == 0)
+ return null;
+ skin = new Skin("default");
+ } else {
+ let skinName = input.readString();
+ if (!skinName)
+ throw new Error("Skin name must not be null.");
+ skin = new Skin(skinName);
+ if (nonessential)
+ Color.rgba8888ToColor(skin.color, input.readInt32());
+ skin.bones.length = input.readInt(true);
+ for (let i = 0, n = skin.bones.length; i < n; i++)
+ skin.bones[i] = skeletonData.bones[input.readInt(true)];
+ for (let i = 0, n = input.readInt(true); i < n; i++)
+ skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]);
+ for (let i = 0, n = input.readInt(true); i < n; i++)
+ skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]);
+ for (let i = 0, n = input.readInt(true); i < n; i++)
+ skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]);
+ for (let i = 0, n = input.readInt(true); i < n; i++)
+ skin.constraints.push(skeletonData.physicsConstraints[input.readInt(true)]);
+ slotCount = input.readInt(true);
+ }
+ for (let i = 0; i < slotCount; i++) {
+ let slotIndex = input.readInt(true);
+ for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
+ let name = input.readStringRef();
+ if (!name)
+ throw new Error("Attachment name must not be null");
+ let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
+ if (attachment)
+ skin.setAttachment(slotIndex, name, attachment);
+ }
+ }
+ return skin;
+ }
+ readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) {
+ let scale = this.scale;
+ let flags = input.readByte();
+ const name = (flags & 8) != 0 ? input.readStringRef() : attachmentName;
+ if (!name)
+ throw new Error("Attachment name must not be null");
+ switch (flags & 7) {
+ case AttachmentType.Region: {
+ let path = (flags & 16) != 0 ? input.readStringRef() : null;
+ const color = (flags & 32) != 0 ? input.readInt32() : 4294967295;
+ const sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
+ let rotation = (flags & 128) != 0 ? input.readFloat() : 0;
+ let x = input.readFloat();
+ let y = input.readFloat();
+ let scaleX = input.readFloat();
+ let scaleY = input.readFloat();
+ let width = input.readFloat();
+ let height = input.readFloat();
+ if (!path)
+ path = name;
+ let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence);
+ if (!region)
+ return null;
+ region.path = path;
+ region.x = x * scale;
+ region.y = y * scale;
+ region.scaleX = scaleX;
+ region.scaleY = scaleY;
+ region.rotation = rotation;
+ region.width = width * scale;
+ region.height = height * scale;
+ Color.rgba8888ToColor(region.color, color);
+ region.sequence = sequence;
+ if (sequence == null)
+ region.updateRegion();
+ return region;
+ }
+ case AttachmentType.BoundingBox: {
+ let vertices = this.readVertices(input, (flags & 16) != 0);
+ let color = nonessential ? input.readInt32() : 0;
+ let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
+ if (!box)
+ return null;
+ box.worldVerticesLength = vertices.length;
+ box.vertices = vertices.vertices;
+ box.bones = vertices.bones;
+ if (nonessential)
+ Color.rgba8888ToColor(box.color, color);
+ return box;
+ }
+ case AttachmentType.Mesh: {
+ let path = (flags & 16) != 0 ? input.readStringRef() : name;
+ const color = (flags & 32) != 0 ? input.readInt32() : 4294967295;
+ const sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
+ const hullLength = input.readInt(true);
+ const vertices = this.readVertices(input, (flags & 128) != 0);
+ const uvs = this.readFloatArray(input, vertices.length, 1);
+ const triangles = this.readShortArray(input, (vertices.length - hullLength - 2) * 3);
+ let edges = [];
+ let width = 0, height = 0;
+ if (nonessential) {
+ edges = this.readShortArray(input, input.readInt(true));
+ width = input.readFloat();
+ height = input.readFloat();
+ }
+ if (!path)
+ path = name;
+ let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence);
+ if (!mesh)
+ return null;
+ mesh.path = path;
+ Color.rgba8888ToColor(mesh.color, color);
+ mesh.bones = vertices.bones;
+ mesh.vertices = vertices.vertices;
+ mesh.worldVerticesLength = vertices.length;
+ mesh.triangles = triangles;
+ mesh.regionUVs = uvs;
+ if (sequence == null)
+ mesh.updateRegion();
+ mesh.hullLength = hullLength << 1;
+ mesh.sequence = sequence;
+ if (nonessential) {
+ mesh.edges = edges;
+ mesh.width = width * scale;
+ mesh.height = height * scale;
+ }
+ return mesh;
+ }
+ case AttachmentType.LinkedMesh: {
+ const path = (flags & 16) != 0 ? input.readStringRef() : name;
+ if (path == null)
+ throw new Error("Path of linked mesh must not be null");
+ const color = (flags & 32) != 0 ? input.readInt32() : 4294967295;
+ const sequence = (flags & 64) != 0 ? this.readSequence(input) : null;
+ const inheritTimelines = (flags & 128) != 0;
+ const skinIndex = input.readInt(true);
+ const parent = input.readStringRef();
+ let width = 0, height = 0;
+ if (nonessential) {
+ width = input.readFloat();
+ height = input.readFloat();
+ }
+ let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence);
+ if (!mesh)
+ return null;
+ mesh.path = path;
+ Color.rgba8888ToColor(mesh.color, color);
+ mesh.sequence = sequence;
+ if (nonessential) {
+ mesh.width = width * scale;
+ mesh.height = height * scale;
+ }
+ this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, parent, inheritTimelines));
+ return mesh;
+ }
+ case AttachmentType.Path: {
+ const closed2 = (flags & 16) != 0;
+ const constantSpeed = (flags & 32) != 0;
+ const vertices = this.readVertices(input, (flags & 64) != 0);
+ const lengths = Utils.newArray(vertices.length / 6, 0);
+ for (let i = 0, n = lengths.length; i < n; i++)
+ lengths[i] = input.readFloat() * scale;
+ const color = nonessential ? input.readInt32() : 0;
+ const path = this.attachmentLoader.newPathAttachment(skin, name);
+ if (!path)
+ return null;
+ path.closed = closed2;
+ path.constantSpeed = constantSpeed;
+ path.worldVerticesLength = vertices.length;
+ path.vertices = vertices.vertices;
+ path.bones = vertices.bones;
+ path.lengths = lengths;
+ if (nonessential)
+ Color.rgba8888ToColor(path.color, color);
+ return path;
+ }
+ case AttachmentType.Point: {
+ const rotation = input.readFloat();
+ const x = input.readFloat();
+ const y = input.readFloat();
+ const color = nonessential ? input.readInt32() : 0;
+ const point = this.attachmentLoader.newPointAttachment(skin, name);
+ if (!point)
+ return null;
+ point.x = x * scale;
+ point.y = y * scale;
+ point.rotation = rotation;
+ if (nonessential)
+ Color.rgba8888ToColor(point.color, color);
+ return point;
+ }
+ case AttachmentType.Clipping: {
+ const endSlotIndex = input.readInt(true);
+ const vertices = this.readVertices(input, (flags & 16) != 0);
+ let color = nonessential ? input.readInt32() : 0;
+ let clip = this.attachmentLoader.newClippingAttachment(skin, name);
+ if (!clip)
+ return null;
+ clip.endSlot = skeletonData.slots[endSlotIndex];
+ clip.worldVerticesLength = vertices.length;
+ clip.vertices = vertices.vertices;
+ clip.bones = vertices.bones;
+ if (nonessential)
+ Color.rgba8888ToColor(clip.color, color);
+ return clip;
+ }
+ }
+ return null;
+ }
+ readSequence(input) {
+ let sequence = new Sequence(input.readInt(true));
+ sequence.start = input.readInt(true);
+ sequence.digits = input.readInt(true);
+ sequence.setupIndex = input.readInt(true);
+ return sequence;
+ }
+ readVertices(input, weighted) {
+ const scale = this.scale;
+ const vertexCount = input.readInt(true);
+ const vertices = new Vertices();
+ vertices.length = vertexCount << 1;
+ if (!weighted) {
+ vertices.vertices = this.readFloatArray(input, vertices.length, scale);
+ return vertices;
+ }
+ let weights = new Array();
+ let bonesArray = new Array();
+ for (let i = 0; i < vertexCount; i++) {
+ let boneCount = input.readInt(true);
+ bonesArray.push(boneCount);
+ for (let ii = 0; ii < boneCount; ii++) {
+ bonesArray.push(input.readInt(true));
+ weights.push(input.readFloat() * scale);
+ weights.push(input.readFloat() * scale);
+ weights.push(input.readFloat());
+ }
+ }
+ vertices.vertices = Utils.toFloatArray(weights);
+ vertices.bones = bonesArray;
+ return vertices;
+ }
+ readFloatArray(input, n, scale) {
+ let array = new Array(n);
+ if (scale == 1) {
+ for (let i = 0; i < n; i++)
+ array[i] = input.readFloat();
+ } else {
+ for (let i = 0; i < n; i++)
+ array[i] = input.readFloat() * scale;
+ }
+ return array;
+ }
+ readShortArray(input, n) {
+ let array = new Array(n);
+ for (let i = 0; i < n; i++)
+ array[i] = input.readInt(true);
+ return array;
+ }
+ readAnimation(input, name, skeletonData) {
+ input.readInt(true);
+ let timelines = new Array();
+ let scale = this.scale;
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ let slotIndex = input.readInt(true);
+ for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
+ let timelineType = input.readByte();
+ let frameCount = input.readInt(true);
+ let frameLast = frameCount - 1;
+ switch (timelineType) {
+ case SLOT_ATTACHMENT: {
+ let timeline = new AttachmentTimeline(frameCount, slotIndex);
+ for (let frame = 0; frame < frameCount; frame++)
+ timeline.setFrame(frame, input.readFloat(), input.readStringRef());
+ timelines.push(timeline);
+ break;
+ }
+ case SLOT_RGBA: {
+ let bezierCount = input.readInt(true);
+ let timeline = new RGBATimeline(frameCount, bezierCount, slotIndex);
+ let time = input.readFloat();
+ let r = input.readUnsignedByte() / 255;
+ let g = input.readUnsignedByte() / 255;
+ let b = input.readUnsignedByte() / 255;
+ let a = input.readUnsignedByte() / 255;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, r, g, b, a);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat();
+ let r2 = input.readUnsignedByte() / 255;
+ let g2 = input.readUnsignedByte() / 255;
+ let b2 = input.readUnsignedByte() / 255;
+ let a2 = input.readUnsignedByte() / 255;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
+ setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
+ setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1);
+ }
+ time = time2;
+ r = r2;
+ g = g2;
+ b = b2;
+ a = a2;
+ }
+ timelines.push(timeline);
+ break;
+ }
+ case SLOT_RGB: {
+ let bezierCount = input.readInt(true);
+ let timeline = new RGBTimeline(frameCount, bezierCount, slotIndex);
+ let time = input.readFloat();
+ let r = input.readUnsignedByte() / 255;
+ let g = input.readUnsignedByte() / 255;
+ let b = input.readUnsignedByte() / 255;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, r, g, b);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat();
+ let r2 = input.readUnsignedByte() / 255;
+ let g2 = input.readUnsignedByte() / 255;
+ let b2 = input.readUnsignedByte() / 255;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
+ setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
+ }
+ time = time2;
+ r = r2;
+ g = g2;
+ b = b2;
+ }
+ timelines.push(timeline);
+ break;
+ }
+ case SLOT_RGBA2: {
+ let bezierCount = input.readInt(true);
+ let timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex);
+ let time = input.readFloat();
+ let r = input.readUnsignedByte() / 255;
+ let g = input.readUnsignedByte() / 255;
+ let b = input.readUnsignedByte() / 255;
+ let a = input.readUnsignedByte() / 255;
+ let r2 = input.readUnsignedByte() / 255;
+ let g2 = input.readUnsignedByte() / 255;
+ let b2 = input.readUnsignedByte() / 255;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat();
+ let nr = input.readUnsignedByte() / 255;
+ let ng = input.readUnsignedByte() / 255;
+ let nb = input.readUnsignedByte() / 255;
+ let na = input.readUnsignedByte() / 255;
+ let nr2 = input.readUnsignedByte() / 255;
+ let ng2 = input.readUnsignedByte() / 255;
+ let nb2 = input.readUnsignedByte() / 255;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
+ setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
+ setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1);
+ setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
+ setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
+ setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
+ }
+ time = time2;
+ r = nr;
+ g = ng;
+ b = nb;
+ a = na;
+ r2 = nr2;
+ g2 = ng2;
+ b2 = nb2;
+ }
+ timelines.push(timeline);
+ break;
+ }
+ case SLOT_RGB2: {
+ let bezierCount = input.readInt(true);
+ let timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex);
+ let time = input.readFloat();
+ let r = input.readUnsignedByte() / 255;
+ let g = input.readUnsignedByte() / 255;
+ let b = input.readUnsignedByte() / 255;
+ let r2 = input.readUnsignedByte() / 255;
+ let g2 = input.readUnsignedByte() / 255;
+ let b2 = input.readUnsignedByte() / 255;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, r, g, b, r2, g2, b2);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat();
+ let nr = input.readUnsignedByte() / 255;
+ let ng = input.readUnsignedByte() / 255;
+ let nb = input.readUnsignedByte() / 255;
+ let nr2 = input.readUnsignedByte() / 255;
+ let ng2 = input.readUnsignedByte() / 255;
+ let nb2 = input.readUnsignedByte() / 255;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
+ setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
+ setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
+ setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
+ setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
+ }
+ time = time2;
+ r = nr;
+ g = ng;
+ b = nb;
+ r2 = nr2;
+ g2 = ng2;
+ b2 = nb2;
+ }
+ timelines.push(timeline);
+ break;
+ }
+ case SLOT_ALPHA: {
+ let timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex);
+ let time = input.readFloat(), a = input.readUnsignedByte() / 255;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, a);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat();
+ let a2 = input.readUnsignedByte() / 255;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
+ }
+ time = time2;
+ a = a2;
+ }
+ timelines.push(timeline);
+ }
+ }
+ }
+ }
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ let boneIndex = input.readInt(true);
+ for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
+ let type = input.readByte(), frameCount = input.readInt(true);
+ if (type == BONE_INHERIT) {
+ let timeline = new InheritTimeline(frameCount, boneIndex);
+ for (let frame = 0; frame < frameCount; frame++) {
+ timeline.setFrame(frame, input.readFloat(), input.readByte());
+ }
+ timelines.push(timeline);
+ continue;
+ }
+ let bezierCount = input.readInt(true);
+ switch (type) {
+ case BONE_ROTATE:
+ timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1));
+ break;
+ case BONE_TRANSLATE:
+ timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale));
+ break;
+ case BONE_TRANSLATEX:
+ timelines.push(readTimeline1(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale));
+ break;
+ case BONE_TRANSLATEY:
+ timelines.push(readTimeline1(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale));
+ break;
+ case BONE_SCALE:
+ timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1));
+ break;
+ case BONE_SCALEX:
+ timelines.push(readTimeline1(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1));
+ break;
+ case BONE_SCALEY:
+ timelines.push(readTimeline1(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1));
+ break;
+ case BONE_SHEAR:
+ timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1));
+ break;
+ case BONE_SHEARX:
+ timelines.push(readTimeline1(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1));
+ break;
+ case BONE_SHEARY:
+ timelines.push(readTimeline1(input, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1));
+ }
+ }
+ }
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
+ let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index);
+ let flags = input.readByte();
+ let time = input.readFloat(), mix = (flags & 1) != 0 ? (flags & 2) != 0 ? input.readFloat() : 1 : 0;
+ let softness = (flags & 4) != 0 ? input.readFloat() * scale : 0;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0);
+ if (frame == frameLast)
+ break;
+ flags = input.readByte();
+ const time2 = input.readFloat(), mix2 = (flags & 1) != 0 ? (flags & 2) != 0 ? input.readFloat() : 1 : 0;
+ const softness2 = (flags & 4) != 0 ? input.readFloat() * scale : 0;
+ if ((flags & 64) != 0) {
+ timeline.setStepped(frame);
+ } else if ((flags & 128) != 0) {
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
+ }
+ time = time2;
+ mix = mix2;
+ softness = softness2;
+ }
+ timelines.push(timeline);
+ }
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
+ let timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index);
+ let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat();
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat();
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
+ setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
+ setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
+ setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
+ setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
+ }
+ time = time2;
+ mixRotate = mixRotate2;
+ mixX = mixX2;
+ mixY = mixY2;
+ mixScaleX = mixScaleX2;
+ mixScaleY = mixScaleY2;
+ mixShearY = mixShearY2;
+ }
+ timelines.push(timeline);
+ }
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ let index = input.readInt(true);
+ let data = skeletonData.pathConstraints[index];
+ for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
+ const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
+ switch (type) {
+ case PATH_POSITION:
+ timelines.push(readTimeline1(
+ input,
+ new PathConstraintPositionTimeline(frameCount, bezierCount, index),
+ data.positionMode == 0 /* Fixed */ ? scale : 1
+ ));
+ break;
+ case PATH_SPACING:
+ timelines.push(readTimeline1(
+ input,
+ new PathConstraintSpacingTimeline(frameCount, bezierCount, index),
+ data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */ ? scale : 1
+ ));
+ break;
+ case PATH_MIX:
+ let timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
+ let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
+ for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
+ timeline.setFrame(frame, time, mixRotate, mixX, mixY);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat();
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
+ setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
+ }
+ time = time2;
+ mixRotate = mixRotate2;
+ mixX = mixX2;
+ mixY = mixY2;
+ }
+ timelines.push(timeline);
+ }
+ }
+ }
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ const index = input.readInt(true) - 1;
+ for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
+ const type = input.readByte(), frameCount = input.readInt(true);
+ if (type == PHYSICS_RESET) {
+ const timeline = new PhysicsConstraintResetTimeline(frameCount, index);
+ for (let frame = 0; frame < frameCount; frame++)
+ timeline.setFrame(frame, input.readFloat());
+ timelines.push(timeline);
+ continue;
+ }
+ const bezierCount = input.readInt(true);
+ switch (type) {
+ case PHYSICS_INERTIA:
+ timelines.push(readTimeline1(input, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1));
+ break;
+ case PHYSICS_STRENGTH:
+ timelines.push(readTimeline1(input, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1));
+ break;
+ case PHYSICS_DAMPING:
+ timelines.push(readTimeline1(input, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1));
+ break;
+ case PHYSICS_MASS:
+ timelines.push(readTimeline1(input, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1));
+ break;
+ case PHYSICS_WIND:
+ timelines.push(readTimeline1(input, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1));
+ break;
+ case PHYSICS_GRAVITY:
+ timelines.push(readTimeline1(input, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1));
+ break;
+ case PHYSICS_MIX:
+ timelines.push(readTimeline1(input, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1));
+ }
+ }
+ }
+ for (let i = 0, n = input.readInt(true); i < n; i++) {
+ let skin = skeletonData.skins[input.readInt(true)];
+ for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
+ let slotIndex = input.readInt(true);
+ for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
+ let attachmentName = input.readStringRef();
+ if (!attachmentName)
+ throw new Error("attachmentName must not be null.");
+ let attachment = skin.getAttachment(slotIndex, attachmentName);
+ let timelineType = input.readByte();
+ let frameCount = input.readInt(true);
+ let frameLast = frameCount - 1;
+ switch (timelineType) {
+ case ATTACHMENT_DEFORM: {
+ let vertexAttachment = attachment;
+ let weighted = vertexAttachment.bones;
+ let vertices = vertexAttachment.vertices;
+ let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
+ let bezierCount = input.readInt(true);
+ let timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment);
+ let time = input.readFloat();
+ for (let frame = 0, bezier = 0; ; frame++) {
+ let deform;
+ let end = input.readInt(true);
+ if (end == 0)
+ deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
+ else {
+ deform = Utils.newFloatArray(deformLength);
+ let start = input.readInt(true);
+ end += start;
+ if (scale == 1) {
+ for (let v = start; v < end; v++)
+ deform[v] = input.readFloat();
+ } else {
+ for (let v = start; v < end; v++)
+ deform[v] = input.readFloat() * scale;
+ }
+ if (!weighted) {
+ for (let v = 0, vn = deform.length; v < vn; v++)
+ deform[v] += vertices[v];
+ }
+ }
+ timeline.setFrame(frame, time, deform);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat();
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1);
+ }
+ time = time2;
+ }
+ timelines.push(timeline);
+ break;
+ }
+ case ATTACHMENT_SEQUENCE: {
+ let timeline = new SequenceTimeline(frameCount, slotIndex, attachment);
+ for (let frame = 0; frame < frameCount; frame++) {
+ let time = input.readFloat();
+ let modeAndIndex = input.readInt32();
+ timeline.setFrame(
+ frame,
+ time,
+ SequenceModeValues[modeAndIndex & 15],
+ modeAndIndex >> 4,
+ input.readFloat()
+ );
+ }
+ timelines.push(timeline);
+ break;
+ }
+ }
+ }
+ }
+ }
+ let drawOrderCount = input.readInt(true);
+ if (drawOrderCount > 0) {
+ let timeline = new DrawOrderTimeline(drawOrderCount);
+ let slotCount = skeletonData.slots.length;
+ for (let i = 0; i < drawOrderCount; i++) {
+ let time = input.readFloat();
+ let offsetCount = input.readInt(true);
+ let drawOrder = Utils.newArray(slotCount, 0);
+ for (let ii = slotCount - 1; ii >= 0; ii--)
+ drawOrder[ii] = -1;
+ let unchanged = Utils.newArray(slotCount - offsetCount, 0);
+ let originalIndex = 0, unchangedIndex = 0;
+ for (let ii = 0; ii < offsetCount; ii++) {
+ let slotIndex = input.readInt(true);
+ while (originalIndex != slotIndex)
+ unchanged[unchangedIndex++] = originalIndex++;
+ drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
+ }
+ while (originalIndex < slotCount)
+ unchanged[unchangedIndex++] = originalIndex++;
+ for (let ii = slotCount - 1; ii >= 0; ii--)
+ if (drawOrder[ii] == -1)
+ drawOrder[ii] = unchanged[--unchangedIndex];
+ timeline.setFrame(i, time, drawOrder);
+ }
+ timelines.push(timeline);
+ }
+ let eventCount = input.readInt(true);
+ if (eventCount > 0) {
+ let timeline = new EventTimeline(eventCount);
+ for (let i = 0; i < eventCount; i++) {
+ let time = input.readFloat();
+ let eventData = skeletonData.events[input.readInt(true)];
+ let event = new Event(time, eventData);
+ event.intValue = input.readInt(false);
+ event.floatValue = input.readFloat();
+ event.stringValue = input.readString();
+ if (event.stringValue == null)
+ event.stringValue = eventData.stringValue;
+ if (event.data.audioPath) {
+ event.volume = input.readFloat();
+ event.balance = input.readFloat();
+ }
+ timeline.setFrame(i, event);
+ }
+ timelines.push(timeline);
+ }
+ let duration = 0;
+ for (let i = 0, n = timelines.length; i < n; i++)
+ duration = Math.max(duration, timelines[i].getDuration());
+ return new Animation(name, timelines, duration);
+ }
+};
+var BinaryInput = class {
+ constructor(data, strings = new Array(), index = 0, buffer = new DataView(data instanceof ArrayBuffer ? data : data.buffer)) {
+ this.strings = strings;
+ this.index = index;
+ this.buffer = buffer;
+ }
+ readByte() {
+ return this.buffer.getInt8(this.index++);
+ }
+ readUnsignedByte() {
+ return this.buffer.getUint8(this.index++);
+ }
+ readShort() {
+ let value = this.buffer.getInt16(this.index);
+ this.index += 2;
+ return value;
+ }
+ readInt32() {
+ let value = this.buffer.getInt32(this.index);
+ this.index += 4;
+ return value;
+ }
+ readInt(optimizePositive) {
+ let b = this.readByte();
+ let result = b & 127;
+ if ((b & 128) != 0) {
+ b = this.readByte();
+ result |= (b & 127) << 7;
+ if ((b & 128) != 0) {
+ b = this.readByte();
+ result |= (b & 127) << 14;
+ if ((b & 128) != 0) {
+ b = this.readByte();
+ result |= (b & 127) << 21;
+ if ((b & 128) != 0) {
+ b = this.readByte();
+ result |= (b & 127) << 28;
+ }
+ }
+ }
+ }
+ return optimizePositive ? result : result >>> 1 ^ -(result & 1);
+ }
+ readStringRef() {
+ let index = this.readInt(true);
+ return index == 0 ? null : this.strings[index - 1];
+ }
+ readString() {
+ let byteCount = this.readInt(true);
+ switch (byteCount) {
+ case 0:
+ return null;
+ case 1:
+ return "";
+ }
+ byteCount--;
+ let chars = "";
+ let charCount = 0;
+ for (let i = 0; i < byteCount; ) {
+ let b = this.readUnsignedByte();
+ switch (b >> 4) {
+ case 12:
+ case 13:
+ chars += String.fromCharCode((b & 31) << 6 | this.readByte() & 63);
+ i += 2;
+ break;
+ case 14:
+ chars += String.fromCharCode((b & 15) << 12 | (this.readByte() & 63) << 6 | this.readByte() & 63);
+ i += 3;
+ break;
+ default:
+ chars += String.fromCharCode(b);
+ i++;
+ }
+ }
+ return chars;
+ }
+ readFloat() {
+ let value = this.buffer.getFloat32(this.index);
+ this.index += 4;
+ return value;
+ }
+ readBoolean() {
+ return this.readByte() != 0;
+ }
+};
+var LinkedMesh = class {
+ parent;
+ skinIndex;
+ slotIndex;
+ mesh;
+ inheritTimeline;
+ constructor(mesh, skinIndex, slotIndex, parent, inheritDeform) {
+ this.mesh = mesh;
+ this.skinIndex = skinIndex;
+ this.slotIndex = slotIndex;
+ this.parent = parent;
+ this.inheritTimeline = inheritDeform;
+ }
+};
+var Vertices = class {
+ constructor(bones = null, vertices = null, length = 0) {
+ this.bones = bones;
+ this.vertices = vertices;
+ this.length = length;
+ }
+};
+var AttachmentType = /* @__PURE__ */ ((AttachmentType2) => {
+ AttachmentType2[AttachmentType2["Region"] = 0] = "Region";
+ AttachmentType2[AttachmentType2["BoundingBox"] = 1] = "BoundingBox";
+ AttachmentType2[AttachmentType2["Mesh"] = 2] = "Mesh";
+ AttachmentType2[AttachmentType2["LinkedMesh"] = 3] = "LinkedMesh";
+ AttachmentType2[AttachmentType2["Path"] = 4] = "Path";
+ AttachmentType2[AttachmentType2["Point"] = 5] = "Point";
+ AttachmentType2[AttachmentType2["Clipping"] = 6] = "Clipping";
+ return AttachmentType2;
+})(AttachmentType || {});
+function readTimeline1(input, timeline, scale) {
+ let time = input.readFloat(), value = input.readFloat() * scale;
+ for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
+ timeline.setFrame(frame, time, value);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat(), value2 = input.readFloat() * scale;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale);
+ }
+ time = time2;
+ value = value2;
+ }
+ return timeline;
+}
+function readTimeline2(input, timeline, scale) {
+ let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale;
+ for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
+ timeline.setFrame(frame, time, value1, value2);
+ if (frame == frameLast)
+ break;
+ let time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale;
+ switch (input.readByte()) {
+ case CURVE_STEPPED:
+ timeline.setStepped(frame);
+ break;
+ case CURVE_BEZIER:
+ setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale);
+ setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale);
+ }
+ time = time2;
+ value1 = nvalue1;
+ value2 = nvalue2;
+ }
+ return timeline;
+}
+function setBezier(input, timeline, bezier, frame, value, time1, time2, value1, value2, scale) {
+ timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2);
+}
+var BONE_ROTATE = 0;
+var BONE_TRANSLATE = 1;
+var BONE_TRANSLATEX = 2;
+var BONE_TRANSLATEY = 3;
+var BONE_SCALE = 4;
+var BONE_SCALEX = 5;
+var BONE_SCALEY = 6;
+var BONE_SHEAR = 7;
+var BONE_SHEARX = 8;
+var BONE_SHEARY = 9;
+var BONE_INHERIT = 10;
+var SLOT_ATTACHMENT = 0;
+var SLOT_RGBA = 1;
+var SLOT_RGB = 2;
+var SLOT_RGBA2 = 3;
+var SLOT_RGB2 = 4;
+var SLOT_ALPHA = 5;
+var ATTACHMENT_DEFORM = 0;
+var ATTACHMENT_SEQUENCE = 1;
+var PATH_POSITION = 0;
+var PATH_SPACING = 1;
+var PATH_MIX = 2;
+var PHYSICS_INERTIA = 0;
+var PHYSICS_STRENGTH = 1;
+var PHYSICS_DAMPING = 2;
+var PHYSICS_MASS = 4;
+var PHYSICS_WIND = 5;
+var PHYSICS_GRAVITY = 6;
+var PHYSICS_MIX = 7;
+var PHYSICS_RESET = 8;
+var CURVE_STEPPED = 1;
+var CURVE_BEZIER = 2;
+
+// spine-core/src/SkeletonBounds.ts
+var SkeletonBounds = class {
+ /** The left edge of the axis aligned bounding box. */
+ minX = 0;
+ /** The bottom edge of the axis aligned bounding box. */
+ minY = 0;
+ /** The right edge of the axis aligned bounding box. */
+ maxX = 0;
+ /** The top edge of the axis aligned bounding box. */
+ maxY = 0;
+ /** The visible bounding boxes. */
+ boundingBoxes = new Array();
+ /** The world vertices for the bounding box polygons. */
+ polygons = new Array();
+ polygonPool = new Pool(() => {
+ return Utils.newFloatArray(16);
+ });
+ /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
+ * box's polygon.
+ * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
+ * SkeletonBounds AABB methods will always return true. */
+ update(skeleton, updateAabb) {
+ if (!skeleton)
+ throw new Error("skeleton cannot be null.");
+ let boundingBoxes = this.boundingBoxes;
+ let polygons = this.polygons;
+ let polygonPool = this.polygonPool;
+ let slots = skeleton.slots;
+ let slotCount = slots.length;
+ boundingBoxes.length = 0;
+ polygonPool.freeAll(polygons);
+ polygons.length = 0;
+ for (let i = 0; i < slotCount; i++) {
+ let slot = slots[i];
+ if (!slot.bone.active)
+ continue;
+ let attachment = slot.getAttachment();
+ if (attachment instanceof BoundingBoxAttachment) {
+ let boundingBox = attachment;
+ boundingBoxes.push(boundingBox);
+ let polygon = polygonPool.obtain();
+ if (polygon.length != boundingBox.worldVerticesLength) {
+ polygon = Utils.newFloatArray(boundingBox.worldVerticesLength);
+ }
+ polygons.push(polygon);
+ boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2);
+ }
+ }
+ if (updateAabb) {
+ this.aabbCompute();
+ } else {
+ this.minX = Number.POSITIVE_INFINITY;
+ this.minY = Number.POSITIVE_INFINITY;
+ this.maxX = Number.NEGATIVE_INFINITY;
+ this.maxY = Number.NEGATIVE_INFINITY;
+ }
+ }
+ aabbCompute() {
+ let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+ let polygons = this.polygons;
+ for (let i = 0, n = polygons.length; i < n; i++) {
+ let polygon = polygons[i];
+ let vertices = polygon;
+ for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) {
+ let x = vertices[ii];
+ let 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(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(x1, y1, x2, y2) {
+ let minX = this.minX;
+ let minY = this.minY;
+ let maxX = this.maxX;
+ let maxY = this.maxY;
+ if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY)
+ return false;
+ let m = (y2 - y1) / (x2 - x1);
+ let y = m * (minX - x1) + y1;
+ if (y > minY && y < maxY)
+ return true;
+ y = m * (maxX - x1) + y1;
+ if (y > minY && y < maxY)
+ return true;
+ let 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(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(x, y) {
+ let polygons = this.polygons;
+ for (let i = 0, n = polygons.length; i < n; i++)
+ if (this.containsPointPolygon(polygons[i], x, y))
+ return this.boundingBoxes[i];
+ return null;
+ }
+ /** Returns true if the polygon contains the point. */
+ containsPointPolygon(polygon, x, y) {
+ let vertices = polygon;
+ let nn = polygon.length;
+ let prevIndex = nn - 2;
+ let inside = false;
+ for (let ii = 0; ii < nn; ii += 2) {
+ let vertexY = vertices[ii + 1];
+ let prevY = vertices[prevIndex + 1];
+ if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) {
+ let vertexX = vertices[ii];
+ if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
+ inside = !inside;
+ }
+ prevIndex = ii;
+ }
+ return inside;
+ }
+ /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
+ * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns
+ * true. */
+ intersectsSegment(x1, y1, x2, y2) {
+ let polygons = this.polygons;
+ for (let i = 0, n = polygons.length; i < n; i++)
+ if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
+ return this.boundingBoxes[i];
+ return null;
+ }
+ /** Returns true if the polygon contains any part of the line segment. */
+ intersectsSegmentPolygon(polygon, x1, y1, x2, y2) {
+ let vertices = polygon;
+ let nn = polygon.length;
+ let width12 = x1 - x2, height12 = y1 - y2;
+ let det1 = x1 * y2 - y1 * x2;
+ let x3 = vertices[nn - 2], y3 = vertices[nn - 1];
+ for (let ii = 0; ii < nn; ii += 2) {
+ let x4 = vertices[ii], y4 = vertices[ii + 1];
+ let det2 = x3 * y4 - y3 * x4;
+ let width34 = x3 - x4, height34 = y3 - y4;
+ let det3 = width12 * height34 - height12 * width34;
+ let x = (det1 * width34 - width12 * det2) / det3;
+ if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) {
+ let y = (det1 * height34 - height12 * det2) / det3;
+ if ((y >= y3 && y <= y4 || y >= y4 && y <= y3) && (y >= y1 && y <= y2 || y >= y2 && y <= y1))
+ return true;
+ }
+ x3 = x4;
+ y3 = y4;
+ }
+ return false;
+ }
+ /** Returns the polygon for the specified bounding box, or null. */
+ getPolygon(boundingBox) {
+ if (!boundingBox)
+ throw new Error("boundingBox cannot be null.");
+ let index = this.boundingBoxes.indexOf(boundingBox);
+ return index == -1 ? null : this.polygons[index];
+ }
+ /** The width of the axis aligned bounding box. */
+ getWidth() {
+ return this.maxX - this.minX;
+ }
+ /** The height of the axis aligned bounding box. */
+ getHeight() {
+ return this.maxY - this.minY;
+ }
+};
+
+// spine-core/src/Triangulator.ts
+var Triangulator = class {
+ convexPolygons = new Array();
+ convexPolygonsIndices = new Array();
+ indicesArray = new Array();
+ isConcaveArray = new Array();
+ triangles = new Array();
+ polygonPool = new Pool(() => {
+ return new Array();
+ });
+ polygonIndicesPool = new Pool(() => {
+ return new Array();
+ });
+ triangulate(verticesArray) {
+ let vertices = verticesArray;
+ let vertexCount = verticesArray.length >> 1;
+ let indices = this.indicesArray;
+ indices.length = 0;
+ for (let i = 0; i < vertexCount; i++)
+ indices[i] = i;
+ let isConcave = this.isConcaveArray;
+ isConcave.length = 0;
+ for (let i = 0, n = vertexCount; i < n; ++i)
+ isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices);
+ let triangles = this.triangles;
+ triangles.length = 0;
+ while (vertexCount > 3) {
+ let previous = vertexCount - 1, i = 0, next = 1;
+ while (true) {
+ outer:
+ if (!isConcave[i]) {
+ let p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
+ let p1x = vertices[p1], p1y = vertices[p1 + 1];
+ let p2x = vertices[p2], p2y = vertices[p2 + 1];
+ let p3x = vertices[p3], p3y = vertices[p3 + 1];
+ for (let ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
+ if (!isConcave[ii])
+ continue;
+ let v = indices[ii] << 1;
+ let vx = vertices[v], vy = vertices[v + 1];
+ if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
+ if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
+ if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy))
+ break outer;
+ }
+ }
+ }
+ break;
+ }
+ if (next == 0) {
+ do {
+ if (!isConcave[i])
+ break;
+ i--;
+ } while (i > 0);
+ break;
+ }
+ previous = i;
+ i = next;
+ next = (next + 1) % vertexCount;
+ }
+ triangles.push(indices[(vertexCount + i - 1) % vertexCount]);
+ triangles.push(indices[i]);
+ triangles.push(indices[(i + 1) % vertexCount]);
+ indices.splice(i, 1);
+ isConcave.splice(i, 1);
+ vertexCount--;
+ let previousIndex = (vertexCount + i - 1) % vertexCount;
+ let nextIndex = i == vertexCount ? 0 : i;
+ isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
+ isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
+ }
+ if (vertexCount == 3) {
+ triangles.push(indices[2]);
+ triangles.push(indices[0]);
+ triangles.push(indices[1]);
+ }
+ return triangles;
+ }
+ decompose(verticesArray, triangles) {
+ let vertices = verticesArray;
+ let convexPolygons = this.convexPolygons;
+ this.polygonPool.freeAll(convexPolygons);
+ convexPolygons.length = 0;
+ let convexPolygonsIndices = this.convexPolygonsIndices;
+ this.polygonIndicesPool.freeAll(convexPolygonsIndices);
+ convexPolygonsIndices.length = 0;
+ let polygonIndices = this.polygonIndicesPool.obtain();
+ polygonIndices.length = 0;
+ let polygon = this.polygonPool.obtain();
+ polygon.length = 0;
+ let fanBaseIndex = -1, lastWinding = 0;
+ for (let i = 0, n = triangles.length; i < n; i += 3) {
+ let t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
+ let x1 = vertices[t1], y1 = vertices[t1 + 1];
+ let x2 = vertices[t2], y2 = vertices[t2 + 1];
+ let x3 = vertices[t3], y3 = vertices[t3 + 1];
+ let merged = false;
+ if (fanBaseIndex == t1) {
+ let o = polygon.length - 4;
+ let winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
+ let winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]);
+ if (winding1 == lastWinding && winding2 == lastWinding) {
+ polygon.push(x3);
+ polygon.push(y3);
+ polygonIndices.push(t3);
+ merged = true;
+ }
+ }
+ if (!merged) {
+ if (polygon.length > 0) {
+ convexPolygons.push(polygon);
+ convexPolygonsIndices.push(polygonIndices);
+ } else {
+ this.polygonPool.free(polygon);
+ this.polygonIndicesPool.free(polygonIndices);
+ }
+ polygon = this.polygonPool.obtain();
+ polygon.length = 0;
+ polygon.push(x1);
+ polygon.push(y1);
+ polygon.push(x2);
+ polygon.push(y2);
+ polygon.push(x3);
+ polygon.push(y3);
+ polygonIndices = this.polygonIndicesPool.obtain();
+ polygonIndices.length = 0;
+ polygonIndices.push(t1);
+ polygonIndices.push(t2);
+ polygonIndices.push(t3);
+ lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3);
+ fanBaseIndex = t1;
+ }
+ }
+ if (polygon.length > 0) {
+ convexPolygons.push(polygon);
+ convexPolygonsIndices.push(polygonIndices);
+ }
+ for (let i = 0, n = convexPolygons.length; i < n; i++) {
+ polygonIndices = convexPolygonsIndices[i];
+ if (polygonIndices.length == 0)
+ continue;
+ let firstIndex = polygonIndices[0];
+ let lastIndex = polygonIndices[polygonIndices.length - 1];
+ polygon = convexPolygons[i];
+ let o = polygon.length - 4;
+ let prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
+ let prevX = polygon[o + 2], prevY = polygon[o + 3];
+ let firstX = polygon[0], firstY = polygon[1];
+ let secondX = polygon[2], secondY = polygon[3];
+ let winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
+ for (let ii = 0; ii < n; ii++) {
+ if (ii == i)
+ continue;
+ let otherIndices = convexPolygonsIndices[ii];
+ if (otherIndices.length != 3)
+ continue;
+ let otherFirstIndex = otherIndices[0];
+ let otherSecondIndex = otherIndices[1];
+ let otherLastIndex = otherIndices[2];
+ let otherPoly = convexPolygons[ii];
+ let x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
+ if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
+ continue;
+ let winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
+ let winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY);
+ if (winding1 == winding && winding2 == winding) {
+ otherPoly.length = 0;
+ otherIndices.length = 0;
+ polygon.push(x3);
+ polygon.push(y3);
+ polygonIndices.push(otherLastIndex);
+ prevPrevX = prevX;
+ prevPrevY = prevY;
+ prevX = x3;
+ prevY = y3;
+ ii = 0;
+ }
+ }
+ }
+ for (let i = convexPolygons.length - 1; i >= 0; i--) {
+ polygon = convexPolygons[i];
+ if (polygon.length == 0) {
+ convexPolygons.splice(i, 1);
+ this.polygonPool.free(polygon);
+ polygonIndices = convexPolygonsIndices[i];
+ convexPolygonsIndices.splice(i, 1);
+ this.polygonIndicesPool.free(polygonIndices);
+ }
+ }
+ return convexPolygons;
+ }
+ static isConcave(index, vertexCount, vertices, indices) {
+ let previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
+ let current = indices[index] << 1;
+ let next = indices[(index + 1) % vertexCount] << 1;
+ return !this.positiveArea(
+ vertices[previous],
+ vertices[previous + 1],
+ vertices[current],
+ vertices[current + 1],
+ vertices[next],
+ vertices[next + 1]
+ );
+ }
+ static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) {
+ return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
+ }
+ static winding(p1x, p1y, p2x, p2y, p3x, p3y) {
+ let px = p2x - p1x, py = p2y - p1y;
+ return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
+ }
+};
+
+// spine-core/src/SkeletonClipping.ts
+var SkeletonClipping = class {
+ triangulator = new Triangulator();
+ clippingPolygon = new Array();
+ clipOutput = new Array();
+ clippedVertices = new Array();
+ clippedUVs = new Array();
+ clippedTriangles = new Array();
+ scratch = new Array();
+ clipAttachment = null;
+ clippingPolygons = null;
+ clipStart(slot, clip) {
+ if (this.clipAttachment)
+ return 0;
+ this.clipAttachment = clip;
+ let n = clip.worldVerticesLength;
+ let vertices = Utils.setArraySize(this.clippingPolygon, n);
+ clip.computeWorldVertices(slot, 0, n, vertices, 0, 2);
+ let clippingPolygon = this.clippingPolygon;
+ SkeletonClipping.makeClockwise(clippingPolygon);
+ let clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon));
+ for (let i = 0, n2 = clippingPolygons.length; i < n2; i++) {
+ let polygon = clippingPolygons[i];
+ SkeletonClipping.makeClockwise(polygon);
+ polygon.push(polygon[0]);
+ polygon.push(polygon[1]);
+ }
+ return clippingPolygons.length;
+ }
+ clipEndWithSlot(slot) {
+ if (this.clipAttachment && this.clipAttachment.endSlot == slot.data)
+ this.clipEnd();
+ }
+ clipEnd() {
+ if (!this.clipAttachment)
+ return;
+ this.clipAttachment = null;
+ this.clippingPolygons = null;
+ this.clippedVertices.length = 0;
+ this.clippedTriangles.length = 0;
+ this.clippingPolygon.length = 0;
+ }
+ isClipping() {
+ return this.clipAttachment != null;
+ }
+ clipTriangles(vertices, verticesLengthOrTriangles, trianglesOrTrianglesLength, trianglesLengthOrUvs, uvsOrLight, lightOrDark, darkOrTwoColor, twoColorParam) {
+ let triangles;
+ let trianglesLength;
+ let uvs;
+ let light;
+ let dark;
+ let twoColor;
+ if (typeof verticesLengthOrTriangles === "number") {
+ triangles = trianglesOrTrianglesLength;
+ trianglesLength = trianglesLengthOrUvs;
+ uvs = uvsOrLight;
+ light = lightOrDark;
+ dark = darkOrTwoColor;
+ twoColor = twoColorParam;
+ } else {
+ triangles = verticesLengthOrTriangles;
+ trianglesLength = trianglesOrTrianglesLength;
+ uvs = trianglesLengthOrUvs;
+ light = uvsOrLight;
+ dark = lightOrDark;
+ twoColor = darkOrTwoColor;
+ }
+ if (uvs && light && dark && typeof twoColor === "boolean")
+ this.clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor);
+ else
+ this.clipTrianglesNoRender(vertices, triangles, trianglesLength);
+ }
+ clipTrianglesNoRender(vertices, triangles, trianglesLength) {
+ let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
+ let clippedTriangles = this.clippedTriangles;
+ let polygons = this.clippingPolygons;
+ let polygonsCount = polygons.length;
+ let index = 0;
+ clippedVertices.length = 0;
+ clippedTriangles.length = 0;
+ for (let i = 0; i < trianglesLength; i += 3) {
+ let vertexOffset = triangles[i] << 1;
+ let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
+ vertexOffset = triangles[i + 1] << 1;
+ let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
+ vertexOffset = triangles[i + 2] << 1;
+ let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
+ for (let p = 0; p < polygonsCount; p++) {
+ let s = clippedVertices.length;
+ if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+ let clipOutputLength = clipOutput.length;
+ if (clipOutputLength == 0)
+ continue;
+ let clipOutputCount = clipOutputLength >> 1;
+ let clipOutputItems = this.clipOutput;
+ let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * 2);
+ for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
+ let x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
+ clippedVerticesItems[s] = x;
+ clippedVerticesItems[s + 1] = y;
+ }
+ s = clippedTriangles.length;
+ let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
+ clipOutputCount--;
+ for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
+ clippedTrianglesItems[s] = index;
+ clippedTrianglesItems[s + 1] = index + ii;
+ clippedTrianglesItems[s + 2] = index + ii + 1;
+ }
+ index += clipOutputCount + 1;
+ } else {
+ let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * 2);
+ clippedVerticesItems[s] = x1;
+ clippedVerticesItems[s + 1] = y1;
+ clippedVerticesItems[s + 2] = x2;
+ clippedVerticesItems[s + 3] = y2;
+ clippedVerticesItems[s + 4] = x3;
+ clippedVerticesItems[s + 5] = y3;
+ s = clippedTriangles.length;
+ let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
+ clippedTrianglesItems[s] = index;
+ clippedTrianglesItems[s + 1] = index + 1;
+ clippedTrianglesItems[s + 2] = index + 2;
+ index += 3;
+ break;
+ }
+ }
+ }
+ }
+ clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor) {
+ let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
+ let clippedTriangles = this.clippedTriangles;
+ let polygons = this.clippingPolygons;
+ let polygonsCount = polygons.length;
+ let vertexSize = twoColor ? 12 : 8;
+ let index = 0;
+ clippedVertices.length = 0;
+ clippedTriangles.length = 0;
+ for (let i = 0; i < trianglesLength; i += 3) {
+ let vertexOffset = triangles[i] << 1;
+ let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
+ let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
+ vertexOffset = triangles[i + 1] << 1;
+ let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
+ let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
+ vertexOffset = triangles[i + 2] << 1;
+ let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
+ let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
+ for (let p = 0; p < polygonsCount; p++) {
+ let s = clippedVertices.length;
+ if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+ let clipOutputLength = clipOutput.length;
+ if (clipOutputLength == 0)
+ continue;
+ let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
+ let d = 1 / (d0 * d2 + d1 * (y1 - y3));
+ let clipOutputCount = clipOutputLength >> 1;
+ let clipOutputItems = this.clipOutput;
+ let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize);
+ for (let ii = 0; ii < clipOutputLength; ii += 2, s += vertexSize) {
+ let x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
+ clippedVerticesItems[s] = x;
+ clippedVerticesItems[s + 1] = y;
+ clippedVerticesItems[s + 2] = light.r;
+ clippedVerticesItems[s + 3] = light.g;
+ clippedVerticesItems[s + 4] = light.b;
+ clippedVerticesItems[s + 5] = light.a;
+ let c0 = x - x3, c1 = y - y3;
+ let a = (d0 * c0 + d1 * c1) * d;
+ let b = (d4 * c0 + d2 * c1) * d;
+ let c = 1 - a - b;
+ clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c;
+ clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c;
+ if (twoColor) {
+ clippedVerticesItems[s + 8] = dark.r;
+ clippedVerticesItems[s + 9] = dark.g;
+ clippedVerticesItems[s + 10] = dark.b;
+ clippedVerticesItems[s + 11] = dark.a;
+ }
+ }
+ s = clippedTriangles.length;
+ let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
+ clipOutputCount--;
+ for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
+ clippedTrianglesItems[s] = index;
+ clippedTrianglesItems[s + 1] = index + ii;
+ clippedTrianglesItems[s + 2] = index + ii + 1;
+ }
+ index += clipOutputCount + 1;
+ } else {
+ let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * vertexSize);
+ clippedVerticesItems[s] = x1;
+ clippedVerticesItems[s + 1] = y1;
+ clippedVerticesItems[s + 2] = light.r;
+ clippedVerticesItems[s + 3] = light.g;
+ clippedVerticesItems[s + 4] = light.b;
+ clippedVerticesItems[s + 5] = light.a;
+ if (!twoColor) {
+ clippedVerticesItems[s + 6] = u1;
+ clippedVerticesItems[s + 7] = v1;
+ clippedVerticesItems[s + 8] = x2;
+ clippedVerticesItems[s + 9] = y2;
+ clippedVerticesItems[s + 10] = light.r;
+ clippedVerticesItems[s + 11] = light.g;
+ clippedVerticesItems[s + 12] = light.b;
+ clippedVerticesItems[s + 13] = light.a;
+ clippedVerticesItems[s + 14] = u2;
+ clippedVerticesItems[s + 15] = v2;
+ clippedVerticesItems[s + 16] = x3;
+ clippedVerticesItems[s + 17] = y3;
+ clippedVerticesItems[s + 18] = light.r;
+ clippedVerticesItems[s + 19] = light.g;
+ clippedVerticesItems[s + 20] = light.b;
+ clippedVerticesItems[s + 21] = light.a;
+ clippedVerticesItems[s + 22] = u3;
+ clippedVerticesItems[s + 23] = v3;
+ } else {
+ clippedVerticesItems[s + 6] = u1;
+ clippedVerticesItems[s + 7] = v1;
+ clippedVerticesItems[s + 8] = dark.r;
+ clippedVerticesItems[s + 9] = dark.g;
+ clippedVerticesItems[s + 10] = dark.b;
+ clippedVerticesItems[s + 11] = dark.a;
+ clippedVerticesItems[s + 12] = x2;
+ clippedVerticesItems[s + 13] = y2;
+ clippedVerticesItems[s + 14] = light.r;
+ clippedVerticesItems[s + 15] = light.g;
+ clippedVerticesItems[s + 16] = light.b;
+ clippedVerticesItems[s + 17] = light.a;
+ clippedVerticesItems[s + 18] = u2;
+ clippedVerticesItems[s + 19] = v2;
+ clippedVerticesItems[s + 20] = dark.r;
+ clippedVerticesItems[s + 21] = dark.g;
+ clippedVerticesItems[s + 22] = dark.b;
+ clippedVerticesItems[s + 23] = dark.a;
+ clippedVerticesItems[s + 24] = x3;
+ clippedVerticesItems[s + 25] = y3;
+ clippedVerticesItems[s + 26] = light.r;
+ clippedVerticesItems[s + 27] = light.g;
+ clippedVerticesItems[s + 28] = light.b;
+ clippedVerticesItems[s + 29] = light.a;
+ clippedVerticesItems[s + 30] = u3;
+ clippedVerticesItems[s + 31] = v3;
+ clippedVerticesItems[s + 32] = dark.r;
+ clippedVerticesItems[s + 33] = dark.g;
+ clippedVerticesItems[s + 34] = dark.b;
+ clippedVerticesItems[s + 35] = dark.a;
+ }
+ s = clippedTriangles.length;
+ let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
+ clippedTrianglesItems[s] = index;
+ clippedTrianglesItems[s + 1] = index + 1;
+ clippedTrianglesItems[s + 2] = index + 2;
+ index += 3;
+ break;
+ }
+ }
+ }
+ }
+ clipTrianglesUnpacked(vertices, triangles, trianglesLength, uvs) {
+ let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices, clippedUVs = this.clippedUVs;
+ let clippedTriangles = this.clippedTriangles;
+ let polygons = this.clippingPolygons;
+ let polygonsCount = polygons.length;
+ let index = 0;
+ clippedVertices.length = 0;
+ clippedUVs.length = 0;
+ clippedTriangles.length = 0;
+ for (let i = 0; i < trianglesLength; i += 3) {
+ let vertexOffset = triangles[i] << 1;
+ let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1];
+ let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1];
+ vertexOffset = triangles[i + 1] << 1;
+ let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1];
+ let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1];
+ vertexOffset = triangles[i + 2] << 1;
+ let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1];
+ let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1];
+ for (let p = 0; p < polygonsCount; p++) {
+ let s = clippedVertices.length;
+ if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
+ let clipOutputLength = clipOutput.length;
+ if (clipOutputLength == 0)
+ continue;
+ let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
+ let d = 1 / (d0 * d2 + d1 * (y1 - y3));
+ let clipOutputCount = clipOutputLength >> 1;
+ let clipOutputItems = this.clipOutput;
+ let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * 2);
+ let clippedUVsItems = Utils.setArraySize(clippedUVs, s + clipOutputCount * 2);
+ for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
+ let x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
+ clippedVerticesItems[s] = x;
+ clippedVerticesItems[s + 1] = y;
+ let c0 = x - x3, c1 = y - y3;
+ let a = (d0 * c0 + d1 * c1) * d;
+ let b = (d4 * c0 + d2 * c1) * d;
+ let c = 1 - a - b;
+ clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
+ clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
+ }
+ s = clippedTriangles.length;
+ let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
+ clipOutputCount--;
+ for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
+ clippedTrianglesItems[s] = index;
+ clippedTrianglesItems[s + 1] = index + ii;
+ clippedTrianglesItems[s + 2] = index + ii + 1;
+ }
+ index += clipOutputCount + 1;
+ } else {
+ let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * 2);
+ clippedVerticesItems[s] = x1;
+ clippedVerticesItems[s + 1] = y1;
+ clippedVerticesItems[s + 2] = x2;
+ clippedVerticesItems[s + 3] = y2;
+ clippedVerticesItems[s + 4] = x3;
+ clippedVerticesItems[s + 5] = y3;
+ let clippedUVSItems = Utils.setArraySize(clippedUVs, s + 3 * 2);
+ clippedUVSItems[s] = u1;
+ clippedUVSItems[s + 1] = v1;
+ clippedUVSItems[s + 2] = u2;
+ clippedUVSItems[s + 3] = v2;
+ clippedUVSItems[s + 4] = u3;
+ clippedUVSItems[s + 5] = v3;
+ s = clippedTriangles.length;
+ let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
+ clippedTrianglesItems[s] = index;
+ clippedTrianglesItems[s + 1] = index + 1;
+ clippedTrianglesItems[s + 2] = index + 2;
+ index += 3;
+ break;
+ }
+ }
+ }
+ }
+ /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
+ * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
+ clip(x1, y1, x2, y2, x3, y3, clippingArea, output) {
+ let originalOutput = output;
+ let clipped = false;
+ let input;
+ if (clippingArea.length % 4 >= 2) {
+ input = output;
+ output = this.scratch;
+ } else
+ input = this.scratch;
+ input.length = 0;
+ input.push(x1);
+ input.push(y1);
+ input.push(x2);
+ input.push(y2);
+ input.push(x3);
+ input.push(y3);
+ input.push(x1);
+ input.push(y1);
+ output.length = 0;
+ let clippingVerticesLast = clippingArea.length - 4;
+ let clippingVertices = clippingArea;
+ for (let i = 0; ; i += 2) {
+ let edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
+ let ex = edgeX - clippingVertices[i + 2], ey = edgeY - clippingVertices[i + 3];
+ let outputStart = output.length;
+ let inputVertices = input;
+ for (let ii = 0, nn = input.length - 2; ii < nn; ) {
+ let inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
+ ii += 2;
+ let inputX2 = inputVertices[ii], inputY2 = inputVertices[ii + 1];
+ let s2 = ey * (edgeX - inputX2) > ex * (edgeY - inputY2);
+ let s1 = ey * (edgeX - inputX) - ex * (edgeY - inputY);
+ if (s1 > 0) {
+ if (s2) {
+ output.push(inputX2);
+ output.push(inputY2);
+ continue;
+ }
+ let ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex);
+ if (t >= 0 && t <= 1) {
+ output.push(inputX + ix * t);
+ output.push(inputY + iy * t);
+ } else {
+ output.push(inputX2);
+ output.push(inputY2);
+ continue;
+ }
+ } else if (s2) {
+ let ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex);
+ if (t >= 0 && t <= 1) {
+ output.push(inputX + ix * t);
+ output.push(inputY + iy * t);
+ output.push(inputX2);
+ output.push(inputY2);
+ } else {
+ output.push(inputX2);
+ output.push(inputY2);
+ continue;
+ }
+ }
+ clipped = true;
+ }
+ if (outputStart == output.length) {
+ originalOutput.length = 0;
+ return true;
+ }
+ output.push(output[0]);
+ output.push(output[1]);
+ if (i == clippingVerticesLast)
+ break;
+ let temp = output;
+ output = input;
+ output.length = 0;
+ input = temp;
+ }
+ if (originalOutput != output) {
+ originalOutput.length = 0;
+ for (let i = 0, n = output.length - 2; i < n; i++)
+ originalOutput[i] = output[i];
+ } else
+ originalOutput.length = originalOutput.length - 2;
+ return clipped;
+ }
+ static makeClockwise(polygon) {
+ let vertices = polygon;
+ let verticeslength = polygon.length;
+ let area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0;
+ for (let i = 0, n = verticeslength - 3; i < n; i += 2) {
+ p1x = vertices[i];
+ p1y = vertices[i + 1];
+ p2x = vertices[i + 2];
+ p2y = vertices[i + 3];
+ area += p1x * p2y - p2x * p1y;
+ }
+ if (area < 0)
+ return;
+ for (let i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
+ let x = vertices[i], y = vertices[i + 1];
+ let other = lastX - i;
+ vertices[i] = vertices[other];
+ vertices[i + 1] = vertices[other + 1];
+ vertices[other] = x;
+ vertices[other + 1] = y;
+ }
+ }
+};
+
+// spine-core/src/SkeletonJson.ts
+var SkeletonJson = class {
+ attachmentLoader;
+ /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
+ * runtime than were used in Spine.
+ *
+ * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
+ scale = 1;
+ linkedMeshes = new Array();
+ constructor(attachmentLoader) {
+ this.attachmentLoader = attachmentLoader;
+ }
+ readSkeletonData(json) {
+ let scale = this.scale;
+ let skeletonData = new SkeletonData();
+ let root = typeof json === "string" ? JSON.parse(json) : json;
+ let skeletonMap = root.skeleton;
+ if (skeletonMap) {
+ skeletonData.hash = skeletonMap.hash;
+ skeletonData.version = skeletonMap.spine;
+ skeletonData.x = skeletonMap.x;
+ skeletonData.y = skeletonMap.y;
+ skeletonData.width = skeletonMap.width;
+ skeletonData.height = skeletonMap.height;
+ skeletonData.referenceScale = getValue(skeletonMap, "referenceScale", 100) * scale;
+ skeletonData.fps = skeletonMap.fps;
+ skeletonData.imagesPath = skeletonMap.images ?? null;
+ skeletonData.audioPath = skeletonMap.audio ?? null;
+ }
+ if (root.bones) {
+ for (let i = 0; i < root.bones.length; i++) {
+ let boneMap = root.bones[i];
+ let parent = null;
+ let parentName = getValue(boneMap, "parent", null);
+ if (parentName)
+ parent = skeletonData.findBone(parentName);
+ let data = new BoneData(skeletonData.bones.length, boneMap.name, parent);
+ data.length = getValue(boneMap, "length", 0) * scale;
+ data.x = getValue(boneMap, "x", 0) * scale;
+ data.y = getValue(boneMap, "y", 0) * scale;
+ data.rotation = getValue(boneMap, "rotation", 0);
+ data.scaleX = getValue(boneMap, "scaleX", 1);
+ data.scaleY = getValue(boneMap, "scaleY", 1);
+ data.shearX = getValue(boneMap, "shearX", 0);
+ data.shearY = getValue(boneMap, "shearY", 0);
+ data.inherit = Utils.enumValue(Inherit, getValue(boneMap, "inherit", "Normal"));
+ data.skinRequired = getValue(boneMap, "skin", false);
+ let color = getValue(boneMap, "color", null);
+ if (color)
+ data.color.setFromString(color);
+ skeletonData.bones.push(data);
+ }
+ }
+ if (root.slots) {
+ for (let i = 0; i < root.slots.length; i++) {
+ let slotMap = root.slots[i];
+ let slotName = slotMap.name;
+ let boneData = skeletonData.findBone(slotMap.bone);
+ if (!boneData)
+ throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotName}`);
+ let data = new SlotData(skeletonData.slots.length, slotName, boneData);
+ let color = getValue(slotMap, "color", null);
+ if (color)
+ data.color.setFromString(color);
+ let dark = getValue(slotMap, "dark", null);
+ if (dark)
+ data.darkColor = Color.fromString(dark);
+ data.attachmentName = getValue(slotMap, "attachment", null);
+ data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal"));
+ data.visible = getValue(slotMap, "visible", true);
+ skeletonData.slots.push(data);
+ }
+ }
+ if (root.ik) {
+ for (let i = 0; i < root.ik.length; i++) {
+ let constraintMap = root.ik[i];
+ let data = new IkConstraintData(constraintMap.name);
+ data.order = getValue(constraintMap, "order", 0);
+ data.skinRequired = getValue(constraintMap, "skin", false);
+ for (let ii = 0; ii < constraintMap.bones.length; ii++) {
+ let bone = skeletonData.findBone(constraintMap.bones[ii]);
+ if (!bone)
+ throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${constraintMap.name}.`);
+ data.bones.push(bone);
+ }
+ let target = skeletonData.findBone(constraintMap.target);
+ ;
+ if (!target)
+ throw new Error(`Couldn't find target bone ${constraintMap.target} for IK constraint ${constraintMap.name}.`);
+ data.target = target;
+ data.mix = getValue(constraintMap, "mix", 1);
+ data.softness = getValue(constraintMap, "softness", 0) * scale;
+ data.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1;
+ data.compress = getValue(constraintMap, "compress", false);
+ data.stretch = getValue(constraintMap, "stretch", false);
+ data.uniform = getValue(constraintMap, "uniform", false);
+ skeletonData.ikConstraints.push(data);
+ }
+ }
+ if (root.transform) {
+ for (let i = 0; i < root.transform.length; i++) {
+ let constraintMap = root.transform[i];
+ let data = new TransformConstraintData(constraintMap.name);
+ data.order = getValue(constraintMap, "order", 0);
+ data.skinRequired = getValue(constraintMap, "skin", false);
+ for (let ii = 0; ii < constraintMap.bones.length; ii++) {
+ let boneName = constraintMap.bones[ii];
+ let bone = skeletonData.findBone(boneName);
+ if (!bone)
+ throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`);
+ data.bones.push(bone);
+ }
+ let targetName = constraintMap.target;
+ let target = skeletonData.findBone(targetName);
+ if (!target)
+ throw new Error(`Couldn't find target bone ${targetName} for transform constraint ${constraintMap.name}.`);
+ data.target = target;
+ data.local = getValue(constraintMap, "local", false);
