2025-11-04 12:16:48 +01:00

12722 lines
482 KiB
JavaScript

"use strict";
var spine = (() => {
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
// spine-construct3/spine-construct3-lib/src/index.ts
var index_exports = {};
__export(index_exports, {
AABBRectangleBoundsProvider: () => AABBRectangleBoundsProvider,
AlphaTimeline: () => AlphaTimeline,
Animation: () => Animation,
AnimationState: () => AnimationState,
AnimationStateAdapter: () => AnimationStateAdapter,
AnimationStateData: () => AnimationStateData,
AssetCache: () => AssetCache,
AssetLoader: () => AssetLoader,
AssetManagerBase: () => AssetManagerBase,
AtlasAttachmentLoader: () => AtlasAttachmentLoader,
Attachment: () => Attachment,
AttachmentTimeline: () => AttachmentTimeline,
BinaryInput: () => BinaryInput,
BlendMode: () => BlendMode,
BlendingModeSpineToC3: () => BlendingModeSpineToC3,
Bone: () => Bone,
BoneData: () => BoneData,
BoneLocal: () => BoneLocal,
BonePose: () => BonePose,
BoneTimeline1: () => BoneTimeline1,
BoneTimeline2: () => BoneTimeline2,
BoundingBoxAttachment: () => BoundingBoxAttachment,
C3Texture: () => C3Texture,
C3TextureEditor: () => C3TextureEditor,
CURRENT: () => CURRENT,
ClippingAttachment: () => ClippingAttachment,
Color: () => Color,
Constraint: () => Constraint,
ConstraintData: () => ConstraintData,
ConstraintTimeline1: () => ConstraintTimeline1,
CurveTimeline: () => CurveTimeline,
CurveTimeline1: () => CurveTimeline1,
DebugUtils: () => DebugUtils,
DeformTimeline: () => DeformTimeline,
Downloader: () => Downloader,
DrawOrderTimeline: () => DrawOrderTimeline,
Event: () => Event,
EventData: () => EventData,
EventQueue: () => EventQueue,
EventTimeline: () => EventTimeline,
EventType: () => EventType,
FIRST: () => FIRST,
FakeTexture: () => FakeTexture,
FromProperty: () => FromProperty,
FromRotate: () => FromRotate,
FromScaleX: () => FromScaleX,
FromScaleY: () => FromScaleY,
FromShearY: () => FromShearY,
FromX: () => FromX,
FromY: () => FromY,
HOLD_FIRST: () => HOLD_FIRST,
HOLD_MIX: () => HOLD_MIX,
HOLD_SUBSEQUENT: () => HOLD_SUBSEQUENT,
IkConstraint: () => IkConstraint,
IkConstraintData: () => IkConstraintData,
IkConstraintPose: () => IkConstraintPose,
IkConstraintTimeline: () => IkConstraintTimeline,
Inherit: () => Inherit,
InheritTimeline: () => InheritTimeline,
IntSet: () => IntSet,
Interpolation: () => Interpolation,
MathUtils: () => MathUtils,
MeshAttachment: () => MeshAttachment,
MixBlend: () => MixBlend,
MixDirection: () => MixDirection,
PathAttachment: () => PathAttachment,
PathConstraint: () => PathConstraint,
PathConstraintData: () => PathConstraintData,
PathConstraintMixTimeline: () => PathConstraintMixTimeline,
PathConstraintPose: () => PathConstraintPose,
PathConstraintPositionTimeline: () => PathConstraintPositionTimeline,
PathConstraintSpacingTimeline: () => PathConstraintSpacingTimeline,
Physics: () => Physics,
PhysicsConstraint: () => PhysicsConstraint,
PhysicsConstraintDampingTimeline: () => PhysicsConstraintDampingTimeline,
PhysicsConstraintData: () => PhysicsConstraintData,
PhysicsConstraintGravityTimeline: () => PhysicsConstraintGravityTimeline,
PhysicsConstraintInertiaTimeline: () => PhysicsConstraintInertiaTimeline,
PhysicsConstraintMassTimeline: () => PhysicsConstraintMassTimeline,
PhysicsConstraintMixTimeline: () => PhysicsConstraintMixTimeline,
PhysicsConstraintPose: () => PhysicsConstraintPose,
PhysicsConstraintResetTimeline: () => PhysicsConstraintResetTimeline,
PhysicsConstraintStrengthTimeline: () => PhysicsConstraintStrengthTimeline,
PhysicsConstraintTimeline: () => PhysicsConstraintTimeline,
PhysicsConstraintWindTimeline: () => PhysicsConstraintWindTimeline,
PointAttachment: () => PointAttachment,
Pool: () => Pool,
Posed: () => Posed,
PosedActive: () => PosedActive,
PosedData: () => PosedData,
PositionMode: () => PositionMode,
Pow: () => Pow,
PowOut: () => PowOut,
Property: () => Property,
RGB2Timeline: () => RGB2Timeline,
RGBA2Timeline: () => RGBA2Timeline,
RGBATimeline: () => RGBATimeline,
RGBTimeline: () => RGBTimeline,
RegionAttachment: () => RegionAttachment,
RotateMode: () => RotateMode,
RotateTimeline: () => RotateTimeline,
SETUP: () => SETUP,
SUBSEQUENT: () => SUBSEQUENT,
ScaleTimeline: () => ScaleTimeline,
ScaleXTimeline: () => ScaleXTimeline,
ScaleYTimeline: () => ScaleYTimeline,
Sequence: () => Sequence,
SequenceMode: () => SequenceMode,
SequenceModeValues: () => SequenceModeValues,
SequenceTimeline: () => SequenceTimeline,
SetupPoseBoundsProvider: () => SetupPoseBoundsProvider,
ShearTimeline: () => ShearTimeline,
ShearXTimeline: () => ShearXTimeline,
ShearYTimeline: () => ShearYTimeline,
Skeleton: () => Skeleton,
SkeletonBinary: () => SkeletonBinary,
SkeletonBounds: () => SkeletonBounds,
SkeletonClipping: () => SkeletonClipping,
SkeletonData: () => SkeletonData,
SkeletonJson: () => SkeletonJson,
SkeletonRendererCore: () => SkeletonRendererCore,
Skin: () => Skin,
SkinEntry: () => SkinEntry,
SkinsAndAnimationBoundsProvider: () => SkinsAndAnimationBoundsProvider,
Slider: () => Slider,
SliderData: () => SliderData,
SliderMixTimeline: () => SliderMixTimeline,
SliderPose: () => SliderPose,
SliderTimeline: () => SliderTimeline,
Slot: () => Slot,
SlotCurveTimeline: () => SlotCurveTimeline,
SlotData: () => SlotData,
SlotPose: () => SlotPose,
SpacingMode: () => SpacingMode,
StringSet: () => StringSet,
Texture: () => Texture,
TextureAtlas: () => TextureAtlas,
TextureAtlasPage: () => TextureAtlasPage,
TextureAtlasRegion: () => TextureAtlasRegion,
TextureFilter: () => TextureFilter,
TextureRegion: () => TextureRegion,
TextureWrap: () => TextureWrap,
TimeKeeper: () => TimeKeeper,
Timeline: () => Timeline,
ToProperty: () => ToProperty,
ToRotate: () => ToRotate,
ToScaleX: () => ToScaleX,
ToScaleY: () => ToScaleY,
ToShearY: () => ToShearY,
ToX: () => ToX,
ToY: () => ToY,
TrackEntry: () => TrackEntry,
TransformConstraint: () => TransformConstraint,
TransformConstraintData: () => TransformConstraintData,
TransformConstraintPose: () => TransformConstraintPose,
TransformConstraintTimeline: () => TransformConstraintTimeline,
TranslateTimeline: () => TranslateTimeline,
TranslateXTimeline: () => TranslateXTimeline,
TranslateYTimeline: () => TranslateYTimeline,
Triangulator: () => Triangulator,
Utils: () => Utils,
Vector2: () => Vector2,
VertexAttachment: () => VertexAttachment,
WindowedMean: () => WindowedMean,
isBoneTimeline: () => isBoneTimeline,
isConstraintTimeline: () => isConstraintTimeline,
isSlotTimeline: () => isSlotTimeline
});
// spine-core/src/Utils.ts
var IntSet = class {
array = [];
add(value) {
const contains = this.contains(value);
this.array[value | 0] = value | 0;
return !contains;
}
contains(value) {
return this.array[value | 0] !== void 0;
}
remove(value) {
this.array[value | 0] = void 0;
}
clear() {
this.array.length = 0;
}
};
var StringSet = class {
entries = {};
size = 0;
add(value) {
const contains = this.entries[value];
this.entries[value] = true;
if (!contains) {
this.size++;
return true;
}
return false;
}
addAll(values) {
const oldSize = this.size;
for (let i = 0, n = values.length; i < n; i++)
this.add(values[i]);
return oldSize !== this.size;
}
contains(value) {
return this.entries[value];
}
clear() {
this.entries = {};
this.size = 0;
}
};
var Color = class _Color {
constructor(r = 0, g = 0, b = 0, a = 0) {
this.r = r;
this.g = g;
this.b = b;
this.a = a;
}
static WHITE = new _Color(1, 1, 1, 1);
static RED = new _Color(1, 0, 0, 1);
static GREEN = new _Color(0, 1, 0, 1);
static BLUE = new _Color(0, 0, 1, 1);
static MAGENTA = new _Color(1, 0, 1, 1);
set(r, g, b, a) {
this.r = r;
this.g = g;
this.b = b;
this.a = a;
return this.clamp();
}
setFromColor(c) {
this.r = c.r;
this.g = c.g;
this.b = c.b;
this.a = c.a;
return this;
}
setFromString(hex) {
hex = hex.charAt(0) === "#" ? hex.substr(1) : hex;
this.r = parseInt(hex.substr(0, 2), 16) / 255;
this.g = parseInt(hex.substr(2, 2), 16) / 255;
this.b = parseInt(hex.substr(4, 2), 16) / 255;
this.a = hex.length !== 8 ? 1 : parseInt(hex.substr(6, 2), 16) / 255;
return this;
}
add(r, g, b, a) {
this.r += r;
this.g += g;
this.b += b;
this.a += a;
return this.clamp();
}
clamp() {
if (this.r < 0) this.r = 0;
else if (this.r > 1) this.r = 1;
if (this.g < 0) this.g = 0;
else if (this.g > 1) this.g = 1;
if (this.b < 0) this.b = 0;
else if (this.b > 1) this.b = 1;
if (this.a < 0) this.a = 0;
else if (this.a > 1) this.a = 1;
return this;
}
static rgba8888ToColor(color, value) {
color.r = ((value & 4278190080) >>> 24) / 255;
color.g = ((value & 16711680) >>> 16) / 255;
color.b = ((value & 65280) >>> 8) / 255;
color.a = (value & 255) / 255;
}
static rgb888ToColor(color, value) {
color.r = ((value & 16711680) >>> 16) / 255;
color.g = ((value & 65280) >>> 8) / 255;
color.b = (value & 255) / 255;
}
toRgb888() {
const hex = (x) => `0${(x * 255).toString(16)}`.slice(-2);
return Number(`0x${hex(this.r)}${hex(this.g)}${hex(this.b)}`);
}
static fromString(hex, color = new _Color()) {
return color.setFromString(hex);
}
};
var MathUtils = class _MathUtils {
// biome-ignore lint/suspicious/noApproximativeNumericConstant: reference runtime
static PI = 3.1415927;
static PI2 = _MathUtils.PI * 2;
static invPI2 = 1 / _MathUtils.PI2;
static radiansToDegrees = 180 / _MathUtils.PI;
static radDeg = _MathUtils.radiansToDegrees;
static degreesToRadians = _MathUtils.PI / 180;
static degRad = _MathUtils.degreesToRadians;
static clamp(value, min, max) {
if (value < min) return min;
if (value > max) return max;
return value;
}
static cosDeg(degrees) {
return Math.cos(degrees * _MathUtils.degRad);
}
static sinDeg(degrees) {
return Math.sin(degrees * _MathUtils.degRad);
}
static atan2Deg(y, x) {
return Math.atan2(y, x) * _MathUtils.radDeg;
}
static signum(value) {
return value > 0 ? 1 : value < 0 ? -1 : 0;
}
static toInt(x) {
return x > 0 ? Math.floor(x) : Math.ceil(x);
}
static cbrt(x) {
const y = Math.pow(Math.abs(x), 1 / 3);
return x < 0 ? -y : y;
}
static randomTriangular(min, max) {
return _MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
}
static randomTriangularWith(min, max, mode) {
const u = Math.random();
const d = max - min;
if (u <= (mode - min) / d) return min + Math.sqrt(u * d * (mode - min));
return max - Math.sqrt((1 - u) * d * (max - mode));
}
static isPowerOfTwo(value) {
return value && (value & value - 1) === 0;
}
};
var Interpolation = class {
apply(start, end, a) {
return start + (end - start) * this.applyInternal(a);
}
};
var Pow = class extends Interpolation {
power = 2;
constructor(power) {
super();
this.power = power;
}
applyInternal(a) {
if (a <= 0.5) return Math.pow(a * 2, this.power) / 2;
return Math.pow((a - 1) * 2, this.power) / (this.power % 2 === 0 ? -2 : 2) + 1;
}
};
var PowOut = class extends Pow {
constructor(power) {
super(power);
}
applyInternal(a) {
return Math.pow(a - 1, this.power) * (this.power % 2 === 0 ? -1 : 1) + 1;
}
};
var Utils = class _Utils {
static SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined";
static arrayCopy(source, sourceStart, dest, destStart, numElements) {
for (let i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
dest[j] = source[i];
}
}
static arrayFill(array, fromIndex, toIndex, value) {
for (let i = fromIndex; i < toIndex; i++)
array[i] = value;
}
// biome-ignore lint/suspicious/noExplicitAny: ok any in this case
static setArraySize(array, size, value = 0) {
const oldSize = array.length;
if (oldSize === size) return array;
array.length = size;
if (oldSize < size) {
for (let i = oldSize; i < size; i++) array[i] = value;
}
return array;
}
// biome-ignore lint/suspicious/noExplicitAny: ok any in this case
static ensureArrayCapacity(array, size, value = 0) {
if (array.length >= size) return array;
return _Utils.setArraySize(array, size, value);
}
static newArray(size, defaultValue) {
const array = [];
for (let i = 0; i < size; i++) array[i] = defaultValue;
return array;
}
static newFloatArray(size) {
if (_Utils.SUPPORTS_TYPED_ARRAYS)
return new Float32Array(size);
else {
const array = [];
for (let i = 0; i < array.length; i++) array[i] = 0;
return array;
}
}
static newShortArray(size) {
if (_Utils.SUPPORTS_TYPED_ARRAYS)
return new Int16Array(size);
else {
const array = [];
for (let i = 0; i < array.length; i++) array[i] = 0;
return array;
}
}
static toFloatArray(array) {
return _Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
}
static toSinglePrecision(value) {
return _Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
}
// This function is used to fix WebKit 602 specific issue described at https://esotericsoftware.com/forum/d/10109-ios-10-disappearing-graphics
static webkit602BugfixHelper(alpha, blend) {
}
static contains(array, element, identity = true) {
for (let i = 0; i < array.length; i++)
if (array[i] === element) return true;
return false;
}
// biome-ignore lint/suspicious/noExplicitAny: ok any in this case
static enumValue(type, name) {
return type[name[0].toUpperCase() + name.slice(1)];
}
};
var DebugUtils = class {
static logBones(skeleton) {
for (let i = 0; i < skeleton.bones.length; i++) {
const bone = skeleton.bones[i].applied;
console.log(`${bone.bone.data.name}, ${bone.a}, ${bone.b}, ${bone.c}, ${bone.d}, ${bone.worldX}, ${bone.worldY}`);
}
}
};
var Pool = class {
items = [];
instantiator;
constructor(instantiator) {
this.instantiator = instantiator;
}
obtain() {
return this.items.length > 0 ? this.items.pop() : this.instantiator();
}
free(item) {
item.reset?.();
this.items.push(item);
}
freeAll(items) {
for (let i = 0; i < items.length; i++)
this.free(items[i]);
}
clear() {
this.items.length = 0;
}
};
var Vector2 = class {
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
set(x, y) {
this.x = x;
this.y = y;
return this;
}
length() {
const x = this.x;
const y = this.y;
return Math.sqrt(x * x + y * y);
}
normalize() {
const len = this.length();
if (len !== 0) {
this.x /= len;
this.y /= len;
}
return this;
}
};
var TimeKeeper = class {
maxDelta = 0.064;
framesPerSecond = 0;
delta = 0;
totalTime = 0;
lastTime = Date.now() / 1e3;
frameCount = 0;
frameTime = 0;
update() {
const now = Date.now() / 1e3;
this.delta = now - this.lastTime;
this.frameTime += this.delta;
this.totalTime += this.delta;
if (this.delta > this.maxDelta) this.delta = this.maxDelta;
this.lastTime = now;
this.frameCount++;
if (this.frameTime > 1) {
this.framesPerSecond = this.frameCount / this.frameTime;
this.frameTime = 0;
this.frameCount = 0;
}
}
};
var WindowedMean = class {
values;
addedValues = 0;
lastValue = 0;
mean = 0;
dirty = true;
constructor(windowSize = 32) {
this.values = new Array(windowSize);
}
hasEnoughData() {
return this.addedValues >= this.values.length;
}
addValue(value) {
if (this.addedValues < this.values.length) this.addedValues++;
this.values[this.lastValue++] = value;
if (this.lastValue > this.values.length - 1) this.lastValue = 0;
this.dirty = true;
}
getMean() {
if (this.hasEnoughData()) {
if (this.dirty) {
let mean = 0;
for (let i = 0; i < this.values.length; i++)
mean += this.values[i];
this.mean = mean / this.values.length;
this.dirty = false;
}
return this.mean;
}
return 0;
}
};
// spine-core/src/attachments/Attachment.ts
var Attachment = class {
name;
constructor(name) {
if (!name) throw new Error("name cannot be null.");
this.name = name;
}
};
var VertexAttachment = class _VertexAttachment extends Attachment {
static nextID = 0;
/** The unique ID for this attachment. */
id = _VertexAttachment.nextID++;
/** The bones which affect the {@link vertices}. The array entries are, for each vertex, the number of bones affecting
* the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton.bones}. Will be null
* if this attachment has no weights. */
bones = null;
/** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
* entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting
* each vertex. */
vertices = [];
/** The maximum number of world vertex values that can be output by
* {@link computeWorldVertices} using the `count` parameter. */
worldVerticesLength = 0;
/** Timelines for the timeline attachment are also applied to this attachment.
* May be null if no attachment-specific timelines should be applied. */
timelineAttachment = this;
constructor(name) {
super(name);
}
/** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link SlotPose.deform} is
* not empty, it is used to deform the vertices.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide.
* @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y.
* @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`.
* @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
* `stride` / 2.
* @param offset The `worldVertices` index to begin writing values.
* @param stride The number of `worldVertices` entries between the value pairs written. */
computeWorldVertices(skeleton, slot, start, count, worldVertices, offset, stride) {
count = offset + (count >> 1) * stride;
const deformArray = slot.applied.deform;
let vertices = this.vertices;
const bones = this.bones;
if (!bones) {
if (deformArray.length > 0) vertices = deformArray;
const bone = slot.bone.applied;
const x = bone.worldX;
const y = bone.worldY;
const a = bone.a, b = bone.b, c = bone.c, d = bone.d;
for (let v2 = start, w = offset; w < count; v2 += 2, w += stride) {
const vx = vertices[v2], vy = vertices[v2 + 1];
worldVertices[w] = vx * a + vy * b + x;
worldVertices[w + 1] = vx * c + vy * d + y;
}
return;
}
let v = 0, skip = 0;
for (let i = 0; i < start; i += 2) {
const n = bones[v];
v += n + 1;
skip += n;
}
const skeletonBones = skeleton.bones;
if (deformArray.length === 0) {
for (let w = offset, b = skip * 3; w < count; w += stride) {
let wx = 0, wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3) {
const bone = skeletonBones[bones[v]].applied;
const vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
} else {
const deform = deformArray;
for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
let wx = 0, wy = 0;
let n = bones[v++];
n += v;
for (; v < n; v++, b += 3, f += 2) {
const bone = skeletonBones[bones[v]].applied;
const vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
}
worldVertices[w] = wx;
worldVertices[w + 1] = wy;
}
}
}
/** Does not copy id (generated) or name (set on construction). **/
copyTo(attachment) {
if (this.bones) {
attachment.bones = [];
Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
} else
attachment.bones = null;
if (this.vertices) {
attachment.vertices = Utils.newFloatArray(this.vertices.length);
Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
}
attachment.worldVerticesLength = this.worldVerticesLength;
attachment.timelineAttachment = this.timelineAttachment;
}
};
// spine-core/src/attachments/Sequence.ts
var Sequence = class _Sequence {
static _nextID = 0;
id = _Sequence.nextID();
regions;
start = 0;
digits = 0;
/** The index of the region to show for the setup pose. */
setupIndex = 0;
constructor(count) {
this.regions = new Array(count);
}
copy() {
const copy = new _Sequence(this.regions.length);
Utils.arrayCopy(this.regions, 0, copy.regions, 0, this.regions.length);
copy.start = this.start;
copy.digits = this.digits;
copy.setupIndex = this.setupIndex;
return copy;
}
apply(slot, attachment) {
let index = slot.sequenceIndex;
if (index === -1) index = this.setupIndex;
if (index >= this.regions.length) index = this.regions.length - 1;
const region = this.regions[index];
if (attachment.region !== region) {
attachment.region = region;
attachment.updateRegion();
}
}
getPath(basePath, index) {
let result = basePath;
const frame = (this.start + index).toString();
for (let i = this.digits - frame.length; i > 0; i--)
result += "0";
result += frame;
return result;
}
static nextID() {
return _Sequence._nextID++;
}
};
var SequenceMode = /* @__PURE__ */ ((SequenceMode2) => {
SequenceMode2[SequenceMode2["hold"] = 0] = "hold";
SequenceMode2[SequenceMode2["once"] = 1] = "once";
SequenceMode2[SequenceMode2["loop"] = 2] = "loop";
SequenceMode2[SequenceMode2["pingpong"] = 3] = "pingpong";
SequenceMode2[SequenceMode2["onceReverse"] = 4] = "onceReverse";
SequenceMode2[SequenceMode2["loopReverse"] = 5] = "loopReverse";
SequenceMode2[SequenceMode2["pingpongReverse"] = 6] = "pingpongReverse";
return SequenceMode2;
})(SequenceMode || {});
var SequenceModeValues = [
0 /* hold */,
1 /* once */,
2 /* loop */,
3 /* pingpong */,
4 /* onceReverse */,
5 /* loopReverse */,
6 /* pingpongReverse */
];
// spine-core/src/Animation.ts
var Animation = class {
/** The animation's name, which is unique across all animations in the skeleton. */
name;
/** If the returned array or the timelines it contains are modified, {@link setTimelines()} must be called. */
timelines = [];
timelineIds;
bones;
/** The duration of the animation in seconds, which is usually the highest time of all frames in the timeline. The duration is
* used to know when it has completed and when it should loop back to the start. */
duration;
constructor(name, timelines, duration) {
if (!name) throw new Error("name cannot be null.");
this.name = name;
this.duration = duration;
this.timelineIds = new StringSet();
this.bones = [];
this.setTimelines(timelines);
}
setTimelines(timelines) {
if (!timelines) throw new Error("timelines cannot be null.");
this.timelines = timelines;
const n = timelines.length;
this.timelineIds.clear();
this.bones.length = 0;
const boneSet = /* @__PURE__ */ new Set();
const items = timelines;
for (let i = 0; i < n; i++) {
const timeline = items[i];
this.timelineIds.addAll(timeline.getPropertyIds());
if (isBoneTimeline(timeline) && boneSet.add(timeline.boneIndex))
this.bones.push(timeline.boneIndex);
}
}
hasTimeline(ids) {
for (let i = 0; i < ids.length; i++)
if (this.timelineIds.contains(ids[i])) return true;
return false;
}
/** Applies the animation's timelines to the specified skeleton.
*
* See Timeline {@link Timeline.apply}.
* @param skeleton The skeleton the animation is being applied to. This provides access to the bones, slots, and other skeleton
* components the timelines may change.
* @param lastTime The last time in seconds this animation was applied. Some timelines trigger only at specific times rather
* than every frame. Pass -1 the first time an animation is applied to ensure frame 0 is triggered.
* @param time The time in seconds the skeleton is being posed for. Most timelines find the frame before and the frame after
* this time and interpolate between the frame values. If beyond the {@link duration} and <code>loop</code> is
* true then the animation will repeat, else the last frame will be applied.
* @param loop If true, the animation repeats after the {@link duration}.
* @param events If any events are fired, they are added to this list. Can be null to ignore fired events or if no timelines
* fire events.
* @param alpha 0 applies the current or setup values (depending on <code>blend</code>). 1 applies the timeline values. Between
* 0 and 1 applies values between the current or setup values and the timeline values. By adjusting
* <code>alpha</code> over time, an animation can be mixed in or out. <code>alpha</code> can also be useful to apply
* animations on top of each other (layering).
* @param blend Controls how mixing is applied when <code>alpha</code> < 1.
* @param direction Indicates whether the timelines are mixing in or out. Used by timelines which perform instant transitions,
* such as {@link DrawOrderTimeline} or {@link AttachmentTimeline}.
* @param appliedPose True to to modify the applied pose. */
apply(skeleton, lastTime, time, loop, events, alpha, blend, direction, appliedPose) {
if (!skeleton) throw new Error("skeleton cannot be null.");
if (loop && this.duration !== 0) {
time %= this.duration;
if (lastTime > 0) lastTime %= this.duration;
}
const timelines = this.timelines;
for (let i = 0, n = timelines.length; i < n; i++)
timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose);
}
};
var MixBlend = /* @__PURE__ */ ((MixBlend2) => {
MixBlend2[MixBlend2["setup"] = 0] = "setup";
MixBlend2[MixBlend2["first"] = 1] = "first";
MixBlend2[MixBlend2["replace"] = 2] = "replace";
MixBlend2[MixBlend2["add"] = 3] = "add";
return MixBlend2;
})(MixBlend || {});
var MixDirection = /* @__PURE__ */ ((MixDirection2) => {
MixDirection2[MixDirection2["in"] = 0] = "in";
MixDirection2[MixDirection2["out"] = 1] = "out";
return MixDirection2;
})(MixDirection || {});
var Property = /* @__PURE__ */ ((Property2) => {
Property2[Property2["rotate"] = 0] = "rotate";
Property2[Property2["x"] = 1] = "x";
Property2[Property2["y"] = 2] = "y";
Property2[Property2["scaleX"] = 3] = "scaleX";
Property2[Property2["scaleY"] = 4] = "scaleY";
Property2[Property2["shearX"] = 5] = "shearX";
Property2[Property2["shearY"] = 6] = "shearY";
Property2[Property2["inherit"] = 7] = "inherit";
Property2[Property2["rgb"] = 8] = "rgb";
Property2[Property2["alpha"] = 9] = "alpha";
Property2[Property2["rgb2"] = 10] = "rgb2";
Property2[Property2["attachment"] = 11] = "attachment";
Property2[Property2["deform"] = 12] = "deform";
Property2[Property2["event"] = 13] = "event";
Property2[Property2["drawOrder"] = 14] = "drawOrder";
Property2[Property2["ikConstraint"] = 15] = "ikConstraint";
Property2[Property2["transformConstraint"] = 16] = "transformConstraint";
Property2[Property2["pathConstraintPosition"] = 17] = "pathConstraintPosition";
Property2[Property2["pathConstraintSpacing"] = 18] = "pathConstraintSpacing";
Property2[Property2["pathConstraintMix"] = 19] = "pathConstraintMix";
Property2[Property2["physicsConstraintInertia"] = 20] = "physicsConstraintInertia";
Property2[Property2["physicsConstraintStrength"] = 21] = "physicsConstraintStrength";
Property2[Property2["physicsConstraintDamping"] = 22] = "physicsConstraintDamping";
Property2[Property2["physicsConstraintMass"] = 23] = "physicsConstraintMass";
Property2[Property2["physicsConstraintWind"] = 24] = "physicsConstraintWind";
Property2[Property2["physicsConstraintGravity"] = 25] = "physicsConstraintGravity";
Property2[Property2["physicsConstraintMix"] = 26] = "physicsConstraintMix";
Property2[Property2["physicsConstraintReset"] = 27] = "physicsConstraintReset";
Property2[Property2["sequence"] = 28] = "sequence";
Property2[Property2["sliderTime"] = 29] = "sliderTime";
Property2[Property2["sliderMix"] = 30] = "sliderMix";
return Property2;
})(Property || {});
var Timeline = class {
propertyIds;
frames;
constructor(frameCount, ...propertyIds) {
this.propertyIds = propertyIds;
this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries());
}
getPropertyIds() {
return this.propertyIds;
}
getFrameEntries() {
return 1;
}
getFrameCount() {
return this.frames.length / this.getFrameEntries();
}
getDuration() {
return this.frames[this.frames.length - this.getFrameEntries()];
}
/** Linear search using the specified stride (default 1).
* @param time Must be >= the first value in <code>frames</code>.
* @return The index of the first value <= <code>time</code>. */
static search(frames, time, step = 1) {
const n = frames.length;
for (let i = step; i < n; i += step)
if (frames[i] > time) return i - step;
return n - step;
}
};
function isSlotTimeline(obj) {
return typeof obj === "object" && obj !== null && typeof obj.slotIndex === "number";
}
var CurveTimeline = class extends Timeline {
curves;
// type, x, y, ...
constructor(frameCount, bezierCount, ...propertyIds) {
super(frameCount, ...propertyIds);
this.curves = Utils.newFloatArray(
frameCount + bezierCount * 18
/*BEZIER_SIZE*/
);
this.curves[frameCount - 1] = 1;
}
/** Sets the specified key frame to linear interpolation. */
setLinear(frame) {
this.curves[frame] = 0;
}
/** Sets the specified key frame to stepped interpolation. */
setStepped(frame) {
this.curves[frame] = 1;
}
/** Shrinks the storage for Bezier curves, for use when <code>bezierCount</code> (specified in the constructor) was larger
* than the actual number of Bezier curves. */
shrink(bezierCount) {
const size = this.getFrameCount() + bezierCount * 18;
if (this.curves.length > size) {
const 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 <code>bezierCount - 1</code> (specified
* in the constructor), inclusive.
* @param frame Between 0 and <code>frameCount - 1</code>, 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) {
const curves = this.curves;
let i = this.getFrameCount() + bezier * 18;
if (value === 0) curves[frame] = 2 + i;
const tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03;
const 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 <code>time</code>.
* @param valueOffset The offset from <code>frameIndex</code> 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) {
const curves = this.curves;
if (curves[i] > time) {
const x2 = this.frames[frameIndex], y2 = this.frames[frameIndex + valueOffset];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
const n = i + 18;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
const x2 = curves[i - 2], y2 = curves[i - 1];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
}
frameIndex += this.getFrameEntries();
const 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 <code>frameCount</code>, 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) {
const frames = this.frames;
let i = frames.length - 2;
for (let ii = 2; ii <= i; ii += 2) {
if (frames[ii] > time) {
i = ii - 2;
break;
}
}
const curveType = this.curves[i >> 1];
switch (curveType) {
case 0: {
const 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;
}
const value = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
return setup + value * alpha;
case 1 /* first */:
case 2 /* replace */:
return current + (value + setup - current) * alpha;
case 3 /* add */:
return current + value * alpha;
}
}
getAbsoluteValue(time, alpha, blend, current, setup, value) {
if (value === void 0)
return this.getAbsoluteValue1(time, alpha, blend, current, setup);
else
return this.getAbsoluteValue2(time, alpha, blend, current, setup, value);
}
getAbsoluteValue1(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;
default:
return current;
}
}
const value = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
return setup + (value - setup) * alpha;
case 1 /* first */:
case 2 /* replace */:
return current + (value - current) * alpha;
case 3 /* add */:
return current + value * 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;
default:
return current;
}
}
switch (blend) {
case 0 /* setup */:
return setup + (value - setup) * alpha;
case 1 /* first */:
case 2 /* replace */:
return current + (value - current) * alpha;
case 3 /* add */:
return current + value * 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;
default:
return current;
}
}
const value = this.getCurveValue(time) * setup;
if (alpha === 1) return blend === 3 /* add */ ? current + value - setup : value;
if (direction === 1 /* out */) {
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 BoneTimeline2 = class extends CurveTimeline {
boneIndex;
/** @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, boneIndex, property1, property2) {
super(frameCount, bezierCount, `${property1}|${boneIndex}`, `${property2}|${boneIndex}`);
this.boneIndex = boneIndex;
}
getFrameEntries() {
return 3;
}
/** Sets the time and values for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, value1, value2) {
frame *= 3;
this.frames[frame] = time;
this.frames[
frame + 1
/*VALUE1*/
] = value1;
this.frames[
frame + 2
/*VALUE2*/
] = value2;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose) {
const bone = skeleton.bones[this.boneIndex];
if (bone.active) this.apply1(appliedPose ? bone.applied : bone.pose, bone.data.setup, time, alpha, blend, direction);
}
};
function isBoneTimeline(obj) {
return typeof obj === "object" && obj !== null && typeof obj.boneIndex === "number";
}
var BoneTimeline1 = class extends CurveTimeline1 {
boneIndex;
constructor(frameCount, bezierCount, boneIndex, property) {
super(frameCount, bezierCount, `${property}|${boneIndex}`);
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose) {
const bone = skeleton.bones[this.boneIndex];
if (bone.active) this.apply1(appliedPose ? bone.applied : bone.pose, bone.data.setup, time, alpha, blend, direction);
}
};
var RotateTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 0 /* rotate */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.rotation = this.getRelativeValue(time, alpha, blend, pose.rotation, setup.rotation);
}
};
var TranslateTimeline = class extends BoneTimeline2 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 1 /* x */, 2 /* y */);
}
apply1(pose, setup, time, alpha, blend, direction) {
const frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
pose.x = setup.x;
pose.y = setup.y;
return;
case 1 /* first */:
pose.x += (setup.x - pose.x) * alpha;
pose.y += (setup.y - pose.y) * alpha;
}
return;
}
let x = 0, y = 0;
const i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
const curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
const 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 */:
pose.x = setup.x + x * alpha;
pose.y = setup.y + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
pose.x += (setup.x + x - pose.x) * alpha;
pose.y += (setup.y + y - pose.y) * alpha;
break;
case 3 /* add */:
pose.x += x * alpha;
pose.y += y * alpha;
}
}
};
var TranslateXTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 1 /* x */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.x = this.getRelativeValue(time, alpha, blend, pose.x, setup.x);
}
};
var TranslateYTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 2 /* y */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.y = this.getRelativeValue(time, alpha, blend, pose.y, setup.y);
}
};
var ScaleTimeline = class extends BoneTimeline2 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 3 /* scaleX */, 4 /* scaleY */);
}
apply1(pose, setup, time, alpha, blend, direction) {
const frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
pose.scaleX = setup.scaleX;
pose.scaleY = setup.scaleY;
return;
case 1 /* first */:
pose.scaleX += (setup.scaleX - pose.scaleX) * alpha;
pose.scaleY += (setup.scaleY - pose.scaleY) * alpha;
}
return;
}
let x, y;
const i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
const curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
const 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 *= setup.scaleX;
y *= setup.scaleY;
if (alpha === 1) {
if (blend === 3 /* add */) {
pose.scaleX += x - setup.scaleX;
pose.scaleY += y - setup.scaleY;
} else {
pose.scaleX = x;
pose.scaleY = y;
}
} else {
let bx = 0, by = 0;
if (direction === 1 /* out */) {
switch (blend) {
case 0 /* setup */:
bx = setup.scaleX;
by = setup.scaleY;
pose.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
pose.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = pose.scaleX;
by = pose.scaleY;
pose.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
pose.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 3 /* add */:
pose.scaleX += (x - setup.scaleX) * alpha;
pose.scaleY += (y - setup.scaleY) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
bx = Math.abs(setup.scaleX) * MathUtils.signum(x);
by = Math.abs(setup.scaleY) * MathUtils.signum(y);
pose.scaleX = bx + (x - bx) * alpha;
pose.scaleY = by + (y - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = Math.abs(pose.scaleX) * MathUtils.signum(x);
by = Math.abs(pose.scaleY) * MathUtils.signum(y);
pose.scaleX = bx + (x - bx) * alpha;
pose.scaleY = by + (y - by) * alpha;
break;
case 3 /* add */:
pose.scaleX += (x - setup.scaleX) * alpha;
pose.scaleY += (y - setup.scaleY) * alpha;
}
}
}
}
};
var ScaleXTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 3 /* scaleX */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.scaleX = this.getScaleValue(time, alpha, blend, direction, pose.scaleX, setup.scaleX);
}
};
var ScaleYTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 4 /* scaleY */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.scaleY = this.getScaleValue(time, alpha, blend, direction, pose.scaleY, setup.scaleY);
}
};
var ShearTimeline = class extends BoneTimeline2 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 5 /* shearX */, 6 /* shearY */);
}
apply1(pose, setup, time, alpha, blend, direction) {
const frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
pose.shearX = setup.shearX;
pose.shearY = setup.shearY;
return;
case 1 /* first */:
pose.shearX += (setup.shearX - pose.shearX) * alpha;
pose.shearY += (setup.shearY - pose.shearY) * alpha;
}
return;
}
let x = 0, y = 0;
const i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
const curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
const 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 */:
pose.shearX = setup.shearX + x * alpha;
pose.shearY = setup.shearY + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
pose.shearX += (setup.shearX + x - pose.shearX) * alpha;
pose.shearY += (setup.shearY + y - pose.shearY) * alpha;
break;
case 3 /* add */:
pose.shearX += x * alpha;
pose.shearY += y * alpha;
}
}
};
var ShearXTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 5 /* shearX */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.shearX = this.getRelativeValue(time, alpha, blend, pose.shearX, setup.shearX);
}
};
var ShearYTimeline = class extends BoneTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, boneIndex, 6 /* shearY */);
}
apply1(pose, setup, time, alpha, blend, direction) {
pose.shearY = this.getRelativeValue(time, alpha, blend, pose.shearY, setup.shearY);
}
};
var InheritTimeline = class extends Timeline {
boneIndex;
constructor(frameCount, boneIndex) {
super(frameCount, `${7 /* inherit */}|${boneIndex}`);
this.boneIndex = boneIndex;
}
getFrameEntries() {
return 2;
}
/** Sets the inherit transform mode for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, inherit) {
frame *= 2;
this.frames[frame] = time;
this.frames[
frame + 1
/*INHERIT*/
] = inherit;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose) {
const bone = skeleton.bones[this.boneIndex];
if (!bone.active) return;
const pose = appliedPose ? bone.applied : bone.pose;
if (direction === 1 /* out */) {
if (blend === 0 /* setup */) pose.inherit = bone.data.setup.inherit;
return;
}
const frames = this.frames;
if (time < frames[0]) {
if (blend === 0 /* setup */ || blend === 1 /* first */) pose.inherit = bone.data.setup.inherit;
} else
pose.inherit = this.frames[
Timeline.search(
frames,
time,
2
/*ENTRIES*/
) + 1
/*INHERIT*/
];
}
};
var SlotCurveTimeline = class extends CurveTimeline {
slotIndex;
constructor(frameCount, bezierCount, slotIndex, ...propertyIds) {
super(frameCount, bezierCount, ...propertyIds);
this.slotIndex = slotIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose) {
const slot = skeleton.slots[this.slotIndex];
if (slot.bone.active) this.apply1(slot, appliedPose ? slot.applied : slot.pose, time, alpha, blend);
}
};
var RGBATimeline = class extends SlotCurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(
frameCount,
bezierCount,
slotIndex,
//
`${8 /* rgb */}|${slotIndex}`,
//
`${9 /* alpha */}|${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;
}
apply1(slot, pose, time, alpha, blend) {
const frames = this.frames;
const color = pose.color;
if (time < frames[0]) {
const setup = slot.data.setup.color;
switch (blend) {
case 0 /* setup */:
color.setFromColor(setup);
break;
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
);
break;
}
return;
}
let r = 0, g = 0, b = 0, a = 0;
const i = Timeline.search(
frames,
time,
5
/*ENTRIES*/
);
const curveType = this.curves[
i / 5
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
const 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.setup.color);
color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
}
}
};
var RGBTimeline = class extends SlotCurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, slotIndex, `${8 /* rgb */}|${slotIndex}`);
}
getFrameEntries() {
return 4;
}
/** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
setFrame(frame, time, r, g, b) {
frame <<= 2;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
}
apply1(slot, pose, time, alpha, blend) {
const frames = this.frames;
const color = pose.color;
if (time < frames[0]) {
const setup = slot.data.setup.color;
switch (blend) {
case 0 /* setup */:
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
return;
case 1 /* first */:
color.r += (setup.r - color.r) * alpha;
color.g += (setup.g - color.g) * alpha;
color.b += (setup.b - color.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0;
const i = Timeline.search(
frames,
time,
4
/*ENTRIES*/
);
const curveType = this.curves[i >> 2];
switch (curveType) {
case 0: {
const before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
const t = (time - before) / (frames[
i + 4
/*ENTRIES*/
] - before);
r += (frames[
i + 4 + 1
/*R*/
] - r) * t;
g += (frames[
i + 4 + 2
/*G*/
] - g) * t;
b += (frames[
i + 4 + 3
/*B*/
] - b) * t;
break;
}
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
}
if (alpha === 1) {
color.r = r;
color.g = g;
color.b = b;
} else {
if (blend === 0 /* setup */) {
const setup = slot.data.setup.color;
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
}
color.r += (r - color.r) * alpha;
color.g += (g - color.g) * alpha;
color.b += (b - color.b) * alpha;
}
}
};
var AlphaTimeline = class extends CurveTimeline1 {
slotIndex = 0;
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, `${9 /* alpha */}|${slotIndex}`);
this.slotIndex = slotIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose) {
const slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active) return;
const color = (appliedPose ? slot.applied : slot.pose).color;
const frames = this.frames;
if (time < frames[0]) {
const setup = slot.data.setup.color;
switch (blend) {
case 0 /* setup */:
color.a = setup.a;
break;
case 1 /* first */:
color.a += (setup.a - color.a) * alpha;
break;
}
return;
}
const a = this.getCurveValue(time);
if (alpha === 1)
color.a = a;
else {
if (blend === 0 /* setup */) color.a = slot.data.setup.color.a;
color.a += (a - color.a) * alpha;
}
}
};
var RGBA2Timeline = class extends SlotCurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(
frameCount,
bezierCount,
slotIndex,
//
`${8 /* rgb */}|${slotIndex}`,
//
`${9 /* alpha */}|${slotIndex}`,
//
`${10 /* rgb2 */}|${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;
}
apply1(slot, pose, time, alpha, blend) {
const frames = this.frames;
const light = pose.color, dark = pose.darkColor;
if (time < frames[0]) {
const setup = slot.data.setup;
const setupLight = setup.color, setupDark = setup.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;
const i = Timeline.search(
frames,
time,
8
/*ENTRIES*/
);
const curveType = this.curves[i >> 3];
switch (curveType) {
case 0: {
const 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*/
];
const 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 */) {
const setup = slot.data.setup;
light.setFromColor(setup.color);
const setupDark = setup.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 SlotCurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(
frameCount,
bezierCount,
slotIndex,
//
`${8 /* rgb */}|${slotIndex}`,
//
`${10 /* rgb2 */}|${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;
}
apply1(slot, pose, time, alpha, blend) {
const frames = this.frames;
const light = pose.color, dark = pose.darkColor;
if (time < frames[0]) {
const setup = slot.data.setup;
const setupLight = setup.color, setupDark = setup.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, r2 = 0, g2 = 0, b2 = 0;
const i = Timeline.search(
frames,
time,
7
/*ENTRIES*/
);
const curveType = this.curves[
i / 7
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const 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*/
];
const 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 */) {
const setup = slot.data.setup;
const setupLight = setup.color, setupDark = setup.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, `${11 /* attachment */}|${slotIndex}`);
this.slotIndex = slotIndex;
this.attachmentNames = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the attachment name for the specified key frame. */
setFrame(frame, time, attachmentName) {
this.frames[frame] = time;
this.attachmentNames[frame] = attachmentName;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction, appliedPose) {
const slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active) return;
const pose = appliedPose ? slot.applied : slot.pose;
if (direction === 1 /* out */) {
if (blend === 0 /* setup */) this.setAttachment(skeleton, pose, slot.data.attachmentName);
} else if (time < this.frames[0]) {
if (blend === 0 /* setup */ || blend === 1 /* first */) this.setAttachment(skeleton, pose, slot.data.attachmentName);
} else
this.setAttachment(skeleton, pose, this.attachmentNames[Timeline.search(this.frames, time)]);
}
setAttachment(skeleton, pose, attachmentName) {
pose.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
}
};
var DeformTimeline = class extends SlotCurveTimeline {
/** The attachment that will be deformed.
*
* See {@link VertexAttachment.getTimelineAttachment()}. */
attachment;
/** The vertices for each key frame. */
vertices;
constructor(frameCount, bezierCount, slotIndex, attachment) {
super(frameCount, bezierCount, slotIndex, `${12 /* deform */}|${slotIndex}|${attachment.id}`);
this.attachment = attachment;
this.vertices = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time and vertices for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive.
* @param time The frame time in seconds.
* @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) {
const curves = this.curves;
let i = this.getFrameCount() + bezier * 18;
if (value === 0) curves[frame] = 2 + i;
const tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06;
const 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) {
const curves = this.curves;
let i = curves[frame];
switch (i) {
case 0: {
const x2 = this.frames[frame];
return (time - x2) / (this.frames[frame + this.getFrameEntries()] - x2);
}
case 1:
return 0;
}
i -= 2;
if (curves[i] > time) {
const x2 = this.frames[frame];
return curves[i + 1] * (time - x2) / (curves[i] - x2);
}
const n = i + 18;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
const x2 = curves[i - 2], y2 = curves[i - 1];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
}
const x = curves[n - 2], y = curves[n - 1];
return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x);
}
apply1(slot, pose, time, alpha, blend) {
if (!(pose.attachment instanceof VertexAttachment)) return;
const vertexAttachment = pose.attachment;
if (vertexAttachment.timelineAttachment !== this.attachment) return;
const deform = pose.deform;
if (deform.length === 0) blend = 0 /* setup */;
const vertices = this.vertices;
const vertexCount = vertices[0].length;
const 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;
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++)
deform[i] += (setupVertices[i] - deform[i]) * alpha;
} else {
alpha = 1 - alpha;
for (let i = 0; i < vertexCount; i++)
deform[i] *= alpha;
}
}
return;
}
deform.length = vertexCount;
if (time >= frames[frames.length - 1]) {
const lastVertices = vertices[frames.length - 1];
if (alpha === 1) {
if (blend === 3 /* add */) {
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++)
deform[i] += lastVertices[i] - setupVertices[i];
} else {
for (let i = 0; i < vertexCount; i++)
deform[i] += lastVertices[i];
}
} else
Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
} else {
switch (blend) {
case 0 /* setup */: {
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++) {
const setup = setupVertices[i];
deform[i] = setup + (lastVertices[i] - setup) * alpha;
}
} else {
for (let i = 0; i < vertexCount; i++)
deform[i] = lastVertices[i] * alpha;
}
break;
}
case 1 /* first */:
case 2 /* replace */:
for (let i = 0; i < vertexCount; i++)
deform[i] += (lastVertices[i] - deform[i]) * alpha;
break;
case 3 /* add */:
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++)
deform[i] += (lastVertices[i] - setupVertices[i]) * alpha;
} else {
for (let i = 0; i < vertexCount; i++)
deform[i] += lastVertices[i] * alpha;
}
}
}
return;
}
const frame = Timeline.search(frames, time);
const percent = this.getCurvePercent(time, frame);
const prevVertices = vertices[frame];
const nextVertices = vertices[frame + 1];
if (alpha === 1) {
if (blend === 3 /* add */) {
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] += prev + (nextVertices[i] - prev) * percent - setupVertices[i];
}
} else {
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] += prev + (nextVertices[i] - prev) * percent;
}
}
} else if (percent === 0)
Utils.arrayCopy(prevVertices, 0, deform, 0, vertexCount);
else {
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] = prev + (nextVertices[i] - prev) * percent;
}
}
} else {
switch (blend) {
case 0 /* setup */: {
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i], setup = setupVertices[i];
deform[i] = setup + (prev + (nextVertices[i] - prev) * percent - setup) * alpha;
}
} else {
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] = (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
break;
}
case 1 /* first */:
case 2 /* replace */:
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] += (prev + (nextVertices[i] - prev) * percent - deform[i]) * alpha;
}
break;
case 3 /* add */:
if (!vertexAttachment.bones) {
const setupVertices = vertexAttachment.vertices;
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] += (prev + (nextVertices[i] - prev) * percent - setupVertices[i]) * alpha;
}
} else {
for (let i = 0; i < vertexCount; i++) {
const prev = prevVertices[i];
deform[i] += (prev + (nextVertices[i] - prev) * percent) * alpha;
}
}
}
}
}
};
var SequenceTimeline = class _SequenceTimeline extends Timeline {
static ENTRIES = 3;
static MODE = 1;
static DELAY = 2;
slotIndex;
attachment;
constructor(frameCount, slotIndex, attachment) {
super(frameCount, `${28 /* sequence */}|${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 <code>frameCount</code>, inclusive.