+ data.relative = getValue(constraintMap, "relative", false);
+ data.offsetRotation = getValue(constraintMap, "rotation", 0);
+ data.offsetX = getValue(constraintMap, "x", 0) * scale;
+ data.offsetY = getValue(constraintMap, "y", 0) * scale;
+ data.offsetScaleX = getValue(constraintMap, "scaleX", 0);
+ data.offsetScaleY = getValue(constraintMap, "scaleY", 0);
+ data.offsetShearY = getValue(constraintMap, "shearY", 0);
+ data.mixRotate = getValue(constraintMap, "mixRotate", 1);
+ data.mixX = getValue(constraintMap, "mixX", 1);
+ data.mixY = getValue(constraintMap, "mixY", data.mixX);
+ data.mixScaleX = getValue(constraintMap, "mixScaleX", 1);
+ data.mixScaleY = getValue(constraintMap, "mixScaleY", data.mixScaleX);
+ data.mixShearY = getValue(constraintMap, "mixShearY", 1);
+ skeletonData.transformConstraints.push(data);
+ }
+ }
+ if (root.path) {
+ for (let i = 0; i < root.path.length; i++) {
+ let constraintMap = root.path[i];
+ let data = new PathConstraintData(constraintMap.name);
+ data.order = getValue(constraintMap, "order", 0);
+ data.skinRequired = getValue(constraintMap, "skin", false);
+ for (let ii = 0; ii < constraintMap.bones.length; ii++) {
+ let boneName = constraintMap.bones[ii];
+ let bone = skeletonData.findBone(boneName);
+ if (!bone)
+ throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`);
+ data.bones.push(bone);
+ }
+ let targetName = constraintMap.target;
+ let target = skeletonData.findSlot(targetName);
+ if (!target)
+ throw new Error(`Couldn't find target slot ${targetName} for path constraint ${constraintMap.name}.`);
+ data.target = target;
+ data.positionMode = Utils.enumValue(PositionMode, getValue(constraintMap, "positionMode", "Percent"));
+ data.spacingMode = Utils.enumValue(SpacingMode, getValue(constraintMap, "spacingMode", "Length"));
+ data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent"));
+ data.offsetRotation = getValue(constraintMap, "rotation", 0);
+ data.position = getValue(constraintMap, "position", 0);
+ if (data.positionMode == 0 /* Fixed */)
+ data.position *= scale;
+ data.spacing = getValue(constraintMap, "spacing", 0);
+ if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */)
+ data.spacing *= scale;
+ data.mixRotate = getValue(constraintMap, "mixRotate", 1);
+ data.mixX = getValue(constraintMap, "mixX", 1);
+ data.mixY = getValue(constraintMap, "mixY", data.mixX);
+ skeletonData.pathConstraints.push(data);
+ }
+ }
+ if (root.physics) {
+ for (let i = 0; i < root.physics.length; i++) {
+ const constraintMap = root.physics[i];
+ const data = new PhysicsConstraintData(constraintMap.name);
+ data.order = getValue(constraintMap, "order", 0);
+ data.skinRequired = getValue(constraintMap, "skin", false);
+ const boneName = constraintMap.bone;
+ const bone = skeletonData.findBone(boneName);
+ if (bone == null)
+ throw new Error("Physics bone not found: " + boneName);
+ data.bone = bone;
+ data.x = getValue(constraintMap, "x", 0);
+ data.y = getValue(constraintMap, "y", 0);
+ data.rotate = getValue(constraintMap, "rotate", 0);
+ data.scaleX = getValue(constraintMap, "scaleX", 0);
+ data.shearX = getValue(constraintMap, "shearX", 0);
+ data.limit = getValue(constraintMap, "limit", 5e3) * scale;
+ data.step = 1 / getValue(constraintMap, "fps", 60);
+ data.inertia = getValue(constraintMap, "inertia", 1);
+ data.strength = getValue(constraintMap, "strength", 100);
+ data.damping = getValue(constraintMap, "damping", 1);
+ data.massInverse = 1 / getValue(constraintMap, "mass", 1);
+ data.wind = getValue(constraintMap, "wind", 0);
+ data.gravity = getValue(constraintMap, "gravity", 0);
+ data.mix = getValue(constraintMap, "mix", 1);
+ data.inertiaGlobal = getValue(constraintMap, "inertiaGlobal", false);
+ data.strengthGlobal = getValue(constraintMap, "strengthGlobal", false);
+ data.dampingGlobal = getValue(constraintMap, "dampingGlobal", false);
+ data.massGlobal = getValue(constraintMap, "massGlobal", false);
+ data.windGlobal = getValue(constraintMap, "windGlobal", false);
+ data.gravityGlobal = getValue(constraintMap, "gravityGlobal", false);
+ data.mixGlobal = getValue(constraintMap, "mixGlobal", false);
+ skeletonData.physicsConstraints.push(data);
+ }
+ }
+ if (root.skins) {
+ for (let i = 0; i < root.skins.length; i++) {
+ let skinMap = root.skins[i];
+ let skin = new Skin(skinMap.name);
+ if (skinMap.bones) {
+ for (let ii = 0; ii < skinMap.bones.length; ii++) {
+ let boneName = skinMap.bones[ii];
+ let bone = skeletonData.findBone(boneName);
+ if (!bone)
+ throw new Error(`Couldn't find bone ${boneName} for skin ${skinMap.name}.`);
+ skin.bones.push(bone);
+ }
+ }
+ if (skinMap.ik) {
+ for (let ii = 0; ii < skinMap.ik.length; ii++) {
+ let constraintName = skinMap.ik[ii];
+ let constraint = skeletonData.findIkConstraint(constraintName);
+ if (!constraint)
+ throw new Error(`Couldn't find IK constraint ${constraintName} for skin ${skinMap.name}.`);
+ skin.constraints.push(constraint);
+ }
+ }
+ if (skinMap.transform) {
+ for (let ii = 0; ii < skinMap.transform.length; ii++) {
+ let constraintName = skinMap.transform[ii];
+ let constraint = skeletonData.findTransformConstraint(constraintName);
+ if (!constraint)
+ throw new Error(`Couldn't find transform constraint ${constraintName} for skin ${skinMap.name}.`);
+ skin.constraints.push(constraint);
+ }
+ }
+ if (skinMap.path) {
+ for (let ii = 0; ii < skinMap.path.length; ii++) {
+ let constraintName = skinMap.path[ii];
+ let constraint = skeletonData.findPathConstraint(constraintName);
+ if (!constraint)
+ throw new Error(`Couldn't find path constraint ${constraintName} for skin ${skinMap.name}.`);
+ skin.constraints.push(constraint);
+ }
+ }
+ if (skinMap.physics) {
+ for (let ii = 0; ii < skinMap.physics.length; ii++) {
+ let constraintName = skinMap.physics[ii];
+ let constraint = skeletonData.findPhysicsConstraint(constraintName);
+ if (!constraint)
+ throw new Error(`Couldn't find physics constraint ${constraintName} for skin ${skinMap.name}.`);
+ skin.constraints.push(constraint);
+ }
+ }
+ for (let slotName in skinMap.attachments) {
+ let slot = skeletonData.findSlot(slotName);
+ if (!slot)
+ throw new Error(`Couldn't find slot ${slotName} for skin ${skinMap.name}.`);
+ let slotMap = skinMap.attachments[slotName];
+ for (let entryName in slotMap) {
+ let attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData);
+ if (attachment)
+ skin.setAttachment(slot.index, entryName, attachment);
+ }
+ }
+ skeletonData.skins.push(skin);
+ if (skin.name == "default")
+ skeletonData.defaultSkin = skin;
+ }
+ }
+ for (let i = 0, n = this.linkedMeshes.length; i < n; i++) {
+ let linkedMesh = this.linkedMeshes[i];
+ let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
+ if (!skin)
+ throw new Error(`Skin not found: ${linkedMesh.skin}`);
+ let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
+ if (!parent)
+ throw new Error(`Parent mesh not found: ${linkedMesh.parent}`);
+ linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh;
+ linkedMesh.mesh.setParentMesh(parent);
+ if (linkedMesh.mesh.region != null)
+ linkedMesh.mesh.updateRegion();
+ }
+ this.linkedMeshes.length = 0;
+ if (root.events) {
+ for (let eventName in root.events) {
+ let eventMap = root.events[eventName];
+ let data = new EventData(eventName);
+ data.intValue = getValue(eventMap, "int", 0);
+ data.floatValue = getValue(eventMap, "float", 0);
+ data.stringValue = getValue(eventMap, "string", "");
+ data.audioPath = getValue(eventMap, "audio", null);
+ if (data.audioPath) {
+ data.volume = getValue(eventMap, "volume", 1);
+ data.balance = getValue(eventMap, "balance", 0);
+ }
+ skeletonData.events.push(data);
+ }
+ }
+ if (root.animations) {
+ for (let animationName in root.animations) {
+ let animationMap = root.animations[animationName];
+ this.readAnimation(animationMap, animationName, skeletonData);
+ }
+ }
+ return skeletonData;
+ }
+ readAttachment(map, skin, slotIndex, name, skeletonData) {
+ let scale = this.scale;
+ name = getValue(map, "name", name);
+ switch (getValue(map, "type", "region")) {
+ case "region": {
+ let path = getValue(map, "path", name);
+ let sequence = this.readSequence(getValue(map, "sequence", null));
+ let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence);
+ if (!region)
+ return null;
+ region.path = path;
+ region.x = getValue(map, "x", 0) * scale;
+ region.y = getValue(map, "y", 0) * scale;
+ region.scaleX = getValue(map, "scaleX", 1);
+ region.scaleY = getValue(map, "scaleY", 1);
+ region.rotation = getValue(map, "rotation", 0);
+ region.width = map.width * scale;
+ region.height = map.height * scale;
+ region.sequence = sequence;
+ let color = getValue(map, "color", null);
+ if (color)
+ region.color.setFromString(color);
+ if (region.region != null)
+ region.updateRegion();
+ return region;
+ }
+ case "boundingbox": {
+ let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
+ if (!box)
+ return null;
+ this.readVertices(map, box, map.vertexCount << 1);
+ let color = getValue(map, "color", null);
+ if (color)
+ box.color.setFromString(color);
+ return box;
+ }
+ case "mesh":
+ case "linkedmesh": {
+ let path = getValue(map, "path", name);
+ let sequence = this.readSequence(getValue(map, "sequence", null));
+ let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence);
+ if (!mesh)
+ return null;
+ mesh.path = path;
+ let color = getValue(map, "color", null);
+ if (color)
+ mesh.color.setFromString(color);
+ mesh.width = getValue(map, "width", 0) * scale;
+ mesh.height = getValue(map, "height", 0) * scale;
+ mesh.sequence = sequence;
+ let parent = getValue(map, "parent", null);
+ if (parent) {
+ this.linkedMeshes.push(new LinkedMesh2(mesh, getValue(map, "skin", null), slotIndex, parent, getValue(map, "timelines", true)));
+ return mesh;
+ }
+ let uvs = map.uvs;
+ this.readVertices(map, mesh, uvs.length);
+ mesh.triangles = map.triangles;
+ mesh.regionUVs = uvs;
+ if (mesh.region != null)
+ mesh.updateRegion();
+ mesh.edges = getValue(map, "edges", null);
+ mesh.hullLength = getValue(map, "hull", 0) * 2;
+ return mesh;
+ }
+ case "path": {
+ let path = this.attachmentLoader.newPathAttachment(skin, name);
+ if (!path)
+ return null;
+ path.closed = getValue(map, "closed", false);
+ path.constantSpeed = getValue(map, "constantSpeed", true);
+ let vertexCount = map.vertexCount;
+ this.readVertices(map, path, vertexCount << 1);
+ let lengths = Utils.newArray(vertexCount / 3, 0);
+ for (let i = 0; i < map.lengths.length; i++)
+ lengths[i] = map.lengths[i] * scale;
+ path.lengths = lengths;
+ let color = getValue(map, "color", null);
+ if (color)
+ path.color.setFromString(color);
+ return path;
+ }
+ case "point": {
+ let point = this.attachmentLoader.newPointAttachment(skin, name);
+ if (!point)
+ return null;
+ point.x = getValue(map, "x", 0) * scale;
+ point.y = getValue(map, "y", 0) * scale;
+ point.rotation = getValue(map, "rotation", 0);
+ let color = getValue(map, "color", null);
+ if (color)
+ point.color.setFromString(color);
+ return point;
+ }
+ case "clipping": {
+ let clip = this.attachmentLoader.newClippingAttachment(skin, name);
+ if (!clip)
+ return null;
+ let end = getValue(map, "end", null);
+ if (end)
+ clip.endSlot = skeletonData.findSlot(end);
+ let vertexCount = map.vertexCount;
+ this.readVertices(map, clip, vertexCount << 1);
+ let color = getValue(map, "color", null);
+ if (color)
+ clip.color.setFromString(color);
+ return clip;
+ }
+ }
+ return null;
+ }
+ readSequence(map) {
+ if (map == null)
+ return null;
+ let sequence = new Sequence(getValue(map, "count", 0));
+ sequence.start = getValue(map, "start", 1);
+ sequence.digits = getValue(map, "digits", 0);
+ sequence.setupIndex = getValue(map, "setup", 0);
+ return sequence;
+ }
+ readVertices(map, attachment, verticesLength) {
+ let scale = this.scale;
+ attachment.worldVerticesLength = verticesLength;
+ let vertices = map.vertices;
+ if (verticesLength == vertices.length) {
+ let scaledVertices = Utils.toFloatArray(vertices);
+ if (scale != 1) {
+ for (let i = 0, n = vertices.length; i < n; i++)
+ scaledVertices[i] *= scale;
+ }
+ attachment.vertices = scaledVertices;
+ return;
+ }
+ let weights = new Array();
+ let bones = new Array();
+ for (let i = 0, n = vertices.length; i < n; ) {
+ let boneCount = vertices[i++];
+ bones.push(boneCount);
+ for (let nn = i + boneCount * 4; i < nn; i += 4) {
+ bones.push(vertices[i]);
+ weights.push(vertices[i + 1] * scale);
+ weights.push(vertices[i + 2] * scale);
+ weights.push(vertices[i + 3]);
+ }
+ }
+ attachment.bones = bones;
+ attachment.vertices = Utils.toFloatArray(weights);
+ }
+ readAnimation(map, name, skeletonData) {
+ let scale = this.scale;
+ let timelines = new Array();
+ if (map.slots) {
+ for (let slotName in map.slots) {
+ let slotMap = map.slots[slotName];
+ let slot = skeletonData.findSlot(slotName);
+ if (!slot)
+ throw new Error("Slot not found: " + slotName);
+ let slotIndex = slot.index;
+ for (let timelineName in slotMap) {
+ let timelineMap = slotMap[timelineName];
+ if (!timelineMap)
+ continue;
+ let frames = timelineMap.length;
+ if (timelineName == "attachment") {
+ let timeline = new AttachmentTimeline(frames, slotIndex);
+ for (let frame = 0; frame < frames; frame++) {
+ let keyMap = timelineMap[frame];
+ timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null));
+ }
+ timelines.push(timeline);
+ } else if (timelineName == "rgba") {
+ let timeline = new RGBATimeline(frames, frames << 2, slotIndex);
+ let keyMap = timelineMap[0];
+ let time = getValue(keyMap, "time", 0);
+ let color = Color.fromString(keyMap.color);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, color.r, color.g, color.b, color.a);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let newColor = Color.fromString(nextMap.color);
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1);
+ }
+ time = time2;
+ color = newColor;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ } else if (timelineName == "rgb") {
+ let timeline = new RGBTimeline(frames, frames * 3, slotIndex);
+ let keyMap = timelineMap[0];
+ let time = getValue(keyMap, "time", 0);
+ let color = Color.fromString(keyMap.color);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, color.r, color.g, color.b);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let newColor = Color.fromString(nextMap.color);
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1);
+ }
+ time = time2;
+ color = newColor;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ } else if (timelineName == "alpha") {
+ timelines.push(readTimeline12(timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1));
+ } else if (timelineName == "rgba2") {
+ let timeline = new RGBA2Timeline(frames, frames * 7, slotIndex);
+ let keyMap = timelineMap[0];
+ let time = getValue(keyMap, "time", 0);
+ let color = Color.fromString(keyMap.light);
+ let color2 = Color.fromString(keyMap.dark);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, color.r, color.g, color.b, color.a, color2.r, color2.g, color2.b);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let newColor = Color.fromString(nextMap.light);
+ let newColor2 = Color.fromString(nextMap.dark);
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.r, newColor2.r, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.g, newColor2.g, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 6, time, time2, color2.b, newColor2.b, 1);
+ }
+ time = time2;
+ color = newColor;
+ color2 = newColor2;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ } else if (timelineName == "rgb2") {
+ let timeline = new RGB2Timeline(frames, frames * 6, slotIndex);
+ let keyMap = timelineMap[0];
+ let time = getValue(keyMap, "time", 0);
+ let color = Color.fromString(keyMap.light);
+ let color2 = Color.fromString(keyMap.dark);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, color.r, color.g, color.b, color2.r, color2.g, color2.b);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let newColor = Color.fromString(nextMap.light);
+ let newColor2 = Color.fromString(nextMap.dark);
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.r, newColor2.r, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.g, newColor2.g, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.b, newColor2.b, 1);
+ }
+ time = time2;
+ color = newColor;
+ color2 = newColor2;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ }
+ }
+ }
+ }
+ if (map.bones) {
+ for (let boneName in map.bones) {
+ let boneMap = map.bones[boneName];
+ let bone = skeletonData.findBone(boneName);
+ if (!bone)
+ throw new Error("Bone not found: " + boneName);
+ let boneIndex = bone.index;
+ for (let timelineName in boneMap) {
+ let timelineMap = boneMap[timelineName];
+ let frames = timelineMap.length;
+ if (frames == 0)
+ continue;
+ if (timelineName === "rotate") {
+ timelines.push(readTimeline12(timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1));
+ } else if (timelineName === "translate") {
+ let timeline = new TranslateTimeline(frames, frames << 1, boneIndex);
+ timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, scale));
+ } else if (timelineName === "translatex") {
+ let timeline = new TranslateXTimeline(frames, frames, boneIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 0, scale));
+ } else if (timelineName === "translatey") {
+ let timeline = new TranslateYTimeline(frames, frames, boneIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 0, scale));
+ } else if (timelineName === "scale") {
+ let timeline = new ScaleTimeline(frames, frames << 1, boneIndex);
+ timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 1, 1));
+ } else if (timelineName === "scalex") {
+ let timeline = new ScaleXTimeline(frames, frames, boneIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 1, 1));
+ } else if (timelineName === "scaley") {
+ let timeline = new ScaleYTimeline(frames, frames, boneIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 1, 1));
+ } else if (timelineName === "shear") {
+ let timeline = new ShearTimeline(frames, frames << 1, boneIndex);
+ timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, 1));
+ } else if (timelineName === "shearx") {
+ let timeline = new ShearXTimeline(frames, frames, boneIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 0, 1));
+ } else if (timelineName === "sheary") {
+ let timeline = new ShearYTimeline(frames, frames, boneIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 0, 1));
+ } else if (timelineName === "inherit") {
+ let timeline = new InheritTimeline(frames, bone.index);
+ for (let frame = 0; frame < timelineMap.length; frame++) {
+ let aFrame = timelineMap[frame];
+ timeline.setFrame(frame, getValue(aFrame, "time", 0), Utils.enumValue(Inherit, getValue(aFrame, "inherit", "Normal")));
+ }
+ timelines.push(timeline);
+ }
+ }
+ }
+ }
+ if (map.ik) {
+ for (let constraintName in map.ik) {
+ let constraintMap = map.ik[constraintName];
+ let keyMap = constraintMap[0];
+ if (!keyMap)
+ continue;
+ let constraint = skeletonData.findIkConstraint(constraintName);
+ if (!constraint)
+ throw new Error("IK Constraint not found: " + constraintName);
+ let constraintIndex = skeletonData.ikConstraints.indexOf(constraint);
+ let timeline = new IkConstraintTimeline(constraintMap.length, constraintMap.length << 1, constraintIndex);
+ let time = getValue(keyMap, "time", 0);
+ let mix = getValue(keyMap, "mix", 1);
+ let softness = getValue(keyMap, "softness", 0) * scale;
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, mix, softness, getValue(keyMap, "bendPositive", true) ? 1 : -1, getValue(keyMap, "compress", false), getValue(keyMap, "stretch", false));
+ let nextMap = constraintMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let mix2 = getValue(nextMap, "mix", 1);
+ let softness2 = getValue(nextMap, "softness", 0) * scale;
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mix, mix2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, softness, softness2, scale);
+ }
+ time = time2;
+ mix = mix2;
+ softness = softness2;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ }
+ }
+ if (map.transform) {
+ for (let constraintName in map.transform) {
+ let timelineMap = map.transform[constraintName];
+ let keyMap = timelineMap[0];
+ if (!keyMap)
+ continue;
+ let constraint = skeletonData.findTransformConstraint(constraintName);
+ if (!constraint)
+ throw new Error("Transform constraint not found: " + constraintName);
+ let constraintIndex = skeletonData.transformConstraints.indexOf(constraint);
+ let timeline = new TransformConstraintTimeline(timelineMap.length, timelineMap.length * 6, constraintIndex);
+ let time = getValue(keyMap, "time", 0);
+ let mixRotate = getValue(keyMap, "mixRotate", 1);
+ let mixX = getValue(keyMap, "mixX", 1);
+ let mixY = getValue(keyMap, "mixY", mixX);
+ let mixScaleX = getValue(keyMap, "mixScaleX", 1);
+ let mixScaleY = getValue(keyMap, "mixScaleY", mixScaleX);
+ let mixShearY = getValue(keyMap, "mixShearY", 1);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let mixRotate2 = getValue(nextMap, "mixRotate", 1);
+ let mixX2 = getValue(nextMap, "mixX", 1);
+ let mixY2 = getValue(nextMap, "mixY", mixX2);
+ let mixScaleX2 = getValue(nextMap, "mixScaleX", 1);
+ let mixScaleY2 = getValue(nextMap, "mixScaleY", mixScaleX2);
+ let mixShearY2 = getValue(nextMap, "mixShearY", 1);
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1);
+ }
+ time = time2;
+ mixRotate = mixRotate2;
+ mixX = mixX2;
+ mixY = mixY2;
+ mixScaleX = mixScaleX2;
+ mixScaleY = mixScaleY2;
+ mixScaleX = mixScaleX2;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ }
+ }
+ if (map.path) {
+ for (let constraintName in map.path) {
+ let constraintMap = map.path[constraintName];
+ let constraint = skeletonData.findPathConstraint(constraintName);
+ if (!constraint)
+ throw new Error("Path constraint not found: " + constraintName);
+ let constraintIndex = skeletonData.pathConstraints.indexOf(constraint);
+ for (let timelineName in constraintMap) {
+ let timelineMap = constraintMap[timelineName];
+ let keyMap = timelineMap[0];
+ if (!keyMap)
+ continue;
+ let frames = timelineMap.length;
+ if (timelineName === "position") {
+ let timeline = new PathConstraintPositionTimeline(frames, frames, constraintIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == 0 /* Fixed */ ? scale : 1));
+ } else if (timelineName === "spacing") {
+ let timeline = new PathConstraintSpacingTimeline(frames, frames, constraintIndex);
+ timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == 0 /* Length */ || constraint.spacingMode == 1 /* Fixed */ ? scale : 1));
+ } else if (timelineName === "mix") {
+ let timeline = new PathConstraintMixTimeline(frames, frames * 3, constraintIndex);
+ let time = getValue(keyMap, "time", 0);
+ let mixRotate = getValue(keyMap, "mixRotate", 1);
+ let mixX = getValue(keyMap, "mixX", 1);
+ let mixY = getValue(keyMap, "mixY", mixX);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ timeline.setFrame(frame, time, mixRotate, mixX, mixY);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let mixRotate2 = getValue(nextMap, "mixRotate", 1);
+ let mixX2 = getValue(nextMap, "mixX", 1);
+ let mixY2 = getValue(nextMap, "mixY", mixX2);
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
+ bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
+ }
+ time = time2;
+ mixRotate = mixRotate2;
+ mixX = mixX2;
+ mixY = mixY2;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ }
+ }
+ }
+ }
+ if (map.physics) {
+ for (let constraintName in map.physics) {
+ let constraintMap = map.physics[constraintName];
+ let constraintIndex = -1;
+ if (constraintName.length > 0) {
+ let constraint = skeletonData.findPhysicsConstraint(constraintName);
+ if (!constraint)
+ throw new Error("Physics constraint not found: " + constraintName);
+ constraintIndex = skeletonData.physicsConstraints.indexOf(constraint);
+ }
+ for (let timelineName in constraintMap) {
+ let timelineMap = constraintMap[timelineName];
+ let keyMap = timelineMap[0];
+ if (!keyMap)
+ continue;
+ let frames = timelineMap.length;
+ if (timelineName == "reset") {
+ const timeline2 = new PhysicsConstraintResetTimeline(frames, constraintIndex);
+ for (let frame = 0; keyMap != null; keyMap = timelineMap[frame + 1], frame++)
+ timeline2.setFrame(frame, getValue(keyMap, "time", 0));
+ timelines.push(timeline2);
+ continue;
+ }
+ let timeline;
+ if (timelineName == "inertia")
+ timeline = new PhysicsConstraintInertiaTimeline(frames, frames, constraintIndex);
+ else if (timelineName == "strength")
+ timeline = new PhysicsConstraintStrengthTimeline(frames, frames, constraintIndex);
+ else if (timelineName == "damping")
+ timeline = new PhysicsConstraintDampingTimeline(frames, frames, constraintIndex);
+ else if (timelineName == "mass")
+ timeline = new PhysicsConstraintMassTimeline(frames, frames, constraintIndex);
+ else if (timelineName == "wind")
+ timeline = new PhysicsConstraintWindTimeline(frames, frames, constraintIndex);
+ else if (timelineName == "gravity")
+ timeline = new PhysicsConstraintGravityTimeline(frames, frames, constraintIndex);
+ else if (timelineName == "mix")
+ timeline = new PhysicsConstraintMixTimeline(frames, frames, constraintIndex);
+ else
+ continue;
+ timelines.push(readTimeline12(timelineMap, timeline, 0, 1));
+ }
+ }
+ }
+ if (map.attachments) {
+ for (let attachmentsName in map.attachments) {
+ let attachmentsMap = map.attachments[attachmentsName];
+ let skin = skeletonData.findSkin(attachmentsName);
+ if (!skin)
+ throw new Error("Skin not found: " + attachmentsName);
+ for (let slotMapName in attachmentsMap) {
+ let slotMap = attachmentsMap[slotMapName];
+ let slot = skeletonData.findSlot(slotMapName);
+ if (!slot)
+ throw new Error("Slot not found: " + slotMapName);
+ let slotIndex = slot.index;
+ for (let attachmentMapName in slotMap) {
+ let attachmentMap = slotMap[attachmentMapName];
+ let attachment = skin.getAttachment(slotIndex, attachmentMapName);
+ for (let timelineMapName in attachmentMap) {
+ let timelineMap = attachmentMap[timelineMapName];
+ let keyMap = timelineMap[0];
+ if (!keyMap)
+ continue;
+ if (timelineMapName == "deform") {
+ let weighted = attachment.bones;
+ let vertices = attachment.vertices;
+ let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
+ let timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment);
+ let time = getValue(keyMap, "time", 0);
+ for (let frame = 0, bezier = 0; ; frame++) {
+ let deform;
+ let verticesValue = getValue(keyMap, "vertices", null);
+ if (!verticesValue)
+ deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
+ else {
+ deform = Utils.newFloatArray(deformLength);
+ let start = getValue(keyMap, "offset", 0);
+ Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
+ if (scale != 1) {
+ for (let i = start, n = i + verticesValue.length; i < n; i++)
+ deform[i] *= scale;
+ }
+ if (!weighted) {
+ for (let i = 0; i < deformLength; i++)
+ deform[i] += vertices[i];
+ }
+ }
+ timeline.setFrame(frame, time, deform);
+ let nextMap = timelineMap[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ break;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let curve = keyMap.curve;
+ if (curve)
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1);
+ time = time2;
+ keyMap = nextMap;
+ }
+ timelines.push(timeline);
+ } else if (timelineMapName == "sequence") {
+ let timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment);
+ let lastDelay = 0;
+ for (let frame = 0; frame < timelineMap.length; frame++) {
+ let delay = getValue(keyMap, "delay", lastDelay);
+ let time = getValue(keyMap, "time", 0);
+ let mode = SequenceMode[getValue(keyMap, "mode", "hold")];
+ let index = getValue(keyMap, "index", 0);
+ timeline.setFrame(frame, time, mode, index, delay);
+ lastDelay = delay;
+ keyMap = timelineMap[frame + 1];
+ }
+ timelines.push(timeline);
+ }
+ }
+ }
+ }
+ }
+ }
+ if (map.drawOrder) {
+ let timeline = new DrawOrderTimeline(map.drawOrder.length);
+ let slotCount = skeletonData.slots.length;
+ let frame = 0;
+ for (let i = 0; i < map.drawOrder.length; i++, frame++) {
+ let drawOrderMap = map.drawOrder[i];
+ let drawOrder = null;
+ let offsets = getValue(drawOrderMap, "offsets", null);
+ if (offsets) {
+ drawOrder = Utils.newArray(slotCount, -1);
+ let unchanged = Utils.newArray(slotCount - offsets.length, 0);
+ let originalIndex = 0, unchangedIndex = 0;
+ for (let ii = 0; ii < offsets.length; ii++) {
+ let offsetMap = offsets[ii];
+ let slot = skeletonData.findSlot(offsetMap.slot);
+ if (!slot)
+ throw new Error("Slot not found: " + slot);
+ let slotIndex = slot.index;
+ while (originalIndex != slotIndex)
+ unchanged[unchangedIndex++] = originalIndex++;
+ drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
+ }
+ while (originalIndex < slotCount)
+ unchanged[unchangedIndex++] = originalIndex++;
+ for (let ii = slotCount - 1; ii >= 0; ii--)
+ if (drawOrder[ii] == -1)
+ drawOrder[ii] = unchanged[--unchangedIndex];
+ }
+ timeline.setFrame(frame, getValue(drawOrderMap, "time", 0), drawOrder);
+ }
+ timelines.push(timeline);
+ }
+ if (map.events) {
+ let timeline = new EventTimeline(map.events.length);
+ let frame = 0;
+ for (let i = 0; i < map.events.length; i++, frame++) {
+ let eventMap = map.events[i];
+ let eventData = skeletonData.findEvent(eventMap.name);
+ if (!eventData)
+ throw new Error("Event not found: " + eventMap.name);
+ let event = new Event(Utils.toSinglePrecision(getValue(eventMap, "time", 0)), eventData);
+ event.intValue = getValue(eventMap, "int", eventData.intValue);
+ event.floatValue = getValue(eventMap, "float", eventData.floatValue);
+ event.stringValue = getValue(eventMap, "string", eventData.stringValue);
+ if (event.data.audioPath) {
+ event.volume = getValue(eventMap, "volume", 1);
+ event.balance = getValue(eventMap, "balance", 0);
+ }
+ timeline.setFrame(frame, event);
+ }
+ timelines.push(timeline);
+ }
+ let duration = 0;
+ for (let i = 0, n = timelines.length; i < n; i++)
+ duration = Math.max(duration, timelines[i].getDuration());
+ skeletonData.animations.push(new Animation(name, timelines, duration));
+ }
+};
+var LinkedMesh2 = class {
+ parent;
+ skin;
+ slotIndex;
+ mesh;
+ inheritTimeline;
+ constructor(mesh, skin, slotIndex, parent, inheritDeform) {
+ this.mesh = mesh;
+ this.skin = skin;
+ this.slotIndex = slotIndex;
+ this.parent = parent;
+ this.inheritTimeline = inheritDeform;
+ }
+};
+function readTimeline12(keys, timeline, defaultValue, scale) {
+ let keyMap = keys[0];
+ let time = getValue(keyMap, "time", 0);
+ let value = getValue(keyMap, "value", defaultValue) * scale;
+ let bezier = 0;
+ for (let frame = 0; ; frame++) {
+ timeline.setFrame(frame, time, value);
+ let nextMap = keys[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ return timeline;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let value2 = getValue(nextMap, "value", defaultValue) * scale;
+ if (keyMap.curve)
+ bezier = readCurve(keyMap.curve, timeline, bezier, frame, 0, time, time2, value, value2, scale);
+ time = time2;
+ value = value2;
+ keyMap = nextMap;
+ }
+}
+function readTimeline22(keys, timeline, name1, name2, defaultValue, scale) {
+ let keyMap = keys[0];
+ let time = getValue(keyMap, "time", 0);
+ let value1 = getValue(keyMap, name1, defaultValue) * scale;
+ let value2 = getValue(keyMap, name2, defaultValue) * scale;
+ let bezier = 0;
+ for (let frame = 0; ; frame++) {
+ timeline.setFrame(frame, time, value1, value2);
+ let nextMap = keys[frame + 1];
+ if (!nextMap) {
+ timeline.shrink(bezier);
+ return timeline;
+ }
+ let time2 = getValue(nextMap, "time", 0);
+ let nvalue1 = getValue(nextMap, name1, defaultValue) * scale;
+ let nvalue2 = getValue(nextMap, name2, defaultValue) * scale;
+ let curve = keyMap.curve;
+ if (curve) {
+ bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, value1, nvalue1, scale);
+ bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, value2, nvalue2, scale);
+ }
+ time = time2;
+ value1 = nvalue1;
+ value2 = nvalue2;
+ keyMap = nextMap;
+ }
+}
+function readCurve(curve, timeline, bezier, frame, value, time1, time2, value1, value2, scale) {
+ if (curve == "stepped") {
+ timeline.setStepped(frame);
+ return bezier;
+ }
+ let i = value << 2;
+ let cx1 = curve[i];
+ let cy1 = curve[i + 1] * scale;
+ let cx2 = curve[i + 2];
+ let cy2 = curve[i + 3] * scale;
+ timeline.setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2);
+ return bezier + 1;
+}
+function getValue(map, property, defaultValue) {
+ return map[property] !== void 0 ? map[property] : defaultValue;
+}
+
+// spine-core/src/polyfills.ts
+(() => {
+ if (typeof Math.fround === "undefined") {
+ Math.fround = function(array) {
+ return function(x) {
+ return array[0] = x, array[0];
+ };
+ }(new Float32Array(1));
+ }
+})();
+
+// spine-webgl/src/WebGL.ts
+var ManagedWebGLRenderingContext = class {
+ canvas;
+ gl;
+ restorables = new Array();
+ constructor(canvasOrContext, contextConfig = { alpha: "true" }) {
+ if (!(canvasOrContext instanceof WebGLRenderingContext || typeof WebGL2RenderingContext !== "undefined" && canvasOrContext instanceof WebGL2RenderingContext)) {
+ let canvas = canvasOrContext;
+ this.gl = canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig);
+ this.canvas = canvas;
+ canvas.addEventListener("webglcontextlost", (e) => {
+ let event = e;
+ if (e)
+ e.preventDefault();
+ });
+ canvas.addEventListener("webglcontextrestored", (e) => {
+ for (let i = 0, n = this.restorables.length; i < n; i++)
+ this.restorables[i].restore();
+ });
+ } else {
+ this.gl = canvasOrContext;
+ this.canvas = this.gl.canvas;
+ }
+ }
+ addRestorable(restorable) {
+ this.restorables.push(restorable);
+ }
+ removeRestorable(restorable) {
+ let index = this.restorables.indexOf(restorable);
+ if (index > -1)
+ this.restorables.splice(index, 1);
+ }
+};
+
+// spine-webgl/src/GLTexture.ts
+var _GLTexture = class extends Texture {
+ context;
+ texture = null;
+ boundUnit = 0;
+ useMipMaps = false;
+ constructor(context, image, useMipMaps = false) {
+ super(image);
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ this.useMipMaps = useMipMaps;
+ this.restore();
+ this.context.addRestorable(this);
+ }
+ setFilters(minFilter, magFilter) {
+ let gl = this.context.gl;
+ this.bind();
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, _GLTexture.validateMagFilter(magFilter));
+ this.useMipMaps = _GLTexture.usesMipMaps(minFilter);
+ if (this.useMipMaps)
+ gl.generateMipmap(gl.TEXTURE_2D);
+ }
+ static validateMagFilter(magFilter) {
+ switch (magFilter) {
+ case 9987 /* MipMapLinearLinear */:
+ case 9985 /* MipMapLinearNearest */:
+ case 9986 /* MipMapNearestLinear */:
+ case 9984 /* MipMapNearestNearest */:
+ return 9729 /* Linear */;
+ default:
+ return magFilter;
+ }
+ }
+ static usesMipMaps(filter) {
+ switch (filter) {
+ case 9987 /* MipMapLinearLinear */:
+ case 9985 /* MipMapLinearNearest */:
+ case 9986 /* MipMapNearestLinear */:
+ case 9984 /* MipMapNearestNearest */:
+ return true;
+ default:
+ return false;
+ }
+ }
+ setWraps(uWrap, vWrap) {
+ let gl = this.context.gl;
+ this.bind();
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap);
+ }
+ update(useMipMaps) {
+ let gl = this.context.gl;
+ if (!this.texture)
+ this.texture = this.context.gl.createTexture();
+ this.bind();
+ if (_GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL)
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ if (useMipMaps)
+ gl.generateMipmap(gl.TEXTURE_2D);
+ }
+ restore() {
+ this.texture = null;
+ this.update(this.useMipMaps);
+ }
+ bind(unit = 0) {
+ let gl = this.context.gl;
+ this.boundUnit = unit;
+ gl.activeTexture(gl.TEXTURE0 + unit);
+ gl.bindTexture(gl.TEXTURE_2D, this.texture);
+ }
+ unbind() {
+ let gl = this.context.gl;
+ gl.activeTexture(gl.TEXTURE0 + this.boundUnit);
+ gl.bindTexture(gl.TEXTURE_2D, null);
+ }
+ dispose() {
+ this.context.removeRestorable(this);
+ let gl = this.context.gl;
+ gl.deleteTexture(this.texture);
+ }
+};
+var GLTexture = _GLTexture;
+__publicField(GLTexture, "DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL", false);
+
+// spine-webgl/src/AssetManager.ts
+var AssetManager = class extends AssetManagerBase {
+ constructor(context, pathPrefix = "", downloader = new Downloader()) {
+ super((image) => {
+ return new GLTexture(context, image);
+ }, pathPrefix, downloader);
+ }
+};
+
+// spine-webgl/src/Vector3.ts
+var Vector3 = class {
+ x = 0;
+ y = 0;
+ z = 0;
+ constructor(x = 0, y = 0, z = 0) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+ setFrom(v) {
+ this.x = v.x;
+ this.y = v.y;
+ this.z = v.z;
+ return this;
+ }
+ set(x, y, z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ return this;
+ }
+ add(v) {
+ this.x += v.x;
+ this.y += v.y;
+ this.z += v.z;
+ return this;
+ }
+ sub(v) {
+ this.x -= v.x;
+ this.y -= v.y;
+ this.z -= v.z;
+ return this;
+ }
+ scale(s) {
+ this.x *= s;
+ this.y *= s;
+ this.z *= s;
+ return this;
+ }
+ normalize() {
+ let len = this.length();
+ if (len == 0)
+ return this;
+ len = 1 / len;
+ this.x *= len;
+ this.y *= len;
+ this.z *= len;
+ return this;
+ }
+ cross(v) {
+ return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x);
+ }
+ multiply(matrix) {
+ let l_mat = matrix.values;
+ return this.set(
+ this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03],
+ this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13],
+ this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]
+ );
+ }
+ project(matrix) {
+ let l_mat = matrix.values;
+ let l_w = 1 / (this.x * l_mat[M30] + this.y * l_mat[M31] + this.z * l_mat[M32] + l_mat[M33]);
+ return this.set(
+ (this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03]) * l_w,
+ (this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13]) * l_w,
+ (this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]) * l_w
+ );
+ }
+ dot(v) {
+ return this.x * v.x + this.y * v.y + this.z * v.z;
+ }
+ length() {
+ return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
+ }
+ distance(v) {
+ let a = v.x - this.x;
+ let b = v.y - this.y;
+ let c = v.z - this.z;
+ return Math.sqrt(a * a + b * b + c * c);
+ }
+};
+
+// spine-webgl/src/Matrix4.ts
+var M00 = 0;
+var M01 = 4;
+var M02 = 8;
+var M03 = 12;
+var M10 = 1;
+var M11 = 5;
+var M12 = 9;
+var M13 = 13;
+var M20 = 2;
+var M21 = 6;
+var M22 = 10;
+var M23 = 14;
+var M30 = 3;
+var M31 = 7;
+var M32 = 11;
+var M33 = 15;
+var _Matrix4 = class {
+ temp = new Float32Array(16);
+ values = new Float32Array(16);
+ constructor() {
+ let v = this.values;
+ v[M00] = 1;
+ v[M11] = 1;
+ v[M22] = 1;
+ v[M33] = 1;
+ }
+ set(values) {
+ this.values.set(values);
+ return this;
+ }
+ transpose() {
+ let t = this.temp;
+ let v = this.values;
+ t[M00] = v[M00];
+ t[M01] = v[M10];
+ t[M02] = v[M20];
+ t[M03] = v[M30];
+ t[M10] = v[M01];
+ t[M11] = v[M11];
+ t[M12] = v[M21];
+ t[M13] = v[M31];
+ t[M20] = v[M02];
+ t[M21] = v[M12];
+ t[M22] = v[M22];
+ t[M23] = v[M32];
+ t[M30] = v[M03];
+ t[M31] = v[M13];
+ t[M32] = v[M23];
+ t[M33] = v[M33];
+ return this.set(t);
+ }
+ identity() {
+ let v = this.values;
+ v[M00] = 1;
+ v[M01] = 0;
+ v[M02] = 0;
+ v[M03] = 0;
+ v[M10] = 0;
+ v[M11] = 1;
+ v[M12] = 0;
+ v[M13] = 0;
+ v[M20] = 0;
+ v[M21] = 0;
+ v[M22] = 1;
+ v[M23] = 0;
+ v[M30] = 0;
+ v[M31] = 0;
+ v[M32] = 0;
+ v[M33] = 1;
+ return this;
+ }
+ invert() {
+ let v = this.values;
+ let t = this.temp;
+ let l_det = v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03] + v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03] - v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13] - v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13] + v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23] + v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23] - v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33] - v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33];
+ if (l_det == 0)
+ throw new Error("non-invertible matrix");
+ let inv_det = 1 / l_det;
+ t[M00] = v[M12] * v[M23] * v[M31] - v[M13] * v[M22] * v[M31] + v[M13] * v[M21] * v[M32] - v[M11] * v[M23] * v[M32] - v[M12] * v[M21] * v[M33] + v[M11] * v[M22] * v[M33];
+ t[M01] = v[M03] * v[M22] * v[M31] - v[M02] * v[M23] * v[M31] - v[M03] * v[M21] * v[M32] + v[M01] * v[M23] * v[M32] + v[M02] * v[M21] * v[M33] - v[M01] * v[M22] * v[M33];
+ t[M02] = v[M02] * v[M13] * v[M31] - v[M03] * v[M12] * v[M31] + v[M03] * v[M11] * v[M32] - v[M01] * v[M13] * v[M32] - v[M02] * v[M11] * v[M33] + v[M01] * v[M12] * v[M33];
+ t[M03] = v[M03] * v[M12] * v[M21] - v[M02] * v[M13] * v[M21] - v[M03] * v[M11] * v[M22] + v[M01] * v[M13] * v[M22] + v[M02] * v[M11] * v[M23] - v[M01] * v[M12] * v[M23];
+ t[M10] = v[M13] * v[M22] * v[M30] - v[M12] * v[M23] * v[M30] - v[M13] * v[M20] * v[M32] + v[M10] * v[M23] * v[M32] + v[M12] * v[M20] * v[M33] - v[M10] * v[M22] * v[M33];
+ t[M11] = v[M02] * v[M23] * v[M30] - v[M03] * v[M22] * v[M30] + v[M03] * v[M20] * v[M32] - v[M00] * v[M23] * v[M32] - v[M02] * v[M20] * v[M33] + v[M00] * v[M22] * v[M33];
+ t[M12] = v[M03] * v[M12] * v[M30] - v[M02] * v[M13] * v[M30] - v[M03] * v[M10] * v[M32] + v[M00] * v[M13] * v[M32] + v[M02] * v[M10] * v[M33] - v[M00] * v[M12] * v[M33];
+ t[M13] = v[M02] * v[M13] * v[M20] - v[M03] * v[M12] * v[M20] + v[M03] * v[M10] * v[M22] - v[M00] * v[M13] * v[M22] - v[M02] * v[M10] * v[M23] + v[M00] * v[M12] * v[M23];
+ t[M20] = v[M11] * v[M23] * v[M30] - v[M13] * v[M21] * v[M30] + v[M13] * v[M20] * v[M31] - v[M10] * v[M23] * v[M31] - v[M11] * v[M20] * v[M33] + v[M10] * v[M21] * v[M33];
+ t[M21] = v[M03] * v[M21] * v[M30] - v[M01] * v[M23] * v[M30] - v[M03] * v[M20] * v[M31] + v[M00] * v[M23] * v[M31] + v[M01] * v[M20] * v[M33] - v[M00] * v[M21] * v[M33];
+ t[M22] = v[M01] * v[M13] * v[M30] - v[M03] * v[M11] * v[M30] + v[M03] * v[M10] * v[M31] - v[M00] * v[M13] * v[M31] - v[M01] * v[M10] * v[M33] + v[M00] * v[M11] * v[M33];
+ t[M23] = v[M03] * v[M11] * v[M20] - v[M01] * v[M13] * v[M20] - v[M03] * v[M10] * v[M21] + v[M00] * v[M13] * v[M21] + v[M01] * v[M10] * v[M23] - v[M00] * v[M11] * v[M23];
+ t[M30] = v[M12] * v[M21] * v[M30] - v[M11] * v[M22] * v[M30] - v[M12] * v[M20] * v[M31] + v[M10] * v[M22] * v[M31] + v[M11] * v[M20] * v[M32] - v[M10] * v[M21] * v[M32];
+ t[M31] = v[M01] * v[M22] * v[M30] - v[M02] * v[M21] * v[M30] + v[M02] * v[M20] * v[M31] - v[M00] * v[M22] * v[M31] - v[M01] * v[M20] * v[M32] + v[M00] * v[M21] * v[M32];
+ t[M32] = v[M02] * v[M11] * v[M30] - v[M01] * v[M12] * v[M30] - v[M02] * v[M10] * v[M31] + v[M00] * v[M12] * v[M31] + v[M01] * v[M10] * v[M32] - v[M00] * v[M11] * v[M32];
+ t[M33] = v[M01] * v[M12] * v[M20] - v[M02] * v[M11] * v[M20] + v[M02] * v[M10] * v[M21] - v[M00] * v[M12] * v[M21] - v[M01] * v[M10] * v[M22] + v[M00] * v[M11] * v[M22];
+ v[M00] = t[M00] * inv_det;
+ v[M01] = t[M01] * inv_det;
+ v[M02] = t[M02] * inv_det;
+ v[M03] = t[M03] * inv_det;
+ v[M10] = t[M10] * inv_det;
+ v[M11] = t[M11] * inv_det;
+ v[M12] = t[M12] * inv_det;
+ v[M13] = t[M13] * inv_det;
+ v[M20] = t[M20] * inv_det;
+ v[M21] = t[M21] * inv_det;
+ v[M22] = t[M22] * inv_det;
+ v[M23] = t[M23] * inv_det;
+ v[M30] = t[M30] * inv_det;
+ v[M31] = t[M31] * inv_det;
+ v[M32] = t[M32] * inv_det;
+ v[M33] = t[M33] * inv_det;
+ return this;
+ }
+ determinant() {
+ let v = this.values;
+ return v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03] + v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03] - v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13] - v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13] + v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23] + v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23] - v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33] - v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33];
+ }
+ translate(x, y, z) {
+ let v = this.values;
+ v[M03] += x;
+ v[M13] += y;
+ v[M23] += z;
+ return this;
+ }
+ copy() {
+ return new _Matrix4().set(this.values);
+ }
+ projection(near, far, fovy, aspectRatio) {
+ this.identity();
+ let l_fd = 1 / Math.tan(fovy * (Math.PI / 180) / 2);
+ let l_a1 = (far + near) / (near - far);
+ let l_a2 = 2 * far * near / (near - far);
+ let v = this.values;
+ v[M00] = l_fd / aspectRatio;
+ v[M10] = 0;
+ v[M20] = 0;
+ v[M30] = 0;
+ v[M01] = 0;
+ v[M11] = l_fd;
+ v[M21] = 0;
+ v[M31] = 0;
+ v[M02] = 0;
+ v[M12] = 0;
+ v[M22] = l_a1;
+ v[M32] = -1;
+ v[M03] = 0;
+ v[M13] = 0;
+ v[M23] = l_a2;
+ v[M33] = 0;
+ return this;
+ }
+ ortho2d(x, y, width, height) {
+ return this.ortho(x, x + width, y, y + height, 0, 1);
+ }
+ ortho(left, right, bottom, top, near, far) {
+ this.identity();
+ let x_orth = 2 / (right - left);
+ let y_orth = 2 / (top - bottom);
+ let z_orth = -2 / (far - near);
+ let tx = -(right + left) / (right - left);
+ let ty = -(top + bottom) / (top - bottom);
+ let tz = -(far + near) / (far - near);
+ let v = this.values;
+ v[M00] = x_orth;
+ v[M10] = 0;
+ v[M20] = 0;
+ v[M30] = 0;
+ v[M01] = 0;
+ v[M11] = y_orth;
+ v[M21] = 0;
+ v[M31] = 0;
+ v[M02] = 0;
+ v[M12] = 0;
+ v[M22] = z_orth;
+ v[M32] = 0;
+ v[M03] = tx;
+ v[M13] = ty;
+ v[M23] = tz;
+ v[M33] = 1;
+ return this;
+ }
+ multiply(matrix) {
+ let t = this.temp;
+ let v = this.values;
+ let m = matrix.values;
+ t[M00] = v[M00] * m[M00] + v[M01] * m[M10] + v[M02] * m[M20] + v[M03] * m[M30];
+ t[M01] = v[M00] * m[M01] + v[M01] * m[M11] + v[M02] * m[M21] + v[M03] * m[M31];
+ t[M02] = v[M00] * m[M02] + v[M01] * m[M12] + v[M02] * m[M22] + v[M03] * m[M32];
+ t[M03] = v[M00] * m[M03] + v[M01] * m[M13] + v[M02] * m[M23] + v[M03] * m[M33];
+ t[M10] = v[M10] * m[M00] + v[M11] * m[M10] + v[M12] * m[M20] + v[M13] * m[M30];
+ t[M11] = v[M10] * m[M01] + v[M11] * m[M11] + v[M12] * m[M21] + v[M13] * m[M31];
+ t[M12] = v[M10] * m[M02] + v[M11] * m[M12] + v[M12] * m[M22] + v[M13] * m[M32];
+ t[M13] = v[M10] * m[M03] + v[M11] * m[M13] + v[M12] * m[M23] + v[M13] * m[M33];
+ t[M20] = v[M20] * m[M00] + v[M21] * m[M10] + v[M22] * m[M20] + v[M23] * m[M30];
+ t[M21] = v[M20] * m[M01] + v[M21] * m[M11] + v[M22] * m[M21] + v[M23] * m[M31];
+ t[M22] = v[M20] * m[M02] + v[M21] * m[M12] + v[M22] * m[M22] + v[M23] * m[M32];
+ t[M23] = v[M20] * m[M03] + v[M21] * m[M13] + v[M22] * m[M23] + v[M23] * m[M33];
+ t[M30] = v[M30] * m[M00] + v[M31] * m[M10] + v[M32] * m[M20] + v[M33] * m[M30];
+ t[M31] = v[M30] * m[M01] + v[M31] * m[M11] + v[M32] * m[M21] + v[M33] * m[M31];
+ t[M32] = v[M30] * m[M02] + v[M31] * m[M12] + v[M32] * m[M22] + v[M33] * m[M32];
+ t[M33] = v[M30] * m[M03] + v[M31] * m[M13] + v[M32] * m[M23] + v[M33] * m[M33];
+ return this.set(this.temp);
+ }
+ multiplyLeft(matrix) {
+ let t = this.temp;
+ let v = this.values;
+ let m = matrix.values;
+ t[M00] = m[M00] * v[M00] + m[M01] * v[M10] + m[M02] * v[M20] + m[M03] * v[M30];
+ t[M01] = m[M00] * v[M01] + m[M01] * v[M11] + m[M02] * v[M21] + m[M03] * v[M31];
+ t[M02] = m[M00] * v[M02] + m[M01] * v[M12] + m[M02] * v[M22] + m[M03] * v[M32];
+ t[M03] = m[M00] * v[M03] + m[M01] * v[M13] + m[M02] * v[M23] + m[M03] * v[M33];
+ t[M10] = m[M10] * v[M00] + m[M11] * v[M10] + m[M12] * v[M20] + m[M13] * v[M30];
+ t[M11] = m[M10] * v[M01] + m[M11] * v[M11] + m[M12] * v[M21] + m[M13] * v[M31];
+ t[M12] = m[M10] * v[M02] + m[M11] * v[M12] + m[M12] * v[M22] + m[M13] * v[M32];
+ t[M13] = m[M10] * v[M03] + m[M11] * v[M13] + m[M12] * v[M23] + m[M13] * v[M33];
+ t[M20] = m[M20] * v[M00] + m[M21] * v[M10] + m[M22] * v[M20] + m[M23] * v[M30];
+ t[M21] = m[M20] * v[M01] + m[M21] * v[M11] + m[M22] * v[M21] + m[M23] * v[M31];
+ t[M22] = m[M20] * v[M02] + m[M21] * v[M12] + m[M22] * v[M22] + m[M23] * v[M32];
+ t[M23] = m[M20] * v[M03] + m[M21] * v[M13] + m[M22] * v[M23] + m[M23] * v[M33];
+ t[M30] = m[M30] * v[M00] + m[M31] * v[M10] + m[M32] * v[M20] + m[M33] * v[M30];
+ t[M31] = m[M30] * v[M01] + m[M31] * v[M11] + m[M32] * v[M21] + m[M33] * v[M31];
+ t[M32] = m[M30] * v[M02] + m[M31] * v[M12] + m[M32] * v[M22] + m[M33] * v[M32];
+ t[M33] = m[M30] * v[M03] + m[M31] * v[M13] + m[M32] * v[M23] + m[M33] * v[M33];
+ return this.set(this.temp);
+ }
+ lookAt(position, direction, up) {
+ let xAxis = _Matrix4.xAxis, yAxis = _Matrix4.yAxis, zAxis = _Matrix4.zAxis;
+ zAxis.setFrom(direction).normalize();
+ xAxis.setFrom(direction).normalize();
+ xAxis.cross(up).normalize();
+ yAxis.setFrom(xAxis).cross(zAxis).normalize();
+ this.identity();
+ let val = this.values;
+ val[M00] = xAxis.x;
+ val[M01] = xAxis.y;
+ val[M02] = xAxis.z;
+ val[M10] = yAxis.x;
+ val[M11] = yAxis.y;
+ val[M12] = yAxis.z;
+ val[M20] = -zAxis.x;
+ val[M21] = -zAxis.y;
+ val[M22] = -zAxis.z;
+ _Matrix4.tmpMatrix.identity();
+ _Matrix4.tmpMatrix.values[M03] = -position.x;
+ _Matrix4.tmpMatrix.values[M13] = -position.y;
+ _Matrix4.tmpMatrix.values[M23] = -position.z;
+ this.multiply(_Matrix4.tmpMatrix);
+ return this;
+ }
+};
+var Matrix42 = _Matrix4;
+__publicField(Matrix42, "xAxis", new Vector3());
+__publicField(Matrix42, "yAxis", new Vector3());
+__publicField(Matrix42, "zAxis", new Vector3());
+__publicField(Matrix42, "tmpMatrix", new _Matrix4());
+
+// spine-webgl/src/Camera.ts
+var OrthoCamera = class {
+ position = new Vector3(0, 0, 0);
+ direction = new Vector3(0, 0, -1);
+ up = new Vector3(0, 1, 0);
+ near = 0;
+ far = 100;
+ zoom = 1;
+ viewportWidth = 0;
+ viewportHeight = 0;
+ projectionView = new Matrix42();
+ inverseProjectionView = new Matrix42();
+ projection = new Matrix42();
+ view = new Matrix42();
+ constructor(viewportWidth, viewportHeight) {
+ this.viewportWidth = viewportWidth;
+ this.viewportHeight = viewportHeight;
+ this.update();
+ }
+ update() {
+ let projection = this.projection;
+ let view = this.view;
+ let projectionView = this.projectionView;
+ let inverseProjectionView = this.inverseProjectionView;
+ let zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight;
+ projection.ortho(
+ zoom * (-viewportWidth / 2),
+ zoom * (viewportWidth / 2),
+ zoom * (-viewportHeight / 2),
+ zoom * (viewportHeight / 2),
+ this.near,
+ this.far
+ );
+ view.lookAt(this.position, this.direction, this.up);
+ projectionView.set(projection.values);
+ projectionView.multiply(view);
+ inverseProjectionView.set(projectionView.values).invert();
+ }
+ screenToWorld(screenCoords, screenWidth, screenHeight) {
+ let x = screenCoords.x, y = screenHeight - screenCoords.y - 1;
+ screenCoords.x = 2 * x / screenWidth - 1;
+ screenCoords.y = 2 * y / screenHeight - 1;
+ screenCoords.z = 2 * screenCoords.z - 1;
+ screenCoords.project(this.inverseProjectionView);
+ return screenCoords;
+ }
+ worldToScreen(worldCoords, screenWidth, screenHeight) {
+ worldCoords.project(this.projectionView);
+ worldCoords.x = screenWidth * (worldCoords.x + 1) / 2;
+ worldCoords.y = screenHeight * (worldCoords.y + 1) / 2;
+ worldCoords.z = (worldCoords.z + 1) / 2;
+ return worldCoords;
+ }
+ setViewport(viewportWidth, viewportHeight) {
+ this.viewportWidth = viewportWidth;
+ this.viewportHeight = viewportHeight;
+ }
+};
+
+// spine-webgl/src/Input.ts
+var Input = class {
+ element;
+ mouseX = 0;
+ mouseY = 0;
+ buttonDown = false;
+ touch0 = null;
+ touch1 = null;
+ initialPinchDistance = 0;
+ listeners = new Array();
+ eventListeners = [];
+ constructor(element) {
+ this.element = element;
+ this.setupCallbacks(element);
+ }
+ setupCallbacks(element) {
+ let mouseDown = (ev) => {
+ if (ev instanceof MouseEvent) {
+ let rect = element.getBoundingClientRect();
+ this.mouseX = ev.clientX - rect.left;
+ ;
+ this.mouseY = ev.clientY - rect.top;
+ this.buttonDown = true;
+ this.listeners.map((listener) => {
+ if (listener.down)
+ listener.down(this.mouseX, this.mouseY);
+ });
+ document.addEventListener("mousemove", mouseMove);
+ document.addEventListener("mouseup", mouseUp);
+ }
+ };
+ let mouseMove = (ev) => {
+ if (ev instanceof MouseEvent) {
+ let rect = element.getBoundingClientRect();
+ this.mouseX = ev.clientX - rect.left;
+ ;
+ this.mouseY = ev.clientY - rect.top;
+ this.listeners.map((listener) => {
+ if (this.buttonDown) {
+ if (listener.dragged)
+ listener.dragged(this.mouseX, this.mouseY);
+ } else {
+ if (listener.moved)
+ listener.moved(this.mouseX, this.mouseY);
+ }
+ });
+ }
+ };
+ let mouseUp = (ev) => {
+ if (ev instanceof MouseEvent) {
+ let rect = element.getBoundingClientRect();
+ this.mouseX = ev.clientX - rect.left;
+ ;
+ this.mouseY = ev.clientY - rect.top;
+ this.buttonDown = false;
+ this.listeners.map((listener) => {
+ if (listener.up)
+ listener.up(this.mouseX, this.mouseY);
+ });
+ document.removeEventListener("mousemove", mouseMove);
+ document.removeEventListener("mouseup", mouseUp);
+ }
+ };
+ let mouseWheel = (e) => {
+ e.preventDefault();
+ let deltaY = e.deltaY;
+ if (e.deltaMode == WheelEvent.DOM_DELTA_LINE)
+ deltaY *= 8;
+ if (e.deltaMode == WheelEvent.DOM_DELTA_PAGE)
+ deltaY *= 24;
+ this.listeners.map((listener) => {
+ if (listener.wheel)
+ listener.wheel(e.deltaY);
+ });
+ };
+ element.addEventListener("mousedown", mouseDown, true);
+ element.addEventListener("mousemove", mouseMove, true);
+ element.addEventListener("mouseup", mouseUp, true);
+ element.addEventListener("wheel", mouseWheel, true);
+ element.addEventListener("touchstart", (ev) => {
+ if (!this.touch0 || !this.touch1) {
+ var touches = ev.changedTouches;
+ let nativeTouch = touches.item(0);
+ if (!nativeTouch)
+ return;
+ let rect = element.getBoundingClientRect();
+ let x = nativeTouch.clientX - rect.left;
+ let y = nativeTouch.clientY - rect.top;
+ let touch = new Touch(nativeTouch.identifier, x, y);
+ this.mouseX = x;
+ this.mouseY = y;
+ this.buttonDown = true;
+ if (!this.touch0) {
+ this.touch0 = touch;
+ this.listeners.map((listener) => {
+ if (listener.down)
+ listener.down(touch.x, touch.y);
+ });
+ } else if (!this.touch1) {
+ this.touch1 = touch;
+ let dx = this.touch1.x - this.touch0.x;
+ let dy = this.touch1.x - this.touch0.x;
+ this.initialPinchDistance = Math.sqrt(dx * dx + dy * dy);
+ this.listeners.map((listener) => {
+ if (listener.zoom)
+ listener.zoom(this.initialPinchDistance, this.initialPinchDistance);
+ });
+ }
+ }
+ ev.preventDefault();
+ }, false);
+ element.addEventListener("touchmove", (ev) => {
+ if (this.touch0) {
+ var touches = ev.changedTouches;
+ let rect = element.getBoundingClientRect();
+ for (var i = 0; i < touches.length; i++) {
+ var nativeTouch = touches[i];
+ let x = nativeTouch.clientX - rect.left;
+ let y = nativeTouch.clientY - rect.top;
+ if (this.touch0.identifier === nativeTouch.identifier) {
+ this.touch0.x = this.mouseX = x;
+ this.touch0.y = this.mouseY = y;
+ this.listeners.map((listener) => {
+ if (listener.dragged)
+ listener.dragged(x, y);
+ });
+ }
+ if (this.touch1 && this.touch1.identifier === nativeTouch.identifier) {
+ this.touch1.x = this.mouseX = x;
+ this.touch1.y = this.mouseY = y;
+ }
+ }
+ if (this.touch0 && this.touch1) {
+ let dx = this.touch1.x - this.touch0.x;
+ let dy = this.touch1.x - this.touch0.x;
+ let distance = Math.sqrt(dx * dx + dy * dy);
+ this.listeners.map((listener) => {
+ if (listener.zoom)
+ listener.zoom(this.initialPinchDistance, distance);
+ });
+ }
+ }
+ ev.preventDefault();
+ }, false);
+ let touchEnd = (ev) => {
+ if (this.touch0) {
+ var touches = ev.changedTouches;
+ let rect = element.getBoundingClientRect();
+ for (var i = 0; i < touches.length; i++) {
+ var nativeTouch = touches[i];
+ let x = nativeTouch.clientX - rect.left;
+ let y = nativeTouch.clientY - rect.top;
+ if (this.touch0.identifier === nativeTouch.identifier) {
+ this.touch0 = null;
+ this.mouseX = x;
+ this.mouseY = y;
+ this.listeners.map((listener) => {
+ if (listener.up)
+ listener.up(x, y);
+ });
+ if (!this.touch1) {
+ this.buttonDown = false;
+ break;
+ } else {
+ this.touch0 = this.touch1;
+ this.touch1 = null;
+ this.mouseX = this.touch0.x;
+ this.mouseX = this.touch0.x;
+ this.buttonDown = true;
+ this.listeners.map((listener) => {
+ if (listener.down)
+ listener.down(this.touch0.x, this.touch0.y);
+ });
+ }
+ }
+ if (this.touch1 && this.touch1.identifier) {
+ this.touch1 = null;
+ }
+ }
+ }
+ ev.preventDefault();
+ };
+ element.addEventListener("touchend", touchEnd, false);
+ element.addEventListener("touchcancel", touchEnd);
+ }
+ addListener(listener) {
+ this.listeners.push(listener);
+ }
+ removeListener(listener) {
+ let idx = this.listeners.indexOf(listener);
+ if (idx > -1) {
+ this.listeners.splice(idx, 1);
+ }
+ }
+};
+var Touch = class {
+ constructor(identifier, x, y) {
+ this.identifier = identifier;
+ this.x = x;
+ this.y = y;
+ }
+};
+
+// spine-webgl/src/CameraController.ts
+var CameraController = class {
+ constructor(canvas, camera) {
+ this.canvas = canvas;
+ this.camera = camera;
+ let cameraX = 0, cameraY = 0, cameraZoom = 0;
+ let mouseX = 0, mouseY = 0;
+ let lastX = 0, lastY = 0;
+ let initialZoom = 0;
+ new Input(canvas).addListener({
+ down: (x, y) => {
+ cameraX = camera.position.x;
+ cameraY = camera.position.y;
+ mouseX = lastX = x;
+ mouseY = lastY = y;
+ initialZoom = camera.zoom;
+ },
+ dragged: (x, y) => {
+ let deltaX = x - mouseX;
+ let deltaY = y - mouseY;
+ let originWorld = camera.screenToWorld(new Vector3(0, 0), canvas.clientWidth, canvas.clientHeight);
+ let deltaWorld = camera.screenToWorld(new Vector3(deltaX, deltaY), canvas.clientWidth, canvas.clientHeight).sub(originWorld);
+ camera.position.set(cameraX - deltaWorld.x, cameraY - deltaWorld.y, 0);
+ camera.update();
+ lastX = x;
+ lastY = y;
+ },
+ wheel: (delta) => {
+ let zoomAmount = delta / 200 * camera.zoom;
+ let newZoom = camera.zoom + zoomAmount;
+ if (newZoom > 0) {
+ let x = 0, y = 0;
+ if (delta < 0) {
+ x = lastX;
+ y = lastY;
+ } else {
+ let viewCenter = new Vector3(canvas.clientWidth / 2 + 15, canvas.clientHeight / 2);
+ let mouseToCenterX = lastX - viewCenter.x;
+ let mouseToCenterY = canvas.clientHeight - 1 - lastY - viewCenter.y;
+ x = viewCenter.x - mouseToCenterX;
+ y = canvas.clientHeight - 1 - viewCenter.y + mouseToCenterY;
+ }
+ let oldDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight);
+ camera.zoom = newZoom;
+ camera.update();
+ let newDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight);
+ camera.position.add(oldDistance.sub(newDistance));
+ camera.update();
+ }
+ },
+ zoom: (initialDistance, distance) => {
+ let newZoom = initialDistance / distance;
+ camera.zoom = initialZoom * newZoom;
+ },
+ up: (x, y) => {
+ lastX = x;
+ lastY = y;
+ },
+ moved: (x, y) => {
+ lastX = x;
+ lastY = y;
+ }
+ });
+ }
+};
+
+// spine-webgl/src/Shader.ts
+var _Shader = class {
+ constructor(context, vertexShader, fragmentShader) {
+ this.vertexShader = vertexShader;
+ this.fragmentShader = fragmentShader;
+ this.vsSource = vertexShader;
+ this.fsSource = fragmentShader;
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ this.context.addRestorable(this);
+ this.compile();
+ }
+ context;
+ vs = null;
+ vsSource;
+ fs = null;
+ fsSource;
+ program = null;
+ tmp2x2 = new Float32Array(2 * 2);
+ tmp3x3 = new Float32Array(3 * 3);
+ tmp4x4 = new Float32Array(4 * 4);
+ getProgram() {
+ return this.program;
+ }
+ getVertexShader() {
+ return this.vertexShader;
+ }
+ getFragmentShader() {
+ return this.fragmentShader;
+ }
+ getVertexShaderSource() {
+ return this.vsSource;
+ }
+ getFragmentSource() {
+ return this.fsSource;
+ }
+ compile() {
+ let gl = this.context.gl;
+ try {
+ this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader);
+ if (!this.vs)
+ throw new Error("Couldn't compile vertex shader.");
+ this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader);
+ if (!this.fs)
+ throw new Error("Couldn#t compile fragment shader.");
+ this.program = this.compileProgram(this.vs, this.fs);
+ } catch (e) {
+ this.dispose();
+ throw e;
+ }
+ }
+ compileShader(type, source) {
+ let gl = this.context.gl;
+ let shader = gl.createShader(type);
+ if (!shader)
+ throw new Error("Couldn't create shader.");
+ gl.shaderSource(shader, source);
+ gl.compileShader(shader);
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
+ let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader);
+ gl.deleteShader(shader);
+ if (!gl.isContextLost())
+ throw new Error(error);
+ }
+ return shader;
+ }
+ compileProgram(vs, fs) {
+ let gl = this.context.gl;
+ let program = gl.createProgram();
+ if (!program)
+ throw new Error("Couldn't compile program.");
+ gl.attachShader(program, vs);
+ gl.attachShader(program, fs);
+ gl.linkProgram(program);
+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
+ let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program);
+ gl.deleteProgram(program);
+ if (!gl.isContextLost())
+ throw new Error(error);
+ }
+ return program;
+ }
+ restore() {
+ this.compile();
+ }
+ bind() {
+ this.context.gl.useProgram(this.program);
+ }
+ unbind() {
+ this.context.gl.useProgram(null);
+ }
+ setUniformi(uniform, value) {
+ this.context.gl.uniform1i(this.getUniformLocation(uniform), value);
+ }
+ setUniformf(uniform, value) {
+ this.context.gl.uniform1f(this.getUniformLocation(uniform), value);
+ }
+ setUniform2f(uniform, value, value2) {
+ this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2);
+ }
+ setUniform3f(uniform, value, value2, value3) {
+ this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3);
+ }
+ setUniform4f(uniform, value, value2, value3, value4) {
+ this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4);
+ }
+ setUniform2x2f(uniform, value) {
+ let gl = this.context.gl;
+ this.tmp2x2.set(value);
+ gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2);
+ }
+ setUniform3x3f(uniform, value) {
+ let gl = this.context.gl;
+ this.tmp3x3.set(value);
+ gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3);
+ }
+ setUniform4x4f(uniform, value) {
+ let gl = this.context.gl;
+ this.tmp4x4.set(value);
+ gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4);
+ }
+ getUniformLocation(uniform) {
+ let gl = this.context.gl;
+ if (!this.program)
+ throw new Error("Shader not compiled.");
+ let location = gl.getUniformLocation(this.program, uniform);
+ if (!location && !gl.isContextLost())
+ throw new Error(`Couldn't find location for uniform ${uniform}`);
+ return location;
+ }
+ getAttributeLocation(attribute) {
+ let gl = this.context.gl;
+ if (!this.program)
+ throw new Error("Shader not compiled.");
+ let location = gl.getAttribLocation(this.program, attribute);
+ if (location == -1 && !gl.isContextLost())
+ throw new Error(`Couldn't find location for attribute ${attribute}`);
+ return location;
+ }
+ dispose() {
+ this.context.removeRestorable(this);
+ let gl = this.context.gl;
+ if (this.vs) {
+ gl.deleteShader(this.vs);
+ this.vs = null;
+ }
+ if (this.fs) {
+ gl.deleteShader(this.fs);
+ this.fs = null;
+ }
+ if (this.program) {
+ gl.deleteProgram(this.program);
+ this.program = null;
+ }
+ }
+ static newColoredTextured(context) {
+ let vs = `
+attribute vec4 ${_Shader.POSITION};
+attribute vec4 ${_Shader.COLOR};
+attribute vec2 ${_Shader.TEXCOORDS};
+uniform mat4 ${_Shader.MVP_MATRIX};
+varying vec4 v_color;
+varying vec2 v_texCoords;
+
+void main () {
+ v_color = ${_Shader.COLOR};
+ v_texCoords = ${_Shader.TEXCOORDS};
+ gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION};
+}
+`;
+ let fs = `
+#ifdef GL_ES
+ #define LOWP lowp
+ precision mediump float;
+#else
+ #define LOWP
+#endif
+varying LOWP vec4 v_color;
+varying vec2 v_texCoords;
+uniform sampler2D u_texture;
+
+void main () {
+ gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
+}
+`;
+ return new _Shader(context, vs, fs);
+ }
+ static newTwoColoredTextured(context) {
+ let vs = `
+attribute vec4 ${_Shader.POSITION};
+attribute vec4 ${_Shader.COLOR};
+attribute vec4 ${_Shader.COLOR2};
+attribute vec2 ${_Shader.TEXCOORDS};
+uniform mat4 ${_Shader.MVP_MATRIX};
+varying vec4 v_light;
+varying vec4 v_dark;
+varying vec2 v_texCoords;
+
+void main () {
+ v_light = ${_Shader.COLOR};
+ v_dark = ${_Shader.COLOR2};
+ v_texCoords = ${_Shader.TEXCOORDS};
+ gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION};
+}
+`;
+ let fs = `
+#ifdef GL_ES
+ #define LOWP lowp
+ precision mediump float;
+#else
+ #define LOWP
+#endif
+varying LOWP vec4 v_light;
+varying LOWP vec4 v_dark;
+varying vec2 v_texCoords;
+uniform sampler2D u_texture;
+
+void main () {
+ vec4 texColor = texture2D(u_texture, v_texCoords);
+ gl_FragColor.a = texColor.a * v_light.a;
+ gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
+}
+`;
+ return new _Shader(context, vs, fs);
+ }
+ static newColored(context) {
+ let vs = `
+attribute vec4 ${_Shader.POSITION};
+attribute vec4 ${_Shader.COLOR};
+uniform mat4 ${_Shader.MVP_MATRIX};
+varying vec4 v_color;
+
+void main () {
+ v_color = ${_Shader.COLOR};
+ gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION};
+}
+`;
+ let fs = `
+#ifdef GL_ES
+ #define LOWP lowp
+ precision mediump float;
+#else
+ #define LOWP
+#endif
+varying LOWP vec4 v_color;
+
+void main () {
+ gl_FragColor = v_color;
+}
+`;
+ return new _Shader(context, vs, fs);
+ }
+};
+var Shader = _Shader;
+__publicField(Shader, "MVP_MATRIX", "u_projTrans");
+__publicField(Shader, "POSITION", "a_position");
+__publicField(Shader, "COLOR", "a_color");
+__publicField(Shader, "COLOR2", "a_color2");
+__publicField(Shader, "TEXCOORDS", "a_texCoords");
+__publicField(Shader, "SAMPLER", "u_texture");
+
+// spine-webgl/src/Mesh.ts
+var Mesh = class {
+ constructor(context, attributes, maxVertices, maxIndices) {
+ this.attributes = attributes;
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ this.elementsPerVertex = 0;
+ for (let i = 0; i < attributes.length; i++) {
+ this.elementsPerVertex += attributes[i].numElements;
+ }
+ this.vertices = new Float32Array(maxVertices * this.elementsPerVertex);
+ this.indices = new Uint16Array(maxIndices);
+ this.context.addRestorable(this);
+ }
+ context;
+ vertices;
+ verticesBuffer = null;
+ verticesLength = 0;
+ dirtyVertices = false;
+ indices;
+ indicesBuffer = null;
+ indicesLength = 0;
+ dirtyIndices = false;
+ elementsPerVertex = 0;
+ getAttributes() {
+ return this.attributes;
+ }
+ maxVertices() {
+ return this.vertices.length / this.elementsPerVertex;
+ }
+ numVertices() {
+ return this.verticesLength / this.elementsPerVertex;
+ }
+ setVerticesLength(length) {
+ this.dirtyVertices = true;
+ this.verticesLength = length;
+ }
+ getVertices() {
+ return this.vertices;
+ }
+ maxIndices() {
+ return this.indices.length;
+ }
+ numIndices() {
+ return this.indicesLength;
+ }
+ setIndicesLength(length) {
+ this.dirtyIndices = true;
+ this.indicesLength = length;
+ }
+ getIndices() {
+ return this.indices;
+ }
+ getVertexSizeInFloats() {
+ let size = 0;
+ for (var i = 0; i < this.attributes.length; i++) {
+ let attribute = this.attributes[i];
+ size += attribute.numElements;
+ }
+ return size;
+ }
+ setVertices(vertices) {
+ this.dirtyVertices = true;
+ if (vertices.length > this.vertices.length)
+ throw Error("Mesh can't store more than " + this.maxVertices() + " vertices");
+ this.vertices.set(vertices, 0);
+ this.verticesLength = vertices.length;
+ }
+ setIndices(indices) {
+ this.dirtyIndices = true;
+ if (indices.length > this.indices.length)
+ throw Error("Mesh can't store more than " + this.maxIndices() + " indices");
+ this.indices.set(indices, 0);
+ this.indicesLength = indices.length;
+ }
+ draw(shader, primitiveType) {
+ this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex);
+ }
+ drawWithOffset(shader, primitiveType, offset, count) {
+ let gl = this.context.gl;
+ if (this.dirtyVertices || this.dirtyIndices)
+ this.update();
+ this.bind(shader);
+ if (this.indicesLength > 0) {
+ gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2);
+ } else {
+ gl.drawArrays(primitiveType, offset, count);
+ }
+ this.unbind(shader);
+ }
+ bind(shader) {
+ let gl = this.context.gl;
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
+ let offset = 0;
+ for (let i = 0; i < this.attributes.length; i++) {
+ let attrib = this.attributes[i];
+ let location = shader.getAttributeLocation(attrib.name);
+ gl.enableVertexAttribArray(location);
+ gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4);
+ offset += attrib.numElements;
+ }
+ if (this.indicesLength > 0)
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
+ }
+ unbind(shader) {
+ let gl = this.context.gl;
+ for (let i = 0; i < this.attributes.length; i++) {
+ let attrib = this.attributes[i];
+ let location = shader.getAttributeLocation(attrib.name);
+ gl.disableVertexAttribArray(location);
+ }
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
+ if (this.indicesLength > 0)
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
+ }
+ update() {
+ let gl = this.context.gl;
+ if (this.dirtyVertices) {
+ if (!this.verticesBuffer) {
+ this.verticesBuffer = gl.createBuffer();
+ }
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer);
+ gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW);
+ this.dirtyVertices = false;
+ }
+ if (this.dirtyIndices) {
+ if (!this.indicesBuffer) {
+ this.indicesBuffer = gl.createBuffer();
+ }
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW);
+ this.dirtyIndices = false;
+ }
+ }
+ restore() {
+ this.verticesBuffer = null;
+ this.indicesBuffer = null;
+ this.update();
+ }
+ dispose() {
+ this.context.removeRestorable(this);
+ let gl = this.context.gl;
+ gl.deleteBuffer(this.verticesBuffer);
+ gl.deleteBuffer(this.indicesBuffer);
+ }
+};
+var VertexAttribute = class {
+ constructor(name, type, numElements) {
+ this.name = name;
+ this.type = type;
+ this.numElements = numElements;
+ }
+};
+var Position2Attribute = class extends VertexAttribute {
+ constructor() {
+ super(Shader.POSITION, VertexAttributeType.Float, 2);
+ }
+};
+var Position3Attribute = class extends VertexAttribute {
+ constructor() {
+ super(Shader.POSITION, VertexAttributeType.Float, 3);
+ }
+};
+var TexCoordAttribute = class extends VertexAttribute {
+ constructor(unit = 0) {
+ super(Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2);
+ }
+};
+var ColorAttribute = class extends VertexAttribute {
+ constructor() {
+ super(Shader.COLOR, VertexAttributeType.Float, 4);
+ }
+};
+var Color2Attribute = class extends VertexAttribute {
+ constructor() {
+ super(Shader.COLOR2, VertexAttributeType.Float, 4);
+ }
+};
+var VertexAttributeType = /* @__PURE__ */ ((VertexAttributeType2) => {
+ VertexAttributeType2[VertexAttributeType2["Float"] = 0] = "Float";
+ return VertexAttributeType2;
+})(VertexAttributeType || {});
+
+// spine-webgl/src/PolygonBatcher.ts
+var GL_ONE = 1;
+var GL_ONE_MINUS_SRC_COLOR = 769;
+var GL_SRC_ALPHA = 770;
+var GL_ONE_MINUS_SRC_ALPHA = 771;
+var GL_DST_COLOR = 774;
+var _PolygonBatcher = class {
+ context;
+ drawCalls = 0;
+ isDrawing = false;
+ mesh;
+ shader = null;
+ lastTexture = null;
+ verticesLength = 0;
+ indicesLength = 0;
+ srcColorBlend;
+ srcAlphaBlend;
+ dstBlend;
+ cullWasEnabled = false;
+ constructor(context, twoColorTint = true, maxVertices = 10920) {
+ if (maxVertices > 10920)
+ throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ let attributes = twoColorTint ? [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute(), new Color2Attribute()] : [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()];
+ this.mesh = new Mesh(context, attributes, maxVertices, maxVertices * 3);
+ let gl = this.context.gl;
+ this.srcColorBlend = gl.SRC_ALPHA;
+ this.srcAlphaBlend = gl.ONE;
+ this.dstBlend = gl.ONE_MINUS_SRC_ALPHA;
+ }
+ begin(shader) {
+ if (this.isDrawing)
+ throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()");
+ this.drawCalls = 0;
+ this.shader = shader;
+ this.lastTexture = null;
+ this.isDrawing = true;
+ let gl = this.context.gl;
+ gl.enable(gl.BLEND);
+ gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
+ if (_PolygonBatcher.disableCulling) {
+ this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE);
+ if (this.cullWasEnabled)
+ gl.disable(gl.CULL_FACE);
+ }
+ }
+ setBlendMode(blendMode, premultipliedAlpha) {
+ const blendModeGL = _PolygonBatcher.blendModesGL[blendMode];
+ const srcColorBlend = premultipliedAlpha ? blendModeGL.srcRgbPma : blendModeGL.srcRgb;
+ const srcAlphaBlend = blendModeGL.srcAlpha;
+ const dstBlend = blendModeGL.dstRgb;
+ if (this.srcColorBlend == srcColorBlend && this.srcAlphaBlend == srcAlphaBlend && this.dstBlend == dstBlend)
+ return;
+ this.srcColorBlend = srcColorBlend;
+ this.srcAlphaBlend = srcAlphaBlend;
+ this.dstBlend = dstBlend;
+ if (this.isDrawing) {
+ this.flush();
+ }
+ let gl = this.context.gl;
+ gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend);
+ }
+ draw(texture, vertices, indices) {
+ if (texture != this.lastTexture) {
+ this.flush();
+ this.lastTexture = texture;
+ } else if (this.verticesLength + vertices.length > this.mesh.getVertices().length || this.indicesLength + indices.length > this.mesh.getIndices().length) {
+ this.flush();
+ }
+ let indexStart = this.mesh.numVertices();
+ this.mesh.getVertices().set(vertices, this.verticesLength);
+ this.verticesLength += vertices.length;
+ this.mesh.setVerticesLength(this.verticesLength);
+ let indicesArray = this.mesh.getIndices();
+ for (let i = this.indicesLength, j = 0; j < indices.length; i++, j++)
+ indicesArray[i] = indices[j] + indexStart;
+ this.indicesLength += indices.length;
+ this.mesh.setIndicesLength(this.indicesLength);
+ }
+ flush() {
+ if (this.verticesLength == 0)
+ return;
+ if (!this.lastTexture)
+ throw new Error("No texture set.");
+ if (!this.shader)
+ throw new Error("No shader set.");
+ this.lastTexture.bind();
+ this.mesh.draw(this.shader, this.context.gl.TRIANGLES);
+ this.verticesLength = 0;
+ this.indicesLength = 0;
+ this.mesh.setVerticesLength(0);
+ this.mesh.setIndicesLength(0);
+ this.drawCalls++;
+ _PolygonBatcher.globalDrawCalls++;
+ }
+ end() {
+ if (!this.isDrawing)
+ throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()");
+ if (this.verticesLength > 0 || this.indicesLength > 0)
+ this.flush();
+ this.shader = null;
+ this.lastTexture = null;
+ this.isDrawing = false;
+ let gl = this.context.gl;
+ gl.disable(gl.BLEND);
+ if (_PolygonBatcher.disableCulling) {
+ if (this.cullWasEnabled)
+ gl.enable(gl.CULL_FACE);
+ }
+ }
+ getDrawCalls() {
+ return this.drawCalls;
+ }
+ static getAndResetGlobalDrawCalls() {
+ let result = _PolygonBatcher.globalDrawCalls;
+ _PolygonBatcher.globalDrawCalls = 0;
+ return result;
+ }
+ dispose() {
+ this.mesh.dispose();
+ }
+};
+var PolygonBatcher = _PolygonBatcher;
+__publicField(PolygonBatcher, "disableCulling", false);
+__publicField(PolygonBatcher, "globalDrawCalls", 0);
+__publicField(PolygonBatcher, "blendModesGL", [
+ { srcRgb: GL_SRC_ALPHA, srcRgbPma: GL_ONE, dstRgb: GL_ONE_MINUS_SRC_ALPHA, srcAlpha: GL_ONE },
+ { srcRgb: GL_SRC_ALPHA, srcRgbPma: GL_ONE, dstRgb: GL_ONE, srcAlpha: GL_ONE },
+ { srcRgb: GL_DST_COLOR, srcRgbPma: GL_DST_COLOR, dstRgb: GL_ONE_MINUS_SRC_ALPHA, srcAlpha: GL_ONE },
+ { srcRgb: GL_ONE, srcRgbPma: GL_ONE, dstRgb: GL_ONE_MINUS_SRC_COLOR, srcAlpha: GL_ONE }
+]);
+
+// spine-webgl/src/ShapeRenderer.ts
+var ShapeRenderer = class {
+ context;
+ isDrawing = false;
+ mesh;
+ shapeType = ShapeType.Filled;
+ color = new Color(1, 1, 1, 1);
+ shader = null;
+ vertexIndex = 0;
+ tmp = new Vector2();
+ srcColorBlend;
+ srcAlphaBlend;
+ dstBlend;
+ constructor(context, maxVertices = 10920) {
+ if (maxVertices > 10920)
+ throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ this.mesh = new Mesh(context, [new Position2Attribute(), new ColorAttribute()], maxVertices, 0);
+ let gl = this.context.gl;
+ this.srcColorBlend = gl.SRC_ALPHA;
+ this.srcAlphaBlend = gl.ONE;
+ this.dstBlend = gl.ONE_MINUS_SRC_ALPHA;
+ }
+ begin(shader) {
+ if (this.isDrawing)
+ throw new Error("ShapeRenderer.begin() has already been called");
+ this.shader = shader;
+ this.vertexIndex = 0;
+ this.isDrawing = true;
+ let gl = this.context.gl;
+ gl.enable(gl.BLEND);
+ gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend);
+ }
+ setBlendMode(srcColorBlend, srcAlphaBlend, dstBlend) {
+ this.srcColorBlend = srcColorBlend;
+ this.srcAlphaBlend = srcAlphaBlend;
+ this.dstBlend = dstBlend;
+ if (this.isDrawing) {
+ this.flush();
+ let gl = this.context.gl;
+ gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend);
+ }
+ }
+ setColor(color) {
+ this.color.setFromColor(color);
+ }
+ setColorWith(r, g, b, a) {
+ this.color.set(r, g, b, a);
+ }
+ point(x, y, color) {
+ this.check(ShapeType.Point, 1);
+ if (!color)
+ color = this.color;
+ this.vertex(x, y, color);
+ }
+ line(x, y, x2, y2, color) {
+ this.check(ShapeType.Line, 2);
+ let vertices = this.mesh.getVertices();
+ let idx = this.vertexIndex;
+ if (!color)
+ color = this.color;
+ this.vertex(x, y, color);
+ this.vertex(x2, y2, color);
+ }
+ triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
+ this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
+ let vertices = this.mesh.getVertices();
+ let idx = this.vertexIndex;
+ if (!color)
+ color = this.color;
+ if (!color2)
+ color2 = this.color;
+ if (!color3)
+ color3 = this.color;
+ if (filled) {
+ this.vertex(x, y, color);
+ this.vertex(x2, y2, color2);
+ this.vertex(x3, y3, color3);
+ } else {
+ this.vertex(x, y, color);
+ this.vertex(x2, y2, color2);
+ this.vertex(x2, y2, color);
+ this.vertex(x3, y3, color2);
+ this.vertex(x3, y3, color);
+ this.vertex(x, y, color2);
+ }
+ }
+ quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
+ this.check(filled ? ShapeType.Filled : ShapeType.Line, 3);
+ let vertices = this.mesh.getVertices();
+ let idx = this.vertexIndex;
+ if (!color)
+ color = this.color;
+ if (!color2)
+ color2 = this.color;
+ if (!color3)
+ color3 = this.color;
+ if (!color4)
+ color4 = this.color;
+ if (filled) {
+ this.vertex(x, y, color);
+ this.vertex(x2, y2, color2);
+ this.vertex(x3, y3, color3);
+ this.vertex(x3, y3, color3);
+ this.vertex(x4, y4, color4);
+ this.vertex(x, y, color);
+ } else {
+ this.vertex(x, y, color);
+ this.vertex(x2, y2, color2);
+ this.vertex(x2, y2, color2);
+ this.vertex(x3, y3, color3);
+ this.vertex(x3, y3, color3);
+ this.vertex(x4, y4, color4);
+ this.vertex(x4, y4, color4);
+ this.vertex(x, y, color);
+ }
+ }
+ rect(filled, x, y, width, height, color) {
+ this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color);
+ }
+ rectLine(filled, x1, y1, x2, y2, width, color) {
+ this.check(filled ? ShapeType.Filled : ShapeType.Line, 8);
+ if (!color)
+ color = this.color;
+ let t = this.tmp.set(y2 - y1, x1 - x2);
+ t.normalize();
+ width *= 0.5;
+ let tx = t.x * width;
+ let ty = t.y * width;
+ if (!filled) {
+ this.vertex(x1 + tx, y1 + ty, color);
+ this.vertex(x1 - tx, y1 - ty, color);
+ this.vertex(x2 + tx, y2 + ty, color);
+ this.vertex(x2 - tx, y2 - ty, color);
+ this.vertex(x2 + tx, y2 + ty, color);
+ this.vertex(x1 + tx, y1 + ty, color);
+ this.vertex(x2 - tx, y2 - ty, color);
+ this.vertex(x1 - tx, y1 - ty, color);
+ } else {
+ this.vertex(x1 + tx, y1 + ty, color);
+ this.vertex(x1 - tx, y1 - ty, color);
+ this.vertex(x2 + tx, y2 + ty, color);
+ this.vertex(x2 - tx, y2 - ty, color);
+ this.vertex(x2 + tx, y2 + ty, color);
+ this.vertex(x1 - tx, y1 - ty, color);
+ }
+ }
+ x(x, y, size) {
+ this.line(x - size, y - size, x + size, y + size);
+ this.line(x - size, y + size, x + size, y - size);
+ }
+ polygon(polygonVertices, offset, count, color) {
+ if (count < 3)
+ throw new Error("Polygon must contain at least 3 vertices");
+ this.check(ShapeType.Line, count * 2);
+ if (!color)
+ color = this.color;
+ let vertices = this.mesh.getVertices();
+ let idx = this.vertexIndex;
+ offset <<= 1;
+ count <<= 1;
+ let firstX = polygonVertices[offset];
+ let firstY = polygonVertices[offset + 1];
+ let last = offset + count;
+ for (let i = offset, n = offset + count - 2; i < n; i += 2) {
+ let x1 = polygonVertices[i];
+ let y1 = polygonVertices[i + 1];
+ let x2 = 0;
+ let y2 = 0;
+ if (i + 2 >= last) {
+ x2 = firstX;
+ y2 = firstY;
+ } else {
+ x2 = polygonVertices[i + 2];
+ y2 = polygonVertices[i + 3];
+ }
+ this.vertex(x1, y1, color);
+ this.vertex(x2, y2, color);
+ }
+ }
+ circle(filled, x, y, radius, color, segments = 0) {
+ if (segments == 0)
+ segments = Math.max(1, 6 * MathUtils.cbrt(radius) | 0);
+ if (segments <= 0)
+ throw new Error("segments must be > 0.");
+ if (!color)
+ color = this.color;
+ let angle = 2 * MathUtils.PI / segments;
+ let cos = Math.cos(angle);
+ let sin = Math.sin(angle);
+ let cx = radius, cy = 0;
+ if (!filled) {
+ this.check(ShapeType.Line, segments * 2 + 2);
+ for (let i = 0; i < segments; i++) {
+ this.vertex(x + cx, y + cy, color);
+ let temp2 = cx;
+ cx = cos * cx - sin * cy;
+ cy = sin * temp2 + cos * cy;
+ this.vertex(x + cx, y + cy, color);
+ }
+ this.vertex(x + cx, y + cy, color);
+ } else {
+ this.check(ShapeType.Filled, segments * 3 + 3);
+ segments--;
+ for (let i = 0; i < segments; i++) {
+ this.vertex(x, y, color);
+ this.vertex(x + cx, y + cy, color);
+ let temp2 = cx;
+ cx = cos * cx - sin * cy;
+ cy = sin * temp2 + cos * cy;
+ this.vertex(x + cx, y + cy, color);
+ }
+ this.vertex(x, y, color);
+ this.vertex(x + cx, y + cy, color);
+ }
+ let temp = cx;
+ cx = radius;
+ cy = 0;
+ this.vertex(x + cx, y + cy, color);
+ }
+ curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
+ this.check(ShapeType.Line, segments * 2 + 2);
+ if (!color)
+ color = this.color;
+ let subdiv_step = 1 / segments;
+ let subdiv_step2 = subdiv_step * subdiv_step;
+ let subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
+ let pre1 = 3 * subdiv_step;
+ let pre2 = 3 * subdiv_step2;
+ let pre4 = 6 * subdiv_step2;
+ let pre5 = 6 * subdiv_step3;
+ let tmp1x = x1 - cx1 * 2 + cx2;
+ let tmp1y = y1 - cy1 * 2 + cy2;
+ let tmp2x = (cx1 - cx2) * 3 - x1 + x2;
+ let tmp2y = (cy1 - cy2) * 3 - y1 + y2;
+ let fx = x1;
+ let fy = y1;
+ let dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
+ let dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
+ let ddfx = tmp1x * pre4 + tmp2x * pre5;
+ let ddfy = tmp1y * pre4 + tmp2y * pre5;
+ let dddfx = tmp2x * pre5;
+ let dddfy = tmp2y * pre5;
+ while (segments-- > 0) {
+ this.vertex(fx, fy, color);
+ fx += dfx;
+ fy += dfy;
+ dfx += ddfx;
+ dfy += ddfy;
+ ddfx += dddfx;
+ ddfy += dddfy;
+ this.vertex(fx, fy, color);
+ }
+ this.vertex(fx, fy, color);
+ this.vertex(x2, y2, color);
+ }
+ vertex(x, y, color) {
+ let idx = this.vertexIndex;
+ let vertices = this.mesh.getVertices();
+ vertices[idx++] = x;
+ vertices[idx++] = y;
+ vertices[idx++] = color.r;
+ vertices[idx++] = color.g;
+ vertices[idx++] = color.b;
+ vertices[idx++] = color.a;
+ this.vertexIndex = idx;
+ }
+ end() {
+ if (!this.isDrawing)
+ throw new Error("ShapeRenderer.begin() has not been called");
+ this.flush();
+ let gl = this.context.gl;
+ gl.disable(gl.BLEND);
+ this.isDrawing = false;
+ }
+ flush() {
+ if (this.vertexIndex == 0)
+ return;
+ if (!this.shader)
+ throw new Error("No shader set.");
+ this.mesh.setVerticesLength(this.vertexIndex);
+ this.mesh.draw(this.shader, this.shapeType);
+ this.vertexIndex = 0;
+ }
+ check(shapeType, numVertices) {
+ if (!this.isDrawing)
+ throw new Error("ShapeRenderer.begin() has not been called");
+ if (this.shapeType == shapeType) {
+ if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices)
+ this.flush();
+ else
+ return;
+ } else {
+ this.flush();
+ this.shapeType = shapeType;
+ }
+ }
+ dispose() {
+ this.mesh.dispose();
+ }
+};
+var ShapeType = /* @__PURE__ */ ((ShapeType2) => {
+ ShapeType2[ShapeType2["Point"] = 0] = "Point";
+ ShapeType2[ShapeType2["Line"] = 1] = "Line";
+ ShapeType2[ShapeType2["Filled"] = 4] = "Filled";
+ return ShapeType2;
+})(ShapeType || {});
+
+// spine-webgl/src/SkeletonDebugRenderer.ts
+var _SkeletonDebugRenderer = class {
+ boneLineColor = new Color(1, 0, 0, 1);
+ boneOriginColor = new Color(0, 1, 0, 1);
+ attachmentLineColor = new Color(0, 0, 1, 0.5);
+ triangleLineColor = new Color(1, 0.64, 0, 0.5);
+ pathColor = new Color().setFromString("FF7F00");
+ clipColor = new Color(0.8, 0, 0, 2);
+ aabbColor = new Color(0, 1, 0, 0.5);
+ drawBones = true;
+ drawRegionAttachments = true;
+ drawBoundingBoxes = true;
+ drawMeshHull = true;
+ drawMeshTriangles = true;
+ drawPaths = true;
+ drawSkeletonXY = false;
+ drawClipping = true;
+ premultipliedAlpha = false;
+ scale = 1;
+ boneWidth = 2;
+ context;
+ bounds = new SkeletonBounds();
+ temp = new Array();
+ vertices = Utils.newFloatArray(2 * 1024);
+ constructor(context) {
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ }
+ draw(shapes, skeleton, ignoredBones) {
+ let skeletonX = skeleton.x;
+ let skeletonY = skeleton.y;
+ let gl = this.context.gl;
+ let srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA;
+ shapes.setBlendMode(srcFunc, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
+ let bones = skeleton.bones;
+ if (this.drawBones) {
+ shapes.setColor(this.boneLineColor);
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
+ continue;
+ if (!bone.parent)
+ continue;
+ let x = bone.data.length * bone.a + bone.worldX;
+ let y = bone.data.length * bone.c + bone.worldY;
+ shapes.rectLine(true, bone.worldX, bone.worldY, x, y, this.boneWidth * this.scale);
+ }
+ if (this.drawSkeletonXY)
+ shapes.x(skeletonX, skeletonY, 4 * this.scale);
+ }
+ if (this.drawRegionAttachments) {
+ shapes.setColor(this.attachmentLineColor);
+ let slots = skeleton.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ let attachment = slot.getAttachment();
+ if (attachment instanceof RegionAttachment) {
+ let regionAttachment = attachment;
+ let vertices = this.vertices;
+ regionAttachment.computeWorldVertices(slot, vertices, 0, 2);
+ shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]);
+ shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]);
+ shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]);
+ shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]);
+ }
+ }
+ }
+ if (this.drawMeshHull || this.drawMeshTriangles) {
+ let slots = skeleton.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ if (!slot.bone.active)
+ continue;
+ let attachment = slot.getAttachment();
+ if (!(attachment instanceof MeshAttachment))
+ continue;
+ let mesh = attachment;
+ let vertices = this.vertices;
+ mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2);
+ let triangles = mesh.triangles;
+ let hullLength = mesh.hullLength;
+ if (this.drawMeshTriangles) {
+ shapes.setColor(this.triangleLineColor);
+ for (let ii = 0, nn = triangles.length; ii < nn; ii += 3) {
+ let v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2;
+ shapes.triangle(
+ false,
+ vertices[v1],
+ vertices[v1 + 1],
+ //
+ vertices[v2],
+ vertices[v2 + 1],
+ //
+ vertices[v3],
+ vertices[v3 + 1]
+ //
+ );
+ }
+ }
+ if (this.drawMeshHull && hullLength > 0) {
+ shapes.setColor(this.attachmentLineColor);
+ hullLength = (hullLength >> 1) * 2;
+ let lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1];
+ for (let ii = 0, nn = hullLength; ii < nn; ii += 2) {
+ let x = vertices[ii], y = vertices[ii + 1];
+ shapes.line(x, y, lastX, lastY);
+ lastX = x;
+ lastY = y;
+ }
+ }
+ }
+ }
+ if (this.drawBoundingBoxes) {
+ let bounds = this.bounds;
+ bounds.update(skeleton, true);
+ shapes.setColor(this.aabbColor);
+ shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
+ let polygons = bounds.polygons;
+ let boxes = bounds.boundingBoxes;
+ for (let i = 0, n = polygons.length; i < n; i++) {
+ let polygon = polygons[i];
+ shapes.setColor(boxes[i].color);
+ shapes.polygon(polygon, 0, polygon.length);
+ }
+ }
+ if (this.drawPaths) {
+ let slots = skeleton.slots;
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ if (!slot.bone.active)
+ continue;
+ let attachment = slot.getAttachment();
+ if (!(attachment instanceof PathAttachment))
+ continue;
+ let path = attachment;
+ let nn = path.worldVerticesLength;
+ let world = this.temp = Utils.setArraySize(this.temp, nn, 0);
+ path.computeWorldVertices(slot, 0, nn, world, 0, 2);
+ let color = this.pathColor;
+ let x1 = world[2], y1 = world[3], x2 = 0, y2 = 0;
+ if (path.closed) {
+ shapes.setColor(color);
+ let cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1];
+ x2 = world[nn - 4];
+ y2 = world[nn - 3];
+ shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
+ shapes.setColor(_SkeletonDebugRenderer.LIGHT_GRAY);
+ shapes.line(x1, y1, cx1, cy1);
+ shapes.line(x2, y2, cx2, cy2);
+ }
+ nn -= 4;
+ for (let ii = 4; ii < nn; ii += 6) {
+ let cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3];
+ x2 = world[ii + 4];
+ y2 = world[ii + 5];
+ shapes.setColor(color);
+ shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32);
+ shapes.setColor(_SkeletonDebugRenderer.LIGHT_GRAY);
+ shapes.line(x1, y1, cx1, cy1);
+ shapes.line(x2, y2, cx2, cy2);
+ x1 = x2;
+ y1 = y2;
+ }
+ }
+ }
+ if (this.drawBones) {
+ shapes.setColor(this.boneOriginColor);
+ for (let i = 0, n = bones.length; i < n; i++) {
+ let bone = bones[i];
+ if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1)
+ continue;
+ shapes.circle(true, bone.worldX, bone.worldY, 3 * this.scale, this.boneOriginColor, 8);
+ }
+ }
+ if (this.drawClipping) {
+ let slots = skeleton.slots;
+ shapes.setColor(this.clipColor);
+ for (let i = 0, n = slots.length; i < n; i++) {
+ let slot = slots[i];
+ if (!slot.bone.active)
+ continue;
+ let attachment = slot.getAttachment();
+ if (!(attachment instanceof ClippingAttachment))
+ continue;
+ let clip = attachment;
+ let nn = clip.worldVerticesLength;
+ let world = this.temp = Utils.setArraySize(this.temp, nn, 0);
+ clip.computeWorldVertices(slot, 0, nn, world, 0, 2);
+ for (let i2 = 0, n2 = world.length; i2 < n2; i2 += 2) {
+ let x = world[i2];
+ let y = world[i2 + 1];
+ let x2 = world[(i2 + 2) % world.length];
+ let y2 = world[(i2 + 3) % world.length];
+ shapes.line(x, y, x2, y2);
+ }
+ }
+ }
+ }
+ dispose() {
+ }
+};
+var SkeletonDebugRenderer = _SkeletonDebugRenderer;
+__publicField(SkeletonDebugRenderer, "LIGHT_GRAY", new Color(192 / 255, 192 / 255, 192 / 255, 1));
+__publicField(SkeletonDebugRenderer, "GREEN", new Color(0, 1, 0, 1));
+
+// spine-webgl/src/SkeletonRenderer.ts
+var Renderable = class {
+ constructor(vertices, numVertices, numFloats) {
+ this.vertices = vertices;
+ this.numVertices = numVertices;
+ this.numFloats = numFloats;
+ }
+};
+var _SkeletonRenderer = class {
+ premultipliedAlpha = false;
+ tempColor = new Color();
+ tempColor2 = new Color();
+ vertices;
+ vertexSize = 2 + 2 + 4;
+ twoColorTint = false;
+ renderable = new Renderable([], 0, 0);
+ clipper = new SkeletonClipping();
+ temp = new Vector2();
+ temp2 = new Vector2();
+ temp3 = new Color();
+ temp4 = new Color();
+ constructor(context, twoColorTint = true) {
+ this.twoColorTint = twoColorTint;
+ if (twoColorTint)
+ this.vertexSize += 4;
+ this.vertices = Utils.newFloatArray(this.vertexSize * 1024);
+ }
+ draw(batcher, skeleton, slotRangeStart = -1, slotRangeEnd = -1, transformer = null) {
+ let clipper = this.clipper;
+ let premultipliedAlpha = this.premultipliedAlpha;
+ let twoColorTint = this.twoColorTint;
+ let blendMode = null;
+ let renderable = this.renderable;
+ let uvs;
+ let triangles;
+ let drawOrder = skeleton.drawOrder;
+ let attachmentColor;
+ let skeletonColor = skeleton.color;
+ let vertexSize = twoColorTint ? 12 : 8;
+ let inRange = false;
+ if (slotRangeStart == -1)
+ inRange = true;
+ for (let i = 0, n = drawOrder.length; i < n; i++) {
+ let clippedVertexSize = clipper.isClipping() ? 2 : vertexSize;
+ let slot = drawOrder[i];
+ if (!slot.bone.active) {
+ clipper.clipEndWithSlot(slot);
+ continue;
+ }
+ if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
+ inRange = true;
+ }
+ if (!inRange) {
+ clipper.clipEndWithSlot(slot);
+ continue;
+ }
+ if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
+ inRange = false;
+ }
+ let attachment = slot.getAttachment();
+ let texture;
+ if (attachment instanceof RegionAttachment) {
+ let region = attachment;
+ renderable.vertices = this.vertices;
+ renderable.numVertices = 4;
+ renderable.numFloats = clippedVertexSize << 2;
+ region.computeWorldVertices(slot, renderable.vertices, 0, clippedVertexSize);
+ triangles = _SkeletonRenderer.QUAD_TRIANGLES;
+ uvs = region.uvs;
+ texture = region.region.texture;
+ attachmentColor = region.color;
+ } else if (attachment instanceof MeshAttachment) {
+ let mesh = attachment;
+ renderable.vertices = this.vertices;
+ renderable.numVertices = mesh.worldVerticesLength >> 1;
+ renderable.numFloats = renderable.numVertices * clippedVertexSize;
+ if (renderable.numFloats > renderable.vertices.length) {
+ renderable.vertices = this.vertices = Utils.newFloatArray(renderable.numFloats);
+ }
+ mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize);
+ triangles = mesh.triangles;
+ texture = mesh.region.texture;
+ uvs = mesh.uvs;
+ attachmentColor = mesh.color;
+ } else if (attachment instanceof ClippingAttachment) {
+ let clip = attachment;
+ clipper.clipStart(slot, clip);
+ continue;
+ } else {
+ clipper.clipEndWithSlot(slot);
+ continue;
+ }
+ if (texture) {
+ let slotColor = slot.color;
+ let finalColor = this.tempColor;
+ finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r;
+ finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g;
+ finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b;
+ finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a;
+ if (premultipliedAlpha) {
+ finalColor.r *= finalColor.a;
+ finalColor.g *= finalColor.a;
+ finalColor.b *= finalColor.a;
+ }
+ let darkColor = this.tempColor2;
+ if (!slot.darkColor)
+ darkColor.set(0, 0, 0, 1);
+ else {
+ if (premultipliedAlpha) {
+ darkColor.r = slot.darkColor.r * finalColor.a;
+ darkColor.g = slot.darkColor.g * finalColor.a;
+ darkColor.b = slot.darkColor.b * finalColor.a;
+ } else {
+ darkColor.setFromColor(slot.darkColor);
+ }
+ darkColor.a = premultipliedAlpha ? 1 : 0;
+ }
+ let slotBlendMode = slot.data.blendMode;
+ if (slotBlendMode != blendMode) {
+ blendMode = slotBlendMode;
+ batcher.setBlendMode(blendMode, premultipliedAlpha);
+ }
+ if (clipper.isClipping()) {
+ clipper.clipTriangles(renderable.vertices, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
+ let clippedVertices = new Float32Array(clipper.clippedVertices);
+ let clippedTriangles = clipper.clippedTriangles;
+ if (transformer)
+ transformer(clippedVertices, clippedVertices.length, vertexSize);
+ batcher.draw(texture, clippedVertices, clippedTriangles);
+ } else {
+ let verts = renderable.vertices;
+ if (!twoColorTint) {
+ for (let v = 2, u = 0, n2 = renderable.numFloats; v < n2; v += vertexSize, u += 2) {
+ verts[v] = finalColor.r;
+ verts[v + 1] = finalColor.g;
+ verts[v + 2] = finalColor.b;
+ verts[v + 3] = finalColor.a;
+ verts[v + 4] = uvs[u];
+ verts[v + 5] = uvs[u + 1];
+ }
+ } else {
+ for (let v = 2, u = 0, n2 = renderable.numFloats; v < n2; v += vertexSize, u += 2) {