* @param time Seconds between frames. */
setFrame(frame, time, mode, index, delay) {
const 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, appliedPose) {
const slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active) return;
const pose = appliedPose ? slot.applied : slot.pose;
const slotAttachment = pose.attachment;
const attachment = this.attachment;
if (slotAttachment !== attachment) {
if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment !== attachment) return;
}
const sequence = slotAttachment.sequence;
if (!sequence) return;
if (direction === 1 /* out */) {
if (blend === 0 /* setup */) pose.sequenceIndex = -1;
return;
}
const frames = this.frames;
if (time < frames[0]) {
if (blend === 0 /* setup */ || blend === 1 /* first */) pose.sequenceIndex = -1;
return;
}
const i = Timeline.search(frames, time, _SequenceTimeline.ENTRIES);
const before = frames[i];
const modeAndIndex = frames[i + _SequenceTimeline.MODE];
const delay = frames[i + _SequenceTimeline.DELAY];
let index = modeAndIndex >> 4, count = sequence.regions.length;
const 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 */: {
const 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 */: {
const n = (count << 1) - 2;
index = n === 0 ? 0 : (index + count - 1) % n;
if (index >= count) index = n - index;
}
}
}
pose.sequenceIndex = index;
}
};
var EventTimeline = class _EventTimeline extends Timeline {
static propertyIds = [`${13 /* event */}`];
/** 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, appliedPose) {
if (!firedEvents) return;
const frames = this.frames;
const frameCount = this.frames.length;
if (lastTime > time) {
this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction, appliedPose);
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.search(frames, lastTime) + 1;
const 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 DrawOrderTimeline = class _DrawOrderTimeline extends Timeline {
static propertyIds = [`${14 /* drawOrder */}`];
/** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */
drawOrders;
constructor(frameCount) {
super(frameCount, ..._DrawOrderTimeline.propertyIds);
this.drawOrders = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the draw order for the specified key frame.
* @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose
* draw order. */
setFrame(frame, time, drawOrder) {
this.frames[frame] = time;
this.drawOrders[frame] = drawOrder;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
if (direction === 1 /* out */) {
if (blend === 0 /* setup */) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
if (time < this.frames[0]) {
if (blend === 0 /* setup */ || blend === 1 /* first */) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
const idx = Timeline.search(this.frames, time);
const drawOrderToSetupIndex = this.drawOrders[idx];
if (!drawOrderToSetupIndex)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
else {
const drawOrder = skeleton.drawOrder;
const slots = skeleton.slots;
for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
}
};
function isConstraintTimeline(obj) {
return typeof obj === "object" && obj !== null && typeof obj.constraintIndex === "number";
}
var IkConstraintTimeline = class extends CurveTimeline {
constraintIndex = 0;
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, `${15 /* ikConstraint */}|${constraintIndex}`);
this.constraintIndex = constraintIndex;
}
getFrameEntries() {
return 6;
}
/** Sets the time, mix, softness, bend direction, compress, and stretch for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive.
* @param time The frame time in seconds.
* @param bendDirection 1 or -1. */
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, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (!constraint.active) return;
const pose = appliedPose ? constraint.applied : constraint.pose;
const frames = this.frames;
if (time < frames[0]) {
const setup = constraint.data.setup;
switch (blend) {
case 0 /* setup */:
pose.mix = setup.mix;
pose.softness = setup.softness;
pose.bendDirection = setup.bendDirection;
pose.compress = setup.compress;
pose.stretch = setup.stretch;
return;
case 1 /* first */:
pose.mix += (setup.mix - pose.mix) * alpha;
pose.softness += (setup.softness - pose.softness) * alpha;
pose.bendDirection = setup.bendDirection;
pose.compress = setup.compress;
pose.stretch = setup.stretch;
}
return;
}
let mix = 0, softness = 0;
const i = Timeline.search(
frames,
time,
6
/*ENTRIES*/
);
const curveType = this.curves[
i / 6
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const before = frames[i];
mix = frames[
i + 1
/*MIX*/
];
softness = frames[
i + 2
/*SOFTNESS*/
];
const 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*/
);
}
switch (blend) {
case 0 /* setup */: {
const setup = constraint.data.setup;
pose.mix = setup.mix + (mix - setup.mix) * alpha;
pose.softness = setup.softness + (softness - setup.softness) * alpha;
if (direction === 1 /* out */) {
pose.bendDirection = setup.bendDirection;
pose.compress = setup.compress;
pose.stretch = setup.stretch;
return;
}
break;
}
case 1 /* first */:
case 2 /* replace */:
pose.mix += (mix - pose.mix) * alpha;
pose.softness += (softness - pose.softness) * alpha;
if (direction === 1 /* out */) return;
break;
case 3 /* add */:
pose.mix += mix * alpha;
pose.softness += softness * alpha;
if (direction === 1 /* out */) return;
break;
}
pose.bendDirection = frames[
i + 3
/*BEND_DIRECTION*/
];
pose.compress = frames[
i + 4
/*COMPRESS*/
] !== 0;
pose.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, constraintIndex) {
super(frameCount, bezierCount, `${16 /* transformConstraint */}|${constraintIndex}`);
this.constraintIndex = constraintIndex;
}
getFrameEntries() {
return 7;
}
/** Sets the time, rotate mix, translate mix, scale mix, and shear mix for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) {
const 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, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (!constraint.active) return;
const pose = appliedPose ? constraint.applied : constraint.pose;
const frames = this.frames;
if (time < frames[0]) {
const setup = constraint.data.setup;
switch (blend) {
case 0 /* setup */:
pose.mixRotate = setup.mixRotate;
pose.mixX = setup.mixX;
pose.mixY = setup.mixY;
pose.mixScaleX = setup.mixScaleX;
pose.mixScaleY = setup.mixScaleY;
pose.mixShearY = setup.mixShearY;
return;
case 1 /* first */:
pose.mixRotate += (setup.mixRotate - pose.mixRotate) * alpha;
pose.mixX += (setup.mixX - pose.mixX) * alpha;
pose.mixY += (setup.mixY - pose.mixY) * alpha;
pose.mixScaleX += (setup.mixScaleX - pose.mixScaleX) * alpha;
pose.mixScaleY += (setup.mixScaleY - pose.mixScaleY) * alpha;
pose.mixShearY += (setup.mixShearY - pose.mixShearY) * alpha;
}
return;
}
let rotate, x, y, scaleX, scaleY, shearY;
const i = Timeline.search(
frames,
time,
7
/*ENTRIES*/
);
const curveType = this.curves[
i / 7
/*ENTRIES*/
];
switch (curveType) {
case 0: {
const 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*/
];
const 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*/
);
}
switch (blend) {
case 0 /* setup */: {
const setup = constraint.data.setup;
pose.mixRotate = setup.mixRotate + (rotate - setup.mixRotate) * alpha;
pose.mixX = setup.mixX + (x - setup.mixX) * alpha;
pose.mixY = setup.mixY + (y - setup.mixY) * alpha;
pose.mixScaleX = setup.mixScaleX + (scaleX - setup.mixScaleX) * alpha;
pose.mixScaleY = setup.mixScaleY + (scaleY - setup.mixScaleY) * alpha;
pose.mixShearY = setup.mixShearY + (shearY - setup.mixShearY) * alpha;
break;
}
case 1 /* first */:
case 2 /* replace */:
pose.mixRotate += (rotate - pose.mixRotate) * alpha;
pose.mixX += (x - pose.mixX) * alpha;
pose.mixY += (y - pose.mixY) * alpha;
pose.mixScaleX += (scaleX - pose.mixScaleX) * alpha;
pose.mixScaleY += (scaleY - pose.mixScaleY) * alpha;
pose.mixShearY += (shearY - pose.mixShearY) * alpha;
break;
case 3 /* add */:
pose.mixRotate += rotate * alpha;
pose.mixX += x * alpha;
pose.mixY += y * alpha;
pose.mixScaleX += scaleX * alpha;
pose.mixScaleY += scaleY * alpha;
pose.mixShearY += shearY * alpha;
break;
}
}
};
var ConstraintTimeline1 = class extends CurveTimeline1 {
constraintIndex;
constructor(frameCount, bezierCount, constraintIndex, property) {
super(frameCount, bezierCount, `${property}|${constraintIndex}`);
this.constraintIndex = constraintIndex;
}
};
var PathConstraintPositionTimeline = class extends ConstraintTimeline1 {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 17 /* pathConstraintPosition */);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (constraint.active) {
const pose = appliedPose ? constraint.applied : constraint.pose;
pose.position = this.getAbsoluteValue(time, alpha, blend, pose.position, constraint.data.setup.position);
}
}
};
var PathConstraintSpacingTimeline = class extends ConstraintTimeline1 {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 18 /* pathConstraintSpacing */);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (constraint.active) {
const pose = appliedPose ? constraint.applied : constraint.pose;
pose.spacing = this.getAbsoluteValue(time, alpha, blend, pose.spacing, constraint.data.setup.spacing);
}
}
};
var PathConstraintMixTimeline = class extends CurveTimeline {
constraintIndex;
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, `${19 /* pathConstraintMix */}|${constraintIndex}`);
this.constraintIndex = constraintIndex;
}
getFrameEntries() {
return 4;
}
/** Sets the time and color for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, mixRotate, mixX, mixY) {
const 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, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (!constraint.active) return;
const pose = appliedPose ? constraint.applied : constraint.pose;
const frames = this.frames;
if (time < frames[0]) {
const setup = constraint.data.setup;
switch (blend) {
case 0 /* setup */:
pose.mixRotate = setup.mixRotate;
pose.mixX = setup.mixX;
pose.mixY = setup.mixY;
return;
case 1 /* first */:
pose.mixRotate += (setup.mixRotate - pose.mixRotate) * alpha;
pose.mixX += (setup.mixX - pose.mixX) * alpha;
pose.mixY += (setup.mixY - pose.mixY) * alpha;
}
return;
}
let rotate, x, y;
const i = Timeline.search(
frames,
time,
4
/*ENTRIES*/
);
const curveType = this.curves[i >> 2];
switch (curveType) {
case 0: {
const before = frames[i];
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
const 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*/
);
}
switch (blend) {
case 0 /* setup */: {
const setup = constraint.data.setup;
pose.mixRotate = setup.mixRotate + (rotate - setup.mixRotate) * alpha;
pose.mixX = setup.mixX + (x - setup.mixX) * alpha;
pose.mixY = setup.mixY + (y - setup.mixY) * alpha;
break;
}
case 1 /* first */:
case 2 /* replace */:
pose.mixRotate += (rotate - pose.mixRotate) * alpha;
pose.mixX += (x - pose.mixX) * alpha;
pose.mixY += (y - pose.mixY) * alpha;
break;
case 3 /* add */:
pose.mixRotate += rotate * alpha;
pose.mixX += x * alpha;
pose.mixY += y * alpha;
break;
}
}
};
var PhysicsConstraintTimeline = class extends ConstraintTimeline1 {
/** @param constraintIndex -1 for all physics constraints in the skeleton. */
constructor(frameCount, bezierCount, constraintIndex, property) {
super(frameCount, bezierCount, constraintIndex, property);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
if (this.constraintIndex === -1) {
const value = time >= this.frames[0] ? this.getCurveValue(time) : 0;
const constraints = skeleton.physics;
for (const constraint of constraints) {
if (constraint.active && this.global(constraint.data)) {
const pose = appliedPose ? constraint.applied : constraint.pose;
this.set(pose, this.getAbsoluteValue(time, alpha, blend, this.get(pose), this.get(constraint.data.setup), value));
}
}
} else {
const constraint = skeleton.constraints[this.constraintIndex];
if (constraint.active) {
const pose = appliedPose ? constraint.applied : constraint.pose;
this.set(pose, this.getAbsoluteValue(time, alpha, blend, this.get(pose), this.get(constraint.data.setup)));
}
}
}
};
var PhysicsConstraintInertiaTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 20 /* physicsConstraintInertia */);
}
get(pose) {
return pose.inertia;
}
set(pose, value) {
pose.inertia = value;
}
global(constraint) {
return constraint.inertiaGlobal;
}
};
var PhysicsConstraintStrengthTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 21 /* physicsConstraintStrength */);
}
get(pose) {
return pose.strength;
}
set(pose, value) {
pose.strength = value;
}
global(constraint) {
return constraint.strengthGlobal;
}
};
var PhysicsConstraintDampingTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 22 /* physicsConstraintDamping */);
}
get(pose) {
return pose.damping;
}
set(pose, value) {
pose.damping = value;
}
global(constraint) {
return constraint.dampingGlobal;
}
};
var PhysicsConstraintMassTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 23 /* physicsConstraintMass */);
}
get(pose) {
return 1 / pose.massInverse;
}
set(pose, value) {
pose.massInverse = 1 / value;
}
global(constraint) {
return constraint.massGlobal;
}
};
var PhysicsConstraintWindTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 24 /* physicsConstraintWind */);
}
get(pose) {
return pose.wind;
}
set(pose, value) {
pose.wind = value;
}
global(constraint) {
return constraint.windGlobal;
}
};
var PhysicsConstraintGravityTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 25 /* physicsConstraintGravity */);
}
get(pose) {
return pose.gravity;
}
set(pose, value) {
pose.gravity = value;
}
global(constraint) {
return constraint.gravityGlobal;
}
};
var PhysicsConstraintMixTimeline = class extends PhysicsConstraintTimeline {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 26 /* physicsConstraintMix */);
}
get(pose) {
return pose.mix;
}
set(pose, value) {
pose.mix = value;
}
global(constraint) {
return constraint.mixGlobal;
}
};
var PhysicsConstraintResetTimeline = class _PhysicsConstraintResetTimeline extends Timeline {
static propertyIds = [27 /* physicsConstraintReset */.toString()];
/** The index of the physics constraint in {@link Skeleton.contraints} that will be reset when this timeline is
* applied, or -1 if all physics constraints in the skeleton will be reset. */
constraintIndex;
/** @param constraintIndex -1 for all physics constraints in the skeleton. */
constructor(frameCount, constraintIndex) {
super(frameCount, ..._PhysicsConstraintResetTimeline.propertyIds);
this.constraintIndex = constraintIndex;
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time for the specified frame.
* @param frame Between 0 and <code>frameCount</code>, inclusive. */
setFrame(frame, time) {
this.frames[frame] = time;
}
/** Resets the physics constraint when frames > <code>lastTime</code> and <= <code>time</code>. */
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
let constraint;
if (this.constraintIndex !== -1) {
constraint = skeleton.constraints[this.constraintIndex];
if (!constraint.active) return;
}
const frames = this.frames;
if (lastTime > time) {
this.apply(skeleton, lastTime, Number.MAX_VALUE, [], alpha, blend, direction, appliedPose);
lastTime = -1;
} else if (lastTime >= frames[frames.length - 1])
return;
if (time < frames[0]) return;
if (lastTime < frames[0] || time >= frames[Timeline.search(frames, lastTime) + 1]) {
if (constraint != null)
constraint.reset(skeleton);
else {
for (const constraint2 of skeleton.physics) {
if (constraint2.active) constraint2.reset(skeleton);
}
}
}
}
};
var SliderTimeline = class extends ConstraintTimeline1 {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 29 /* sliderTime */);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (constraint.active) {
const pose = appliedPose ? constraint.applied : constraint.pose;
pose.time = this.getAbsoluteValue(time, alpha, blend, pose.time, constraint.data.setup.time);
}
}
};
var SliderMixTimeline = class extends ConstraintTimeline1 {
constructor(frameCount, bezierCount, constraintIndex) {
super(frameCount, bezierCount, constraintIndex, 30 /* sliderMix */);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction, appliedPose) {
const constraint = skeleton.constraints[this.constraintIndex];
if (constraint.active) {
const pose = appliedPose ? constraint.applied : constraint.pose;
pose.mix = this.getAbsoluteValue(time, alpha, blend, pose.mix, constraint.data.setup.mix);
}
}
};
// spine-core/src/AnimationState.ts
var AnimationState = class _AnimationState {
static emptyAnimation = new Animation("<empty>", [], 0);
/** The AnimationStateData to look up mix durations. */
data;
/** The list of tracks that currently have animations, which may contain null entries. */
tracks = [];
/** 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 = [];
listeners = [];
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;
const tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
const 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) {
const 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) {
const from = to.mixingFrom;
if (!from) return true;
const 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();
const events = this.events;
const tracks = this.tracks;
let applied = false;
for (let i = 0, n = tracks.length; i < n; i++) {
const current = tracks[i];
if (!current || current.delay > 0) continue;
applied = true;
const blend = i === 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;
}
const timelines = current.animation.timelines;
const timelineCount = timelines.length;
if (i === 0 && alpha === 1 || blend === 3 /* add */) {
if (i === 0) attachments = true;
for (let ii = 0; ii < timelineCount; ii++) {
Utils.webkit602BugfixHelper(alpha, blend);
const timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, blend, 0 /* in */, false);
}
} else {
const timelineMode = current.timelineMode;
const shortestRotation = current.shortestRotation;
const firstFrame = !shortestRotation && current.timelinesRotation.length !== timelineCount << 1;
if (firstFrame) current.timelinesRotation.length = timelineCount << 1;
for (let ii = 0; ii < timelineCount; ii++) {
const timeline = timelines[ii];
const timelineBlend = timelineMode[ii] === SUBSEQUENT ? blend : 0 /* setup */;
if (!shortestRotation && timeline instanceof RotateTimeline) {
this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, current.timelinesRotation, ii << 1, firstFrame);
} else if (timeline instanceof AttachmentTimeline) {
this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments);
} else {
Utils.webkit602BugfixHelper(alpha, blend);
timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, 0 /* in */, false);
}
}
}
this.queueEvents(current, animationTime);
events.length = 0;
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
const setupState = this.unkeyedState + SETUP;
const slots = skeleton.slots;
for (let i = 0, n = skeleton.slots.length; i < n; i++) {
const slot = slots[i];
if (slot.attachmentState === setupState) {
const attachmentName = slot.data.attachmentName;
slot.pose.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
this.unkeyedState += 2;
this.queue.drain();
return applied;
}
applyMixingFrom(to, skeleton, blend) {
const 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;
}
const attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
const timelines = from.animation.timelines;
const timelineCount = timelines.length;
const 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 /* out */, false);
} else {
const timelineMode = from.timelineMode;
const timelineHoldMix = from.timelineHoldMix;
const shortestRotation = from.shortestRotation;
const firstFrame = !shortestRotation && from.timelinesRotation.length !== timelineCount << 1;
if (firstFrame) from.timelinesRotation.length = timelineCount << 1;
from.totalAlpha = 0;
for (let i = 0; i < timelineCount; i++) {
const timeline = timelines[i];
let direction = 1 /* out */;
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 */;
const 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 /* in */;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction, false);
}
}
}
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) {
const 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.search(timeline.frames, time)], attachments);
if (slot.attachmentState <= this.unkeyedState) slot.attachmentState = this.unkeyedState + SETUP;
}
setAttachment(skeleton, slot, attachmentName, attachments) {
slot.pose.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 /* in */, false);
return;
}
const bone = skeleton.bones[timeline.boneIndex];
if (!bone.active) return;
const pose = bone.pose, setup = bone.data.setup;
const frames = timeline.frames;
let r1 = 0, r2 = 0;
if (time < frames[0]) {
switch (blend) {
// biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime does fall through
case 0 /* setup */:
pose.rotation = setup.rotation;
// biome-ignore lint/suspicious/useDefaultSwitchClauseLast: needed for fall through
default:
return;
case 1 /* first */:
r1 = pose.rotation;
r2 = setup.rotation;
}
} else {
r1 = blend === 0 /* setup */ ? setup.rotation : pose.rotation;
r2 = setup.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];
}
const 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;
pose.rotation = r1 + total * alpha;
}
queueEvents(entry, animationTime) {
const animationStart = entry.animationStart, animationEnd = entry.animationEnd;
const duration = animationEnd - animationStart;
const trackLastWrapped = entry.trackLast % duration;
const events = this.events;
let i = 0, n = events.length;
for (; i < n; i++) {
const 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++) {
const 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() {
const 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;
const current = this.tracks[trackIndex];
if (!current) return;
this.queue.end(current);
this.clearNext(current);
let entry = current;
while (true) {
const 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) {
const 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);
}
setAnimation(trackIndex, animationNameOrAnimation, loop = false) {
if (typeof animationNameOrAnimation === "string")
return this.setAnimation1(trackIndex, animationNameOrAnimation, loop);
return this.setAnimation2(trackIndex, animationNameOrAnimation, loop);
}
setAnimation1(trackIndex, animationName, loop = false) {
const animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw new Error(`Animation not found: ${animationName}`);
return this.setAnimation2(trackIndex, animation, loop);
}
/** Sets the current animation for a track, discarding any queued animations.
* <p>
* If the formerly current track entry is for the same animation and 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#getTrackEnd()} determines when the track is cleared.
* @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(TrackEntry)} event occurs. */
setAnimation2(trackIndex, animation, loop = false) {
if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
if (!animation) throw new Error("animation cannot be null.");
let interrupt = true;
let current = this.expandToIndex(trackIndex);
if (current) {
if (current.nextTrackLast === -1 && current.animation === animation) {
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);
}
const entry = this.trackEntry(trackIndex, animation, loop, current);
this.setCurrent(trackIndex, entry, interrupt);
this.queue.drain();
return entry;
}
addAnimation(trackIndex, animationNameOrAnimation, loop = false, delay = 0) {
if (typeof animationNameOrAnimation === "string")
return this.addAnimation1(trackIndex, animationNameOrAnimation, loop, delay);
return this.addAnimation2(trackIndex, animationNameOrAnimation, loop, delay);
}
addAnimation1(trackIndex, animationName, loop = false, delay = 0) {
const animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw new Error(`Animation not found: ${animationName}`);
return this.addAnimation2(trackIndex, animation, loop, delay);
}
addAnimation2(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;
}
const entry = this.trackEntry(trackIndex, animation, loop, last);
if (!last) {
this.setCurrent(trackIndex, entry, true);
this.queue.drain();
if (delay < 0) delay = 0;
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0) delay = Math.max(delay + last.getTrackComplete() - entry.mixDuration, 0);
}
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.
*
* See <a href='https://esotericsoftware.com/spine-applying-animations/#Empty-animations'>Empty animations</a> in the Spine
* Runtimes Guide. */
setEmptyAnimation(trackIndex, mixDuration = 0) {
const entry = this.setAnimation(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#getMixDuration()}. If the track has no entries, it is equivalent to calling
* {@link #setEmptyAnimation(int, float)}.
*
* See {@link #setEmptyAnimation(int, float)} and
* <a href='https://esotericsoftware.com/spine-applying-animations/#Empty-animations'>Empty animations</a> in the Spine
* Runtimes Guide.
* @param delay If > 0, sets {@link TrackEntry#getDelay()}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration plus the specified <code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or
* before (<code>delay</code> < 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(TrackEntry)} event occurs. */
addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
const entry = this.addAnimation(trackIndex, _AnimationState.emptyAnimation, false, delay);
if (delay <= 0) entry.delay = Math.max(entry.delay + entry.mixDuration - mixDuration, 0);
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.