+ verts[v] = finalColor.r;
+ verts[v + 1] = finalColor.g;
+ verts[v + 2] = finalColor.b;
+ verts[v + 3] = finalColor.a;
+ verts[v + 4] = uvs[u];
+ verts[v + 5] = uvs[u + 1];
+ verts[v + 6] = darkColor.r;
+ verts[v + 7] = darkColor.g;
+ verts[v + 8] = darkColor.b;
+ verts[v + 9] = darkColor.a;
+ }
+ }
+ let view = renderable.vertices.subarray(0, renderable.numFloats);
+ if (transformer)
+ transformer(renderable.vertices, renderable.numFloats, vertexSize);
+ batcher.draw(texture, view, triangles);
+ }
+ }
+ clipper.clipEndWithSlot(slot);
+ }
+ clipper.clipEnd();
+ }
+ /** Returns the {@link SkeletonClipping} used by this renderer for use with e.g. {@link Skeleton.getBounds} **/
+ getSkeletonClipping() {
+ return this.clipper;
+ }
+};
+var SkeletonRenderer = _SkeletonRenderer;
+__publicField(SkeletonRenderer, "QUAD_TRIANGLES", [0, 1, 2, 2, 3, 0]);
+
+// spine-webgl/src/SceneRenderer.ts
+var quad = [
+ 0,
+ 0,
+ 1,
+ 1,
+ 1,
+ 1,
+ 0,
+ 0,
+ 0,
+ 0,
+ 1,
+ 1,
+ 1,
+ 1,
+ 0,
+ 0,
+ 0,
+ 0,
+ 1,
+ 1,
+ 1,
+ 1,
+ 0,
+ 0,
+ 0,
+ 0,
+ 1,
+ 1,
+ 1,
+ 1,
+ 0,
+ 0
+];
+var QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
+var WHITE = new Color(1, 1, 1, 1);
+var SceneRenderer = class {
+ context;
+ canvas;
+ camera;
+ batcher;
+ twoColorTint = false;
+ batcherShader;
+ shapes;
+ shapesShader;
+ activeRenderer = null;
+ skeletonRenderer;
+ skeletonDebugRenderer;
+ constructor(canvas, context, twoColorTint = true) {
+ this.canvas = canvas;
+ this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context);
+ this.twoColorTint = twoColorTint;
+ this.camera = new OrthoCamera(canvas.width, canvas.height);
+ this.batcherShader = twoColorTint ? Shader.newTwoColoredTextured(this.context) : Shader.newColoredTextured(this.context);
+ this.batcher = new PolygonBatcher(this.context, twoColorTint);
+ this.shapesShader = Shader.newColored(this.context);
+ this.shapes = new ShapeRenderer(this.context);
+ this.skeletonRenderer = new SkeletonRenderer(this.context, twoColorTint);
+ this.skeletonDebugRenderer = new SkeletonDebugRenderer(this.context);
+ }
+ dispose() {
+ this.batcher.dispose();
+ this.batcherShader.dispose();
+ this.shapes.dispose();
+ this.shapesShader.dispose();
+ this.skeletonDebugRenderer.dispose();
+ }
+ begin() {
+ this.camera.update();
+ this.enableRenderer(this.batcher);
+ }
+ drawSkeleton(skeleton, premultipliedAlpha = false, slotRangeStart = -1, slotRangeEnd = -1, transform = null) {
+ this.enableRenderer(this.batcher);
+ this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha;
+ this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd, transform);
+ }
+ drawSkeletonDebug(skeleton, premultipliedAlpha = false, ignoredBones) {
+ this.enableRenderer(this.shapes);
+ this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha;
+ this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones);
+ }
+ drawTexture(texture, x, y, width, height, color) {
+ this.enableRenderer(this.batcher);
+ if (!color)
+ color = WHITE;
+ var i = 0;
+ quad[i++] = x;
+ quad[i++] = y;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 0;
+ quad[i++] = 1;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x + width;
+ quad[i++] = y;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 1;
+ quad[i++] = 1;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x + width;
+ quad[i++] = y + height;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 1;
+ quad[i++] = 0;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x;
+ quad[i++] = y + height;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i] = 0;
+ }
+ this.batcher.draw(texture, quad, QUAD_TRIANGLES);
+ }
+ drawTextureUV(texture, x, y, width, height, u, v, u2, v2, color) {
+ this.enableRenderer(this.batcher);
+ if (!color)
+ color = WHITE;
+ var i = 0;
+ quad[i++] = x;
+ quad[i++] = y;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = u;
+ quad[i++] = v;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x + width;
+ quad[i++] = y;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = u2;
+ quad[i++] = v;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x + width;
+ quad[i++] = y + height;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = u2;
+ quad[i++] = v2;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x;
+ quad[i++] = y + height;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = u;
+ quad[i++] = v2;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i] = 0;
+ }
+ this.batcher.draw(texture, quad, QUAD_TRIANGLES);
+ }
+ drawTextureRotated(texture, x, y, width, height, pivotX, pivotY, angle, color) {
+ this.enableRenderer(this.batcher);
+ if (!color)
+ color = WHITE;
+ let worldOriginX = x + pivotX;
+ let worldOriginY = y + pivotY;
+ let fx = -pivotX;
+ let fy = -pivotY;
+ let fx2 = width - pivotX;
+ let fy2 = height - pivotY;
+ let p1x = fx;
+ let p1y = fy;
+ let p2x = fx;
+ let p2y = fy2;
+ let p3x = fx2;
+ let p3y = fy2;
+ let p4x = fx2;
+ let p4y = fy;
+ let x1 = 0;
+ let y1 = 0;
+ let x2 = 0;
+ let y2 = 0;
+ let x3 = 0;
+ let y3 = 0;
+ let x4 = 0;
+ let y4 = 0;
+ if (angle != 0) {
+ let cos = MathUtils.cosDeg(angle);
+ let sin = MathUtils.sinDeg(angle);
+ x1 = cos * p1x - sin * p1y;
+ y1 = sin * p1x + cos * p1y;
+ x4 = cos * p2x - sin * p2y;
+ y4 = sin * p2x + cos * p2y;
+ x3 = cos * p3x - sin * p3y;
+ y3 = sin * p3x + cos * p3y;
+ x2 = x3 + (x1 - x4);
+ y2 = y3 + (y1 - y4);
+ } else {
+ x1 = p1x;
+ y1 = p1y;
+ x4 = p2x;
+ y4 = p2y;
+ x3 = p3x;
+ y3 = p3y;
+ x2 = p4x;
+ y2 = p4y;
+ }
+ x1 += worldOriginX;
+ y1 += worldOriginY;
+ x2 += worldOriginX;
+ y2 += worldOriginY;
+ x3 += worldOriginX;
+ y3 += worldOriginY;
+ x4 += worldOriginX;
+ y4 += worldOriginY;
+ var i = 0;
+ quad[i++] = x1;
+ quad[i++] = y1;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 0;
+ quad[i++] = 1;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x2;
+ quad[i++] = y2;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 1;
+ quad[i++] = 1;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x3;
+ quad[i++] = y3;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 1;
+ quad[i++] = 0;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x4;
+ quad[i++] = y4;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i] = 0;
+ }
+ this.batcher.draw(texture, quad, QUAD_TRIANGLES);
+ }
+ drawRegion(region, x, y, width, height, color) {
+ this.enableRenderer(this.batcher);
+ if (!color)
+ color = WHITE;
+ var i = 0;
+ quad[i++] = x;
+ quad[i++] = y;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = region.u;
+ quad[i++] = region.v2;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x + width;
+ quad[i++] = y;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = region.u2;
+ quad[i++] = region.v2;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x + width;
+ quad[i++] = y + height;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = region.u2;
+ quad[i++] = region.v;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ }
+ quad[i++] = x;
+ quad[i++] = y + height;
+ quad[i++] = color.r;
+ quad[i++] = color.g;
+ quad[i++] = color.b;
+ quad[i++] = color.a;
+ quad[i++] = region.u;
+ quad[i++] = region.v;
+ if (this.twoColorTint) {
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i++] = 0;
+ quad[i] = 0;
+ }
+ this.batcher.draw(region.page.texture, quad, QUAD_TRIANGLES);
+ }
+ line(x, y, x2, y2, color, color2) {
+ this.enableRenderer(this.shapes);
+ this.shapes.line(x, y, x2, y2, color);
+ }
+ triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) {
+ this.enableRenderer(this.shapes);
+ this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3);
+ }
+ quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) {
+ this.enableRenderer(this.shapes);
+ this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4);
+ }
+ rect(filled, x, y, width, height, color) {
+ this.enableRenderer(this.shapes);
+ this.shapes.rect(filled, x, y, width, height, color);
+ }
+ rectLine(filled, x1, y1, x2, y2, width, color) {
+ this.enableRenderer(this.shapes);
+ this.shapes.rectLine(filled, x1, y1, x2, y2, width, color);
+ }
+ polygon(polygonVertices, offset, count, color) {
+ this.enableRenderer(this.shapes);
+ this.shapes.polygon(polygonVertices, offset, count, color);
+ }
+ circle(filled, x, y, radius, color, segments = 0) {
+ this.enableRenderer(this.shapes);
+ this.shapes.circle(filled, x, y, radius, color, segments);
+ }
+ curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) {
+ this.enableRenderer(this.shapes);
+ this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color);
+ }
+ end() {
+ if (this.activeRenderer === this.batcher)
+ this.batcher.end();
+ else if (this.activeRenderer === this.shapes)
+ this.shapes.end();
+ this.activeRenderer = null;
+ }
+ resize(resizeMode) {
+ let canvas = this.canvas;
+ var dpr = window.devicePixelRatio || 1;
+ var w = Math.round(canvas.clientWidth * dpr);
+ var h = Math.round(canvas.clientHeight * dpr);
+ if (canvas.width != w || canvas.height != h) {
+ canvas.width = w;
+ canvas.height = h;
+ }
+ this.context.gl.viewport(0, 0, canvas.width, canvas.height);
+ if (resizeMode === ResizeMode.Expand)
+ this.camera.setViewport(w, h);
+ else if (resizeMode === ResizeMode.Fit) {
+ let sourceWidth = canvas.width, sourceHeight = canvas.height;
+ let targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight;
+ let targetRatio = targetHeight / targetWidth;
+ let sourceRatio = sourceHeight / sourceWidth;
+ let scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight;
+ this.camera.setViewport(sourceWidth * scale, sourceHeight * scale);
+ }
+ this.camera.update();
+ }
+ enableRenderer(renderer) {
+ if (this.activeRenderer === renderer)
+ return;
+ this.end();
+ if (renderer instanceof PolygonBatcher) {
+ this.batcherShader.bind();
+ this.batcherShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
+ this.batcherShader.setUniformi("u_texture", 0);
+ this.batcher.begin(this.batcherShader);
+ this.activeRenderer = this.batcher;
+ } else if (renderer instanceof ShapeRenderer) {
+ this.shapesShader.bind();
+ this.shapesShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values);
+ this.shapes.begin(this.shapesShader);
+ this.activeRenderer = this.shapes;
+ } else
+ this.activeRenderer = this.skeletonDebugRenderer;
+ }
+};
+var ResizeMode = /* @__PURE__ */ ((ResizeMode2) => {
+ ResizeMode2[ResizeMode2["Stretch"] = 0] = "Stretch";
+ ResizeMode2[ResizeMode2["Expand"] = 1] = "Expand";
+ ResizeMode2[ResizeMode2["Fit"] = 2] = "Fit";
+ return ResizeMode2;
+})(ResizeMode || {});
+
+// spine-webgl/src/LoadingScreen.ts
+var spinnerImage;
+var logoImage;
+var loaded = 0;
+var FADE_IN = 1;
+var FADE_OUT = 1;
+var logoWidth = 165;
+var logoHeight = 108;
+var spinnerSize = 163;
+var LoadingScreen = class {
+ renderer;
+ logo = null;
+ spinner = null;
+ angle = 0;
+ fadeOut = 0;
+ fadeIn = 0;
+ timeKeeper = new TimeKeeper();
+ backgroundColor = new Color(0.135, 0.135, 0.135, 1);
+ tempColor = new Color();
+ constructor(renderer) {
+ this.renderer = renderer;
+ this.timeKeeper.maxDelta = 9;
+ if (!logoImage) {
+ let isSafari = navigator.userAgent.indexOf("Safari") > -1;
+ let onload = () => loaded++;
+ logoImage = new Image();
+ logoImage.src = SPINE_LOGO_DATA;
+ if (!isSafari)
+ logoImage.crossOrigin = "anonymous";
+ logoImage.onload = onload;
+ spinnerImage = new Image();
+ spinnerImage.src = SPINNER_DATA;
+ if (!isSafari)
+ spinnerImage.crossOrigin = "anonymous";
+ spinnerImage.onload = onload;
+ }
+ }
+ dispose() {
+ this.logo?.dispose();
+ this.spinner?.dispose();
+ }
+ draw(complete = false) {
+ if (loaded < 2 || complete && this.fadeOut > FADE_OUT)
+ return;
+ this.timeKeeper.update();
+ let a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.25));
+ this.angle -= this.timeKeeper.delta * 200 * (1 + 1.5 * Math.pow(a, 5));
+ let tempColor = this.tempColor;
+ let renderer = this.renderer;
+ let canvas = renderer.canvas;
+ let gl = renderer.context.gl;
+ renderer.resize(1 /* Expand */);
+ renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0);
+ renderer.batcher.setBlendMode(0 /* Normal */, true);
+ if (complete) {
+ this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1);
+ if (this.fadeOut > FADE_OUT)
+ return;
+ tempColor.setFromColor(this.backgroundColor);
+ a = 1 - this.fadeOut / FADE_OUT;
+ a = 1 - (a - 1) * (a - 1);
+ tempColor.a *= a;
+ if (tempColor.a > 0) {
+ renderer.camera.zoom = 1;
+ renderer.begin();
+ renderer.quad(
+ true,
+ 0,
+ 0,
+ canvas.width,
+ 0,
+ canvas.width,
+ canvas.height,
+ 0,
+ canvas.height,
+ tempColor,
+ tempColor,
+ tempColor,
+ tempColor
+ );
+ renderer.end();
+ }
+ } else {
+ this.fadeIn += this.timeKeeper.delta;
+ if (this.backgroundColor.a > 0) {
+ gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a);
+ gl.clear(gl.COLOR_BUFFER_BIT);
+ }
+ a = 1;
+ }
+ a *= Math.min(this.fadeIn / FADE_IN, 1);
+ tempColor.set(a, a, a, a);
+ if (!this.logo) {
+ this.logo = new GLTexture(renderer.context, logoImage);
+ this.spinner = new GLTexture(renderer.context, spinnerImage);
+ }
+ renderer.camera.zoom = Math.max(1, spinnerSize / canvas.height);
+ renderer.begin();
+ renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, tempColor);
+ if (this.spinner)
+ renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerSize) / 2, (canvas.height - spinnerSize) / 2, spinnerSize, spinnerSize, spinnerSize / 2, spinnerSize / 2, this.angle, tempColor);
+ renderer.end();
+ }
+};
+var SPINNER_DATA = "data:image/png;base64,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";
+var SPINE_LOGO_DATA = "data:image/png;base64,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";
+
+// spine-webgl/src/SpineCanvas.ts
+var SpineCanvas = class {
+ /** Constructs a new spine canvas, rendering to the provided HTML canvas. */
+ constructor(canvas, config) {
+ this.config = config;
+ if (!config.pathPrefix)
+ config.pathPrefix = "";
+ if (!config.app)
+ config.app = {
+ loadAssets: () => {
+ },
+ initialize: () => {
+ },
+ update: () => {
+ },
+ render: () => {
+ },
+ error: () => {
+ },
+ dispose: () => {
+ }
+ };
+ if (!config.webglConfig)
+ config.webglConfig = { alpha: true };
+ this.htmlCanvas = canvas;
+ this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig);
+ this.renderer = new SceneRenderer(canvas, this.context);
+ this.gl = this.context.gl;
+ this.assetManager = new AssetManager(this.context, config.pathPrefix);
+ this.input = new Input(canvas);
+ if (config.app.loadAssets)
+ config.app.loadAssets(this);
+ let loop = () => {
+ if (this.disposed)
+ return;
+ requestAnimationFrame(loop);
+ this.time.update();
+ if (config.app.update)
+ config.app.update(this, this.time.delta);
+ if (config.app.render)
+ config.app.render(this);
+ };
+ let waitForAssets = () => {
+ if (this.disposed)
+ return;
+ if (this.assetManager.isLoadingComplete()) {
+ if (this.assetManager.hasErrors()) {
+ if (config.app.error)
+ config.app.error(this, this.assetManager.getErrors());
+ } else {
+ if (config.app.initialize)
+ config.app.initialize(this);
+ loop();
+ }
+ return;
+ }
+ requestAnimationFrame(waitForAssets);
+ };
+ requestAnimationFrame(waitForAssets);
+ }
+ context;
+ /** Tracks the current time, delta, and other time related statistics. */
+ time = new TimeKeeper();
+ /** The HTML canvas to render to. */
+ htmlCanvas;
+ /** The WebGL rendering context. */
+ gl;
+ /** The scene renderer for easy drawing of skeletons, shapes, and images. */
+ renderer;
+ /** The asset manager to load assets with. */
+ assetManager;
+ /** The input processor used to listen to mouse, touch, and keyboard events. */
+ input;
+ disposed = false;
+ /** Clears the canvas with the given color. The color values are given in the range [0,1]. */
+ clear(r, g, b, a) {
+ this.gl.clearColor(r, g, b, a);
+ this.gl.clear(this.gl.COLOR_BUFFER_BIT);
+ }
+ /** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
+ dispose() {
+ if (this.config.app.dispose)
+ this.config.app.dispose(this);
+ this.disposed = true;
+ }
+};
+
+// spine-phaser-v3/src/mixins.ts
+var components = Phaser.GameObjects.Components;
+var ComputedSize = components.ComputedSize;
+var Depth = components.Depth;
+var Flip = components.Flip;
+var ScrollFactor = components.ScrollFactor;
+var Transform = components.Transform;
+var Visible = components.Visible;
+var Origin = components.Origin;
+var Alpha = components.Alpha;
+function createMixin(...component) {
+ return (BaseGameObject) => {
+ Phaser.Class.mixin(BaseGameObject, component);
+ return BaseGameObject;
+ };
+}
+var ComputedSizeMixin = createMixin(ComputedSize);
+var DepthMixin = createMixin(Depth);
+var FlipMixin = createMixin(Flip);
+var ScrollFactorMixin = createMixin(ScrollFactor);
+var TransformMixin = createMixin(Transform);
+var VisibleMixin = createMixin(Visible);
+var OriginMixin = createMixin(Origin);
+var AlphaMixin = createMixin(Alpha);
+
+// spine-phaser-v3/src/SpineGameObject.ts
+var BaseSpineGameObject = class extends Phaser.GameObjects.GameObject {
+ constructor(scene, type) {
+ super(scene, type);
+ }
+};
+var SetupPoseBoundsProvider = class {
+ /**
+ * @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
+ */
+ constructor(clipping = false) {
+ this.clipping = clipping;
+ }
+ calculateBounds(gameObject) {
+ if (!gameObject.skeleton)
+ return { x: 0, y: 0, width: 0, height: 0 };
+ const skeleton = new Skeleton(gameObject.skeleton.data);
+ skeleton.setToSetupPose();
+ skeleton.updateWorldTransform(2 /* update */);
+ const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : void 0);
+ return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
+ }
+};
+var SkinsAndAnimationBoundsProvider = class {
+ /**
+ * @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
+ * @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
+ * @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
+ * @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
+ */
+ constructor(animation, skins = [], timeStep = 0.05, clipping = false) {
+ this.animation = animation;
+ this.skins = skins;
+ this.timeStep = timeStep;
+ this.clipping = clipping;
+ }
+ calculateBounds(gameObject) {
+ if (!gameObject.skeleton || !gameObject.animationState)
+ return { x: 0, y: 0, width: 0, height: 0 };
+ const animationState = new AnimationState(gameObject.animationState.data);
+ const skeleton = new Skeleton(gameObject.skeleton.data);
+ const clipper = this.clipping ? new SkeletonClipping() : void 0;
+ const data = skeleton.data;
+ if (this.skins.length > 0) {
+ let customSkin = new Skin("custom-skin");
+ for (const skinName of this.skins) {
+ const skin = data.findSkin(skinName);
+ if (skin == null)
+ continue;
+ customSkin.addSkin(skin);
+ }
+ skeleton.setSkin(customSkin);
+ }
+ skeleton.setToSetupPose();
+ const animation = this.animation != null ? data.findAnimation(this.animation) : null;
+ if (animation == null) {
+ skeleton.updateWorldTransform(2 /* update */);
+ const bounds = skeleton.getBoundsRect(clipper);
+ return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
+ } else {
+ let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+ animationState.clearTracks();
+ animationState.setAnimationWith(0, animation, false);
+ const steps = Math.max(animation.duration / this.timeStep, 1);
+ for (let i = 0; i < steps; i++) {
+ const delta = i > 0 ? this.timeStep : 0;
+ animationState.update(delta);
+ animationState.apply(skeleton);
+ skeleton.update(delta);
+ skeleton.updateWorldTransform(2 /* update */);
+ const bounds2 = skeleton.getBoundsRect(clipper);
+ minX = Math.min(minX, bounds2.x);
+ minY = Math.min(minY, bounds2.y);
+ maxX = Math.max(maxX, bounds2.x + bounds2.width);
+ maxY = Math.max(maxY, bounds2.y + bounds2.height);
+ }
+ const bounds = {
+ x: minX,
+ y: minY,
+ width: maxX - minX,
+ height: maxY - minY
+ };
+ return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
+ }
+ }
+};
+var SpineGameObject = class extends DepthMixin(
+ OriginMixin(
+ ComputedSizeMixin(
+ FlipMixin(
+ ScrollFactorMixin(
+ TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))
+ )
+ )
+ )
+ )
+) {
+ constructor(scene, plugin, x, y, dataKey, atlasKey, boundsProvider = new SetupPoseBoundsProvider()) {
+ super(scene, window.SPINE_GAME_OBJECT_TYPE ? window.SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE);
+ this.plugin = plugin;
+ this.boundsProvider = boundsProvider;
+ this.setPosition(x, y);
+ this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey);
+ this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey);
+ this.animationStateData = new AnimationStateData(this.skeleton.data);
+ this.animationState = new AnimationState(this.animationStateData);
+ this.skeleton.updateWorldTransform(2 /* update */);
+ this.updateSize();
+ }
+ blendMode = -1;
+ skeleton;
+ animationStateData;
+ animationState;
+ beforeUpdateWorldTransforms = () => {
+ };
+ afterUpdateWorldTransforms = () => {
+ };
+ premultipliedAlpha = false;
+ updateSize() {
+ if (!this.skeleton)
+ return;
+ let bounds = this.boundsProvider.calculateBounds(this);
+ let self = this;
+ self.width = bounds.width;
+ self.height = bounds.height;
+ this.displayOriginX = -bounds.x;
+ this.displayOriginY = -bounds.y;
+ }
+ /** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
+ skeletonToPhaserWorldCoordinates(point) {
+ let transform = this.getWorldTransformMatrix();
+ let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
+ let x = point.x;
+ let y = point.y;
+ point.x = x * a + y * c + tx;
+ point.y = x * b + y * d + ty;
+ }
+ /** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
+ phaserWorldCoordinatesToSkeleton(point) {
+ let transform = this.getWorldTransformMatrix();
+ transform = transform.invert();
+ let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
+ let x = point.x;
+ let y = point.y;
+ point.x = x * a + y * c + tx;
+ point.y = x * b + y * d + ty;
+ }
+ /** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
+ phaserWorldCoordinatesToBone(point, bone) {
+ this.phaserWorldCoordinatesToSkeleton(point);
+ if (bone.parent) {
+ bone.parent.worldToLocal(point);
+ } else {
+ bone.worldToLocal(point);
+ }
+ }
+ /**
+ * Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
+ * @param delta The time delta in milliseconds
+ */
+ updatePose(delta) {
+ this.animationState.update(delta / 1e3);
+ this.animationState.apply(this.skeleton);
+ this.beforeUpdateWorldTransforms(this);
+ this.skeleton.update(delta / 1e3);
+ this.skeleton.updateWorldTransform(2 /* update */);
+ this.afterUpdateWorldTransforms(this);
+ }
+ preUpdate(time, delta) {
+ if (!this.skeleton || !this.animationState)
+ return;
+ this.updatePose(delta);
+ }
+ preDestroy() {
+ }
+ willRender(camera) {
+ var GameObjectRenderMask = 15;
+ var result = !this.skeleton || !(GameObjectRenderMask !== this.renderFlags || this.cameraFilter !== 0 && this.cameraFilter & camera.id);
+ if (!this.visible)
+ result = false;
+ if (!result && this.parentContainer && this.plugin.webGLRenderer) {
+ var sceneRenderer = this.plugin.webGLRenderer;
+ if (this.plugin.gl && this.plugin.phaserRenderer instanceof Phaser.Renderer.WebGL.WebGLRenderer && sceneRenderer.batcher.isDrawing) {
+ sceneRenderer.end();
+ this.plugin.phaserRenderer.pipelines.rebind();
+ }
+ }
+ return result;
+ }
+ renderWebGL(renderer, src, camera, parentMatrix) {
+ if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer)
+ return;
+ let sceneRenderer = this.plugin.webGLRenderer;
+ if (renderer.newType) {
+ renderer.pipelines.clear();
+ sceneRenderer.begin();
+ }
+ camera.addToRenderList(src);
+ let transform = Phaser.GameObjects.GetCalcMatrix(
+ src,
+ camera,
+ parentMatrix
+ ).calc;
+ let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty;
+ sceneRenderer.drawSkeleton(
+ this.skeleton,
+ this.premultipliedAlpha,
+ -1,
+ -1,
+ (vertices, numVertices, stride) => {
+ for (let i = 0; i < numVertices; i += stride) {
+ let vx = vertices[i];
+ let vy = vertices[i + 1];
+ vertices[i] = vx * a + vy * c + tx;
+ vertices[i + 1] = vx * b + vy * d + ty;
+ }
+ }
+ );
+ if (!renderer.nextTypeMatch) {
+ sceneRenderer.end();
+ renderer.pipelines.rebind();
+ }
+ }
+ renderCanvas(renderer, src, camera, parentMatrix) {
+ if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer)
+ return;
+ let context = renderer.currentContext;
+ let skeletonRenderer = this.plugin.canvasRenderer;
+ skeletonRenderer.ctx = context;
+ camera.addToRenderList(src);
+ let transform = Phaser.GameObjects.GetCalcMatrix(
+ src,
+ camera,
+ parentMatrix
+ ).calc;
+ let skeleton = this.skeleton;
+ skeleton.x = transform.tx;
+ skeleton.y = transform.ty;
+ skeleton.scaleX = transform.scaleX;
+ skeleton.scaleY = transform.scaleY;
+ let root = skeleton.getRootBone();
+ root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized;
+ this.skeleton.updateWorldTransform(2 /* update */);
+ context.save();
+ skeletonRenderer.draw(skeleton);
+ context.restore();
+ }
+};
+
+// spine-canvas/src/CanvasTexture.ts
+var CanvasTexture = class extends Texture {
+ constructor(image) {
+ super(image);
+ }
+ setFilters(minFilter, magFilter) {
+ }
+ setWraps(uWrap, vWrap) {
+ }
+ dispose() {
+ }
+};
+
+// spine-canvas/src/SkeletonRenderer.ts
+var worldVertices = Utils.newFloatArray(8);
+var _SkeletonRenderer2 = class {
+ ctx;
+ triangleRendering = false;
+ debugRendering = false;
+ vertices = Utils.newFloatArray(8 * 1024);
+ tempColor = new Color();
+ constructor(context) {
+ this.ctx = context;
+ }
+ draw(skeleton) {
+ if (this.triangleRendering)
+ this.drawTriangles(skeleton);
+ else
+ this.drawImages(skeleton);
+ }
+ drawImages(skeleton) {
+ let ctx = this.ctx;
+ let color = this.tempColor;
+ let skeletonColor = skeleton.color;
+ let drawOrder = skeleton.drawOrder;
+ if (this.debugRendering)
+ ctx.strokeStyle = "green";
+ for (let i = 0, n = drawOrder.length; i < n; i++) {
+ let slot = drawOrder[i];
+ let bone = slot.bone;
+ if (!bone.active)
+ continue;
+ let attachment = slot.getAttachment();
+ if (!(attachment instanceof RegionAttachment))
+ continue;
+ attachment.computeWorldVertices(slot, worldVertices, 0, 2);
+ let region = attachment.region;
+ let image = region.texture.getImage();
+ let slotColor = slot.color;
+ let regionColor = attachment.color;
+ color.set(
+ skeletonColor.r * slotColor.r * regionColor.r,
+ skeletonColor.g * slotColor.g * regionColor.g,
+ skeletonColor.b * slotColor.b * regionColor.b,
+ skeletonColor.a * slotColor.a * regionColor.a
+ );
+ ctx.save();
+ ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY);
+ ctx.translate(attachment.offset[0], attachment.offset[1]);
+ ctx.rotate(attachment.rotation * Math.PI / 180);
+ let atlasScale = attachment.width / region.originalWidth;
+ ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY);
+ let w = region.width, h = region.height;
+ ctx.translate(w / 2, h / 2);
+ if (attachment.region.degrees == 90) {
+ let t = w;
+ w = h;
+ h = t;
+ ctx.rotate(-Math.PI / 2);
+ }
+ ctx.scale(1, -1);
+ ctx.translate(-w / 2, -h / 2);
+ ctx.globalAlpha = color.a;
+ ctx.drawImage(image, image.width * region.u, image.height * region.v, w, h, 0, 0, w, h);
+ if (this.debugRendering)
+ ctx.strokeRect(0, 0, w, h);
+ ctx.restore();
+ }
+ }
+ drawTriangles(skeleton) {
+ let ctx = this.ctx;
+ let color = this.tempColor;
+ let skeletonColor = skeleton.color;
+ let drawOrder = skeleton.drawOrder;
+ let blendMode = null;
+ let vertices = this.vertices;
+ let triangles = null;
+ for (let i = 0, n = drawOrder.length; i < n; i++) {
+ let slot = drawOrder[i];
+ let attachment = slot.getAttachment();
+ let texture;
+ let region;
+ if (attachment instanceof RegionAttachment) {
+ let regionAttachment = attachment;
+ vertices = this.computeRegionVertices(slot, regionAttachment, false);
+ triangles = _SkeletonRenderer2.QUAD_TRIANGLES;
+ texture = regionAttachment.region.texture.getImage();
+ } else if (attachment instanceof MeshAttachment) {
+ let mesh = attachment;
+ vertices = this.computeMeshVertices(slot, mesh, false);
+ triangles = mesh.triangles;
+ texture = mesh.region.texture.getImage();
+ } else
+ continue;
+ if (texture) {
+ if (slot.data.blendMode != blendMode)
+ blendMode = slot.data.blendMode;
+ let slotColor = slot.color;
+ let attachmentColor = attachment.color;
+ color.set(
+ skeletonColor.r * slotColor.r * attachmentColor.r,
+ skeletonColor.g * slotColor.g * attachmentColor.g,
+ skeletonColor.b * slotColor.b * attachmentColor.b,
+ skeletonColor.a * slotColor.a * attachmentColor.a
+ );
+ ctx.globalAlpha = color.a;
+ for (var j = 0; j < triangles.length; j += 3) {
+ let t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8;
+ let x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7];
+ let x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7];
+ let x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7];
+ this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
+ if (this.debugRendering) {
+ ctx.strokeStyle = "green";
+ ctx.beginPath();
+ ctx.moveTo(x0, y0);
+ ctx.lineTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.lineTo(x0, y0);
+ ctx.stroke();
+ }
+ }
+ }
+ }
+ this.ctx.globalAlpha = 1;
+ }
+ // Adapted from http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
+ // Apache 2 licensed
+ drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) {
+ let ctx = this.ctx;
+ const width = img.width - 1;
+ const height = img.height - 1;
+ u0 *= width;
+ v0 *= height;
+ u1 *= width;
+ v1 *= height;
+ u2 *= width;
+ v2 *= height;
+ ctx.beginPath();
+ ctx.moveTo(x0, y0);
+ ctx.lineTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.closePath();
+ x1 -= x0;
+ y1 -= y0;
+ x2 -= x0;
+ y2 -= y0;
+ u1 -= u0;
+ v1 -= v0;
+ u2 -= u0;
+ v2 -= v0;
+ let det = u1 * v2 - u2 * v1;
+ if (det == 0)
+ return;
+ det = 1 / det;
+ const a = (v2 * x1 - v1 * x2) * det;
+ const b = (v2 * y1 - v1 * y2) * det;
+ const c = (u1 * x2 - u2 * x1) * det;
+ const d = (u1 * y2 - u2 * y1) * det;
+ const e = x0 - a * u0 - c * v0;
+ const f = y0 - b * u0 - d * v0;
+ ctx.save();
+ ctx.transform(a, b, c, d, e, f);
+ ctx.clip();
+ ctx.drawImage(img, 0, 0);
+ ctx.restore();
+ }
+ computeRegionVertices(slot, region, pma) {
+ let skeletonColor = slot.bone.skeleton.color;
+ let slotColor = slot.color;
+ let regionColor = region.color;
+ let alpha = skeletonColor.a * slotColor.a * regionColor.a;
+ let multiplier = pma ? alpha : 1;
+ let color = this.tempColor;
+ color.set(
+ skeletonColor.r * slotColor.r * regionColor.r * multiplier,
+ skeletonColor.g * slotColor.g * regionColor.g * multiplier,
+ skeletonColor.b * slotColor.b * regionColor.b * multiplier,
+ alpha
+ );
+ region.computeWorldVertices(slot, this.vertices, 0, _SkeletonRenderer2.VERTEX_SIZE);
+ let vertices = this.vertices;
+ let uvs = region.uvs;
+ vertices[RegionAttachment.C1R] = color.r;
+ vertices[RegionAttachment.C1G] = color.g;
+ vertices[RegionAttachment.C1B] = color.b;
+ vertices[RegionAttachment.C1A] = color.a;
+ vertices[RegionAttachment.U1] = uvs[0];
+ vertices[RegionAttachment.V1] = uvs[1];
+ vertices[RegionAttachment.C2R] = color.r;
+ vertices[RegionAttachment.C2G] = color.g;
+ vertices[RegionAttachment.C2B] = color.b;
+ vertices[RegionAttachment.C2A] = color.a;
+ vertices[RegionAttachment.U2] = uvs[2];
+ vertices[RegionAttachment.V2] = uvs[3];
+ vertices[RegionAttachment.C3R] = color.r;
+ vertices[RegionAttachment.C3G] = color.g;
+ vertices[RegionAttachment.C3B] = color.b;
+ vertices[RegionAttachment.C3A] = color.a;
+ vertices[RegionAttachment.U3] = uvs[4];
+ vertices[RegionAttachment.V3] = uvs[5];
+ vertices[RegionAttachment.C4R] = color.r;
+ vertices[RegionAttachment.C4G] = color.g;
+ vertices[RegionAttachment.C4B] = color.b;
+ vertices[RegionAttachment.C4A] = color.a;
+ vertices[RegionAttachment.U4] = uvs[6];
+ vertices[RegionAttachment.V4] = uvs[7];
+ return vertices;
+ }
+ computeMeshVertices(slot, mesh, pma) {
+ let skeletonColor = slot.bone.skeleton.color;
+ let slotColor = slot.color;
+ let regionColor = mesh.color;
+ let alpha = skeletonColor.a * slotColor.a * regionColor.a;
+ let multiplier = pma ? alpha : 1;
+ let color = this.tempColor;
+ color.set(
+ skeletonColor.r * slotColor.r * regionColor.r * multiplier,
+ skeletonColor.g * slotColor.g * regionColor.g * multiplier,
+ skeletonColor.b * slotColor.b * regionColor.b * multiplier,
+ alpha
+ );
+ let vertexCount = mesh.worldVerticesLength / 2;
+ let vertices = this.vertices;
+ if (vertices.length < mesh.worldVerticesLength)
+ this.vertices = vertices = Utils.newFloatArray(mesh.worldVerticesLength);
+ mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, _SkeletonRenderer2.VERTEX_SIZE);
+ let uvs = mesh.uvs;
+ for (let i = 0, u = 0, v = 2; i < vertexCount; i++) {
+ vertices[v++] = color.r;
+ vertices[v++] = color.g;
+ vertices[v++] = color.b;
+ vertices[v++] = color.a;
+ vertices[v++] = uvs[u++];
+ vertices[v++] = uvs[u++];
+ v += 2;
+ }
+ return vertices;
+ }
+};
+var SkeletonRenderer2 = _SkeletonRenderer2;
+__publicField(SkeletonRenderer2, "QUAD_TRIANGLES", [0, 1, 2, 2, 3, 0]);
+__publicField(SkeletonRenderer2, "VERTEX_SIZE", 2 + 2 + 4);
+
+// spine-phaser-v3/src/SpinePlugin.ts
+var _SpinePlugin = class extends Phaser2.Plugins.ScenePlugin {
+ game;
+ isWebGL;
+ gl;
+ get webGLRenderer() {
+ return _SpinePlugin.gameWebGLRenderer;
+ }
+ canvasRenderer;
+ phaserRenderer;
+ skeletonDataCache;
+ atlasCache;
+ constructor(scene, pluginManager, pluginKey) {
+ super(scene, pluginManager, pluginKey);
+ this.game = pluginManager.game;
+ this.isWebGL = this.game.config.renderType === 2;
+ this.gl = this.isWebGL ? this.game.renderer.gl : null;
+ this.phaserRenderer = this.game.renderer;
+ this.canvasRenderer = null;
+ this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_FILE_CACHE_KEY);
+ this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);
+ let skeletonJsonFileCallback = function(key, url, xhrSettings) {
+ let file = new SpineSkeletonDataFile(this, key, url, SpineSkeletonDataFileType.json, xhrSettings);
+ this.addFile(file.files);
+ return this;
+ };
+ pluginManager.registerFileType("spineJson", skeletonJsonFileCallback, scene);
+ let skeletonBinaryFileCallback = function(key, url, xhrSettings) {
+ let file = new SpineSkeletonDataFile(this, key, url, SpineSkeletonDataFileType.binary, xhrSettings);
+ this.addFile(file.files);
+ return this;
+ };
+ pluginManager.registerFileType("spineBinary", skeletonBinaryFileCallback, scene);
+ let atlasFileCallback = function(key, url, premultipliedAlpha, xhrSettings) {
+ let file = new SpineAtlasFile(this, key, url, premultipliedAlpha, xhrSettings);
+ this.addFile(file.files);
+ return this;
+ };
+ pluginManager.registerFileType("spineAtlas", atlasFileCallback, scene);
+ let addSpineGameObject = function(x, y, dataKey, atlasKey, boundsProvider) {
+ if (this.scene.sys.renderer instanceof Phaser2.Renderer.WebGL.WebGLRenderer) {
+ this.scene.sys.renderer.pipelines.clear();
+ }
+ const spinePlugin = this.scene.sys[pluginKey];
+ let gameObject = new SpineGameObject(this.scene, spinePlugin, x, y, dataKey, atlasKey, boundsProvider);
+ this.displayList.add(gameObject);
+ this.updateList.add(gameObject);
+ if (this.scene.sys.renderer instanceof Phaser2.Renderer.WebGL.WebGLRenderer) {
+ this.scene.sys.renderer.pipelines.rebind();
+ }
+ return gameObject;
+ };
+ let makeSpineGameObject = function(config, addToScene = false) {
+ if (this.scene.sys.renderer instanceof Phaser2.Renderer.WebGL.WebGLRenderer) {
+ this.scene.sys.renderer.pipelines.clear();
+ }
+ let x = config.x ? config.x : 0;
+ let y = config.y ? config.y : 0;
+ let boundsProvider = config.boundsProvider ? config.boundsProvider : void 0;
+ const spinePlugin = this.scene.sys[pluginKey];
+ let gameObject = new SpineGameObject(this.scene, spinePlugin, x, y, config.dataKey, config.atlasKey, boundsProvider);
+ if (addToScene !== void 0) {
+ config.add = addToScene;
+ }
+ if (this.scene.sys.renderer instanceof Phaser2.Renderer.WebGL.WebGLRenderer) {
+ this.scene.sys.renderer.pipelines.rebind();
+ }
+ return Phaser2.GameObjects.BuildGameObject(this.scene, gameObject, config);
+ };
+ pluginManager.registerGameObject(window.SPINE_GAME_OBJECT_TYPE ? window.SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject);
+ }
+ boot() {
+ Skeleton.yDown = true;
+ if (this.isWebGL) {
+ if (!_SpinePlugin.gameWebGLRenderer) {
+ _SpinePlugin.gameWebGLRenderer = new SceneRenderer(this.game.renderer.canvas, this.gl, true);
+ }
+ this.onResize();
+ this.game.scale.on(Phaser2.Scale.Events.RESIZE, this.onResize, this);
+ } else {
+ if (!this.canvasRenderer) {
+ this.canvasRenderer = new SkeletonRenderer2(this.scene.sys.context);
+ }
+ }
+ var eventEmitter = this.systems.events;
+ eventEmitter.once("shutdown", this.shutdown, this);
+ eventEmitter.once("destroy", this.destroy, this);
+ this.game.events.once("destroy", this.gameDestroy, this);
+ }
+ onResize() {
+ var phaserRenderer = this.game.renderer;
+ var sceneRenderer = this.webGLRenderer;
+ if (phaserRenderer && sceneRenderer) {
+ var viewportWidth = phaserRenderer.width;
+ var viewportHeight = phaserRenderer.height;
+ sceneRenderer.camera.position.x = viewportWidth / 2;
+ sceneRenderer.camera.position.y = viewportHeight / 2;
+ sceneRenderer.camera.up.y = -1;
+ sceneRenderer.camera.direction.z = 1;
+ sceneRenderer.camera.setViewport(viewportWidth, viewportHeight);
+ }
+ }
+ shutdown() {
+ this.systems.events.off("shutdown", this.shutdown, this);
+ if (this.isWebGL) {
+ this.game.scale.off(Phaser2.Scale.Events.RESIZE, this.onResize, this);
+ }
+ }
+ destroy() {
+ this.shutdown();
+ }
+ gameDestroy() {
+ this.pluginManager.removeGameObject(window.SPINE_GAME_OBJECT_TYPE ? window.SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE, true, true);
+ if (this.webGLRenderer)
+ this.webGLRenderer.dispose();
+ _SpinePlugin.gameWebGLRenderer = null;
+ }
+ /** Returns the TextureAtlas instance for the given key */
+ getAtlas(atlasKey) {
+ let atlas;
+ if (this.atlasCache.exists(atlasKey)) {
+ atlas = this.atlasCache.get(atlasKey);
+ } else {
+ let atlasFile = this.game.cache.text.get(atlasKey);
+ atlas = new TextureAtlas(atlasFile.data);
+ if (this.isWebGL) {
+ let gl = this.gl;
+ const phaserUnpackPmaValue = gl.getParameter(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL);
+ if (phaserUnpackPmaValue)
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
+ for (let atlasPage of atlas.pages) {
+ atlasPage.setTexture(new GLTexture(gl, this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage(), false));
+ }
+ if (phaserUnpackPmaValue)
+ gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
+ } else {
+ for (let atlasPage of atlas.pages) {
+ atlasPage.setTexture(new CanvasTexture(this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage()));
+ }
+ }
+ this.atlasCache.add(atlasKey, atlas);
+ }
+ return atlas;
+ }
+ /** Returns whether the TextureAtlas uses premultiplied alpha */
+ isAtlasPremultiplied(atlasKey) {
+ let atlasFile = this.game.cache.text.get(atlasKey);
+ if (!atlasFile)
+ return false;
+ return atlasFile.premultipliedAlpha;
+ }
+ /** Returns the SkeletonData instance for the given data and atlas key */
+ getSkeletonData(dataKey, atlasKey) {
+ const atlas = this.getAtlas(atlasKey);
+ const combinedKey = dataKey + atlasKey;
+ let skeletonData;
+ if (this.skeletonDataCache.exists(combinedKey)) {
+ skeletonData = this.skeletonDataCache.get(combinedKey);
+ } else {
+ if (this.game.cache.json.exists(dataKey)) {
+ let jsonFile = this.game.cache.json.get(dataKey);
+ let json = new SkeletonJson(new AtlasAttachmentLoader(atlas));
+ skeletonData = json.readSkeletonData(jsonFile);
+ } else {
+ let binaryFile = this.game.cache.binary.get(dataKey);
+ let binary = new SkeletonBinary(new AtlasAttachmentLoader(atlas));
+ skeletonData = binary.readSkeletonData(new Uint8Array(binaryFile));
+ }
+ this.skeletonDataCache.add(combinedKey, skeletonData);
+ }
+ return skeletonData;
+ }
+ /** Creates a new Skeleton instance from the data and atlas. */
+ createSkeleton(dataKey, atlasKey) {
+ return new Skeleton(this.getSkeletonData(dataKey, atlasKey));
+ }
+};
+var SpinePlugin = _SpinePlugin;
+__publicField(SpinePlugin, "gameWebGLRenderer", null);
+__publicField(SpinePlugin, "rendererId", 0);
+var SpineSkeletonDataFileType = /* @__PURE__ */ ((SpineSkeletonDataFileType2) => {
+ SpineSkeletonDataFileType2[SpineSkeletonDataFileType2["json"] = 0] = "json";
+ SpineSkeletonDataFileType2[SpineSkeletonDataFileType2["binary"] = 1] = "binary";
+ return SpineSkeletonDataFileType2;
+})(SpineSkeletonDataFileType || {});
+var SpineSkeletonDataFile = class extends Phaser2.Loader.MultiFile {
+ constructor(loader, key, url, fileType, xhrSettings) {
+ if (typeof key !== "string") {
+ const config = key;
+ key = config.key;
+ url = config.url;
+ fileType = config.type === "spineJson" ? 0 /* json */ : 1 /* binary */;
+ xhrSettings = config.xhrSettings;
+ }
+ let file = null;
+ let isJson = fileType == 0 /* json */;
+ if (isJson) {
+ file = new Phaser2.Loader.FileTypes.JSONFile(loader, {
+ key,
+ url,
+ extension: "json",
+ xhrSettings
+ });
+ } else {
+ file = new Phaser2.Loader.FileTypes.BinaryFile(loader, {
+ key,
+ url,
+ extension: "skel",
+ xhrSettings
+ });
+ }
+ super(loader, SPINE_SKELETON_DATA_FILE_TYPE, key, [file]);
+ this.fileType = fileType;
+ }
+ onFileComplete(file) {
+ this.pending--;
+ }
+ addToCache() {
+ if (this.isReadyToProcess())
+ this.files[0].addToCache();
+ }
+};
+var SpineAtlasFile = class extends Phaser2.Loader.MultiFile {
+ constructor(loader, key, url, premultipliedAlpha, xhrSettings) {
+ if (typeof key !== "string") {
+ const config = key;
+ key = config.key;
+ url = config.url;
+ premultipliedAlpha = config.premultipliedAlpha;
+ xhrSettings = config.xhrSettings;
+ }
+ super(loader, SPINE_ATLAS_FILE_TYPE, key, [
+ new Phaser2.Loader.FileTypes.TextFile(loader, {
+ key,
+ url,
+ xhrSettings,
+ extension: "atlas"
+ })
+ ]);
+ this.premultipliedAlpha = premultipliedAlpha;
+ }
+ onFileComplete(file) {
+ if (this.files.indexOf(file) != -1) {
+ this.pending--;
+ if (file.type == "text") {
+ var lines = file.data.split(/\r\n|\r|\n/);
+ let textures = [];
+ textures.push(lines[0]);
+ for (var t = 1; t < lines.length; t++) {
+ var line = lines[t];
+ if (line.trim() === "" && t < lines.length - 1) {
+ line = lines[t + 1];
+ textures.push(line);
+ }
+ }
+ let basePath = file.src.match(/^.*\//) ?? "";
+ for (var i = 0; i < textures.length; i++) {
+ var url = basePath + textures[i];
+ var key = file.key + "!" + textures[i];
+ var image = new Phaser2.Loader.FileTypes.ImageFile(this.loader, key, url);
+ if (!this.loader.keyExists(image)) {
+ this.addToMultiFile(image);
+ this.loader.addFile(image);
+ }
+ }
+ }
+ }
+ }
+ addToCache() {
+ if (this.isReadyToProcess()) {
+ let textureManager = this.loader.textureManager;
+ for (let file of this.files) {
+ if (file.type == "image") {
+ if (!textureManager.exists(file.key)) {
+ textureManager.addImage(file.key, file.data);
+ }
+ } else {
+ this.premultipliedAlpha = this.premultipliedAlpha ?? (file.data.indexOf("pma: true") >= 0 || file.data.indexOf("pma:true") >= 0);
+ file.data = {
+ data: file.data,
+ premultipliedAlpha: this.premultipliedAlpha
+ };
+ file.addToCache();
+ }
+ }
+ }
+ }
+};
+
+// spine-phaser-v3/src/index.ts
+window.spine = { SpinePlugin };
+window["spine.SpinePlugin"] = SpinePlugin;
+export {
+ Alpha,
+ AlphaMixin,
+ AlphaTimeline,
+ Animation,
+ AnimationState,
+ AnimationStateAdapter,
+ AnimationStateData,
+ AssetManager,
+ AssetManagerBase,
+ AtlasAttachmentLoader,
+ Attachment,
+ AttachmentTimeline,
+ BinaryInput,
+ BlendMode,
+ Bone,
+ BoneData,
+ BoundingBoxAttachment,
+ CURRENT,
+ CameraController,
+ ClippingAttachment,
+ Color,
+ Color2Attribute,
+ ColorAttribute,
+ ComputedSize,
+ ComputedSizeMixin,
+ ConstraintData,
+ CurveTimeline,
+ CurveTimeline1,
+ CurveTimeline2,
+ DebugUtils,
+ DeformTimeline,
+ Depth,
+ DepthMixin,
+ Downloader,
+ DrawOrderTimeline,
+ Event,
+ EventData,
+ EventQueue,
+ EventTimeline,
+ EventType,
+ FIRST,
+ FakeTexture,
+ Flip,
+ FlipMixin,
+ GLTexture,
+ HOLD_FIRST,
+ HOLD_MIX,
+ HOLD_SUBSEQUENT,
+ IkConstraint,
+ IkConstraintData,
+ IkConstraintTimeline,
+ Inherit,
+ InheritTimeline,
+ Input,
+ IntSet,
+ Interpolation,
+ LoadingScreen,
+ M00,
+ M01,
+ M02,
+ M03,
+ M10,
+ M11,
+ M12,
+ M13,
+ M20,
+ M21,
+ M22,
+ M23,
+ M30,
+ M31,
+ M32,
+ M33,
+ ManagedWebGLRenderingContext,
+ MathUtils,
+ Matrix42 as Matrix4,
+ Mesh,
+ MeshAttachment,
+ MixBlend,
+ MixDirection,
+ Origin,
+ OriginMixin,
+ OrthoCamera,
+ PathAttachment,
+ PathConstraint,
+ PathConstraintData,
+ PathConstraintMixTimeline,
+ PathConstraintPositionTimeline,
+ PathConstraintSpacingTimeline,
+ Physics,
+ PhysicsConstraintDampingTimeline,
+ PhysicsConstraintGravityTimeline,
+ PhysicsConstraintInertiaTimeline,
+ PhysicsConstraintMassTimeline,
+ PhysicsConstraintMixTimeline,
+ PhysicsConstraintResetTimeline,
+ PhysicsConstraintStrengthTimeline,
+ PhysicsConstraintTimeline,
+ PhysicsConstraintWindTimeline,
+ PointAttachment,
+ PolygonBatcher,
+ Pool,
+ Position2Attribute,
+ Position3Attribute,
+ PositionMode,
+ Pow,
+ PowOut,
+ RGB2Timeline,
+ RGBA2Timeline,
+ RGBATimeline,
+ RGBTimeline,
+ RegionAttachment,
+ ResizeMode,
+ RotateMode,
+ RotateTimeline,
+ SETUP,
+ SUBSEQUENT,
+ ScaleTimeline,
+ ScaleXTimeline,
+ ScaleYTimeline,
+ SceneRenderer,
+ ScrollFactor,
+ ScrollFactorMixin,
+ SequenceTimeline,
+ SetupPoseBoundsProvider,
+ Shader,
+ ShapeRenderer,
+ ShapeType,
+ ShearTimeline,
+ ShearXTimeline,
+ ShearYTimeline,
+ Skeleton,
+ SkeletonBinary,
+ SkeletonBounds,
+ SkeletonClipping,
+ SkeletonData,
+ SkeletonDebugRenderer,
+ SkeletonJson,
+ SkeletonRenderer,
+ Skin,
+ SkinEntry,
+ SkinsAndAnimationBoundsProvider,
+ Slot,
+ SlotData,
+ SpacingMode,
+ SpineCanvas,
+ SpineGameObject,
+ SpinePlugin,
+ StringSet,
+ TexCoordAttribute,
+ Texture,
+ TextureAtlas,
+ TextureAtlasPage,
+ TextureAtlasRegion,
+ TextureFilter,
+ TextureRegion,
+ TextureWrap,
+ TimeKeeper,
+ Timeline,
+ Touch,
+ TrackEntry,
+ Transform,
+ TransformConstraint,
+ TransformConstraintData,
+ TransformConstraintTimeline,
+ TransformMixin,
+ TranslateTimeline,
+ TranslateXTimeline,
+ TranslateYTimeline,
+ Triangulator,
+ Utils,
+ Vector2,
+ Vector3,
+ VertexAttachment,
+ VertexAttribute,
+ VertexAttributeType,
+ Visible,
+ VisibleMixin,
+ WindowedMean,
+ createMixin
+};
+//# sourceMappingURL=spine-phaser-v3.mjs.map
diff --git a/spine-ts/spine-phaser-v3/dist/esm/spine-phaser-v3.mjs.map b/spine-ts/spine-phaser-v3/dist/esm/spine-phaser-v3.mjs.map
new file mode 100644
index 000000000..39f6ed318
--- /dev/null
+++ b/spine-ts/spine-phaser-v3/dist/esm/spine-phaser-v3.mjs.map
@@ -0,0 +1,7 @@
+{
+ "version": 3,
+ "sources": ["../../src/require-shim.ts", "../../src/SpinePlugin.ts", "../../src/keys.ts", "../../../spine-core/src/Utils.ts", "../../../spine-core/src/attachments/Attachment.ts", "../../../spine-core/src/attachments/Sequence.ts", "../../../spine-core/src/Animation.ts", "../../../spine-core/src/AnimationState.ts", "../../../spine-core/src/AnimationStateData.ts", "../../../spine-core/src/attachments/BoundingBoxAttachment.ts", "../../../spine-core/src/attachments/ClippingAttachment.ts", "../../../spine-core/src/Texture.ts", "../../../spine-core/src/TextureAtlas.ts", "../../../spine-core/src/attachments/MeshAttachment.ts", "../../../spine-core/src/attachments/PathAttachment.ts", "../../../spine-core/src/attachments/PointAttachment.ts", "../../../spine-core/src/attachments/RegionAttachment.ts", "../../../spine-core/src/AtlasAttachmentLoader.ts", "../../../spine-core/src/BoneData.ts", "../../../spine-core/src/Bone.ts", "../../../spine-core/src/ConstraintData.ts", "../../../spine-core/src/AssetManagerBase.ts", "../../../spine-core/src/Event.ts", "../../../spine-core/src/EventData.ts", "../../../spine-core/src/IkConstraint.ts", "../../../spine-core/src/IkConstraintData.ts", "../../../spine-core/src/PathConstraintData.ts", "../../../spine-core/src/PathConstraint.ts", "../../../spine-core/src/PhysicsConstraint.ts", "../../../spine-core/src/Slot.ts", "../../../spine-core/src/TransformConstraint.ts", "../../../spine-core/src/Skeleton.ts", "../../../spine-core/src/PhysicsConstraintData.ts", "../../../spine-core/src/SkeletonData.ts", "../../../spine-core/src/Skin.ts", "../../../spine-core/src/SlotData.ts", "../../../spine-core/src/TransformConstraintData.ts", "../../../spine-core/src/SkeletonBinary.ts", "../../../spine-core/src/SkeletonBounds.ts", "../../../spine-core/src/Triangulator.ts", "../../../spine-core/src/SkeletonClipping.ts", "../../../spine-core/src/SkeletonJson.ts", "../../../spine-core/src/polyfills.ts", "../../../spine-webgl/src/WebGL.ts", "../../../spine-webgl/src/GLTexture.ts", "../../../spine-webgl/src/AssetManager.ts", "../../../spine-webgl/src/Vector3.ts", "../../../spine-webgl/src/Matrix4.ts", "../../../spine-webgl/src/Camera.ts", "../../../spine-webgl/src/Input.ts", "../../../spine-webgl/src/CameraController.ts", "../../../spine-webgl/src/Shader.ts", "../../../spine-webgl/src/Mesh.ts", "../../../spine-webgl/src/PolygonBatcher.ts", "../../../spine-webgl/src/ShapeRenderer.ts", "../../../spine-webgl/src/SkeletonDebugRenderer.ts", "../../../spine-webgl/src/SkeletonRenderer.ts", "../../../spine-webgl/src/SceneRenderer.ts", "../../../spine-webgl/src/LoadingScreen.ts", "../../../spine-webgl/src/SpineCanvas.ts", "../../src/mixins.ts", "../../src/SpineGameObject.ts", "../../../spine-canvas/src/CanvasTexture.ts", "../../../spine-canvas/src/SkeletonRenderer.ts", "../../src/index.ts"],
+ "sourcesContent": ["/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\ndeclare global {\n\tvar require: any;\n}\nif (typeof window !== 'undefined' && window.Phaser) {\n\tlet prevRequire = window.require;\n\twindow.require = (x: string) => {\n\t\tif (prevRequire) return prevRequire(x);\n\t\telse if (x === \"Phaser\") return window.Phaser;\n\t}\n}\nexport { }\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport * as Phaser from \"phaser\";\nimport { SPINE_ATLAS_CACHE_KEY, SPINE_GAME_OBJECT_TYPE, SPINE_SKELETON_DATA_FILE_TYPE, SPINE_ATLAS_FILE_TYPE, SPINE_SKELETON_FILE_CACHE_KEY as SPINE_SKELETON_DATA_CACHE_KEY } from \"./keys.js\";\nimport { AtlasAttachmentLoader, GLTexture, SceneRenderer, Skeleton, SkeletonBinary, SkeletonData, SkeletonJson, TextureAtlas } from \"@esotericsoftware/spine-webgl\"\nimport { SpineGameObject, SpineGameObjectBoundsProvider } from \"./SpineGameObject.js\";\nimport { CanvasTexture, SkeletonRenderer } from \"@esotericsoftware/spine-canvas\";\n\n/**\n * Configuration object used when creating {@link SpineGameObject} instances via a scene's\n * {@link GameObjectCreator} (`Scene.make`).\n */\nexport interface SpineGameObjectConfig extends Phaser.Types.GameObjects.GameObjectConfig {\n\t/** The x-position of the object, optional, default: 0 */\n\tx?: number,\n\t/** The y-position of the object, optional, default: 0 */\n\ty?: number,\n\t/** The skeleton data key */\n\tdataKey: string,\n\t/** The atlas key */\n\tatlasKey: string\n\t/** The bounds provider, optional, default: `SetupPoseBoundsProvider` */\n\tboundsProvider?: SpineGameObjectBoundsProvider\n}\n\n/**\n * {@link ScenePlugin} implementation adding Spine Runtime capabilities to a scene.\n *\n * The scene's {@link LoaderPlugin} (`Scene.load`) gets these additional functions:\n * * `spineBinary(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.\n * * `spineJson(key: string, url: string, xhrSettings?: XHRSettingsObject)`: loads a skeleton binary `.skel` file from the `url`.\n * * `spineAtlas(key: string, url: string, premultipliedAlpha: boolean = true, xhrSettings?: XHRSettingsObject)`: loads a texture atlas `.atlas` file from the `url` as well as its correponding texture atlas page images.\n *\n * The scene's {@link GameObjectFactory} (`Scene.add`) gets these additional functions:\n * * `spine(x: number, y: number, dataKey: string, atlasKey: string, boundsProvider: SpineGameObjectBoundsProvider = SetupPoseBoundsProvider())`:\n * creates a new {@link SpineGameObject} from the data and atlas at position `(x, y)`, using the {@link BoundsProvider} to calculate its bounding box. The object is automatically added to the scene.\n *\n * The scene's {@link GameObjectCreator} (`Scene.make`) gets these additional functions:\n * * `spine(config: SpineGameObjectConfig)`: creates a new {@link SpineGameObject} from the given configuration object.\n *\n * The plugin has additional public methods to work with Spine Runtime core API objects:\n * * `getAtlas(atlasKey: string)`: returns the {@link TextureAtlas} instance for the given atlas key.\n * * `getSkeletonData(skeletonDataKey: string)`: returns the {@link SkeletonData} instance for the given skeleton data key.\n * * `createSkeleton(skeletonDataKey: string, atlasKey: string, premultipliedAlpha: boolean = true)`: creates a new {@link Skeleton} instance from the given skeleton data and atlas key.\n * * `isPremultipliedAlpha(atlasKey: string)`: returns `true` if the atlas with the given key has premultiplied alpha.\n */\nexport class SpinePlugin extends Phaser.Plugins.ScenePlugin {\n\tgame: Phaser.Game;\n\tprivate isWebGL: boolean;\n\tgl: WebGLRenderingContext | null;\n\tstatic gameWebGLRenderer: SceneRenderer | null = null;\n\tget webGLRenderer (): SceneRenderer | null {\n\t\treturn SpinePlugin.gameWebGLRenderer;\n\t}\n\tcanvasRenderer: SkeletonRenderer | null;\n\tphaserRenderer: Phaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRenderer;\n\tprivate skeletonDataCache: Phaser.Cache.BaseCache;\n\tprivate atlasCache: Phaser.Cache.BaseCache;\n\n\tconstructor (scene: Phaser.Scene, pluginManager: Phaser.Plugins.PluginManager, pluginKey: string) {\n\t\tsuper(scene, pluginManager, pluginKey);\n\t\tthis.game = pluginManager.game;\n\t\tthis.isWebGL = this.game.config.renderType === 2;\n\t\tthis.gl = this.isWebGL ? (this.game.renderer as Phaser.Renderer.WebGL.WebGLRenderer).gl : null;\n\t\tthis.phaserRenderer = this.game.renderer;\n\t\tthis.canvasRenderer = null;\n\t\tthis.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_DATA_CACHE_KEY);\n\t\tthis.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY);\n\n\t\tlet skeletonJsonFileCallback = function (this: any, key: string,\n\t\t\turl: string,\n\t\t\txhrSettings: Phaser.Types.Loader.XHRSettingsObject) {\n\t\t\tlet file = new SpineSkeletonDataFile(this as any, key, url, SpineSkeletonDataFileType.json, xhrSettings);\n\t\t\tthis.addFile(file.files);\n\t\t\treturn this;\n\t\t};\n\t\tpluginManager.registerFileType(\"spineJson\", skeletonJsonFileCallback, scene);\n\n\t\tlet skeletonBinaryFileCallback = function (this: any, key: string,\n\t\t\turl: string,\n\t\t\txhrSettings: Phaser.Types.Loader.XHRSettingsObject) {\n\t\t\tlet file = new SpineSkeletonDataFile(this as any, key, url, SpineSkeletonDataFileType.binary, xhrSettings);\n\t\t\tthis.addFile(file.files);\n\t\t\treturn this;\n\t\t};\n\t\tpluginManager.registerFileType(\"spineBinary\", skeletonBinaryFileCallback, scene);\n\n\t\tlet atlasFileCallback = function (this: any, key: string,\n\t\t\turl: string,\n\t\t\tpremultipliedAlpha: boolean,\n\t\t\txhrSettings: Phaser.Types.Loader.XHRSettingsObject) {\n\t\t\tlet file = new SpineAtlasFile(this as any, key, url, premultipliedAlpha, xhrSettings);\n\t\t\tthis.addFile(file.files);\n\t\t\treturn this;\n\t\t};\n\t\tpluginManager.registerFileType(\"spineAtlas\", atlasFileCallback, scene);\n\n\t\tlet addSpineGameObject = function (this: Phaser.GameObjects.GameObjectFactory, x: number, y: number, dataKey: string, atlasKey: string, boundsProvider: SpineGameObjectBoundsProvider) {\n\t\t\tif (this.scene.sys.renderer instanceof Phaser.Renderer.WebGL.WebGLRenderer) {\n\t\t\t\tthis.scene.sys.renderer.pipelines.clear();\n\t\t\t}\n\n\t\t\tconst spinePlugin = (this.scene.sys as any)[pluginKey] as SpinePlugin;\n\t\t\tlet gameObject = new SpineGameObject(this.scene, spinePlugin, x, y, dataKey, atlasKey, boundsProvider);\n\t\t\tthis.displayList.add(gameObject);\n\t\t\tthis.updateList.add(gameObject);\n\n\t\t\tif (this.scene.sys.renderer instanceof Phaser.Renderer.WebGL.WebGLRenderer) {\n\t\t\t\tthis.scene.sys.renderer.pipelines.rebind();\n\t\t\t}\n\n\t\t\treturn gameObject;\n\t\t};\n\n\t\tlet makeSpineGameObject = function (this: Phaser.GameObjects.GameObjectFactory, config: SpineGameObjectConfig, addToScene: boolean = false) {\n\t\t\tif (this.scene.sys.renderer instanceof Phaser.Renderer.WebGL.WebGLRenderer) {\n\t\t\t\tthis.scene.sys.renderer.pipelines.clear();\n\t\t\t}\n\n\t\t\tlet x = config.x ? config.x : 0;\n\t\t\tlet y = config.y ? config.y : 0;\n\t\t\tlet boundsProvider = config.boundsProvider ? config.boundsProvider : undefined;\n\n\t\t\tconst spinePlugin = (this.scene.sys as any)[pluginKey] as SpinePlugin;\n\t\t\tlet gameObject = new SpineGameObject(this.scene, spinePlugin, x, y, config.dataKey, config.atlasKey, boundsProvider);\n\t\t\tif (addToScene !== undefined) {\n\t\t\t\tconfig.add = addToScene;\n\t\t\t}\n\n\t\t\tif (this.scene.sys.renderer instanceof Phaser.Renderer.WebGL.WebGLRenderer) {\n\t\t\t\tthis.scene.sys.renderer.pipelines.rebind();\n\t\t\t}\n\n\t\t\treturn Phaser.GameObjects.BuildGameObject(this.scene, gameObject, config);\n\t\t}\n\t\tpluginManager.registerGameObject((window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject);\n\t}\n\n\tstatic rendererId = 0;\n\tboot () {\n\t\tSkeleton.yDown = true;\n\t\tif (this.isWebGL) {\n\t\t\tif (!SpinePlugin.gameWebGLRenderer) {\n\t\t\t\tSpinePlugin.gameWebGLRenderer = new SceneRenderer((this.game.renderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);\n\t\t\t}\n\t\t\tthis.onResize();\n\t\t\tthis.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);\n\t\t} else {\n\t\t\tif (!this.canvasRenderer) {\n\t\t\t\tthis.canvasRenderer = new SkeletonRenderer(this.scene!.sys.context);\n\t\t\t}\n\t\t}\n\n\t\tvar eventEmitter = this.systems!.events;\n\t\teventEmitter.once('shutdown', this.shutdown, this);\n\t\teventEmitter.once('destroy', this.destroy, this);\n\t\tthis.game.events.once('destroy', this.gameDestroy, this);\n\t}\n\n\tonResize () {\n\t\tvar phaserRenderer = this.game.renderer;\n\t\tvar sceneRenderer = this.webGLRenderer;\n\n\t\tif (phaserRenderer && sceneRenderer) {\n\t\t\tvar viewportWidth = phaserRenderer.width;\n\t\t\tvar viewportHeight = phaserRenderer.height;\n\t\t\tsceneRenderer.camera.position.x = viewportWidth / 2;\n\t\t\tsceneRenderer.camera.position.y = viewportHeight / 2;\n\t\t\tsceneRenderer.camera.up.y = -1;\n\t\t\tsceneRenderer.camera.direction.z = 1;\n\t\t\tsceneRenderer.camera.setViewport(viewportWidth, viewportHeight);\n\t\t}\n\t}\n\n\tshutdown () {\n\t\tthis.systems!.events.off(\"shutdown\", this.shutdown, this);\n\t\tif (this.isWebGL) {\n\t\t\tthis.game.scale.off(Phaser.Scale.Events.RESIZE, this.onResize, this);\n\t\t}\n\t}\n\n\tdestroy () {\n\t\tthis.shutdown()\n\t}\n\n\tgameDestroy () {\n\t\tthis.pluginManager.removeGameObject((window as any).SPINE_GAME_OBJECT_TYPE ? (window as any).SPINE_GAME_OBJECT_TYPE : SPINE_GAME_OBJECT_TYPE, true, true);\n\t\tif (this.webGLRenderer) this.webGLRenderer.dispose();\n\t\tSpinePlugin.gameWebGLRenderer = null;\n\t}\n\n\t/** Returns the TextureAtlas instance for the given key */\n\tgetAtlas (atlasKey: string) {\n\t\tlet atlas: TextureAtlas;\n\t\tif (this.atlasCache.exists(atlasKey)) {\n\t\t\tatlas = this.atlasCache.get(atlasKey);\n\t\t} else {\n\t\t\tlet atlasFile = this.game.cache.text.get(atlasKey) as { data: string, premultipliedAlpha: boolean };\n\t\t\tatlas = new TextureAtlas(atlasFile.data);\n\t\t\tif (this.isWebGL) {\n\t\t\t\tlet gl = this.gl!;\n\t\t\t\tconst phaserUnpackPmaValue = gl.getParameter(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL);\n\t\t\t\tif (phaserUnpackPmaValue) gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);\n\t\t\t\tfor (let atlasPage of atlas.pages) {\n\t\t\t\t\tatlasPage.setTexture(new GLTexture(gl, this.game.textures.get(atlasKey + \"!\" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap, false));\n\t\t\t\t}\n\t\t\t\tif (phaserUnpackPmaValue) gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);\n\t\t\t} else {\n\t\t\t\tfor (let atlasPage of atlas.pages) {\n\t\t\t\t\tatlasPage.setTexture(new CanvasTexture(this.game.textures.get(atlasKey + \"!\" + atlasPage.name).getSourceImage() as HTMLImageElement | ImageBitmap));\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.atlasCache.add(atlasKey, atlas);\n\t\t}\n\t\treturn atlas;\n\t}\n\n\t/** Returns whether the TextureAtlas uses premultiplied alpha */\n\tisAtlasPremultiplied (atlasKey: string) {\n\t\tlet atlasFile = this.game.cache.text.get(atlasKey);\n\t\tif (!atlasFile) return false;\n\t\treturn atlasFile.premultipliedAlpha;\n\t}\n\n\t/** Returns the SkeletonData instance for the given data and atlas key */\n\tgetSkeletonData (dataKey: string, atlasKey: string) {\n\t\tconst atlas = this.getAtlas(atlasKey)\n\t\tconst combinedKey = dataKey + atlasKey;\n\t\tlet skeletonData: SkeletonData;\n\t\tif (this.skeletonDataCache.exists(combinedKey)) {\n\t\t\tskeletonData = this.skeletonDataCache.get(combinedKey);\n\t\t} else {\n\t\t\tif (this.game.cache.json.exists(dataKey)) {\n\t\t\t\tlet jsonFile = this.game.cache.json.get(dataKey) as any;\n\t\t\t\tlet json = new SkeletonJson(new AtlasAttachmentLoader(atlas));\n\t\t\t\tskeletonData = json.readSkeletonData(jsonFile);\n\t\t\t} else {\n\t\t\t\tlet binaryFile = this.game.cache.binary.get(dataKey) as ArrayBuffer;\n\t\t\t\tlet binary = new SkeletonBinary(new AtlasAttachmentLoader(atlas));\n\t\t\t\tskeletonData = binary.readSkeletonData(new Uint8Array(binaryFile));\n\t\t\t}\n\t\t\tthis.skeletonDataCache.add(combinedKey, skeletonData);\n\t\t}\n\t\treturn skeletonData;\n\t}\n\n\t/** Creates a new Skeleton instance from the data and atlas. */\n\tcreateSkeleton (dataKey: string, atlasKey: string) {\n\t\treturn new Skeleton(this.getSkeletonData(dataKey, atlasKey));\n\t}\n}\n\nenum SpineSkeletonDataFileType {\n\tjson,\n\tbinary\n}\n\ninterface SpineSkeletonDataFileConfig {\n\tkey: string;\n\turl: string;\n\ttype: \"spineJson\" | \"spineBinary\";\n\txhrSettings?: Phaser.Types.Loader.XHRSettingsObject\n}\n\nclass SpineSkeletonDataFile extends Phaser.Loader.MultiFile {\n\tconstructor (loader: Phaser.Loader.LoaderPlugin, key: string | SpineSkeletonDataFileConfig, url?: string, public fileType?: SpineSkeletonDataFileType, xhrSettings?: Phaser.Types.Loader.XHRSettingsObject) {\n\t\tif (typeof key !