*
* See <a href='https://esotericsoftware.com/spine-applying-animations/#Empty-animations'>Empty animations</a> in the Spine
* Runtimes Guide. */
setEmptyAnimations(mixDuration = 0) {
const oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++) {
const 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) {
const 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();
const 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) {
const to = entry.mixingTo;
const timelines = entry.animation.timelines;
const timelinesCount = entry.animation.timelines.length;
const timelineMode = entry.timelineMode;
timelineMode.length = timelinesCount;
const timelineHoldMix = entry.timelineHoldMix;
timelineHoldMix.length = 0;
const propertyIDs = this.propertyIDs;
if (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++) {
const timeline = timelines[i];
const 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) {
const 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 TrackEntry = class {
/** The animation to apply for this track entry. */
animation = null;
previous = null;
/** The animation queued to start after this animation, or null. `next` makes up a linked list. */
next = null;
/** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
* mixing is currently occuring. When mixing from multiple animations, `mixingFrom` makes up a linked list. */
mixingFrom = null;
/** The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
* currently occuring. When mixing to multiple animations, `mixingTo` makes up a linked list. */
mixingTo = null;
/** The listener for events generated by this track entry, or null.
*
* A track entry returned from {@link AnimationState#setAnimation()} is already the current animation
* for the track, so the track entry listener {@link AnimationStateListener#start()} will not be called. */
listener = null;
/** The index of the track where this track entry is either current or queued.
*
* See {@link AnimationState#getCurrent()}. */
trackIndex = 0;
/** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. */
loop = false;
/** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
* of being mixed out.
*
* When mixing between animations that key the same property, if a lower track also keys that property then the value will
* briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
* while the second animation mixes from 0% to 100%. Setting `holdPrevious` to true applies the first animation
* at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
* keys the property, only when a higher track also keys the property.
*
* Snapping will occur if `holdPrevious` is true and this animation does not key all the same properties as the
* previous animation. */
holdPrevious = false;
reverse = false;
shortestRotation = false;
/** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
* `eventThreshold`, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
* timelines are not applied while this animation is being mixed out. */
eventThreshold = 0;
/** When the mix percentage ({@link #mixtime} / {@link #mixDuration}) is less than the
* `attachmentThreshold`, attachment timelines are applied while this animation is being mixed out. Defaults to
* 0, so attachment timelines are not applied while this animation is being mixed out. */
mixAttachmentThreshold = 0;
/** When {@link #getAlpha()} is greater than <code>alphaAttachmentThreshold</code>, 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
* <code>mixDrawOrderThreshold</code>, 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 next 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;
/** Sets both {@link #getMixDuration()} and {@link #getDelay()}.
* @param delay If > 0, sets {@link TrackEntry#getDelay()}. If <= 0, the delay set is the duration of the previous track
* entry minus the specified mix duration plus the specified <code>delay</code> (ie the mix ends at
* (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous track entry duration). If the previous
* entry is looping, its next loop completion is used instead of its duration. */
setMixDuration(mixDuration, delay) {
this.mixDuration = mixDuration;
if (delay !== void 0) {
if (delay <= 0) {
if (this.previous != null)
delay = Math.max(delay + this.previous.getTrackComplete() - mixDuration, 0);
else
delay = 0;
}
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 next
* called. */
mixBlend = 2 /* replace */;
timelineMode = [];
timelineHoldMix = [];
timelinesRotation = [];
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) {
const 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() {
const 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.
* <p>
* 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(0 /* start */);
this.objects.push(entry);
this.animState.animationsChanged = true;
}
interrupt(entry) {
this.objects.push(1 /* interrupt */);
this.objects.push(entry);
}
end(entry) {
this.objects.push(2 /* end */);
this.objects.push(entry);
this.animState.animationsChanged = true;
}
dispose(entry) {
this.objects.push(3 /* dispose */);
this.objects.push(entry);
}
complete(entry) {
this.objects.push(4 /* complete */);
this.objects.push(entry);
}
event(entry, event) {
this.objects.push(5 /* event */);
this.objects.push(entry);
this.objects.push(event);
}
drain() {
if (this.drainDisabled) return;
this.drainDisabled = true;
const listeners = this.animState.listeners;
const objects = this.objects;
for (let i = 0; i < objects.length; i += 2) {
const type = objects[i];
const entry = objects[i + 1];
switch (type) {
case 0 /* start */:
if (entry.listener?.start) entry.listener.start(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.start) listener.start(entry);
}
break;
case 1 /* interrupt */:
if (entry.listener?.interrupt) entry.listener.interrupt(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.interrupt) listener.interrupt(entry);
}
break;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime does fall through
case 2 /* end */:
if (entry.listener?.end) entry.listener.end(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.end) listener.end(entry);
}
// Fall through.
case 3 /* dispose */:
if (entry.listener?.dispose) entry.listener.dispose(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.dispose) listener.dispose(entry);
}
this.animState.trackEntryPool.free(entry);
break;
case 4 /* complete */:
if (entry.listener?.complete) entry.listener.complete(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.complete) listener.complete(entry);
}
break;
case 5 /* event */: {
const event = objects[i++ + 2];
if (entry.listener?.event) entry.listener.event(entry, event);
for (let ii = 0; ii < listeners.length; ii++) {
const 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;
}
setMix(from, to, duration) {
if (typeof from === "string")
return this.setMix1(from, to, duration);
return this.setMix2(from, to, duration);
}
setMix1(fromName, toName, duration) {
const from = this.skeletonData.findAnimation(fromName);
if (!from) throw new Error(`Animation not found: ${fromName}`);
const to = this.skeletonData.findAnimation(toName);
if (!to) throw new Error(`Animation not found: ${toName}`);
this.setMix2(from, to, duration);
}
setMix2(from, to, duration) {
if (!from) throw new Error("from cannot be null.");
if (!to) throw new Error("to cannot be null.");
const key = `${from.name}.${to.name}`;
this.animationToMixTime[key] = duration;
}
/** Returns the mix duration to use when changing from the specified animation to the other, or the {@link #defaultMix} if
* no mix duration has been set. */
getMix(from, to) {
const key = `${from.name}.${to.name}`;
const value = this.animationToMixTime[key];
return value === void 0 ? this.defaultMix : value;
}
};
// spine-core/src/Texture.ts
var Texture = class {
_image;
constructor(image) {
this._image = image;
}
getImage() {
return this._image;
}
};
var TextureFilter = /* @__PURE__ */ ((TextureFilter2) => {
TextureFilter2[TextureFilter2["Nearest"] = 9728] = "Nearest";
TextureFilter2[TextureFilter2["Linear"] = 9729] = "Linear";
TextureFilter2[TextureFilter2["MipMap"] = 9987] = "MipMap";
TextureFilter2[TextureFilter2["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
TextureFilter2[TextureFilter2["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
TextureFilter2[TextureFilter2["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
TextureFilter2[TextureFilter2["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
return TextureFilter2;
})(TextureFilter || {});
var TextureWrap = /* @__PURE__ */ ((TextureWrap2) => {
TextureWrap2[TextureWrap2["MirroredRepeat"] = 33648] = "MirroredRepeat";
TextureWrap2[TextureWrap2["ClampToEdge"] = 33071] = "ClampToEdge";
TextureWrap2[TextureWrap2["Repeat"] = 10497] = "Repeat";
return TextureWrap2;
})(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 = [];
regions = [];
constructor(atlasText) {
const reader = new TextureAtlasReader(atlasText);
const entry = new Array(4);
const 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) => {
const 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;
const field = pageFields[entry[0]];
if (field) field(page);
}
this.pages.push(page);
} else {
const region = new TextureAtlasRegion(page, line);
while (true) {
const count = reader.readEntry(entry, line = reader.readLine());
if (count === 0) break;
const field = regionFields[entry[0]];
if (field)
field(region);
else {
if (!names) names = [];
if (!values) values = [];
names.push(entry[0]);
const 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 (const 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;
const colon = line.indexOf(":");
if (colon === -1) return 0;
entry[0] = line.substr(0, colon).trim();
for (let i = 1, lastMatch = colon + 1; ; i++) {
const 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 = [];
constructor(name) {
this.name = name;
}
setTexture(texture) {
this.texture = texture;
texture.setFilters(this.minFilter, this.magFilter);
texture.setWraps(this.uWrap, this.vWrap);
for (const 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/AssetManagerBase.ts
var AssetManagerBase = class {
pathPrefix = "";
textureLoader;
downloader;
cache;
errors = {};
toLoad = 0;
loaded = 0;
constructor(textureLoader, pathPrefix = "", downloader = new Downloader(), cache = new AssetCache()) {
this.textureLoader = textureLoader;
this.pathPrefix = pathPrefix;
this.downloader = downloader;
this.cache = cache;
}
start(path) {
this.toLoad++;
return this.pathPrefix + path;
}
success(callback, path, asset) {
this.toLoad--;
this.loaded++;
this.cache.assets[path] = asset;
this.cache.assetsRefCount[path] = (this.cache.assetsRefCount[path] || 0) + 1;
if (callback) callback(path, asset);
}
error(callback, path, message) {
this.toLoad--;
this.loaded++;
this.errors[path] = message;
if (callback) callback(path, message);
}
loadAll() {
const promise = new Promise((resolve, reject) => {
const 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);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadBinary(path, (data) => {
this.success(success, path, data);
resolve(data);
}, (status, responseText) => {
const errorMsg = `Couldn't load binary ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
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);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadJson(path, (data) => {
this.success(success, path, data);
resolve(data);
}, (status, responseText) => {
const errorMsg = `Couldn't load JSON ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
reuseAssets(path, success = () => {
}, error = () => {
}) {
const loadedStatus = this.cache.getAsset(path);
const alreadyExistsOrLoading = loadedStatus !== void 0;
if (alreadyExistsOrLoading) {
this.cache.assetsLoaded[path] = loadedStatus.then((data) => {
data = data instanceof Image || data instanceof ImageBitmap ? this.textureLoader(data) : data;
this.success(success, path, data);
return data;
}).catch((errorMsg) => {
this.error(error, path, errorMsg);
return void 0;
});
}
return alreadyExistsOrLoading;
}
loadTexture(path, success = () => {
}, error = () => {
}) {
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
const isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document);
const isWebWorker = !isBrowser;
if (isWebWorker) {
fetch(path, { mode: "cors" }).then((response) => {
if (response.ok) return response.blob();
const errorMsg = `Couldn't load image: ${path}`;
this.error(error, path, `Couldn't load image: ${path}`);
reject(errorMsg);
}).then((blob) => {
return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null;
}).then((bitmap) => {
if (bitmap) {
const texture = this.createTexture(path, bitmap);
this.success(success, path, texture);
resolve(texture);
}
;
});
} else {
const image = new Image();
image.crossOrigin = "anonymous";
image.onload = () => {
const texture = this.createTexture(path, image);
this.success(success, path, texture);
resolve(texture);
};
image.onerror = () => {
const errorMsg = `Couldn't load image: ${path}`;
this.error(error, path, errorMsg);
reject(errorMsg);
};
if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path];
image.src = path;
}
});
}
loadTextureAtlas(path, success = () => {
}, error = () => {
}, fileAlias) {
const index = path.lastIndexOf("/");
const parent = index >= 0 ? path.substring(0, index + 1) : "";
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadText(path, (atlasText) => {
try {
const atlas = this.createTextureAtlas(path, atlasText);
let toLoad = atlas.pages.length, abort = false;
for (const 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);
resolve(atlas);
}
}
},
(imagePath, message) => {
if (!abort) {
const errorMsg = `Couldn't load texture ${path} page image: ${imagePath}`;
this.error(error, path, errorMsg);
reject(errorMsg);
}
abort = true;
}
);
}
} catch (e) {
const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`;
this.error(error, path, errorMsg);
reject(errorMsg);
}
}, (status, responseText) => {
const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
loadTextureAtlasButNoTextures(path, success = () => {
}, error = () => {
}) {
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadText(path, (atlasText) => {
try {
const atlas = this.createTextureAtlas(path, atlasText);
this.success(success, path, atlas);
resolve(atlas);
} catch (e) {
const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`;
this.error(error, path, errorMsg);
reject(errorMsg);
}
}, (status, responseText) => {
const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
// Promisified versions of load function
async loadBinaryAsync(path) {
return new Promise((resolve, reject) => {
this.loadBinary(
path,
(_, binary) => resolve(binary),
(_, message) => reject(message)
);
});
}
async loadJsonAsync(path) {
return new Promise((resolve, reject) => {
this.loadJson(
path,
(_, object) => resolve(object),
(_, message) => reject(message)
);
});
}
async loadTextureAsync(path) {
return new Promise((resolve, reject) => {
this.loadTexture(
path,
(_, texture) => resolve(texture),
(_, message) => reject(message)
);
});
}
async loadTextureAtlasAsync(path) {
return new Promise((resolve, reject) => {
this.loadTextureAtlas(
path,
(_, atlas) => resolve(atlas),
(_, message) => reject(message)
);
});
}
async loadTextureAtlasButNoTexturesAsync(path) {
return new Promise((resolve, reject) => {
this.loadTextureAtlasButNoTextures(
path,
(_, atlas) => resolve(atlas),
(_, message) => reject(message)
);
});
}
setCache(cache) {
this.cache = cache;
}
get(path) {
return this.cache.assets[this.pathPrefix + path];
}
require(path) {
path = this.pathPrefix + path;
const asset = this.cache.assets[path];
if (asset) return asset;
const error = this.errors[path];
throw Error(`Asset not found: ${path}${error ? `
${error}` : ""}`);
}
remove(path) {
path = this.pathPrefix + path;
const asset = this.cache.assets[path];
if (asset.dispose) asset.dispose();
delete this.cache.assets[path];
delete this.cache.assetsRefCount[path];
delete this.cache.assetsLoaded[path];
return asset;
}
removeAll() {
for (const path in this.cache.assets) {
const asset = this.cache.assets[path];
if (asset.dispose) asset.dispose();
}
this.cache.assets = {};
this.cache.assetsLoaded = {};
this.cache.assetsRefCount = {};
}
isLoadingComplete() {
return this.toLoad === 0;
}
getToLoad() {
return this.toLoad;
}
getLoaded() {
return this.loaded;
}
dispose() {
this.removeAll();
}
// dispose asset only if it's not used by others
disposeAsset(path) {
const asset = this.cache.assets[path];
if (asset instanceof TextureAtlas) {
asset.dispose();
return;
}
this.disposeAssetInternal(path);
}
hasErrors() {
return Object.keys(this.errors).length > 0;
}
getErrors() {
return this.errors;
}
disposeAssetInternal(path) {
if (this.cache.assetsRefCount[path] > 0 && --this.cache.assetsRefCount[path] === 0) {
return this.remove(path);
}
}
createTextureAtlas(path, atlasText) {
const atlas = new TextureAtlas(atlasText);
atlas.dispose = () => {
if (this.cache.assetsRefCount[path] <= 0) return;
this.disposeAssetInternal(path);
for (const page of atlas.pages) {
page.texture?.dispose();
}
};
return atlas;
}
createTexture(path, image) {
const texture = this.textureLoader(image);
const textureDispose = texture.dispose.bind(texture);
texture.dispose = () => {
if (this.disposeAssetInternal(path)) textureDispose();
};
return texture;
}
};
var AssetCache = class _AssetCache {
assets = {};
assetsRefCount = {};
assetsLoaded = {};
static AVAILABLE_CACHES = /* @__PURE__ */ new Map();
static getCache(id) {
const cache = _AssetCache.AVAILABLE_CACHES.get(id);
if (cache) return cache;
const newCache = new _AssetCache();
_AssetCache.AVAILABLE_CACHES.set(id, newCache);
return newCache;
}
async addAsset(path, asset) {
this.assetsLoaded[path] = Promise.resolve(asset);
this.assets[path] = asset;
return asset;
}
getAsset(path) {
return this.assetsLoaded[path];
}
};
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 (let 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;
const rawDataUri = this.rawDataUris[url];
if (rawDataUri && !rawDataUri.includes(".")) {
try {
this.finish(url, 200, this.dataUriToString(rawDataUri));
} catch (e) {
this.finish(url, 400, JSON.stringify(e));
}
return;
}
const request = new XMLHttpRequest();
request.overrideMimeType("text/html");
request.open("GET", rawDataUri ? rawDataUri : url, true);
const 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;
const rawDataUri = this.rawDataUris[url];
if (rawDataUri && !rawDataUri.includes(".")) {
try {
this.finish(url, 200, this.dataUriToUint8Array(rawDataUri));
} catch (e) {
this.finish(url, 400, JSON.stringify(e));
}
return;
}
const request = new XMLHttpRequest();
request.open("GET", rawDataUri ? rawDataUri : url, true);
request.responseType = "arraybuffer";
const 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) {
const callbacks = this.callbacks[url];
delete this.callbacks[url];
if (status === 200 || status === 0) {
for (let i = 0, n = callbacks.length; i < n; i += 2)
callbacks[i](data);
} else {
for (let i = 1, n = callbacks.length; i < n; i += 2)
callbacks[i](status, data);
}
}
};
// spine-core/src/attachments/BoundingBoxAttachment.ts
var BoundingBoxAttachment = class _BoundingBoxAttachment extends VertexAttachment {
color = new Color(1, 1, 1, 1);
constructor(name) {
super(name);
}
copy() {
const copy = new _BoundingBoxAttachment(this.name);
this.copyTo(copy);
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/attachments/ClippingAttachment.ts
var ClippingAttachment = class _ClippingAttachment 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() {
const copy = new _ClippingAttachment(this.name);
this.copyTo(copy);
copy.endSlot = this.endSlot;
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/attachments/MeshAttachment.ts
var MeshAttachment = class _MeshAttachment 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.");
const regionUVs = this.regionUVs;
if (!this.uvs || this.uvs.length !== regionUVs.length) this.uvs = Utils.newFloatArray(regionUVs.length);
const uvs = this.uvs;
const n = this.uvs.length;
let u = this.region.u, v = this.region.v, width = 0, height = 0;
if (this.region instanceof TextureAtlasRegion) {
const region = this.region, page = region.page;
const 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;
default:
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();
const copy = new _MeshAttachment(this.name, this.path);
copy.region = this.region;
copy.color.setFromColor(this.color);
this.copyTo(copy);
copy.regionUVs = [];
Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
copy.uvs = this.uvs instanceof Float32Array ? Utils.newFloatArray(this.uvs.length) : [];
Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
copy.triangles = [];
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 = [];
Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
}
copy.width = this.width;
copy.height = this.height;
return copy;
}
computeWorldVertices(skeleton, slot, start, count, worldVertices, offset, stride) {
if (this.sequence != null) this.sequence.apply(slot.applied, this);
super.computeWorldVertices(skeleton, slot, start, count, worldVertices, offset, stride);
}
/** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/
newLinkedMesh() {
const 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 _PathAttachment 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() {
const copy = new _PathAttachment(this.name);
this.copyTo(copy);
copy.lengths = [];
Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
copy.closed = this.closed;
copy.constantSpeed = this.constantSpeed;
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/attachments/PointAttachment.ts
var PointAttachment = class _PointAttachment 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() {
const 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 _RegionAttachment 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 <code>x,y</code> values that is the local position of the vertex.
*
* See {@link #updateRegion()}. */
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.");
const region = this.region;
const uvs = this.uvs;
const regionScaleX = this.width / this.region.originalWidth * this.scaleX;
const regionScaleY = this.height / this.region.originalHeight * this.scaleY;
const localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
const localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
const localX2 = localX + this.region.width * regionScaleX;
const localY2 = localY + this.region.height * regionScaleY;
const radians = this.rotation * MathUtils.degRad;
const cos = Math.cos(radians);
const sin = Math.sin(radians);
const x = this.x, y = this.y;
const localXCos = localX * cos + x;
const localXSin = localX * sin;
const localYCos = localY * cos + y;
const localYSin = localY * sin;
const localX2Cos = localX2 * cos + x;
const localX2Sin = localX2 * sin;
const localY2Cos = localY2 * cos + y;
const localY2Sin = localY2 * sin;
const 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 == 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;
} else 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.
* <p>
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide.
* @param worldVertices The output world vertices. Must have a length >= <code>offset</code> + 8.
* @param offset The <code>worldVertices</code> index to begin writing values.
* @param stride The number of <code>worldVertices</code> entries between the value pairs written. */
computeWorldVertices(slot, worldVertices, offset, stride) {
if (this.sequence) this.sequence.apply(slot.applied, this);
const bone = slot.bone.applied;
const vertexOffset = this.offset;
const x = bone.worldX, y = bone.worldY;
const a = bone.a, b = bone.b, c = bone.c, d = bone.d;
let offsetX = 0, offsetY = 0;
offsetX = vertexOffset[0];
offsetY = vertexOffset[1];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[2];
offsetY = vertexOffset[3];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[4];
offsetY = vertexOffset[5];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[6];
offsetY = vertexOffset[7];
worldVertices[offset] = offsetX * a + offsetY * b + x;
worldVertices[offset + 1] = offsetX * c + offsetY * d + y;
}
copy() {
const 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;
}
static X1 = 0;
static Y1 = 1;
static C1R = 2;
static C1G = 3;
static C1B = 4;
static C1A = 5;
static U1 = 6;
static V1 = 7;
static X2 = 8;
static Y2 = 9;
static C2R = 10;
static C2G = 11;
static C2B = 12;
static C2A = 13;
static U2 = 14;
static V2 = 15;
static X3 = 16;
static Y3 = 17;
static C3R = 18;
static C3G = 19;
static C3B = 20;
static C3A = 21;
static U3 = 22;
static V3 = 23;
static X4 = 24;
static Y4 = 25;
static C4R = 26;
static C4G = 27;
static C4B = 28;
static C4A = 29;
static U4 = 30;
static V4 = 31;
};
// spine-core/src/AtlasAttachmentLoader.ts
var AtlasAttachmentLoader = class {
atlas;
allowMissingRegions;
constructor(atlas, allowMissingRegions = false) {
this.atlas = atlas;
this.allowMissingRegions = allowMissingRegions;
}
loadSequence(name, basePath, sequence) {
const regions = sequence.regions;
for (let i = 0, n = regions.length; i < n; i++) {
const path = sequence.getPath(basePath, i);
regions[i] = this.atlas.findRegion(path);
if (regions[i] == null && !this.allowMissingRegions)
throw new Error(`Region not found in atlas: ${path} (sequence: ${name})`);
}
}
newRegionAttachment(skin, name, path, sequence) {
const attachment = new RegionAttachment(name, path);
if (sequence != null) {
this.loadSequence(name, path, sequence);
} else {
const region = this.atlas.findRegion(path);
if (region == null && !this.allowMissingRegions)
throw new Error(`Region not found in atlas: ${path} (region attachment: ${name})`);
attachment.region = region;
}
return attachment;
}
newMeshAttachment(skin, name, path, sequence) {
const attachment = new MeshAttachment(name, path);
if (sequence != null) {
this.loadSequence(name, path, sequence);
} else {
const region = this.atlas.findRegion(path);
if (region == null && !this.allowMissingRegions)
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/BoneLocal.ts
var BoneLocal = class {
/** 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;
inherit = 0 /* Normal */;
set(pose) {
if (pose == null) throw new Error("pose cannot be null.");
this.x = pose.x;
this.y = pose.y;
this.rotation = pose.rotation;
this.scaleX = pose.scaleX;
this.scaleY = pose.scaleY;
this.shearX = pose.shearX;
this.shearY = pose.shearY;
this.inherit = pose.inherit;
}
setPosition(x, y) {
this.x = x;
this.y = y;
}
setScale(scaleOrX, scaleY) {
this.scaleX = scaleOrX;
this.scaleY = scaleY === void 0 ? scaleOrX : scaleY;
}
/** Determines how parent world transforms affect this bone. */
getInherit() {
return this.inherit;
}
setInherit(inherit) {
if (inherit == null) throw new Error("inherit cannot be null.");
this.inherit = inherit;
}
};
// spine-core/src/PosedData.ts
var PosedData = class {
/** The constraint's name, which is unique across all constraints in the skeleton of the same type. */
name;
setup;
/** When true, {@link Skeleton.updateWorldTransform} only updates this constraint if the {@link Skeleton.skin}
* contains this constraint.