== \"string\") {\n\t\t\tconst config = key;\n\t\t\tkey = config.key;\n\t\t\turl = config.url;\n\t\t\tfileType = config.type === \"spineJson\" ? SpineSkeletonDataFileType.json : SpineSkeletonDataFileType.binary;\n\t\t\txhrSettings = config.xhrSettings;\n\t\t}\n\t\tlet file = null;\n\t\tlet isJson = fileType == SpineSkeletonDataFileType.json;\n\t\tif (isJson) {\n\t\t\tfile = new Phaser.Loader.FileTypes.JSONFile(loader, {\n\t\t\t\tkey: key,\n\t\t\t\turl: url,\n\t\t\t\textension: \"json\",\n\t\t\t\txhrSettings: xhrSettings,\n\t\t\t} as Phaser.Types.Loader.FileTypes.JSONFileConfig);\n\t\t} else {\n\t\t\tfile = new Phaser.Loader.FileTypes.BinaryFile(loader, {\n\t\t\t\tkey: key,\n\t\t\t\turl: url,\n\t\t\t\textension: \"skel\",\n\t\t\t\txhrSettings: xhrSettings,\n\t\t\t} as Phaser.Types.Loader.FileTypes.BinaryFileConfig);\n\t\t}\n\t\tsuper(loader, SPINE_SKELETON_DATA_FILE_TYPE, key, [file]);\n\t}\n\n\tonFileComplete (file: Phaser.Loader.File) {\n\t\tthis.pending--;\n\t}\n\n\taddToCache () {\n\t\tif (this.isReadyToProcess()) this.files[0].addToCache();\n\t}\n}\n\ninterface SpineAtlasFileConfig {\n\tkey: string;\n\turl: string;\n\tpremultipliedAlpha?: boolean;\n\txhrSettings?: Phaser.Types.Loader.XHRSettingsObject;\n}\n\nclass SpineAtlasFile extends Phaser.Loader.MultiFile {\n\tconstructor (loader: Phaser.Loader.LoaderPlugin, key: string | SpineAtlasFileConfig, url?: string, public premultipliedAlpha?: boolean, xhrSettings?: Phaser.Types.Loader.XHRSettingsObject) {\n\t\tif (typeof key !== \"string\") {\n\t\t\tconst config = key;\n\t\t\tkey = config.key;\n\t\t\turl = config.url;\n\t\t\tpremultipliedAlpha = config.premultipliedAlpha;\n\t\t\txhrSettings = config.xhrSettings;\n\t\t}\n\n\t\tsuper(loader, SPINE_ATLAS_FILE_TYPE, key, [\n\t\t\tnew Phaser.Loader.FileTypes.TextFile(loader, {\n\t\t\t\tkey: key,\n\t\t\t\turl: url,\n\t\t\t\txhrSettings: xhrSettings,\n\t\t\t\textension: \"atlas\"\n\t\t\t})\n\t\t]);\n\t}\n\n\tonFileComplete (file: Phaser.Loader.File) {\n\t\tif (this.files.indexOf(file) != -1) {\n\t\t\tthis.pending--;\n\n\t\t\tif (file.type == \"text\") {\n\t\t\t\tvar lines = file.data.split(/\\r\\n|\\r|\\n/);\n\t\t\t\tlet textures = [];\n\t\t\t\ttextures.push(lines[0]);\n\t\t\t\tfor (var t = 1; t < lines.length; t++) {\n\t\t\t\t\tvar line = lines[t];\n\t\t\t\t\tif (line.trim() === '' && t < lines.length - 1) {\n\t\t\t\t\t\tline = lines[t + 1];\n\t\t\t\t\t\ttextures.push(line);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tlet basePath = file.src.match(/^.*\\//) ?? \"\";\n\t\t\t\tfor (var i = 0; i < textures.length; i++) {\n\t\t\t\t\tvar url = basePath + textures[i];\n\t\t\t\t\tvar key = file.key + \"!\" + textures[i];\n\t\t\t\t\tvar image = new Phaser.Loader.FileTypes.ImageFile(this.loader, key, url);\n\n\t\t\t\t\tif (!this.loader.keyExists(image)) {\n\t\t\t\t\t\tthis.addToMultiFile(image);\n\t\t\t\t\t\tthis.loader.addFile(image);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\taddToCache () {\n\t\tif (this.isReadyToProcess()) {\n\t\t\tlet textureManager = this.loader.textureManager;\n\t\t\tfor (let file of this.files) {\n\t\t\t\tif (file.type == \"image\") {\n\t\t\t\t\tif (!textureManager.exists(file.key)) {\n\t\t\t\t\t\ttextureManager.addImage(file.key, file.data);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tthis.premultipliedAlpha = this.premultipliedAlpha ?? (file.data.indexOf(\"pma: true\") >= 0 || file.data.indexOf(\"pma:true\") >= 0);\n\t\t\t\t\tfile.data = {\n\t\t\t\t\t\tdata: file.data,\n\t\t\t\t\t\tpremultipliedAlpha: this.premultipliedAlpha,\n\t\t\t\t\t};\n\t\t\t\t\tfile.addToCache();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nexport const SPINE_SKELETON_FILE_CACHE_KEY = \"esotericsoftware.spine.skeletonFile.cache\";\nexport const SPINE_ATLAS_CACHE_KEY = \"esotericsoftware.spine.atlas.cache\";\nexport const SPINE_LOADER_TYPE = \"spine\";\nexport const SPINE_SKELETON_DATA_FILE_TYPE = \"spineSkeletonData\";\nexport const SPINE_ATLAS_FILE_TYPE = \"spineAtlasData\";\nexport const SPINE_GAME_OBJECT_TYPE = \"spine\";\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Skeleton } from \"./Skeleton.js\";\nimport { MixBlend } from \"./Animation.js\";\n\nexport interface StringMapbezierCount (specified in the constructor) was larger\n\t * than the actual number of Bezier curves. */\n\tshrink (bezierCount: number) {\n\t\tlet size = this.getFrameCount() + bezierCount * 18/*BEZIER_SIZE*/;\n\t\tif (this.curves.length > size) {\n\t\t\tlet newCurves = Utils.newFloatArray(size);\n\t\t\tUtils.arrayCopy(this.curves, 0, newCurves, 0, size);\n\t\t\tthis.curves = newCurves;\n\t\t}\n\t}\n\n\t/** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than\n\t * one curve per frame.\n\t * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified\n\t * in the constructor), inclusive.\n\t * @param frame Between 0 and frameCount - 1, inclusive.\n\t * @param value The index of the value for this frame that this curve is used for.\n\t * @param time1 The time for the first key.\n\t * @param value1 The value for the first key.\n\t * @param cx1 The time for the first Bezier handle.\n\t * @param cy1 The value for the first Bezier handle.\n\t * @param cx2 The time of the second Bezier handle.\n\t * @param cy2 The value for the second Bezier handle.\n\t * @param time2 The time for the second key.\n\t * @param value2 The value for the second key. */\n\tsetBezier (bezier: number, frame: number, value: number, time1: number, value1: number, cx1: number, cy1: number, cx2: number,\n\t\tcy2: number, time2: number, value2: number) {\n\t\tlet curves = this.curves;\n\t\tlet i = this.getFrameCount() + bezier * 18/*BEZIER_SIZE*/;\n\t\tif (value == 0) curves[frame] = 2/*BEZIER*/ + i;\n\t\tlet tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03;\n\t\tlet dddx = ((cx1 - cx2) * 3 - time1 + time2) * 0.006, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 0.006;\n\t\tlet ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;\n\t\tlet dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667;\n\t\tlet x = time1 + dx, y = value1 + dy;\n\t\tfor (let n = i + 18/*BEZIER_SIZE*/; i < n; i += 2) {\n\t\t\tcurves[i] = x;\n\t\t\tcurves[i + 1] = y;\n\t\t\tdx += ddx;\n\t\t\tdy += ddy;\n\t\t\tddx += dddx;\n\t\t\tddy += dddy;\n\t\t\tx += dx;\n\t\t\ty += dy;\n\t\t}\n\t}\n\n\t/** Returns the Bezier interpolated value for the specified time.\n\t * @param frameIndex The index into {@link #getFrames()} for the values of the frame before time.\n\t * @param valueOffset The offset from frameIndex to the value this curve is used for.\n\t * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */\n\tgetBezierValue (time: number, frameIndex: number, valueOffset: number, i: number) {\n\t\tlet curves = this.curves;\n\t\tif (curves[i] > time) {\n\t\t\tlet x = this.frames[frameIndex], y = this.frames[frameIndex + valueOffset];\n\t\t\treturn y + (time - x) / (curves[i] - x) * (curves[i + 1] - y);\n\t\t}\n\t\tlet n = i + 18/*BEZIER_SIZE*/;\n\t\tfor (i += 2; i < n; i += 2) {\n\t\t\tif (curves[i] >= time) {\n\t\t\t\tlet x = curves[i - 2], y = curves[i - 1];\n\t\t\t\treturn y + (time - x) / (curves[i] - x) * (curves[i + 1] - y);\n\t\t\t}\n\t\t}\n\t\tframeIndex += this.getFrameEntries();\n\t\tlet x = curves[n - 2], y = curves[n - 1];\n\t\treturn y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y);\n\t}\n}\n\nexport abstract class CurveTimeline1 extends CurveTimeline {\n\tconstructor (frameCount: number, bezierCount: number, propertyId: string) {\n\t\tsuper(frameCount, bezierCount, [propertyId]);\n\t}\n\n\tgetFrameEntries () {\n\t\treturn 2/*ENTRIES*/;\n\t}\n\n\t/** Sets the time and value for the specified frame.\n\t * @param frame Between 0 and frameCount, inclusive.\n\t * @param time The frame time in seconds. */\n\tsetFrame (frame: number, time: number, value: number) {\n\t\tframe <<= 1;\n\t\tthis.frames[frame] = time;\n\t\tthis.frames[frame + 1/*VALUE*/] = value;\n\t}\n\n\t/** Returns the interpolated value for the specified time. */\n\tgetCurveValue (time: number) {\n\t\tlet frames = this.frames;\n\t\tlet i = frames.length - 2;\n\t\tfor (let ii = 2; ii <= i; ii += 2) {\n\t\t\tif (frames[ii] > time) {\n\t\t\t\ti = ii - 2;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tlet curveType = this.curves[i >> 1];\n\t\tswitch (curveType) {\n\t\t\tcase 0/*LINEAR*/:\n\t\t\t\tlet before = frames[i], value = frames[i + 1/*VALUE*/];\n\t\t\t\treturn value + (time - before) / (frames[i + 2/*ENTRIES*/] - before) * (frames[i + 2/*ENTRIES*/ + 1/*VALUE*/] - value);\n\t\t\tcase 1/*STEPPED*/:\n\t\t\t\treturn frames[i + 1/*VALUE*/];\n\t\t}\n\t\treturn this.getBezierValue(time, i, 1/*VALUE*/, curveType - 2/*BEZIER*/);\n\t}\n\n\tgetRelativeValue (time: number, alpha: number, blend: MixBlend, current: number, setup: number) {\n\t\tif (time < this.frames[0]) {\n\t\t\tswitch (blend) {\n\t\t\t\tcase MixBlend.setup:\n\t\t\t\t\treturn setup;\n\t\t\t\tcase MixBlend.first:\n\t\t\t\t\treturn current + (setup - current) * alpha;\n\t\t\t}\n\t\t\treturn current;\n\t\t}\n\t\tlet value = this.getCurveValue(time);\n\t\tswitch (blend) {\n\t\t\tcase MixBlend.setup:\n\t\t\t\treturn setup + value * alpha;\n\t\t\tcase MixBlend.first:\n\t\t\tcase MixBlend.replace:\n\t\t\t\tvalue += setup - current;\n\t\t}\n\t\treturn current + value * alpha;\n\t}\n\n\tgetAbsoluteValue (time: number, alpha: number, blend: MixBlend, current: number, setup: number) {\n\t\tif (time < this.frames[0]) {\n\t\t\tswitch (blend) {\n\t\t\t\tcase MixBlend.setup:\n\t\t\t\t\treturn setup;\n\t\t\t\tcase MixBlend.first:\n\t\t\t\t\treturn current + (setup - current) * alpha;\n\t\t\t}\n\t\t\treturn current;\n\t\t}\n\t\tlet value = this.getCurveValue(time);\n\t\tif (blend == MixBlend.setup) return setup + (value - setup) * alpha;\n\t\treturn current + (value - current) * alpha;\n\t}\n\n\tgetAbsoluteValue2 (time: number, alpha: number, blend: MixBlend, current: number, setup: number, value: number) {\n\t\tif (time < this.frames[0]) {\n\t\t\tswitch (blend) {\n\t\t\t\tcase MixBlend.setup:\n\t\t\t\t\treturn setup;\n\t\t\t\tcase MixBlend.first:\n\t\t\t\t\treturn current + (setup - current) * alpha;\n\t\t\t}\n\t\t\treturn current;\n\t\t}\n\t\tif (blend == MixBlend.setup) return setup + (value - setup) * alpha;\n\t\treturn current + (value - current) * alpha;\n\t}\n\n\tgetScaleValue (time: number, alpha: number, blend: MixBlend, direction: MixDirection, current: number, setup: number) {\n\t\tconst frames = this.frames;\n\t\tif (time < frames[0]) {\n\t\t\tswitch (blend) {\n\t\t\t\tcase MixBlend.setup:\n\t\t\t\t\treturn setup;\n\t\t\t\tcase MixBlend.first:\n\t\t\t\t\treturn current + (setup - current) * alpha;\n\t\t\t}\n\t\t\treturn current;\n\t\t}\n\t\tlet value = this.getCurveValue(time) * setup;\n\t\tif (alpha == 1) {\n\t\t\tif (blend == MixBlend.add) return current + value - setup;\n\t\t\treturn value;\n\t\t}\n\t\t// Mixing out uses sign of setup or current pose, else use sign of key.\n\t\tif (direction == MixDirection.mixOut) {\n\t\t\tswitch (blend) {\n\t\t\t\tcase MixBlend.setup:\n\t\t\t\t\treturn setup + (Math.abs(value) * MathUtils.signum(setup) - setup) * alpha;\n\t\t\t\tcase MixBlend.first:\n\t\t\t\tcase MixBlend.replace:\n\t\t\t\t\treturn current + (Math.abs(value) * MathUtils.signum(current) - current) * alpha;\n\t\t\t}\n\t\t} else {\n\t\t\tlet s = 0;\n\t\t\tswitch (blend) {\n\t\t\t\tcase MixBlend.setup:\n\t\t\t\t\ts = Math.abs(setup) * MathUtils.signum(value);\n\t\t\t\t\treturn s + (value - s) * alpha;\n\t\t\t\tcase MixBlend.first:\n\t\t\t\tcase MixBlend.replace:\n\t\t\t\t\ts = Math.abs(current) * MathUtils.signum(value);\n\t\t\t\t\treturn s + (value - s) * alpha;\n\t\t\t}\n\t\t}\n\t\treturn current + (value - setup) * alpha;\n\t}\n}\n\n/** The base class for a {@link CurveTimeline} which sets two properties. */\nexport abstract class CurveTimeline2 extends CurveTimeline {\n\t/** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.\n\t * @param propertyIds Unique identifiers for the properties the timeline modifies. */\n\tconstructor (frameCount: number, bezierCount: number, propertyId1: string, propertyId2: string) {\n\t\tsuper(frameCount, bezierCount, [propertyId1, propertyId2]);\n\t}\n\n\tgetFrameEntries () {\n\t\treturn 3/*ENTRIES*/;\n\t}\n\n\t/** Sets the time and values for the specified frame.\n\t * @param frame Between 0 and frameCount, inclusive.\n\t * @param time The frame time in seconds. */\n\tsetFrame (frame: number, time: number, value1: number, value2: number) {\n\t\tframe *= 3/*ENTRIES*/;\n\t\tthis.frames[frame] = time;\n\t\tthis.frames[frame + 1/*VALUE1*/] = value1;\n\t\tthis.frames[frame + 2/*VALUE2*/] = value2;\n\t}\n}\n\n/** Changes a bone's local {@link Bone#rotation}. */\nexport class RotateTimeline extends CurveTimeline1 implements BoneTimeline {\n\tboneIndex = 0;\n\n\tconstructor (frameCount: number, bezierCount: number, boneIndex: number) {\n\t\tsuper(frameCount, bezierCount, Property.rotate + \"|\" + boneIndex);\n\t\tthis.boneIndex = boneIndex;\n\t}\n\n\tapply (skeleton: Skeleton, lastTime: number, time: number, events: ArrayframeCount, inclusive.\n\t * @param time The frame time in seconds. */\n\tpublic setFrame (frame: number, time: number, inherit: Inherit) {\n\t\tframe *= 2/*ENTRIES*/;\n\t\tthis.frames[frame] = time;\n\t\tthis.frames[frame + 1/*INHERIT*/] = inherit;\n\t}\n\n\tpublic apply (skeleton: Skeleton, lastTime: number, time: number, events: ArrayframeCount, inclusive. */\n\tsetFrame (frame: number, time: number) {\n\t\tthis.frames[frame] = time;\n\t}\n\n\t/** Resets the physics constraint when frames > lastTime and <= time. */\n\tapply (skeleton: Skeleton, lastTime: number, time: number, firedEvents: ArrayframeCount, inclusive.\n\t * @param time Seconds between frames. */\n\tsetFrame (frame: number, time: number, mode: SequenceMode, index: number, delay: number) {\n\t\tlet frames = this.frames;\n\t\tframe *= SequenceTimeline.ENTRIES;\n\t\tframes[frame] = time;\n\t\tframes[frame + SequenceTimeline.MODE] = mode | (index << 4);\n\t\tframes[frame + SequenceTimeline.DELAY] = delay;\n\t}\n\n\tapply (skeleton: Skeleton, lastTime: number, time: number, events: ArrayalphaAttachmentThreshold, attachment timelines are applied.\n\t * Defaults to 0, so attachment timelines are always applied. */\n\talphaAttachmentThreshold: number = 0;\n\n\t/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the\n\t * mixDrawOrderThreshold, draw order timelines are applied while this animation is being mixed out. Defaults to\n\t * 0, so draw order timelines are not applied while this animation is being mixed out. */\n\tmixDrawOrderThreshold: number = 0;\n\n\t/** Seconds when this animation starts, both initially and after looping. Defaults to 0.\n\t *\n\t * When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same\n\t * value to prevent timeline keys before the start time from triggering. */\n\tanimationStart: number = 0;\n\n\t/** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will\n\t * loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */\n\tanimationEnd: number = 0;\n\n\n\t/** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this\n\t * animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and\n\t * `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation\n\t * is applied. */\n\tanimationLast: number = 0;\n\n\tnextAnimationLast: number = 0;\n\n\t/** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay`\n\t * postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from\n\t * the start of the previous animation to when this track entry will become the current track entry (ie when the previous\n\t * track entry {@link TrackEntry#trackTime} >= this track entry's `delay`).\n\t *\n\t * {@link #timeScale} affects the delay. */\n\tdelay: number = 0;\n\n\t/** Current time in seconds this track entry has been the current track entry. The track time determines\n\t * {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting\n\t * looping. */\n\ttrackTime: number = 0;\n\n\ttrackLast: number = 0; nextTrackLast: number = 0;\n\n\t/** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float\n\t * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time\n\t * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the\n\t * properties keyed by the animation are set to the setup pose and the track is cleared.\n\t *\n\t * It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation\n\t * abruptly cease being applied. */\n\ttrackEnd: number = 0;\n\n\t/** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or\n\t * faster. Defaults to 1.\n\t *\n\t * {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to\n\t * match the animation speed.\n\t *\n\t * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the\n\t * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If\n\t * the time scale is not 1, the delay may need to be adjusted.\n\t *\n\t * See AnimationState {@link AnimationState#timeScale} for affecting all animations. */\n\ttimeScale: number = 0;\n\n\t/** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults\n\t * to 1, which overwrites the skeleton's current pose with this animation.\n\t *\n\t * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to\n\t * use alpha on track 0 if the skeleton pose is from the last frame render. */\n\talpha: number = 0;\n\n\t/** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be\n\t * slightly more than `mixDuration` when the mix is complete. */\n\tmixTime: number = 0;\n\n\t/** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData\n\t * {@link AnimationStateData#getMix()} based on the animation before this animation (if any).\n\t *\n\t * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the\n\t * properties it was animating.\n\t *\n\t * The `mixDuration` can be set manually rather than use the value from\n\t * {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new\n\t * track entry only before {@link AnimationState#update(float)} is first called.\n\t *\n\t * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the\n\t * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set\n\t * afterward. */\n\t_mixDuration: number = 0; interruptAlpha: number = 0; totalAlpha: number = 0;\n\n\tget mixDuration () {\n\t\treturn this._mixDuration;\n\t}\n\n\tset mixDuration (mixDuration: number) {\n\t\tthis._mixDuration = mixDuration;\n\t}\n\n\tsetMixDurationWithDelay (mixDuration: number, delay: number) {\n\t\tthis._mixDuration = mixDuration;\n\t\tif (this.previous != null && delay <= 0) delay += this.previous.getTrackComplete() - mixDuration;\n\t\tthis.delay = delay;\n\t}\n\n\t/** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which\n\t * replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to\n\t * the values from the lower tracks.\n\t *\n\t * The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first\n\t * called. */\n\tmixBlend = MixBlend.replace;\n\ttimelineMode = new Array
\n * 2) The next track entry to be applied does have a timeline to set this property.
\n * 3) The next track entry after that one does not have a timeline to set this property.
\n * Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids \"dipping\" when crossfading\n * animations that key the same property. A subsequent timeline will set this property using a mix. */\nexport const HOLD_SUBSEQUENT = 2;\n/** 1) This is the first timeline to set this property.
\n * 2) The next track entry to be applied does have a timeline to set this property.
\n * 3) The next track entry after that one does not have a timeline to set this property.
\n * Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids \"dipping\" when crossfading animations\n * that key the same property. A subsequent timeline will set this property using a mix. */\nexport const HOLD_FIRST = 3;\n/** 1. This is the first timeline to set this property.\n * 2. The next track entry to be applied does have a timeline to set this property.\n * 3. The next track entry after that one does have a timeline to set this property.\n * 4. timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.\n *\n * Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than\n * 2 track entries in a row have a timeline that sets the same property.\n *\n * Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid\n * \"dipping\" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A\n * (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into\n * place. */\nexport const HOLD_MIX = 4;\n\nexport const SETUP = 1;\nexport const CURRENT = 2;\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Animation } from \"./Animation.js\";\nimport { SkeletonData } from \"./SkeletonData.js\";\nimport { StringMap } from \"./Utils.js\";\n\n\n/** Stores mix (crossfade) durations to be applied when {@link AnimationState} animations are changed. */\nexport class AnimationStateData {\n\t/** The SkeletonData to look up animations when they are specified by name. */\n\tskeletonData: SkeletonData;\n\n\tanimationToMixTime: StringMapx,y values that is the local position of the vertex.\n\t *\n\t * See {@link #updateOffset()}. */\n\toffset = Utils.newFloatArray(8);\n\n\tuvs = Utils.newFloatArray(8);\n\n\ttempColor = new Color(1, 1, 1, 1);\n\n\tconstructor (name: string, path: string) {\n\t\tsuper(name);\n\t\tthis.path = path;\n\t}\n\n\t/** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */\n\tupdateRegion (): void {\n\t\tif (!this.region) throw new Error(\"Region not set.\");\n\t\tlet region = this.region;\n\t\tlet uvs = this.uvs;\n\n\t\tif (region == null) {\n\t\t\tuvs[0] = 0;\n\t\t\tuvs[1] = 0;\n\t\t\tuvs[2] = 0;\n\t\t\tuvs[3] = 1;\n\t\t\tuvs[4] = 1;\n\t\t\tuvs[5] = 1;\n\t\t\tuvs[6] = 1;\n\t\t\tuvs[7] = 0;\n\t\t\treturn;\n\t\t}\n\n\t\tlet regionScaleX = this.width / this.region.originalWidth * this.scaleX;\n\t\tlet regionScaleY = this.height / this.region.originalHeight * this.scaleY;\n\t\tlet localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;\n\t\tlet localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;\n\t\tlet localX2 = localX + this.region.width * regionScaleX;\n\t\tlet localY2 = localY + this.region.height * regionScaleY;\n\t\tlet radians = this.rotation * MathUtils.degRad;\n\t\tlet cos = Math.cos(radians);\n\t\tlet sin = Math.sin(radians);\n\t\tlet x = this.x, y = this.y;\n\t\tlet localXCos = localX * cos + x;\n\t\tlet localXSin = localX * sin;\n\t\tlet localYCos = localY * cos + y;\n\t\tlet localYSin = localY * sin;\n\t\tlet localX2Cos = localX2 * cos + x;\n\t\tlet localX2Sin = localX2 * sin;\n\t\tlet localY2Cos = localY2 * cos + y;\n\t\tlet localY2Sin = localY2 * sin;\n\t\tlet offset = this.offset;\n\t\toffset[0] = localXCos - localYSin;\n\t\toffset[1] = localYCos + localXSin;\n\t\toffset[2] = localXCos - localY2Sin;\n\t\toffset[3] = localY2Cos + localXSin;\n\t\toffset[4] = localX2Cos - localY2Sin;\n\t\toffset[5] = localY2Cos + localX2Sin;\n\t\toffset[6] = localX2Cos - localYSin;\n\t\toffset[7] = localYCos + localX2Sin;\n\n\t\tif (region.degrees == 90) {\n\t\t\tuvs[0] = region.u2;\n\t\t\tuvs[1] = region.v2;\n\t\t\tuvs[2] = region.u;\n\t\t\tuvs[3] = region.v2;\n\t\t\tuvs[4] = region.u;\n\t\t\tuvs[5] = region.v;\n\t\t\tuvs[6] = region.u2;\n\t\t\tuvs[7] = region.v;\n\t\t} else {\n\t\t\tuvs[0] = region.u;\n\t\t\tuvs[1] = region.v2;\n\t\t\tuvs[2] = region.u;\n\t\t\tuvs[3] = region.v;\n\t\t\tuvs[4] = region.u2;\n\t\t\tuvs[5] = region.v;\n\t\t\tuvs[6] = region.u2;\n\t\t\tuvs[7] = region.v2;\n\t\t}\n\t}\n\n\t/** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may\n\t * be changed.\n\t * offset + 8.\n\t * @param offset The worldVertices index to begin writing values.\n\t * @param stride The number of worldVertices entries between the value pairs written. */\n\tcomputeWorldVertices (slot: Slot, worldVertices: NumberArrayLike, offset: number, stride: number) {\n\t\tif (this.sequence != null)\n\t\t\tthis.sequence.apply(slot, this);\n\n\t\tlet bone = slot.bone;\n\t\tlet vertexOffset = this.offset;\n\t\tlet x = bone.worldX, y = bone.worldY;\n\t\tlet a = bone.a, b = bone.b, c = bone.c, d = bone.d;\n\t\tlet offsetX = 0, offsetY = 0;\n\n\t\toffsetX = vertexOffset[0];\n\t\toffsetY = vertexOffset[1];\n\t\tworldVertices[offset] = offsetX * a + offsetY * b + x; // br\n\t\tworldVertices[offset + 1] = offsetX * c + offsetY * d + y;\n\t\toffset += stride;\n\n\t\toffsetX = vertexOffset[2];\n\t\toffsetY = vertexOffset[3];\n\t\tworldVertices[offset] = offsetX * a + offsetY * b + x; // bl\n\t\tworldVertices[offset + 1] = offsetX * c + offsetY * d + y;\n\t\toffset += stride;\n\n\t\toffsetX = vertexOffset[4];\n\t\toffsetY = vertexOffset[5];\n\t\tworldVertices[offset] = offsetX * a + offsetY * b + x; // ul\n\t\tworldVertices[offset + 1] = offsetX * c + offsetY * d + y;\n\t\toffset += stride;\n\n\t\toffsetX = vertexOffset[6];\n\t\toffsetY = vertexOffset[7];\n\t\tworldVertices[offset] = offsetX * a + offsetY * b + x; // ur\n\t\tworldVertices[offset + 1] = offsetX * c + offsetY * d + y;\n\t}\n\n\tcopy (): Attachment {\n\t\tlet copy = new RegionAttachment(this.name, this.path);\n\t\tcopy.region = this.region;\n\t\tcopy.x = this.x;\n\t\tcopy.y = this.y;\n\t\tcopy.scaleX = this.scaleX;\n\t\tcopy.scaleY = this.scaleY;\n\t\tcopy.rotation = this.rotation;\n\t\tcopy.width = this.width;\n\t\tcopy.height = this.height;\n\t\tUtils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);\n\t\tUtils.arrayCopy(this.offset, 0, copy.offset, 0, 8);\n\t\tcopy.color.setFromColor(this.color);\n\t\tcopy.sequence = this.sequence != null ? this.sequence.copy() : null;\n\t\treturn copy;\n\t}\n\n\tstatic X1 = 0;\n\tstatic Y1 = 1;\n\tstatic C1R = 2;\n\tstatic C1G = 3;\n\tstatic C1B = 4;\n\tstatic C1A = 5;\n\tstatic U1 = 6;\n\tstatic V1 = 7;\n\n\tstatic X2 = 8;\n\tstatic Y2 = 9;\n\tstatic C2R = 10;\n\tstatic C2G = 11;\n\tstatic C2B = 12;\n\tstatic C2A = 13;\n\tstatic U2 = 14;\n\tstatic V2 = 15;\n\n\tstatic X3 = 16;\n\tstatic Y3 = 17;\n\tstatic C3R = 18;\n\tstatic C3G = 19;\n\tstatic C3B = 20;\n\tstatic C3A = 21;\n\tstatic U3 = 22;\n\tstatic V3 = 23;\n\n\tstatic X4 = 24;\n\tstatic Y4 = 25;\n\tstatic C4R = 26;\n\tstatic C4G = 27;\n\tstatic C4B = 28;\n\tstatic C4A = 29;\n\tstatic U4 = 30;\n\tstatic V4 = 31;\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { AttachmentLoader } from \"./attachments/AttachmentLoader.js\";\nimport { BoundingBoxAttachment } from \"./attachments/BoundingBoxAttachment.js\";\nimport { ClippingAttachment } from \"./attachments/ClippingAttachment.js\";\nimport { MeshAttachment } from \"./attachments/MeshAttachment.js\";\nimport { PathAttachment } from \"./attachments/PathAttachment.js\";\nimport { PointAttachment } from \"./attachments/PointAttachment.js\";\nimport { RegionAttachment } from \"./attachments/RegionAttachment.js\";\nimport { Skin } from \"./Skin.js\";\nimport { TextureAtlas } from \"./TextureAtlas.js\";\nimport { Sequence } from \"./attachments/Sequence.js\"\n\n/** An {@link AttachmentLoader} that configures attachments using texture regions from an {@link TextureAtlas}.\n *\n * See [Loading skeleton data](http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data) in the\n * Spine Runtimes Guide. */\nexport class AtlasAttachmentLoader implements AttachmentLoader {\n\tatlas: TextureAtlas;\n\n\tconstructor (atlas: TextureAtlas) {\n\t\tthis.atlas = atlas;\n\t}\n\n\tloadSequence (name: string, basePath: string, sequence: Sequence) {\n\t\tlet regions = sequence.regions;\n\t\tfor (let i = 0, n = regions.length; i < n; i++) {\n\t\t\tlet path = sequence.getPath(basePath, i);\n\t\t\tlet region = this.atlas.findRegion(path);\n\t\t\tif (region == null) throw new Error(\"Region not found in atlas: \" + path + \" (sequence: \" + name + \")\");\n\t\t\tregions[i] = region;\n\t\t}\n\t}\n\n\tnewRegionAttachment (skin: Skin, name: string, path: string, sequence: Sequence): RegionAttachment {\n\t\tlet attachment = new RegionAttachment(name, path);\n\t\tif (sequence != null) {\n\t\t\tthis.loadSequence(name, path, sequence);\n\t\t} else {\n\t\t\tlet region = this.atlas.findRegion(path);\n\t\t\tif (!region) throw new Error(\"Region not found in atlas: \" + path + \" (region attachment: \" + name + \")\");\n\t\t\tattachment.region = region;\n\t\t}\n\t\treturn attachment;\n\t}\n\n\tnewMeshAttachment (skin: Skin, name: string, path: string, sequence: Sequence): MeshAttachment {\n\t\tlet attachment = new MeshAttachment(name, path);\n\t\tif (sequence != null) {\n\t\t\tthis.loadSequence(name, path, sequence);\n\t\t} else {\n\t\t\tlet region = this.atlas.findRegion(path);\n\t\t\tif (!region) throw new Error(\"Region not found in atlas: \" + path + \" (mesh attachment: \" + name + \")\");\n\t\t\tattachment.region = region;\n\t\t}\n\t\treturn attachment;\n\t}\n\n\tnewBoundingBoxAttachment (skin: Skin, name: string): BoundingBoxAttachment {\n\t\treturn new BoundingBoxAttachment(name);\n\t}\n\n\tnewPathAttachment (skin: Skin, name: string): PathAttachment {\n\t\treturn new PathAttachment(name);\n\t}\n\n\tnewPointAttachment (skin: Skin, name: string): PointAttachment {\n\t\treturn new PointAttachment(name);\n\t}\n\n\tnewClippingAttachment (skin: Skin, name: string): ClippingAttachment {\n\t\treturn new ClippingAttachment(name);\n\t}\n}\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Color } from \"./Utils.js\";\n\n/** Stores the setup pose for a {@link Bone}. */\nexport class BoneData {\n\t/** The index of the bone in {@link Skeleton#getBones()}. */\n\tindex: number = 0;\n\n\t/** The name of the bone, which is unique across all bones in the skeleton. */\n\tname: string;\n\n\t/** @returns May be null. */\n\tparent: BoneData | null = null;\n\n\t/** The bone's length. */\n\tlength: number = 0;\n\n\t/** The local x translation. */\n\tx = 0;\n\n\t/** The local y translation. */\n\ty = 0;\n\n\t/** The local rotation in degrees, counter clockwise. */\n\trotation = 0;\n\n\t/** The local scaleX. */\n\tscaleX = 1;\n\n\t/** The local scaleY. */\n\tscaleY = 1;\n\n\t/** The local shearX. */\n\tshearX = 0;\n\n\t/** The local shearX. */\n\tshearY = 0;\n\n\t/** The transform mode for how parent world transforms affect this bone. */\n\tinherit = Inherit.Normal;\n\n\t/** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this\n\t * bone.\n\t * @see Skin#bones */\n\tskinRequired = false;\n\n\t/** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually\n\t * rendered at runtime. */\n\tcolor = new Color();\n\n\t/** The bone icon as it was in Spine, or null if nonessential data was not exported. */\n\ticon?: string;\n\n\t/** False if the bone was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */\n\tvisible = false;\n\n\tconstructor (index: number, name: string, parent: BoneData | null) {\n\t\tif (index < 0) throw new Error(\"index must be >= 0.\");\n\t\tif (!name) throw new Error(\"name cannot be null.\");\n\t\tthis.index = index;\n\t\tthis.name = name;\n\t\tthis.parent = parent;\n\t}\n}\n\n/** Determines how a bone inherits world transforms from parent bones. */\nexport enum Inherit { Normal, OnlyTranslation, NoRotationOrReflection, NoScale, NoScaleOrReflection }\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated July 28, 2023. Replaces all prior versions.\n *\n * Copyright (c) 2013-2023, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software or\n * otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE\n * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { BoneData, Inherit } from \"./BoneData.js\";\nimport { Physics, Skeleton } from \"./Skeleton.js\";\nimport { Updatable } from \"./Updatable.js\";\nimport { MathUtils, Vector2 } from \"./Utils.js\";\n\n/** Stores a bone's current pose.\n *\n * A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a\n * local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a\n * constraint or application code modifies the world transform after it was computed from the local transform. */\nexport class Bone implements Updatable {\n\t/** The bone's setup pose data. */\n\tdata: BoneData;\n\n\t/** The skeleton this bone belongs to. */\n\tskeleton: Skeleton;\n\n\t/** The parent bone, or null if this is the root bone. */\n\tparent: Bone | null = null;\n\n\t/** The immediate children of this bone. */\n\tchildren = new Arraynull, no clipping is applied. */\n\tgetBounds (offset: Vector2, size: Vector2, temp: Array