*
* See {@link Skin.constraints}. */
skinRequired = false;
constructor(name, setup) {
if (name == null) throw new Error("name cannot be null.");
this.name = name;
this.setup = setup;
}
};
// spine-core/src/BoneData.ts
var BoneData = class _BoneData extends PosedData {
/** The index of the bone in {@link Skeleton.getBones}. */
index = 0;
/** @returns May be null. */
parent = null;
/** The bone's length. */
length = 0;
// Nonessential.
/** 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) {
super(name, new BoneLocal());
if (index < 0) throw new Error("index must be >= 0.");
if (!name) throw new Error("name cannot be null.");
this.index = index;
this.parent = parent;
}
copy(parent) {
const copy = new _BoneData(this.index, this.name, parent);
copy.length = this.length;
copy.setup.set(this.setup);
return copy;
}
};
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/BonePose.ts
var BonePose = class extends BoneLocal {
bone;
/** Part of the world transform matrix for the X axis. If changed, {@link updateLocalTransform()} should be called. */
a = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link updateLocalTransform()} should be called. */
b = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link updateLocalTransform()} should be called. */
c = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link updateLocalTransform()} should be called. */
d = 0;
/** The world X position. If changed, {@link updateLocalTransform()} should be called. */
worldY = 0;
/** The world Y position. If changed, {@link updateLocalTransform()} should be called. */
worldX = 0;
world = 0;
local = 0;
/** Called by {@link Skeleton#updateCache()} to compute the world transform, if needed. */
update(skeleton, physics) {
if (this.world !== skeleton._update) this.updateWorldTransform(skeleton);
}
/** Computes the world transform using the parent bone's applied pose and this pose. Child bones are not updated.
* <p>
* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
updateWorldTransform(skeleton) {
if (this.local === skeleton._update)
this.updateLocalTransform(skeleton);
else
this.world = skeleton._update;
const rotation = this.rotation;
const scaleX = this.scaleX;
const scaleY = this.scaleY;
const shearX = this.shearX;
const shearY = this.shearY;
if (!this.bone.parent) {
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 = this.x * sx + skeleton.x;
this.worldY = this.y * sy + skeleton.y;
return;
}
const parent = this.bone.parent.applied;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * this.x + pb * this.y + parent.worldX;
this.worldY = pc * this.x + pd * this.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 */: {
const sx = 1 / skeleton.scaleX, sy = 1 / 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 = MathUtils.atan2Deg(pc, pa);
} else {
pa = 0;
pc = 0;
prx = 90 - MathUtils.atan2Deg(pd, pb);
}
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 */: {
let r = rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
let za = (pa * cos + pb * sin) / skeleton.scaleX;
let zc = (pc * cos + pd * sin) / 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 !== (skeleton.scaleX < 0 !== skeleton.scaleY < 0)) s = -s;
r = Math.PI / 2 + Math.atan2(zc, za);
const zb = Math.cos(r) * s;
const zd = Math.sin(r) * s;
const rx = shearX * MathUtils.degRad;
const ry = (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 = 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 *= skeleton.scaleX;
this.b *= skeleton.scaleX;
this.c *= skeleton.scaleY;
this.d *= skeleton.scaleY;
}
/** Computes the local transform values from the world transform.
* <p>
* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
* the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
* constraint).
* <p>
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateLocalTransform(skeleton) {
this.local = 0;
this.world = skeleton._update;
if (!this.bone.parent) {
this.x = this.worldX - skeleton.x;
this.y = this.worldY - skeleton.y;
const a = this.a, b = this.b, c = this.c, d = this.d;
this.rotation = MathUtils.atan2Deg(c, a);
this.scaleX = Math.sqrt(a * a + c * c);
this.scaleY = Math.sqrt(b * b + d * d);
this.shearX = 0;
this.shearY = MathUtils.atan2Deg(a * b + c * d, a * d - b * c);
return;
}
const parent = this.bone.parent.applied;
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;
const dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.x = dx * ia - dy * ib;
this.y = 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 */: {
const s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
pb = -pc * skeleton.scaleX * s / skeleton.scaleY;
pd = pa * skeleton.scaleY * s / skeleton.scaleX;
pid = 1 / (pa * pd - pb * pc);
ia = pd * pid;
ib = pb * pid;
break;
}
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */: {
let r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
pa = (pa * cos + pb * sin) / skeleton.scaleX;
pc = (pc * cos + pd * sin) / 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 !== (skeleton.scaleX < 0 !== skeleton.scaleY < 0)) s = -s;
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.shearX = 0;
this.scaleX = Math.sqrt(ra * ra + rc * rc);
if (this.scaleX > 1e-4) {
const det = ra * rd - rb * rc;
this.scaleY = det / this.scaleX;
this.shearY = -MathUtils.atan2Deg(ra * rb + rc * rd, det);
this.rotation = MathUtils.atan2Deg(rc, ra);
} else {
this.scaleX = 0;
this.scaleY = Math.sqrt(rb * rb + rd * rd);
this.shearY = 0;
this.rotation = 90 - MathUtils.atan2Deg(rd, rb);
}
}
/** If the world transform has been modified and the local transform no longer matches, {@link #updateLocalTransform(Skeleton)}
* is called. */
validateLocalTransform(skeleton) {
if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
}
modifyLocal(skeleton) {
if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
this.world = 0;
this.resetWorld(skeleton._update);
}
modifyWorld(update) {
this.local = update;
this.world = update;
this.resetWorld(update);
}
resetWorld(update) {
const children = this.bone.children;
for (let i = 0, n = children.length; i < n; i++) {
const child = children[i].applied;
if (child.world === update) {
child.world = 0;
child.local = 0;
child.resetWorld(update);
}
}
}
/** The world rotation for the X axis, calculated using {@link a} and {@link c}. */
getWorldRotationX() {
return MathUtils.atan2Deg(this.c, this.a);
}
/** The world rotation for the Y axis, calculated using {@link b} and {@link d}. */
getWorldRotationY() {
return MathUtils.atan2Deg(this.d, this.b);
}
/** 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);
}
// public Matrix3 getWorldTransform (Matrix3 worldTransform) {
// if (worldTransform == null) throw new IllegalArgumentException("worldTransform cannot be null.");
// float[] val = worldTransform.val;
// val[M00] = a;
// val[M01] = b;
// val[M10] = c;
// val[M11] = d;
// val[M02] = worldX;
// val[M12] = worldY;
// val[M20] = 0;
// val[M21] = 0;
// val[M22] = 1;
// return worldTransform;
// }
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world) {
if (world == null) throw new Error("world cannot be null.");
const det = this.a * this.d - this.b * this.c;
const x = world.x - this.worldX, y = world.y - this.worldY;
world.x = (x * this.d - y * this.b) / det;
world.y = (y * this.a - x * this.c) / det;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local) {
if (local == null) throw new Error("local cannot be null.");
const 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.bone.parent == null ? world : this.bone.parent.applied.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.bone.parent == null ? world : this.bone.parent.applied.localToWorld(world);
}
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation) {
worldRotation *= MathUtils.degRad;
const sin = Math.sin(worldRotation), cos = Math.cos(worldRotation);
return MathUtils.atan2Deg(this.a * sin - this.c * cos, this.d * cos - this.b * sin) + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation) {
localRotation = (localRotation - this.rotation - this.shearX) * MathUtils.degRad;
const sin = Math.sin(localRotation), cos = Math.cos(localRotation);
return MathUtils.atan2Deg(cos * this.c + sin * this.d, cos * this.a + sin * this.b);
}
/** Rotates the world transform the specified amount.
* <p>
* After changes are made to the world transform, {@link updateLocalTransform} should be called on this bone and 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/Posed.ts
var Posed = class {
/** The constraint's setup pose data. */
data;
pose;
constrained;
applied;
constructor(data, pose, constrained) {
if (data == null) throw new Error("data cannot be null.");
this.data = data;
this.pose = pose;
this.constrained = constrained;
this.applied = pose;
}
setupPose() {
this.pose.set(this.data.setup);
}
/** The constraint's setup pose data. */
getData() {
return this.data;
}
getPose() {
return this.pose;
}
getAppliedPose() {
return this.applied;
}
usePose() {
this.applied = this.pose;
}
useConstrained() {
this.applied = this.constrained;
}
resetConstrained() {
this.constrained.set(this.pose);
}
};
// spine-core/src/PosedActive.ts
var PosedActive = class extends Posed {
active = false;
constructor(data, pose, constrained) {
super(data, pose, constrained);
this.setupPose();
}
/** Returns false when this constraint won't be updated by
* {@link Skeleton.updateWorldTransform()} because a skin is required and the
* {@link Skeleton.getSkin() active skin} does not contain this item.
* @see Skin.getBones()
* @see Skin.getConstraints()
* @see PosedData.getSkinRequired()
* @see Skeleton.updateCache() */
isActive() {
return this.active;
}
};
// spine-core/src/Bone.ts
var Bone = class _Bone extends PosedActive {
/** The parent bone, or null if this is the root bone. */
parent = null;
/** The immediate children of this bone. */
children = [];
sorted = false;
constructor(data, parent) {
super(data, new BonePose(), new BonePose());
this.parent = parent;
this.applied.bone = this;
this.constrained.bone = this;
}
/** Make a copy of the bone. Does not copy the {@link #getChildren()} bones. */
copy(parent) {
const copy = new _Bone(this.data, parent);
copy.pose.set(this.pose);
return copy;
}
};
// spine-core/src/Constraint.ts
var Constraint = class extends PosedActive {
constructor(data, pose, constrained) {
super(data, pose, constrained);
}
isSourceActive() {
return true;
}
};
// spine-core/src/ConstraintData.ts
var ConstraintData = class extends PosedData {
constructor(name, setup) {
super(name, setup);
}
};
// 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/IkConstraintPose.ts
var IkConstraintPose = class {
/** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */
bendDirection = 0;
/** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */
compress = false;
/** When true and the target is out of range, the parent bone is scaled to reach it.
*
* For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if {@link softness} is
* > 0, and 3) if 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 rotation.
*
* For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */
mix = 0;
/** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
* will not straighten completely until the target is this far out of range. */
softness = 0;
set(pose) {
this.mix = pose.mix;
this.softness = pose.softness;
this.bendDirection = pose.bendDirection;
this.compress = pose.compress;
this.stretch = pose.stretch;
}
};
// spine-core/src/IkConstraint.ts
var IkConstraint = class _IkConstraint extends Constraint {
/** The 1 or 2 bones that will be modified by this IK constraint. */
bones;
/** The bone that is the IK target. */
target;
constructor(data, skeleton) {
super(data, new IkConstraintPose(), new IkConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.bones = [];
for (const boneData of data.bones)
this.bones.push(skeleton.bones[boneData.index].constrained);
this.target = skeleton.bones[data.target.index];
}
copy(skeleton) {
var copy = new _IkConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const p = this.applied;
if (p.mix === 0) return;
const target = this.target.applied;
const bones = this.bones;
switch (bones.length) {
case 1:
_IkConstraint.apply(skeleton, bones[0], target.worldX, target.worldY, p.compress, p.stretch, this.data.uniform, p.mix);
break;
case 2:
_IkConstraint.apply(
skeleton,
bones[0],
bones[1],
target.worldX,
target.worldY,
p.bendDirection,
p.stretch,
this.data.uniform,
p.softness,
p.mix
);
break;
}
}
sort(skeleton) {
skeleton.sortBone(this.target);
const parent = this.bones[0].bone;
skeleton.sortBone(parent);
skeleton._updateCache.push(this);
parent.sorted = false;
skeleton.sortReset(parent.children);
skeleton.constrained(parent);
if (this.bones.length > 1) skeleton.constrained(this.bones[1].bone);
}
isSourceActive() {
return this.target.active;
}
static apply(skeleton, boneOrParent, targetXorChild, targetYOrTargetX, compressOrTargetY, stretchOrBendDir, uniformOrStretch, mixOrUniform, softness, mix) {
if (typeof targetXorChild === "number")
_IkConstraint.apply1(skeleton, boneOrParent, targetXorChild, targetYOrTargetX, compressOrTargetY, stretchOrBendDir, uniformOrStretch, mixOrUniform);
else
_IkConstraint.apply2(
skeleton,
boneOrParent,
targetXorChild,
targetYOrTargetX,
compressOrTargetY,
stretchOrBendDir,
uniformOrStretch,
mixOrUniform,
softness,
mix
);
}
static apply1(skeleton, bone, targetX, targetY, compress, stretch, uniform, mix) {
bone.modifyLocal(skeleton);
const p = bone.bone.parent.applied;
let pa = p.a, pb = p.b, pc = p.c, pd = p.d;
let rotationIK = -bone.shearX - bone.rotation, tx = 0, ty = 0;
switch (bone.inherit) {
case 1 /* OnlyTranslation */:
tx = (targetX - bone.worldX) * MathUtils.signum(skeleton.scaleX);
ty = (targetY - bone.worldY) * MathUtils.signum(skeleton.scaleY);
break;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime
case 2 /* NoRotationOrReflection */: {
const s = Math.abs(pa * pd - pb * pc) / Math.max(1e-4, pa * pa + pc * pc);
const sa = pa / skeleton.scaleX;
const sc = pc / skeleton.scaleY;
pb = -sc * s * skeleton.scaleX;
pd = sa * s * skeleton.scaleY;
rotationIK += MathUtils.atan2Deg(sc, sa);
}
// Fall through
default: {
const x = targetX - p.worldX, y = targetY - p.worldY;
const d = pa * pd - pb * pc;
if (Math.abs(d) <= 1e-4) {
tx = 0;
ty = 0;
} else {
tx = (x * pd - y * pb) / d - bone.x;
ty = (y * pa - x * pc) / d - bone.y;
}
}
}
rotationIK += MathUtils.atan2Deg(ty, tx);
if (bone.scaleX < 0) rotationIK += 180;
if (rotationIK > 180)
rotationIK -= 360;
else if (rotationIK < -180)
rotationIK += 360;
bone.rotation += rotationIK * mix;
if (compress || stretch) {
switch (bone.inherit) {
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */:
tx = targetX - bone.worldX;
ty = targetY - bone.worldY;
}
const b = bone.bone.data.length * bone.scaleX;
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) * mix + 1;
bone.scaleX *= s;
if (uniform) bone.scaleY *= s;
}
}
}
}
/** Applies 2 bone IK. The target is specified in the world coordinate system.
* @param child A direct descendant of the parent bone. */
static apply2(skeleton, parent, child, targetX, targetY, bendDir, stretch, uniform, softness, mix) {
if (parent.inherit !== 0 /* Normal */ || child.inherit !== 0 /* Normal */) return;
parent.modifyLocal(skeleton);
child.modifyLocal(skeleton);
let px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
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 cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
const u = Math.abs(psx - psy) <= 1e-4;
if (!u || stretch) {
child.y = 0;
cwx = a * child.x + parent.worldX;
cwy = c * child.x + parent.worldY;
} else {
cwx = a * child.x + b * child.y + parent.worldX;
cwy = c * child.x + d * child.y + parent.worldY;
}
const pp = parent.bone.parent.applied;
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;
const dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.bone.data.length * csx, a1, a2;
if (l1 < 1e-4) {
_IkConstraint.apply(skeleton, parent, targetX, targetY, false, stretch, false, mix);
child.rotation = 0;
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;
const 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) * mix + 1;
parent.scaleX *= a;
if (uniform) parent.scaleY *= 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;
const aa = a * a, bb = b * b, ta = Math.atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
const 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;
const 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;
}
}
const os = Math.atan2(child.y, child.x) * s2;
a1 = (a1 - os) * MathUtils.radDeg + os1 - parent.rotation;
if (a1 > 180)
a1 -= 360;
else if (a1 < -180)
a1 += 360;
parent.rotation += a1 * mix;
a2 = ((a2 + os) * MathUtils.radDeg - child.shearX) * s2 + os2 - child.rotation;
if (a2 > 180)
a2 -= 360;
else if (a2 < -180)
a2 += 360;
child.rotation += a2 * mix;
}
};
// spine-core/src/IkConstraintData.ts
var IkConstraintData = class extends ConstraintData {
/** The bones that are constrained by this IK constraint. */
bones = [];
_target = null;
/** The bone that is the IK target. */
set target(boneData) {
this._target = boneData;
}
get target() {
if (!this._target) throw new Error("target cannot be null.");
else return this._target;
}
/** When true and {@link IkConstraintPose.compress} or {@link IkConstraintPose.stretch} is used, the bone is scaled
* on both the X and Y axes. */
uniform = false;
constructor(name) {
super(name, new IkConstraintPose());
}
create(skeleton) {
return new IkConstraint(this, skeleton);
}
};
// spine-core/src/PathConstraintPose.ts
var PathConstraintPose = class {
/** The position along the path. */
position = 0;
/** The spacing between bones. */
spacing = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. */
mixRotate = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. */
mixX = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. */
mixY = 0;
set(pose) {
this.position = pose.position;
this.spacing = pose.spacing;
this.mixRotate = pose.mixRotate;
this.mixX = pose.mixX;
this.mixY = pose.mixY;
}
};
// spine-core/src/PathConstraintData.ts
var PathConstraintData = class extends ConstraintData {
/** The bones that will be modified by this path constraint. */
bones = [];
/** The slot whose path attachment will be used to constrained the bones. */
set slot(slotData) {
this._slot = slotData;
}
get slot() {
if (!this._slot) throw new Error("SlotData not set.");
else return this._slot;
}
_slot = null;
/** The mode for positioning the first bone on the path. */
positionMode = 0 /* Fixed */;
/** The mode for positioning the bones after the first bone on the path. */
spacingMode = 1 /* Fixed */;
/** The mode for adjusting the rotation of the bones. */
rotateMode = 1 /* Chain */;
/** An offset added to the constrained bone rotation. */
offsetRotation = 0;
constructor(name) {
super(name, new PathConstraintPose());
}
create(skeleton) {
return new PathConstraint(this, skeleton);
}
};
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 _PathConstraint extends Constraint {
static NONE = -1;
static BEFORE = -2;
static AFTER = -3;
static epsilon = 1e-5;
/** 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. */
slot;
spaces = [];
positions = [];
world = [];
curves = [];
lengths = [];
segments = [];
constructor(data, skeleton) {
super(data, new PathConstraintPose(), new PathConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.data = data;
this.bones = [];
for (const boneData of this.data.bones)
this.bones.push(skeleton.bones[boneData.index].constrained);
this.slot = skeleton.slots[data.slot.index];
}
copy(skeleton) {
var copy = new _PathConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const attachment = this.slot.applied.attachment;
if (!(attachment instanceof PathAttachment)) return;
const p = this.applied;
const mixRotate = p.mixRotate, mixX = p.mixX, mixY = p.mixY;
if (mixRotate === 0 && mixX === 0 && mixY === 0) return;
const data = this.data;
const tangents = data.rotateMode === 0 /* Tangent */, scale = data.rotateMode === 2 /* ChainScale */;
const bones = this.bones;
const boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
const spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : [];
const spacing = p.spacing;
switch (data.spacingMode) {
case 2 /* Percent */:
if (scale) {
for (let i = 0, n = spacesCount - 1; i < n; i++) {
const bone = bones[i];
const setupLength = bone.bone.data.length;
const 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; ) {
const bone = bones[i];
const setupLength = bone.bone.data.length;
if (setupLength < _PathConstraint.epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = spacing;
} else {
const x = setupLength * bone.a, y = setupLength * bone.c;
const 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: {
const lengthSpacing = data.spacingMode === 0 /* Length */;
for (let i = 0, n = spacesCount - 1; i < n; ) {
const bone = bones[i];
const setupLength = bone.bone.data.length;
if (setupLength < _PathConstraint.epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = spacing;
} else {
const x = setupLength * bone.a, y = setupLength * bone.c;
const length = Math.sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = (lengthSpacing ? Math.max(0, setupLength + spacing) : spacing) * length / setupLength;
}
}
}
}
const positions = this.computeWorldPositions(skeleton, 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;
const bone = this.slot.bone.applied;
offsetRotation *= bone.a * bone.d - bone.b * bone.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
}
for (let i = 0, ip = 3, u = skeleton._update; i < boneCount; i++, ip += 3) {
const bone = bones[i];
bone.worldX += (boneX - bone.worldX) * mixX;
bone.worldY += (boneY - bone.worldY) * mixY;
const x = positions[ip], y = positions[ip + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
const length = lengths[i];
if (length !== 0) {
const 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[ip - 1];
else if (spaces[i + 1] === 0)
r = positions[ip + 2];
else
r = Math.atan2(dy, dx);
r -= Math.atan2(c, a);
if (tip) {
cos = Math.cos(r);
sin = Math.sin(r);
const length = bone.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.modifyWorld(u);
}
}
computeWorldPositions(skeleton, path, spacesCount, tangents) {
const slot = this.slot;
let position = this.applied.position;
let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world;
const closed = path.closed;
let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE;
if (!path.constantSpeed) {
const lengths = path.lengths;
curveCount -= closed ? 1 : 2;
const 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) {
const space = spaces[i] * multiplier2;
position += space;
let p = position;
if (closed) {
p %= pathLength2;
if (p < 0) p += pathLength2;
curve = 0;
} else if (p < 0) {
if (prevCurve !== _PathConstraint.BEFORE) {
prevCurve = _PathConstraint.BEFORE;
path.computeWorldVertices(skeleton, slot, 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(skeleton, slot, verticesLength - 6, 4, world, 0, 2);
}
this.addAfterPosition(p - pathLength2, world, 0, out, o);
continue;
}
for (; ; curve++) {
const length = lengths[curve];
if (p > length) continue;
if (curve === 0)
p /= length;
else {
const prev = lengths[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve !== prevCurve) {
prevCurve = curve;
if (closed && curve === curveCount) {
path.computeWorldVertices(skeleton, slot, verticesLength - 4, 4, world, 0, 2);
path.computeWorldVertices(skeleton, slot, 0, 4, world, 4, 2);
} else
path.computeWorldVertices(skeleton, slot, curve * 6 + 2, 8, world, 0, 2);
}
this.addCurvePosition(
p,
world[0],
world[1],
world[2],
world[3],
world[4],
world[5],
world[6],
world[7],
out,
o,
tangents || i > 0 && space === 0
);
}
return out;
}
if (closed) {
verticesLength += 2;
world = Utils.setArraySize(this.world, verticesLength);
path.computeWorldVertices(skeleton, slot, 2, verticesLength - 4, world, 0, 2);
path.computeWorldVertices(skeleton, slot, 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(skeleton, slot, 2, verticesLength, world, 0, 2);
}
const 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;
}
const segments = this.segments;
let curveLength = 0;
for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
const space = spaces[i] * multiplier;
position += space;
let p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
segment = 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++) {
const length = curves[curve];
if (p > length) continue;
if (curve === 0)
p /= length;
else {
const 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++) {
const length = segments[segment];
if (p > length) continue;
if (segment === 0)
p /= length;
else {
const 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) {
const 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) {
const 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 || Number.isNaN(p)) {
out[o] = x1;
out[o + 1] = y1;
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
return;
}
const tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
const ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
const 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));
}
}
sort(skeleton) {
const slotIndex = this.slot.data.index;
const slotBone = this.slot.bone;
if (skeleton.skin != null) this.sortPathSlot(skeleton, skeleton.skin, slotIndex, slotBone);
if (skeleton.data.defaultSkin != null && skeleton.data.defaultSkin !== skeleton.skin)
this.sortPathSlot(skeleton, skeleton.data.defaultSkin, slotIndex, slotBone);
this.sortPath(skeleton, this.slot.pose.attachment, slotBone);
const bones = this.bones;
const boneCount = this.bones.length;
for (let i = 0; i < boneCount; i++) {
const bone = bones[i].bone;
skeleton.sortBone(bone);
skeleton.constrained(bone);
}
skeleton._updateCache.push(this);
for (let i = 0; i < boneCount; i++)
skeleton.sortReset(bones[i].bone.children);
for (let i = 0; i < boneCount; i++)
bones[i].bone.sorted = true;
}
sortPathSlot(skeleton, skin, slotIndex, slotBone) {
const entries = skin.getAttachments();
for (let i = 0, n = entries.length; i < n; i++) {
const entry = entries[i];
if (entry.slotIndex === slotIndex) this.sortPath(skeleton, entry.attachment, slotBone);
}
}
sortPath(skeleton, attachment, slotBone) {
if (!(attachment instanceof PathAttachment)) return;
const pathBones = attachment.bones;
if (pathBones == null)
skeleton.sortBone(slotBone);
else {
const bones = skeleton.bones;
for (let i = 0, n = pathBones.length; i < n; ) {
let nn = pathBones[i++];
nn += i;
while (i < nn)
skeleton.sortBone(bones[pathBones[i++]]);
}
}
}
isSourceActive() {
return this.slot.bone.active;
}
};
// spine-core/src/Physics.ts
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/PhysicsConstraintPose.ts
var PhysicsConstraintPose = class {
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;
set(pose) {
this.inertia = pose.inertia;
this.strength = pose.strength;
this.damping = pose.damping;
this.massInverse = pose.massInverse;
this.wind = pose.wind;
this.gravity = pose.gravity;
this.mix = pose.mix;
}
};
// spine-core/src/SlotPose.ts
var SlotPose = class {
/** The color used to tint the slot's attachment. If {@link darkColor} 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 current attachment for the slot, or null if the slot has no attachment. */
attachment = null;
// Not used in setup pose.
/** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the
* {@link Sequence.getSetupIndex()}. */
sequenceIndex = 0;
/** 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 = [];
SlotPose() {
}
set(pose) {
if (pose == null) throw new Error("pose cannot be null.");
this.color.setFromColor(pose.color);
if (this.darkColor != null && pose.darkColor != null) this.darkColor.setFromColor(pose.darkColor);
this.attachment = pose.attachment;
this.sequenceIndex = pose.sequenceIndex;
this.deform.length = 0;
this.deform.push(...pose.deform);
}
/** 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;
}
};
// spine-core/src/Slot.ts
var Slot = class extends Posed {
skeleton;
/** The bone this slot belongs to. */
bone;
attachmentState = 0;
constructor(data, skeleton) {
super(data, new SlotPose(), new SlotPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.skeleton = skeleton;
this.bone = skeleton.bones[data.boneData.index];
if (data.setup.darkColor != null) {
this.pose.darkColor = new Color();
this.constrained.darkColor = new Color();
}
this.setupPose();
}
setupPose() {
this.pose.color.setFromColor(this.data.setup.color);
if (this.pose.darkColor) this.pose.darkColor.setFromColor(this.data.setup.darkColor);
this.pose.sequenceIndex = this.data.setup.sequenceIndex;
if (!this.data.attachmentName)
this.pose.setAttachment(null);
else {
this.pose.attachment = null;
this.pose.setAttachment(this.skeleton.getAttachment(this.data.index, this.data.attachmentName));
}
}
};
// spine-core/src/Skeleton.ts
var Skeleton = class _Skeleton {
static quadTriangles = [0, 1, 2, 2, 3, 0];
static yDown = false;
static get yDir() {
return _Skeleton.yDown ? -1 : 1;
}
/** 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. */
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 constraints. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constraints;
/** The skeleton's physics constraints. */
physics;
/** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link updateCache()}. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
_updateCache = [];
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
resetCache = [];
/** 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.
*
* Bones that do not inherit scale are still affected by this property. */
scaleX = 1;
_scaleY = 1;
/** Scales the entire skeleton on the Y axis.
*
* Bones that do not inherit scale are still affected by this property. */
get scaleY() {
return this._scaleY * _Skeleton.yDir;
}
set scaleY(scaleY) {
this._scaleY = scaleY;
}
/** Sets the skeleton X position, which is added to the root bone worldX position.
*
* Bones that do not inherit translation are still affected by this property. */
x = 0;
/** Sets the skeleton Y position, which is added to the root bone worldY position.
*
* Bones that do not inherit translation are still affected by this property. */
y = 0;
/** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}.
*
* See {@link _update()}. */
time = 0;
windX = 1;
windY = 0;
gravityX = 0;
gravityY = 1;
_update = 0;
constructor(data) {
if (!data) throw new Error("data cannot be null.");
this.data = data;
this.bones = [];
for (let i = 0; i < data.bones.length; i++) {
const boneData = data.bones[i];
let bone;
if (!boneData.parent)
bone = new Bone(boneData, null);
else {
const parent = this.bones[boneData.parent.index];
bone = new Bone(boneData, parent);
parent.children.push(bone);
}
this.bones.push(bone);
}
this.slots = [];
this.drawOrder = [];
for (const slotData of this.data.slots) {
const slot = new Slot(slotData, this);
this.slots.push(slot);
this.drawOrder.push(slot);
}
this.physics = [];
this.constraints = [];
for (const constraintData of this.data.constraints) {
const constraint = constraintData.create(this);
if (constraint instanceof PhysicsConstraint) this.physics.push(constraint);
this.constraints.push(constraint);
}
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() {
this._updateCache.length = 0;
this.resetCache.length = 0;
const slots = this.slots;
for (let i = 0, n2 = slots.length; i < n2; i++)
slots[i].usePose();
const bones = this.bones;
const boneCount = bones.length;
for (let i = 0, n2 = boneCount; i < n2; i++) {
const bone = bones[i];
bone.sorted = bone.data.skinRequired;
bone.active = !bone.sorted;
bone.usePose();
}
if (this.skin) {
const skinBones = this.skin.bones;
for (let i = 0, n2 = this.skin.bones.length; i < n2; i++) {
let bone = this.bones[skinBones[i].index];
do {
bone.sorted = false;
bone.active = true;
bone = bone.parent;
} while (bone);
}
}
const constraints = this.constraints;
let n = this.constraints.length;
for (let i = 0; i < n; i++)
constraints[i].usePose();
for (let i = 0; i < n; i++) {
const constraint = constraints[i];
constraint.active = constraint.isSourceActive() && (!constraint.data.skinRequired || this.skin != null && this.skin.constraints.includes(constraint.data));
if (constraint.active) constraint.sort(this);
}
for (let i = 0; i < boneCount; i++)
this.sortBone(bones[i]);
n = this._updateCache.length;
for (let i = 0; i < n; i++) {
const updateable = this._updateCache[i];
if (updateable instanceof Bone) this._updateCache[i] = updateable.applied;
}
}
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constrained(object) {
if (object.pose === object.applied) {
object.useConstrained();
this.resetCache.push(object);
}
}
sortBone(bone) {
if (bone.sorted || !bone.active) return;
const 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++) {
const bone = bones[i];
if (bone.active) {
if (bone.sorted) this.sortReset(bone.children);
bone.sorted = false;
}
}
}
/** Updates the world transform for each bone and applies all constraints.
* <p>
* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
updateWorldTransform(physics) {
this._update++;
const resetCache = this.resetCache;
for (let i = 0, n = this.resetCache.length; i < n; i++)
resetCache[i].resetConstrained();
const updateCache = this._updateCache;
for (let i = 0, n = this._updateCache.length; i < n; i++)
updateCache[i].update(this, physics);
}
/** Sets the bones, constraints, and slots to their setup pose values. */
setupPose() {
this.setupPoseBones();
this.setupPoseSlots();
}
/** Sets the bones and constraints to their setup pose values. */
setupPoseBones() {
const bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
bones[i].setupPose();
const constraints = this.constraints;
for (let i = 0, n = constraints.length; i < n; i++)
constraints[i].setupPose();
}
/** Sets the slots and draw order to their setup pose values. */
setupPoseSlots() {
const slots = this.slots;
Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
for (let i = 0, n = slots.length; i < n; i++)
slots[i].setupPose();
}
/** Returns the root bone, or null if the skeleton has no bones. */
getRootBone() {
if (this.bones.length === 0) return null;
return this.bones[0];
}
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* repeatedly. */
findBone(boneName) {
if (!boneName) throw new Error("boneName cannot be null.");
const bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
if (bones[i].data.name === boneName) return bones[i];
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. */
findSlot(slotName) {
if (!slotName) throw new Error("slotName cannot be null.");
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
if (slots[i].data.name === slotName) return slots[i];
return null;
}
setSkin(newSkin) {
if (typeof newSkin === "string")
this.setSkinByName(newSkin);
else
this.setSkinBySkin(newSkin);
}
setSkinByName(skinName) {
const skin = this.data.findSkin(skinName);
if (!skin) throw new Error(`Skin not found: ${skinName}`);
this.setSkin(skin);
}
setSkinBySkin(newSkin) {
if (newSkin === this.skin) return;
if (newSkin) {
if (this.skin)
newSkin.attachAll(this, this.skin);
else {
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
const slot = slots[i];
const name = slot.data.attachmentName;
if (name) {
const attachment = newSkin.getAttachment(i, name);
if (attachment) slot.pose.setAttachment(attachment);
}
}
}
}
this.skin = newSkin;
this.updateCache();
}
getAttachment(slotNameOrIndex, attachmentName) {
if (typeof slotNameOrIndex === "string")
return this.getAttachmentByName(slotNameOrIndex, attachmentName);
return this.getAttachmentByIndex(slotNameOrIndex, attachmentName);
}
/** 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) {
const 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. */
getAttachmentByIndex(slotIndex, attachmentName) {
if (!attachmentName) throw new Error("attachmentName cannot be null.");
if (this.skin) {
const 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.");
const slot = this.findSlot(slotName);
if (!slot) throw new Error(`Slot not found: ${slotName}`);
let attachment = null;
if (attachmentName) {
attachment = this.getAttachment(slot.data.index, attachmentName);
if (!attachment)
throw new Error(`Attachment not found: ${attachmentName}, for slot: ${slotName}`);
}
slot.pose.setAttachment(attachment);
}
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
findConstraint(constraintName, type) {
if (constraintName == null) throw new Error("constraintName cannot be null.");
if (type == null) throw new Error("type cannot be null.");
const constraints = this.constraints;
for (let i = 0, n = constraints.length; i < n; i++) {
const constraint = constraints[i];
if (constraint instanceof type && constraint.data.name === constraintName) return constraint;
}
return null;
}
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose 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) {
const offset = new Vector2();
const 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 <code>null</code>, 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.");
const 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++) {
const slot = drawOrder[i];
if (!slot.bone.active) continue;
let verticesLength = 0;
let vertices = null;
let triangles = null;
const attachment = slot.pose.attachment;
if (attachment) {
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) {
verticesLength = attachment.worldVerticesLength;
vertices = Utils.setArraySize(temp, verticesLength, 0);
attachment.computeWorldVertices(this, slot, 0, verticesLength, vertices, 0, 2);
triangles = attachment.triangles;
} else if (attachment instanceof ClippingAttachment && clipper) {
clipper.clipEnd(slot);
clipper.clipStart(this, slot, attachment);
continue;
}
if (vertices && triangles) {
if (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) {
const 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) clipper.clipEnd(slot);
}
if (clipper) clipper.clipEnd();
offset.set(minX, minY);
size.set(maxX - minX, maxY - minY);
}
/** Scales the entire skeleton on the X and Y axes.
*
* Bones that do not inherit scale are still affected by this property. */
setScale(scaleX, scaleY) {
this.scaleX = scaleX;
this.scaleY = scaleY;
}
/** Sets the skeleton X and Y position, which is added to the root bone worldX and worldY position.
*
* Bones that do not inherit translation are still affected by this property. */
setPosition(x, y) {
this.x = x;
this.y = y;
}
/** Increments the skeleton's {@link #time}. */
update(delta) {
this.time += delta;
}
/** Calls {@link PhysicsConstraint.translate} for each physics constraint. */
physicsTranslate(x, y) {
const constraints = this.physics;
for (let i = 0, n = constraints.length; i < n; i++)
constraints[i].translate(x, y);
}
/** Calls {@link PhysicsConstraint.rotate} for each physics constraint. */
physicsRotate(x, y, degrees) {
const constraints = this.physics;
for (let i = 0, n = constraints.length; i < n; i++)
constraints[i].rotate(x, y, degrees);
}
};
// spine-core/src/PhysicsConstraint.ts
var PhysicsConstraint = class _PhysicsConstraint extends Constraint {
bone;
_reset = true;
ux = 0;
uy = 0;
cx = 0;
cy = 0;
tx = 0;
ty = 0;
xOffset = 0;
xLag = 0;
xVelocity = 0;
yOffset = 0;
yLag = 0;
yVelocity = 0;
rotateOffset = 0;
rotateLag = 0;
rotateVelocity = 0;
scaleOffset = 0;
scaleLag = 0;
scaleVelocity = 0;
remaining = 0;
lastTime = 0;
constructor(data, skeleton) {
super(data, new PhysicsConstraintPose(), new PhysicsConstraintPose());
if (skeleton == null) throw new Error("skeleton cannot be null.");
this.bone = skeleton.bones[data.bone.index].constrained;
}
copy(skeleton) {
var copy = new _PhysicsConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
reset(skeleton) {
this.remaining = 0;
this.lastTime = skeleton.time;
this._reset = true;
this.xOffset = 0;
this.xLag = 0;
this.xVelocity = 0;
this.yOffset = 0;
this.yLag = 0;
this.yVelocity = 0;
this.rotateOffset = 0;
this.rotateLag = 0;
this.rotateVelocity = 0;
this.scaleOffset = 0;
this.scaleLag = 0;
this.scaleVelocity = 0;
}
/** Translates the physics constraint so next {@link update} 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} 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);
}
/** Applies the constraint to the constrained bones. */
update(skeleton, physics) {
const p = this.applied;
const mix = p.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;
let l = bone.bone.data.length, t = this.data.step, z = 0;
switch (physics) {
case 0 /* none */:
return;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: fall through expected
case 1 /* reset */:
this.reset(skeleton);
// Fall through.
case 2 /* update */: {
const delta = Math.max(skeleton.time - this.lastTime, 0), aa = this.remaining;
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 = p.inertia, f = skeleton.data.referenceScale, d = -1, m = 0, e = 0, 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) {
const xs = this.xOffset, ys = this.yOffset;
d = p.damping ** (60 * t);
m = t * p.massInverse;
e = p.strength;
const w = f * p.wind, g = f * p.gravity;
const ax = (w * skeleton.windX + g * skeleton.gravityX) * skeleton.scaleX;
const ay = (w * skeleton.windY + g * skeleton.gravityY) * skeleton.scaleY;
do {
if (x) {
this.xVelocity += (ax - this.xOffset * e) * m;
this.xOffset += this.xVelocity * t;
this.xVelocity *= d;
}
if (y) {
this.yVelocity -= (ay + this.yOffset * e) * m;
this.yOffset += this.yVelocity * t;
this.yVelocity *= d;
}
a -= t;
} while (a >= t);
this.xLag = this.xOffset - xs;
this.yLag = this.yOffset - ys;
}
z = Math.max(0, 1 - a / t);
if (x) bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
if (y) bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
}
if (rotateOrShearX || scaleX) {
let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0, 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;
a = this.remaining;
if (rotateOrShearX) {
mr = (this.data.rotate + this.data.shearX) * mix;
z = this.rotateLag * Math.max(0, 1 - aa / t);
let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - (this.rotateOffset - z) * mr;
this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i;
r = (this.rotateOffset - z) * 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() - this.scaleLag * Math.max(0, 1 - aa / t);
if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;
}
if (a >= t) {
if (d === -1) {
d = p.damping ** (60 * t);
m = t * p.massInverse;
e = p.strength;
}
const ax = p.wind * skeleton.windX + p.gravity * skeleton.gravityX;
const ay = (p.wind * skeleton.windY + p.gravity * skeleton.gravityY) * Skeleton.yDir;
const rs = this.rotateOffset, ss = this.scaleOffset, h = l / f;
while (true) {
a -= t;
if (scaleX) {
this.scaleVelocity += (ax * c - ay * s - this.scaleOffset * e) * m;
this.scaleOffset += this.scaleVelocity * t;
this.scaleVelocity *= d;
}
if (rotateOrShearX) {
this.rotateVelocity -= ((ax * s + ay * 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.rotateLag = this.rotateOffset - rs;
this.scaleLag = this.scaleOffset - ss;
}
z = Math.max(0, 1 - a / t);
}
this.remaining = a;
}
this.cx = bone.worldX;
this.cy = bone.worldY;
break;
}
case 3 /* pose */:
z = Math.max(0, 1 - this.remaining / t);
if (x) bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
if (y) bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
}
if (rotateOrShearX) {
let o = (this.rotateOffset - this.rotateLag * z) * 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 - this.scaleLag * z) * 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.modifyWorld(skeleton._update);
}
sort(skeleton) {
const bone = this.bone.bone;
skeleton.sortBone(bone);
skeleton._updateCache.push(this);
skeleton.sortReset(bone.children);
skeleton.constrained(bone);
}
isSourceActive() {
return this.bone.bone.active;
}
};
// spine-core/src/PhysicsConstraintData.ts
var PhysicsConstraintData = class extends ConstraintData {
/** 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;
}
_bone = null;
x = 0;
y = 0;
rotate = 0;
scaleX = 0;
shearX = 0;
limit = 0;
step = 0;
inertiaGlobal = false;
strengthGlobal = false;
dampingGlobal = false;
massGlobal = false;
windGlobal = false;
gravityGlobal = false;
mixGlobal = false;
constructor(name) {
super(name, new PhysicsConstraintPose());
}
create(skeleton) {
return new PhysicsConstraint(this, skeleton);
}
};
// spine-core/src/polyfills.ts
(() => {
if (typeof Math.fround === "undefined") {
Math.fround = /* @__PURE__ */ ((array) => (x) => {
array[0] = x;
return array[0];
})(new Float32Array(1));
}
})();
// 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 = [];
// Ordered parents first.
/** The skeleton's slots in the setup pose draw order. */
slots = [];
// Setup pose draw order.
skins = [];
/** 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 = [];
/** The skeleton's animations. */
animations = [];
/** The skeleton's IK constraints. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constraints = [];
/** 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 = 30;
/** 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.");
const bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
if (bones[i].name === boneName) return bones[i];
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.");
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
if (slots[i].name === slotName) return slots[i];
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.");
const skins = this.skins;
for (let i = 0, n = skins.length; i < n; i++)
if (skins[i].name === skinName) return skins[i];
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.");
const events = this.events;
for (let i = 0, n = events.length; i < n; i++)
if (events[i].name === eventDataName) return events[i];
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.");
const animations = this.animations;
for (let i = 0, n = animations.length; i < n; i++)
if (animations[i].name === animationName) return animations[i];
return null;
}
// --- Constraints.
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
findConstraint(constraintName, type) {
if (!constraintName) throw new Error("constraintName cannot be null.");
if (type == null) throw new Error("type cannot be null.");
const constraints = this.constraints;
for (let i = 0, n = this.constraints.length; i < n; i++) {
const constraint = constraints[i];
if (constraint instanceof type && 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 = [];
bones = [];
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constraints = [];
/** 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.");
const 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++) {
const 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++) {
const 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);
}
const attachments = skin.getAttachments();
for (let i = 0; i < attachments.length; i++) {
const 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++) {
const 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++) {
const 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);
}
const attachments = skin.getAttachments();
for (let i = 0; i < attachments.length; i++) {
const 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) {
const 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) {
const dictionary = this.attachments[slotIndex];
if (dictionary) delete dictionary[name];
}
/** Returns all attachments in this skin. */
getAttachments() {
const entries = [];
for (let i = 0; i < this.attachments.length; i++) {
const slotAttachments = this.attachments[i];
if (slotAttachments) {
for (const name in slotAttachments) {
const 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) {
const slotAttachments = this.attachments[slotIndex];
if (slotAttachments) {
for (const name in slotAttachments) {
const 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++) {
const slot = skeleton.slots[i];
const slotAttachment = slot.pose.getAttachment();
if (slotAttachment && slotIndex < oldSkin.attachments.length) {
const dictionary = oldSkin.attachments[slotIndex];
for (const key in dictionary) {
const skinAttachment = dictionary[key];
if (slotAttachment === skinAttachment) {
const attachment = this.getAttachment(slotIndex, key);
if (attachment) slot.pose.setAttachment(attachment);
break;
}
}
}
slotIndex++;
}
}
};
// spine-core/src/SliderPose.ts
var SliderPose = class {
time = 0;
mix = 0;
set(pose) {
this.time = pose.time;
this.mix = pose.mix;
}
};
// spine-core/src/Slider.ts
var Slider = class _Slider extends Constraint {
static offsets = [0, 0, 0, 0, 0, 0];
bone = null;
constructor(data, skeleton) {
super(data, new SliderPose(), new SliderPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
if (data.bone != null) this.bone = skeleton.bones[data.bone.index];
}
copy(skeleton) {
var copy = new _Slider(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const p = this.applied;
if (p.mix === 0) return;
const data = this.data, animation = data.animation, bone = this.bone;
if (bone !== null) {
if (!bone.active) return;
if (data.local) bone.applied.validateLocalTransform(skeleton);
p.time = data.offset + (data.property.value(skeleton, bone.applied, data.local, _Slider.offsets) - data.property.offset) * data.scale;
if (data.loop)
p.time = animation.duration + p.time % animation.duration;
else
p.time = Math.max(0, p.time);
}
const bones = skeleton.bones;
const indices = animation.bones;
for (let i = 0, n = animation.bones.length; i < n; i++)
bones[indices[i]].applied.modifyLocal(skeleton);
animation.apply(
skeleton,
p.time,
p.time,
data.loop,
null,
p.mix,
data.additive ? 3 /* add */ : 2 /* replace */,
0 /* in */,
true
);
}
sort(skeleton) {
const bone = this.bone;
const data = this.data;
if (bone && data.local) skeleton.sortBone(bone);
skeleton._updateCache.push(this);
const bones = skeleton.bones;
const indices = data.animation.bones;
for (let i = 0, n = data.animation.bones.length; i < n; i++) {
const bone2 = bones[indices[i]];
bone2.sorted = false;
skeleton.sortReset(bone2.children);
skeleton.constrained(bone2);
}
const timelines = data.animation.timelines;
const slots = skeleton.slots;
const constraints = skeleton.constraints;
const physics = skeleton.physics;
const physicsCount = skeleton.physics.length;
for (let i = 0, n = data.animation.timelines.length; i < n; i++) {
const t = timelines[i];
if (isSlotTimeline(t))
skeleton.constrained(slots[t.slotIndex]);
else if (t instanceof PhysicsConstraintTimeline) {
if (t.constraintIndex === -1) {
for (let ii = 0; ii < physicsCount; ii++)
skeleton.constrained(physics[ii]);
} else
skeleton.constrained(constraints[t.constraintIndex]);
} else if (isConstraintTimeline(t)) {
const constraintIndex = t.constraintIndex;
if (constraintIndex !== -1) skeleton.constrained(constraints[constraintIndex]);
}
}
}
};
// spine-core/src/SliderData.ts
var SliderData = class extends ConstraintData {
animation;
additive = false;
loop = false;
bone = null;
property;
scale = 0;
offset = 0;
local = false;
constructor(name) {
super(name, new SliderPose());
}
create(skeleton) {
return new Slider(this, skeleton);
}
};
// spine-core/src/SlotData.ts
var SlotData = class extends PosedData {
/** The index of the slot in {@link Skeleton.getSlots()}. */
index = 0;
/** The bone this slot belongs to. */
boneData;
/** 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 = 0 /* Normal */;
// Nonessential.
/** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
visible = true;
constructor(index, name, boneData) {
super(name, new SlotPose());
if (index < 0) throw new Error("index must be >= 0.");
if (!boneData) throw new Error("boneData cannot be null.");
this.index = index;
this.boneData = boneData;
}
};
var BlendMode = /* @__PURE__ */ ((BlendMode2) => {
BlendMode2[BlendMode2["Normal"] = 0] = "Normal";
BlendMode2[BlendMode2["Additive"] = 1] = "Additive";
BlendMode2[BlendMode2["Multiply"] = 2] = "Multiply";
BlendMode2[BlendMode2["Screen"] = 3] = "Screen";
return BlendMode2;
})(BlendMode || {});
// spine-core/src/TransformConstraintPose.ts
var TransformConstraintPose = class {
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. */
mixRotate = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. */
mixX = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. */
mixY = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained scale X. */
mixScaleX = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained scale Y. */
mixScaleY = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained shear Y. */
mixShearY = 0;
set(pose) {
this.mixRotate = pose.mixRotate;
this.mixX = pose.mixX;
this.mixY = pose.mixY;
this.mixScaleX = pose.mixScaleX;
this.mixScaleY = pose.mixScaleY;
this.mixShearY = pose.mixShearY;
}
};
// spine-core/src/TransformConstraint.ts
var TransformConstraint = class _TransformConstraint extends Constraint {
/** The bones that will be modified by this transform constraint. */
bones;
/** The bone whose world transform will be copied to the constrained bones. */
source;
constructor(data, skeleton) {
super(data, new TransformConstraintPose(), new TransformConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.bones = [];
for (const boneData of data.bones)
this.bones.push(skeleton.bones[boneData.index].constrained);
const source = skeleton.bones[data.source.index];
if (source == null) throw new Error("source cannot be null.");
this.source = source;
}
copy(skeleton) {
var copy = new _TransformConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const p = this.applied;
if (p.mixRotate === 0 && p.mixX === 0 && p.mixY === 0 && p.mixScaleX === 0 && p.mixScaleY === 0 && p.mixShearY === 0) return;
const data = this.data;
const localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
const offsets = data.offsets;
const source = this.source.applied;
if (localSource) source.validateLocalTransform(skeleton);
const fromItems = data.properties;
const fn = data.properties.length, update = skeleton._update;
const bones = this.bones;
for (let i = 0, n = this.bones.length; i < n; i++) {
const bone = bones[i];
if (localTarget)
bone.modifyLocal(skeleton);
else
bone.modifyWorld(update);
for (let f = 0; f < fn; f++) {
const from = fromItems[f];
const value = from.value(skeleton, source, localSource, offsets) - from.offset;
const toItems = from.to;
for (let t = 0, tn = from.to.length; t < tn; t++) {
const to = toItems[t];
if (to.mix(p) !== 0) {
let clamped = to.offset + value * to.scale;
if (clamp) {
if (to.offset < to.max)
clamped = MathUtils.clamp(clamped, to.offset, to.max);
else
clamped = MathUtils.clamp(clamped, to.max, to.offset);
}
to.apply(skeleton, p, bone, clamped, localTarget, additive);
}
}
}
}
}
sort(skeleton) {
if (!this.data.localSource) skeleton.sortBone(this.source);
const bones = this.bones;
const boneCount = this.bones.length;
const worldTarget = !this.data.localTarget;
if (worldTarget) {
for (let i = 0; i < boneCount; i++)
skeleton.sortBone(bones[i].bone);
}
skeleton._updateCache.push(this);
for (let i = 0; i < boneCount; i++) {
const bone = bones[i].bone;
skeleton.sortReset(bone.children);
skeleton.constrained(bone);
}
for (let i = 0; i < boneCount; i++)
bones[i].bone.sorted = worldTarget;
}
isSourceActive() {
return this.source.active;
}
};
// spine-core/src/TransformConstraintData.ts
var TransformConstraintData = class _TransformConstraintData extends ConstraintData {
static ROTATION = 0;
static X = 1;
static Y = 2;
static SCALEX = 3;
static SCALEY = 4;
static SHEARY = 5;
/** The bones that will be modified by this transform constraint. */
bones = [];
/** The bone whose world transform will be copied to the constrained bones. */
set source(source) {
this._source = source;
}
get source() {
if (!this._source) throw new Error("BoneData not set.");
else return this._source;
}
_source = null;
offsets = [0, 0, 0, 0, 0, 0];
/** An offset added to the constrained bone X translation. */
offsetX = 0;
/** An offset added to the constrained bone Y translation. */
offsetY = 0;
/** Reads the source bone's local transform instead of its world transform. */
localSource = false;
/** Sets the constrained bones' local transforms instead of their world transforms. */
localTarget = false;
/** Adds the source bone transform to the constrained bones instead of setting it absolutely. */
additive = false;
/** Prevents constrained bones from exceeding the ranged defined by {@link ToProperty.offset} and {@link ToProperty.max}. */
clamp = false;
/** The mapping of transform properties to other transform properties. */
properties = [];
constructor(name) {
super(name, new TransformConstraintPose());
}
create(skeleton) {
return new TransformConstraint(this, skeleton);
}
/** An offset added to the constrained bone rotation. */
getOffsetRotation() {
return this.offsets[_TransformConstraintData.ROTATION];
}
setOffsetRotation(offsetRotation) {
this.offsets[_TransformConstraintData.ROTATION] = offsetRotation;
}
/** An offset added to the constrained bone X translation. */
getOffsetX() {
return this.offsets[_TransformConstraintData.X];
}
setOffsetX(offsetX) {
this.offsets[_TransformConstraintData.X] = offsetX;
}
/** An offset added to the constrained bone Y translation. */
getOffsetY() {
return this.offsets[_TransformConstraintData.Y];
}
setOffsetY(offsetY) {
this.offsets[_TransformConstraintData.Y] = offsetY;
}
/** An offset added to the constrained bone scaleX. */
getOffsetScaleX() {
return this.offsets[_TransformConstraintData.SCALEX];
}
setOffsetScaleX(offsetScaleX) {
this.offsets[_TransformConstraintData.SCALEX] = offsetScaleX;
}
/** An offset added to the constrained bone scaleY. */
getOffsetScaleY() {
return this.offsets[_TransformConstraintData.SCALEY];
}
setOffsetScaleY(offsetScaleY) {
this.offsets[_TransformConstraintData.SCALEY] = offsetScaleY;
}
/** An offset added to the constrained bone shearY. */
getOffsetShearY() {
return this.offsets[_TransformConstraintData.SHEARY];
}
setOffsetShearY(offsetShearY) {
this.offsets[_TransformConstraintData.SHEARY] = offsetShearY;
}
};
var FromProperty = class {
/** The value of this property that corresponds to {@link ToProperty#offset}. */
offset = 0;
/** Constrained properties. */
to = [];
};
var ToProperty = class {
/** The value of this property that corresponds to {@link FromProperty#offset}. */
offset = 0;
/** The maximum value of this property when {@link TransformConstraintData#clamp clamped}. */
max = 0;
/** The scale of the {@link FromProperty} value in relation to this property. */
scale = 0;
};
var FromRotate = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.rotation + offsets[TransformConstraintData.ROTATION];
const sx = skeleton.scaleX, sy = skeleton.scaleY;
let value = Math.atan2(source.c / sy, source.a / sx) * MathUtils.radDeg + ((source.a * source.d - source.b * source.c) * sx * sy > 0 ? offsets[TransformConstraintData.ROTATION] : -offsets[TransformConstraintData.ROTATION]);
if (value < 0) value += 360;
return value;
}
};
var ToRotate = class extends ToProperty {
mix(pose) {
return pose.mixRotate;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local)
bone.rotation += (additive ? value : value - bone.rotation) * pose.mixRotate;
else {
const sx = skeleton.scaleX, sy = skeleton.scaleY, ix = 1 / sx, iy = 1 / sy;
const a = bone.a * ix, b = bone.b * ix, c = bone.c * iy, d = bone.d * iy;
value *= MathUtils.degRad;
if (!additive) value -= Math.atan2(c, a);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI)
value += MathUtils.PI2;
value *= pose.mixRotate;
const cos = Math.cos(value), sin = Math.sin(value);
bone.a = (cos * a - sin * c) * sx;
bone.b = (cos * b - sin * d) * sx;
bone.c = (sin * a + cos * c) * sy;
bone.d = (sin * b + cos * d) * sy;
}
}
};
var FromX = class extends FromProperty {
value(skeleton, source, local, offsets) {
return local ? source.x + offsets[TransformConstraintData.X] : (offsets[TransformConstraintData.X] * source.a + offsets[TransformConstraintData.Y] * source.b + source.worldX) / skeleton.scaleX;
}
};
var ToX = class extends ToProperty {
mix(pose) {
return pose.mixX;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local)
bone.x += (additive ? value : value - bone.x) * pose.mixX;
else {
if (!additive) value -= bone.worldX / skeleton.scaleX;
bone.worldX += value * pose.mixX * skeleton.scaleX;
}
}
};
var FromY = class extends FromProperty {
value(skeleton, source, local, offsets) {
return local ? source.y + offsets[TransformConstraintData.Y] : (offsets[TransformConstraintData.X] * source.c + offsets[TransformConstraintData.Y] * source.d + source.worldY) / skeleton.scaleY;
}
};
var ToY = class extends ToProperty {
mix(pose) {
return pose.mixY;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local)
bone.y += (additive ? value : value - bone.y) * pose.mixY;
else {
if (!additive) value -= bone.worldY / skeleton.scaleY;
bone.worldY += value * pose.mixY * skeleton.scaleY;
}
}
};
var FromScaleX = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.scaleX + offsets[TransformConstraintData.SCALEX];
const a = source.a / skeleton.scaleX, c = source.c / skeleton.scaleY;
return Math.sqrt(a * a + c * c) + offsets[TransformConstraintData.SCALEX];
}
};
var ToScaleX = class extends ToProperty {
mix(pose) {
return pose.mixScaleX;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local) {
if (additive)
bone.scaleX *= 1 + (value - 1) * pose.mixScaleX;
else if (bone.scaleX !== 0)
bone.scaleX += (value - bone.scaleX) * pose.mixScaleX;
} else if (additive) {
const s = 1 + (value - 1) * pose.mixScaleX;
bone.a *= s;
bone.c *= s;
} else {
let a = bone.a / skeleton.scaleX, c = bone.c / skeleton.scaleY, s = Math.sqrt(a * a + c * c);
if (s !== 0) {
s = 1 + (value - s) * pose.mixScaleX / s;
bone.a *= s;
bone.c *= s;
}
}
}
};
var FromScaleY = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.scaleY + offsets[TransformConstraintData.SCALEY];
const b = source.b / skeleton.scaleX, d = source.d / skeleton.scaleY;
return Math.sqrt(b * b + d * d) + offsets[TransformConstraintData.SCALEY];
}
};
var ToScaleY = class extends ToProperty {
mix(pose) {
return pose.mixScaleY;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local) {
if (additive)
bone.scaleY *= 1 + (value - 1) * pose.mixScaleY;
else if (bone.scaleY !== 0)
bone.scaleY += (value - bone.scaleY) * pose.mixScaleY;
} else if (additive) {
const s = 1 + (value - 1) * pose.mixScaleY;
bone.b *= s;
bone.d *= s;
} else {
let b = bone.b / skeleton.scaleX, d = bone.d / skeleton.scaleY, s = Math.sqrt(b * b + d * d);
if (s !== 0) {
s = 1 + (value - s) * pose.mixScaleY / s;
bone.b *= s;
bone.d *= s;
}
}
}
};
var FromShearY = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.shearY + offsets[TransformConstraintData.SHEARY];
const ix = 1 / skeleton.scaleX, iy = 1 / skeleton.scaleY;
return (Math.atan2(source.d * iy, source.b * ix) - Math.atan2(source.c * iy, source.a * ix)) * MathUtils.radDeg - 90 + offsets[TransformConstraintData.SHEARY];
}
};
var ToShearY = class extends ToProperty {
mix(pose) {
return pose.mixShearY;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local) {
if (!additive) value -= bone.shearY;
bone.shearY += value * pose.mixShearY;
} else {
const sx = skeleton.scaleX, sy = skeleton.scaleY, b = bone.b / sx, d = bone.d / sy, by = Math.atan2(d, b);
value = (value + 90) * MathUtils.degRad;
if (additive)
value -= MathUtils.PI / 2;
else {
value -= by - Math.atan2(bone.c / sx, bone.a / sy);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI)
value += MathUtils.PI2;
}
value = by + value * pose.mixShearY;
const s = Math.sqrt(b * b + d * d);
bone.b = Math.cos(value) * s * sy;
bone.d = Math.sin(value) * s * sx;
}
}
};
// 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 = [];
constructor(attachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
readSkeletonData(binary) {
const scale = this.scale;
const skeletonData = new SkeletonData();
skeletonData.name = "";
const input = new BinaryInput(binary);
const lowHash = input.readInt32();
const 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;
const 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++) {
const str = input.readString();
if (!str) throw new Error("String in string table must not be null.");
input.strings.push(str);
}
const bones = skeletonData.bones;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const name = input.readString();
if (!name) throw new Error("Bone name must not be null.");
const parent = i === 0 ? null : bones[input.readInt(true)];
const data = new BoneData(i, name, parent);
const setup = data.setup;
setup.rotation = input.readFloat();
setup.x = input.readFloat() * scale;
setup.y = input.readFloat() * scale;
setup.scaleX = input.readFloat();
setup.scaleY = input.readFloat();
setup.shearX = input.readFloat();
setup.shearY = input.readFloat();
setup.inherit = input.readByte();
data.length = input.readFloat() * scale;
data.skinRequired = input.readBoolean();
if (nonessential) {
Color.rgba8888ToColor(data.color, input.readInt32());
data.icon = input.readString() ?? void 0;
data.visible = input.readBoolean();
}
bones.push(data);
}
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const slotName = input.readString();
if (!slotName) throw new Error("Slot name must not be null.");
const boneData = bones[input.readInt(true)];
const data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.setup.color, input.readInt32());
const darkColor = input.readInt32();
if (darkColor !== -1) Color.rgb888ToColor(data.setup.darkColor = new Color(), darkColor);
data.attachmentName = input.readStringRef();
data.blendMode = input.readInt(true);
if (nonessential) data.visible = input.readBoolean();
skeletonData.slots.push(data);
}
const constraints = skeletonData.constraints;
const constraintCount = input.readInt(true);
for (let i = 0; i < constraintCount; i++) {
const name = input.readString();
if (!name) throw new Error("Constraint data name must not be null.");
let nn;
switch (input.readByte()) {
case CONSTRAINT_IK: {
const data = new IkConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.target = bones[input.readInt(true)];
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.uniform = (flags & 2) !== 0;
const setup = data.setup;
setup.bendDirection = (flags & 4) !== 0 ? -1 : 1;
setup.compress = (flags & 8) !== 0;
setup.stretch = (flags & 16) !== 0;
if ((flags & 32) !== 0) setup.mix = (flags & 64) !== 0 ? input.readFloat() : 1;
if ((flags & 128) !== 0) setup.softness = input.readFloat() * scale;
constraints.push(data);
break;
}
case CONSTRAINT_TRANSFORM: {
const data = new TransformConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.source = bones[input.readInt(true)];
let flags = input.readUnsignedByte();
data.skinRequired = (flags & 1) !== 0;
data.localSource = (flags & 2) !== 0;
data.localTarget = (flags & 4) !== 0;
data.additive = (flags & 8) !== 0;
data.clamp = (flags & 16) !== 0;
nn = flags >> 5;
for (let ii = 0, tn; ii < nn; ii++) {
let fromScale = 1;
let from;
switch (input.readByte()) {
case 0:
from = new FromRotate();
break;
case 1: {
fromScale = scale;
from = new FromX();
break;
}
case 2: {
fromScale = scale;
from = new FromY();
break;
}
case 3:
from = new FromScaleX();
break;
case 4:
from = new FromScaleY();
break;
case 5:
from = new FromShearY();
break;
default:
from = null;
}
if (!from) continue;
from.offset = input.readFloat() * fromScale;
tn = input.readByte();
for (let t = 0; t < tn; t++) {
let toScale = 1;
let to;
switch (input.readByte()) {
case 0:
to = new ToRotate();
break;
case 1: {
toScale = scale;
to = new ToX();
break;
}
case 2: {
toScale = scale;
to = new ToY();
break;
}
case 3:
to = new ToScaleX();
break;
case 4:
to = new ToScaleY();
break;
case 5:
to = new ToShearY();
break;
default:
to = null;
}
if (!to) continue;
to.offset = input.readFloat() * toScale;
to.max = input.readFloat() * toScale;
to.scale = input.readFloat() * toScale / fromScale;
from.to[t] = to;
}
data.properties[ii] = from;
}
flags = input.readByte();
if ((flags & 1) !== 0) data.offsets[TransformConstraintData.ROTATION] = input.readFloat();
if ((flags & 2) !== 0) data.offsets[TransformConstraintData.X] = input.readFloat() * scale;
if ((flags & 4) !== 0) data.offsets[TransformConstraintData.Y] = input.readFloat() * scale;
if ((flags & 8) !== 0) data.offsets[TransformConstraintData.SCALEX] = input.readFloat();
if ((flags & 16) !== 0) data.offsets[TransformConstraintData.SCALEY] = input.readFloat();
if ((flags & 32) !== 0) data.offsets[TransformConstraintData.SHEARY] = input.readFloat();
flags = input.readByte();
const setup = data.setup;
if ((flags & 1) !== 0) setup.mixRotate = input.readFloat();
if ((flags & 2) !== 0) setup.mixX = input.readFloat();
if ((flags & 4) !== 0) setup.mixY = input.readFloat();
if ((flags & 8) !== 0) setup.mixScaleX = input.readFloat();
if ((flags & 16) !== 0) setup.mixScaleY = input.readFloat();
if ((flags & 32) !== 0) setup.mixShearY = input.readFloat();
constraints.push(data);
break;
}
case CONSTRAINT_PATH: {
const data = new PathConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.slot = skeletonData.slots[input.readInt(true)];
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.positionMode = flags >> 1 & 2;
data.spacingMode = flags >> 2 & 3;
data.rotateMode = flags >> 4 & 3;
if ((flags & 128) !== 0) data.offsetRotation = input.readFloat();
const setup = data.setup;
setup.position = input.readFloat();
if (data.positionMode === 0 /* Fixed */) setup.position *= scale;
setup.spacing = input.readFloat();
if (data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */) setup.spacing *= scale;
setup.mixRotate = input.readFloat();
setup.mixX = input.readFloat();
setup.mixY = input.readFloat();
constraints.push(data);
break;
}
case CONSTRAINT_PHYSICS: {
const data = new PhysicsConstraintData(name);
data.bone = 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();
const setup = data.setup;
setup.inertia = input.readFloat();
setup.strength = input.readFloat();
setup.damping = input.readFloat();
setup.massInverse = (flags & 128) !== 0 ? input.readFloat() : 1;
setup.wind = input.readFloat();
setup.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;
setup.mix = (flags & 128) !== 0 ? input.readFloat() : 1;
constraints.push(data);
break;
}
case CONSTRAINT_SLIDER: {
const data = new SliderData(name);
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.loop = (flags & 2) !== 0;
data.additive = (flags & 4) !== 0;
if ((flags & 8) !== 0) data.setup.time = input.readFloat();
if ((flags & 16) !== 0) data.setup.mix = (flags & 32) !== 0 ? input.readFloat() : 1;
if ((flags & 64) !== 0) {
data.local = (flags & 128) !== 0;
data.bone = bones[input.readInt(true)];
const offset = input.readFloat();
let propertyScale = 1;
switch (input.readByte()) {
case 0:
data.property = new FromRotate();
break;
case 1: {
propertyScale = scale;
data.property = new FromX();
break;
}
case 2: {
propertyScale = scale;
data.property = new FromY();
break;
}
case 3:
data.property = new FromScaleX();
break;
case 4:
data.property = new FromScaleY();
break;
case 5:
data.property = new FromShearY();
break;
default:
continue;
}
;
data.property.offset = offset * propertyScale;
data.offset = input.readFloat();
data.scale = input.readFloat() / propertyScale;
}
constraints.push(data);
break;
}
}
}
const 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++) {
const 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++) {
const linkedMesh = this.linkedMeshes[i];
const skin = skeletonData.skins[linkedMesh.skinIndex];
if (!linkedMesh.parent) throw new Error("Linked mesh parent must not be null");
const 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++) {
const eventName = input.readString();
if (!eventName) throw new Error("Event data name must not be null");
const 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);
}
const animations = skeletonData.animations;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const animationName = input.readString();
if (!animationName) throw new Error("Animation name must not be null.");
animations.push(this.readAnimation(input, animationName, skeletonData));
}
for (let i = 0; i < constraintCount; i++) {
const constraint = constraints[i];
if (constraint instanceof SliderData) constraint.animation = animations[input.readInt(true)];
}
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 {
const 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());
let n = input.readInt(true);
let from = skeletonData.bones, to = skin.bones;
for (let i = 0; i < n; i++)
to[i] = from[input.readInt(true)];
n = input.readInt(true);
from = skeletonData.constraints;
to = skin.constraints;
for (let i = 0; i < n; i++)
to[i] = from[input.readInt(true)];
slotCount = input.readInt(true);
}
for (let i = 0; i < slotCount; i++) {
const slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const name = input.readStringRef();
if (!name)
throw new Error("Attachment name must not be null");
const 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) {
const scale = this.scale;
const 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) {
// BUG?
case 0 /* 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;
const rotation = (flags & 128) !== 0 ? input.readFloat() : 0;
const x = input.readFloat();
const y = input.readFloat();
const scaleX = input.readFloat();
const scaleY = input.readFloat();
const width = input.readFloat();
const height = input.readFloat();
if (!path) path = name;
const 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 (region.region != null) region.updateRegion();
return region;
}
case 1 /* BoundingBox */: {
const vertices = this.readVertices(input, (flags & 16) !== 0);
const color = nonessential ? input.readInt32() : 0;
const 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 2 /* 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;
const 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 (mesh.region != 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 3 /* 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();
}
const 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 4 /* Path */: {
const closed = (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 = closed;
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 5 /* 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 6 /* Clipping */: {
const endSlotIndex = input.readInt(true);
const vertices = this.readVertices(input, (flags & 16) !== 0);
const color = nonessential ? input.readInt32() : 0;
const 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;
}
}
}
readSequence(input) {
const 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 length = vertexCount << 1;
if (!weighted)
return new Vertices(null, this.readFloatArray(input, length, scale), length);
const weights = [];
const bonesArray = [];
for (let i = 0; i < vertexCount; i++) {
const 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());
}
}
return new Vertices(bonesArray, Utils.toFloatArray(weights), length);
}
readFloatArray(input, n, scale) {
const array = [];
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) {
const array = [];
for (let i = 0; i < n; i++)
array[i] = input.readInt(true);
return array;
}
readAnimation(input, name, skeletonData) {
input.readInt(true);
const timelines = [];
const scale = this.scale;
for (let i = 0, n = input.readInt(true); i < n; i++) {
const slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const timelineType = input.readByte();
const frameCount = input.readInt(true);
const frameLast = frameCount - 1;
switch (timelineType) {
case SLOT_ATTACHMENT: {
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const r2 = input.readUnsignedByte() / 255;
const g2 = input.readUnsignedByte() / 255;
const b2 = input.readUnsignedByte() / 255;
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const r2 = input.readUnsignedByte() / 255;
const g2 = input.readUnsignedByte() / 255;
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const nr = input.readUnsignedByte() / 255;
const ng = input.readUnsignedByte() / 255;
const nb = input.readUnsignedByte() / 255;
const na = input.readUnsignedByte() / 255;
const nr2 = input.readUnsignedByte() / 255;
const ng2 = input.readUnsignedByte() / 255;
const 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: {
const bezierCount = input.readInt(true);
const 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;
const time2 = input.readFloat();
const nr = input.readUnsignedByte() / 255;
const ng = input.readUnsignedByte() / 255;
const nb = input.readUnsignedByte() / 255;
const nr2 = input.readUnsignedByte() / 255;
const ng2 = input.readUnsignedByte() / 255;
const 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: {
const 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;
const time2 = input.readFloat();
const 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++) {
const boneIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true);
if (type === BONE_INHERIT) {
const timeline = new InheritTimeline(frameCount, boneIndex);
for (let frame = 0; frame < frameCount; frame++) {
timeline.setFrame(frame, input.readFloat(), input.readByte());
}
timelines.push(timeline);
continue;
}
const bezierCount = input.readInt(true);
switch (type) {
case BONE_ROTATE:
readTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_TRANSLATE:
readTimeline(input, timelines, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_TRANSLATEX:
readTimeline(input, timelines, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_TRANSLATEY:
readTimeline(input, timelines, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_SCALE:
readTimeline(input, timelines, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SCALEX:
readTimeline(input, timelines, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SCALEY:
readTimeline(input, timelines, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEAR:
readTimeline(input, timelines, new ShearTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEARX:
readTimeline(input, timelines, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEARY:
readTimeline(input, timelines, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1);
break;
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
const 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++) {
const index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
const 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;
const 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++) {
const index = input.readInt(true);
const data = skeletonData.constraints[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:
readTimeline(
input,
timelines,
new PathConstraintPositionTimeline(frameCount, bezierCount, index),
data.positionMode === 0 /* Fixed */ ? scale : 1
);
break;
case PATH_SPACING:
readTimeline(
input,
timelines,
new PathConstraintSpacingTimeline(frameCount, bezierCount, index),
data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */ ? scale : 1
);
break;
case PATH_MIX: {
const 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;
const 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:
readTimeline(input, timelines, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_STRENGTH:
readTimeline(input, timelines, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_DAMPING:
readTimeline(input, timelines, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_MASS:
readTimeline(input, timelines, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_WIND:
readTimeline(input, timelines, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_GRAVITY:
readTimeline(input, timelines, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_MIX:
readTimeline(input, timelines, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1);
break;
default:
throw new Error("Unknown physics timeline type.");
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true);
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 SLIDER_TIME:
readTimeline(input, timelines, new SliderTimeline(frameCount, bezierCount, index), 1);
break;
case SLIDER_MIX:
readTimeline(input, timelines, new SliderMixTimeline(frameCount, bezierCount, index), 1);
break;
default:
throw new Error(`Uknown slider type: ${type}`);
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const skin = skeletonData.skins[input.readInt(true)];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const slotIndex = input.readInt(true);
for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
const attachmentName = input.readStringRef();
if (!attachmentName) throw new Error("attachmentName must not be null.");
const attachment = skin.getAttachment(slotIndex, attachmentName);
const timelineType = input.readByte();
const frameCount = input.readInt(true);
const frameLast = frameCount - 1;
switch (timelineType) {
case ATTACHMENT_DEFORM: {
const vertexAttachment = attachment;
const weighted = vertexAttachment.bones;
const vertices = vertexAttachment.vertices;
const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
const bezierCount = input.readInt(true);
const 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);
const 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;
const 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: {
const timeline = new SequenceTimeline(frameCount, slotIndex, attachment);
for (let frame = 0; frame < frameCount; frame++) {
const time = input.readFloat();
const modeAndIndex = input.readInt32();
timeline.setFrame(
frame,
time,
SequenceModeValues[modeAndIndex & 15],
modeAndIndex >> 4,
input.readFloat()
);
}
timelines.push(timeline);
break;
}
}
}
}
}
const drawOrderCount = input.readInt(true);
if (drawOrderCount > 0) {
const timeline = new DrawOrderTimeline(drawOrderCount);
const slotCount = skeletonData.slots.length;
for (let i = 0; i < drawOrderCount; i++) {
const time = input.readFloat();
const offsetCount = input.readInt(true);
const drawOrder = Utils.newArray(slotCount, 0);
for (let ii = slotCount - 1; ii >= 0; ii--)
drawOrder[ii] = -1;
const unchanged = Utils.newArray(slotCount - offsetCount, 0);
let originalIndex = 0, unchangedIndex = 0;
for (let ii = 0; ii < offsetCount; ii++) {
const 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);
}
const eventCount = input.readInt(true);
if (eventCount > 0) {
const timeline = new EventTimeline(eventCount);
for (let i = 0; i < eventCount; i++) {
const time = input.readFloat();
const eventData = skeletonData.events[input.readInt(true)];
const 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 = [], 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() {
const value = this.buffer.getInt16(this.index);
this.index += 2;
return value;
}
readInt32() {
const 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() {
const 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 = "";
for (let i = 0; i < byteCount; ) {
const 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() {
const 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, length = 0) {
this.bones = bones;
this.vertices = vertices;
this.length = length;
}
};
function readTimeline(input, timelines, timeline, scale) {
if (timeline instanceof CurveTimeline1)
readTimeline1(input, timelines, timeline, scale);
else
readTimeline2(input, timelines, timeline, scale);
}
function readTimeline1(input, timelines, 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;
const 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;
}
timelines.push(timeline);
}
function readTimeline2(input, timelines, 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;
const 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;
}
timelines.push(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 CONSTRAINT_IK = 0;
var CONSTRAINT_PATH = 1;
var CONSTRAINT_TRANSFORM = 2;
var CONSTRAINT_PHYSICS = 3;
var CONSTRAINT_SLIDER = 4;
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 SLIDER_TIME = 0;
var SLIDER_MIX = 1;
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 = [];
/** The world vertices for the bounding box polygons. */
polygons = [];
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.");
const boundingBoxes = this.boundingBoxes;
const polygons = this.polygons;
const polygonPool = this.polygonPool;
const slots = skeleton.slots;
const slotCount = slots.length;
boundingBoxes.length = 0;
polygonPool.freeAll(polygons);
polygons.length = 0;
for (let i = 0; i < slotCount; i++) {
const slot = slots[i];
if (!slot.bone.active) continue;
const attachment = slot.applied.attachment;
if (attachment instanceof BoundingBoxAttachment) {
boundingBoxes.push(attachment);
let polygon = polygonPool.obtain();
if (polygon.length !== attachment.worldVerticesLength) {
polygon = Utils.newFloatArray(attachment.worldVerticesLength);
}
polygons.push(polygon);
attachment.computeWorldVertices(skeleton, slot, 0, attachment.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;
const polygons = this.polygons;
for (let i = 0, n = polygons.length; i < n; i++) {
const polygon = polygons[i];
const vertices = polygon;
for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) {
const x = vertices[ii];
const 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) {
const minX = this.minX;
const minY = this.minY;
const maxX = this.maxX;
const maxY = this.maxY;
if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY)
return false;
const 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) {
const 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) {
const vertices = polygon;
const nn = polygon.length;
let prevIndex = nn - 2;
let inside = false;
for (let ii = 0; ii < nn; ii += 2) {
const vertexY = vertices[ii + 1];
const prevY = vertices[prevIndex + 1];
if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) {
const 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) {
const 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) {
const vertices = polygon;
const nn = polygon.length;
const width12 = x1 - x2, height12 = y1 - y2;
const det1 = x1 * y2 - y1 * x2;
let x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (let ii = 0; ii < nn; ii += 2) {
const x4 = vertices[ii], y4 = vertices[ii + 1];
const det2 = x3 * y4 - y3 * x4;
const width34 = x3 - x4, height34 = y3 - y4;
const det3 = width12 * height34 - height12 * width34;
const x = (det1 * width34 - width12 * det2) / det3;
if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) {
const 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.");
const 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 _Triangulator {
convexPolygons = [];
convexPolygonsIndices = [];
indicesArray = [];
isConcaveArray = [];
triangles = [];
polygonPool = new Pool(() => {
return [];
});
polygonIndicesPool = new Pool(() => {
return [];
});
triangulate(verticesArray) {
const vertices = verticesArray;
let vertexCount = verticesArray.length >> 1;
const indices = this.indicesArray;
indices.length = 0;
for (let i = 0; i < vertexCount; i++)
indices[i] = i;
const isConcave = this.isConcaveArray;
isConcave.length = 0;
for (let i = 0, n = vertexCount; i < n; ++i)
isConcave[i] = _Triangulator.isConcave(i, vertexCount, vertices, indices);
const triangles = this.triangles;
triangles.length = 0;
while (vertexCount > 3) {
let previous = vertexCount - 1, i = 0, next = 1;
while (true) {
outer:
if (!isConcave[i]) {
const p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
const p1x = vertices[p1], p1y = vertices[p1 + 1];
const p2x = vertices[p2], p2y = vertices[p2 + 1];
const p3x = vertices[p3], p3y = vertices[p3 + 1];
for (let ii = (next + 1) % vertexCount; ii !== previous; ii = (ii + 1) % vertexCount) {
if (!isConcave[ii]) continue;
const v = indices[ii] << 1;
const 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--;
const previousIndex = (vertexCount + i - 1) % vertexCount;
const 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) {
const vertices = verticesArray;
const convexPolygons = this.convexPolygons;
this.polygonPool.freeAll(convexPolygons);
convexPolygons.length = 0;
const 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) {
const t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
const x1 = vertices[t1], y1 = vertices[t1 + 1];
const x2 = vertices[t2], y2 = vertices[t2 + 1];
const x3 = vertices[t3], y3 = vertices[t3 + 1];
let merged = false;
if (fanBaseIndex === t1) {
const o = polygon.length - 4;
const winding1 = _Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3);
const 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;
const firstIndex = polygonIndices[0];
const lastIndex = polygonIndices[polygonIndices.length - 1];
polygon = convexPolygons[i];
const o = polygon.length - 4;
let prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
let prevX = polygon[o + 2], prevY = polygon[o + 3];
const firstX = polygon[0], firstY = polygon[1];
const secondX = polygon[2], secondY = polygon[3];
const winding = _Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
for (let ii = 0; ii < n; ii++) {
if (ii === i) continue;
const otherIndices = convexPolygonsIndices[ii];
if (otherIndices.length !== 3) continue;
const otherFirstIndex = otherIndices[0];
const otherSecondIndex = otherIndices[1];
const otherLastIndex = otherIndices[2];
const otherPoly = convexPolygons[ii];
const x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
if (otherFirstIndex !== firstIndex || otherSecondIndex !== lastIndex) continue;
const winding1 = _Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
const 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) {
const previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
const current = indices[index] << 1;
const next = indices[(index + 1) % vertexCount] << 1;
return !_Triangulator.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) {
const 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 _SkeletonClipping {
triangulator = new Triangulator();
clippingPolygon = [];
clipOutput = [];
clippedVertices = [];
/** An empty array unless {@link clipTrianglesUnpacked} was used. **/
clippedUVs = [];
clippedTriangles = [];
_clippedVerticesTyped = new Float32Array(1024);
_clippedUVsTyped = new Float32Array(1024);
_clippedTrianglesTyped = new Uint32Array(1024);
clippedVerticesTyped = new Float32Array(0);
clippedUVsTyped = new Float32Array(0);
clippedTrianglesTyped = new Uint32Array(0);
clippedVerticesLength = 0;
clippedUVsLength = 0;
clippedTrianglesLength = 0;
scratch = [];
clipAttachment = null;
clippingPolygons = null;
clipStart(skeleton, slot, clip) {
if (this.clipAttachment) return 0;
this.clipAttachment = clip;
const n = clip.worldVerticesLength;
const vertices = Utils.setArraySize(this.clippingPolygon, n);
clip.computeWorldVertices(skeleton, slot, 0, n, vertices, 0, 2);
const clippingPolygon = this.clippingPolygon;
_SkeletonClipping.makeClockwise(clippingPolygon);
const clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon));
for (let i = 0, n2 = clippingPolygons.length; i < n2; i++) {
const polygon = clippingPolygons[i];
_SkeletonClipping.makeClockwise(polygon);
polygon.push(polygon[0]);
polygon.push(polygon[1]);
}
return clippingPolygons.length;
}
clipEnd(slot) {
if (!this.clipAttachment) return;
if (slot && this.clipAttachment.endSlot !== slot.data) return;
this.clipAttachment = null;
this.clippingPolygons = null;
this.clippedVertices.length = 0;
this.clippedTriangles.length = 0;
this.clippingPolygon.length = 0;
this.clippedVerticesLength = 0;
this.clippedUVsLength = 0;
this.clippedTrianglesLength = 0;
}
isClipping() {
return this.clipAttachment != null;
}
clipTriangles(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) {
return uvs && light && dark && typeof twoColor === "boolean" && typeof stride === "number" ? this.clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) : this.clipTrianglesNoRender(vertices, triangles, trianglesLength);
}
clipTrianglesNoRender(vertices, triangles, trianglesLength) {
const clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
const clippedTriangles = this.clippedTriangles;
const polygons = this.clippingPolygons;
const polygonsCount = polygons.length;
let index = 0;
clippedVertices.length = 0;
clippedTriangles.length = 0;
let clipOutputItems = null;
for (let i = 0; i < trianglesLength; i += 3) {
let v = triangles[i] << 1;
const x1 = vertices[v], y1 = vertices[v + 1];
v = triangles[i + 1] << 1;
const x2 = vertices[v], y2 = vertices[v + 1];
v = triangles[i + 2] << 1;
const x3 = vertices[v], y3 = vertices[v + 1];
for (let p = 0; p < polygonsCount; p++) {
let s = clippedVertices.length;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
clipOutputItems = this.clipOutput;
const clipOutputLength = clipOutput.length;
if (clipOutputLength === 0) continue;
let clipOutputCount = clipOutputLength >> 1;
const clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * 2);
for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
const x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
clippedVerticesItems[s] = x;
clippedVerticesItems[s + 1] = y;
}
s = clippedTriangles.length;
const 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 {
const 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;
const clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = index + 1;
clippedTrianglesItems[s + 2] = index + 2;
index += 3;
break;
}
}
}
return clipOutputItems != null;
}
clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) {
const clipOutput = this.clipOutput, clippedVertices = this.clippedVertices;
const clippedTriangles = this.clippedTriangles;
const polygons = this.clippingPolygons;
const polygonsCount = polygons.length;
let index = 0;
clippedVertices.length = 0;
clippedTriangles.length = 0;
let clipOutputItems = null;
for (let i = 0; i < trianglesLength; i += 3) {
let t = triangles[i];
const u1 = uvs[t << 1], v1 = uvs[(t << 1) + 1];
const x1 = vertices[t * stride], y1 = vertices[t * stride + 1];
t = triangles[i + 1];
const u2 = uvs[t << 1], v2 = uvs[(t << 1) + 1];
const x2 = vertices[t * stride], y2 = vertices[t * stride + 1];
t = triangles[i + 2];
const u3 = uvs[t << 1], v3 = uvs[(t << 1) + 1];
const x3 = vertices[t * stride], y3 = vertices[t * stride + 1];
for (let p = 0; p < polygonsCount; p++) {
let s = clippedVertices.length;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
clipOutputItems = this.clipOutput;
const clipOutputLength = clipOutput.length;
if (clipOutputLength === 0) continue;
const d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
const d = 1 / (d0 * d2 + d1 * (y1 - y3));
let clipOutputCount = clipOutputLength >> 1;
const clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * stride);
for (let ii = 0; ii < clipOutputLength; ii += 2, s += stride) {
const 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;
const c0 = x - x3, c1 = y - y3;
const a = (d0 * c0 + d1 * c1) * d;
const b = (d4 * c0 + d2 * c1) * d;
const 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;
const 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 {
const clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * stride);
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;
const clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3);
clippedTrianglesItems[s] = index;
clippedTrianglesItems[s + 1] = index + 1;
clippedTrianglesItems[s + 2] = index + 2;
index += 3;
break;
}
}
}
return clipOutputItems != null;
}
clipTrianglesUnpacked(vertices, triangles, trianglesLength, uvs) {
const clipOutput = this.clipOutput;
let clippedVertices = this._clippedVerticesTyped, clippedUVs = this._clippedUVsTyped, clippedTriangles = this._clippedTrianglesTyped;
const polygons = this.clippingPolygons;
const polygonsCount = polygons.length;
let index = 0;
this.clippedVerticesLength = 0;
this.clippedUVsLength = 0;
this.clippedTrianglesLength = 0;
this._clippedVerticesTyped;
this._clippedUVsTyped;
this._clippedTrianglesTyped;
let clipped = false;
for (let i = 0; i < trianglesLength; i += 3) {
let v = triangles[i] << 1;
const x1 = vertices[v], y1 = vertices[v + 1];
const u1 = uvs[v], v1 = uvs[v + 1];
v = triangles[i + 1] << 1;
const x2 = vertices[v], y2 = vertices[v + 1];
const u2 = uvs[v], v2 = uvs[v + 1];
v = triangles[i + 2] << 1;
const x3 = vertices[v], y3 = vertices[v + 1];
const u3 = uvs[v], v3 = uvs[v + 1];
for (let p = 0; p < polygonsCount; p++) {
let s = this.clippedVerticesLength;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
const clipOutputLength = clipOutput.length;
if (clipOutputLength === 0) continue;
clipped = true;
const d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1;
const d = 1 / (d0 * d2 + d1 * (y1 - y3));
let clipOutputCount = clipOutputLength >> 1;
const clipOutputItems = this.clipOutput;
const newLength = s + clipOutputCount * 2;
if (clippedVertices.length < newLength) {
this._clippedVerticesTyped = new Float32Array(newLength * 2);
this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
this._clippedUVsTyped = new Float32Array(newLength * 2);
this._clippedUVsTyped.set(clippedUVs.subarray(0, s));
clippedVertices = this._clippedVerticesTyped;
clippedUVs = this._clippedUVsTyped;
}
const clippedVerticesItems = clippedVertices;
const clippedUVsItems = clippedUVs;
this.clippedVerticesLength = newLength;
this.clippedUVsLength = newLength;
for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) {
const x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
clippedVerticesItems[s] = x;
clippedVerticesItems[s + 1] = y;
const c0 = x - x3, c1 = y - y3;
const a = (d0 * c0 + d1 * c1) * d;
const b = (d4 * c0 + d2 * c1) * d;
const c = 1 - a - b;
clippedUVsItems[s] = u1 * a + u2 * b + u3 * c;
clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c;
}
s = this.clippedTrianglesLength;
const newLengthTriangles = s + 3 * (clipOutputCount - 2);
if (clippedTriangles.length < newLengthTriangles) {
this._clippedTrianglesTyped = new Uint32Array(newLengthTriangles * 2);
this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
clippedTriangles = this._clippedTrianglesTyped;
}
this.clippedTrianglesLength = newLengthTriangles;
const clippedTrianglesItems = clippedTriangles;
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 newLength = s + 3 * 2;
if (clippedVertices.length < newLength) {
this._clippedVerticesTyped = new Float32Array(newLength * 2);
this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
clippedVertices = this._clippedVerticesTyped;
}
clippedVertices[s] = x1;
clippedVertices[s + 1] = y1;
clippedVertices[s + 2] = x2;
clippedVertices[s + 3] = y2;
clippedVertices[s + 4] = x3;
clippedVertices[s + 5] = y3;
if (clippedUVs.length < newLength) {
this._clippedUVsTyped = new Float32Array(newLength * 2);
this._clippedUVsTyped.set(clippedUVs.subarray(0, s));
clippedUVs = this._clippedUVsTyped;
}
clippedUVs[s] = u1;
clippedUVs[s + 1] = v1;
clippedUVs[s + 2] = u2;
clippedUVs[s + 3] = v2;
clippedUVs[s + 4] = u3;
clippedUVs[s + 5] = v3;
this.clippedVerticesLength = newLength;
this.clippedUVsLength = newLength;
s = this.clippedTrianglesLength;
newLength = s + 3;
if (clippedTriangles.length < newLength) {
this._clippedTrianglesTyped = new Uint32Array(newLength * 2);
this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
clippedTriangles = this._clippedTrianglesTyped;
}
clippedTriangles[s] = index;
clippedTriangles[s + 1] = index + 1;
clippedTriangles[s + 2] = index + 2;
index += 3;
this.clippedTrianglesLength = newLength;
break;
}
}
}
this.clippedVerticesTyped = this._clippedVerticesTyped.subarray(0, this.clippedVerticesLength);
this.clippedUVsTyped = this._clippedUVsTyped.subarray(0, this.clippedUVsLength);
this.clippedTrianglesTyped = this._clippedTrianglesTyped.subarray(0, this.clippedTrianglesLength);
return clipped;
}
/** 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) {
const 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;
const clippingVerticesLast = clippingArea.length - 4;
const clippingVertices = clippingArea;
for (let i = 0; ; i += 2) {
const edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
const ex = edgeX - clippingVertices[i + 2], ey = edgeY - clippingVertices[i + 3];
const outputStart = output.length;
const inputVertices = input;
for (let ii = 0, nn = input.length - 2; ii < nn; ) {
const inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
ii += 2;
const inputX2 = inputVertices[ii], inputY2 = inputVertices[ii + 1];
const s2 = ey * (edgeX - inputX2) > ex * (edgeY - inputY2);
const s1 = ey * (edgeX - inputX) - ex * (edgeY - inputY);
if (s1 > 0) {
if (s2) {
output.push(inputX2);
output.push(inputY2);
continue;
}
const 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) {
const 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;
const 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) {
const vertices = polygon;
const 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) {
const x = vertices[i], y = vertices[i + 1];
const 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 = [];
constructor(attachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
// biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
readSkeletonData(json) {
const scale = this.scale;
const skeletonData = new SkeletonData();
const root = typeof json === "string" ? JSON.parse(json) : json;
const 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++) {
const boneMap = root.bones[i];
let parent = null;
const parentName = getValue(boneMap, "parent", null);
if (parentName) parent = skeletonData.findBone(parentName);
const data = new BoneData(skeletonData.bones.length, boneMap.name, parent);
data.length = getValue(boneMap, "length", 0) * scale;
const setup = data.setup;
setup.x = getValue(boneMap, "x", 0) * scale;
setup.y = getValue(boneMap, "y", 0) * scale;
setup.rotation = getValue(boneMap, "rotation", 0);
setup.scaleX = getValue(boneMap, "scaleX", 1);
setup.scaleY = getValue(boneMap, "scaleY", 1);
setup.shearX = getValue(boneMap, "shearX", 0);
setup.shearY = getValue(boneMap, "shearY", 0);
setup.inherit = Utils.enumValue(Inherit, getValue(boneMap, "inherit", "Normal"));
data.skinRequired = getValue(boneMap, "skin", false);
const 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++) {
const slotMap = root.slots[i];
const slotName = slotMap.name;
const boneData = skeletonData.findBone(slotMap.bone);
if (!boneData) throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotName}`);
const data = new SlotData(skeletonData.slots.length, slotName, boneData);
const color = getValue(slotMap, "color", null);
if (color) data.setup.color.setFromString(color);
const dark = getValue(slotMap, "dark", null);
if (dark) data.setup.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.constraints) {
for (const constraintMap of root.constraints) {
const name = constraintMap.name;
const skinRequired = getValue(constraintMap, "skin", false);
switch (getValue(constraintMap, "type", false)) {
case "ik": {
const data = new IkConstraintData(name);
data.skinRequired = skinRequired;
for (let ii = 0; ii < constraintMap.bones.length; ii++) {
const bone = skeletonData.findBone(constraintMap.bones[ii]);
if (!bone) throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${name}.`);
data.bones.push(bone);
}
const targetName = constraintMap.target;
const target = skeletonData.findBone(targetName);
if (!target) throw new Error(`Couldn't find target bone ${targetName} for IK constraint ${name}.`);
data.target = target;
data.uniform = getValue(constraintMap, "uniform", false);
const setup = data.setup;
setup.mix = getValue(constraintMap, "mix", 1);
setup.softness = getValue(constraintMap, "softness", 0) * scale;
setup.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1;
setup.compress = getValue(constraintMap, "compress", false);
setup.stretch = getValue(constraintMap, "stretch", false);
skeletonData.constraints.push(data);
break;
}
case "transform": {
const data = new TransformConstraintData(name);
data.skinRequired = skinRequired;
for (let ii = 0; ii < constraintMap.bones.length; ii++) {
const boneName = constraintMap.bones[ii];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`);
data.bones.push(bone);
}
const sourceName = constraintMap.source;
const source = skeletonData.findBone(sourceName);
if (!source) throw new Error(`Couldn't find source bone ${sourceName} for transform constraint ${constraintMap.name}.`);
data.source = source;
data.localSource = getValue(constraintMap, "localSource", false);
data.localTarget = getValue(constraintMap, "localTarget", false);
data.additive = getValue(constraintMap, "additive", false);
data.clamp = getValue(constraintMap, "clamp", false);
let rotate = false, x = false, y = false, scaleX = false, scaleY = false, shearY = false;
const fromEntries = Object.entries(getValue(constraintMap, "properties", {}));
for (const [name2, fromEntry] of fromEntries) {
const from = this.fromProperty(name2);
const fromScale = this.propertyScale(name2, scale);
from.offset = getValue(fromEntry, "offset", 0) * fromScale;
const toEntries = Object.entries(getValue(fromEntry, "to", {}));
for (const [name3, toEntry] of toEntries) {
let toScale = 1;
let to;
switch (name3) {
case "rotate": {
rotate = true;
to = new ToRotate();
break;
}
case "x": {
x = true;
to = new ToX();
toScale = scale;
break;
}
case "y": {
y = true;
to = new ToY();
toScale = scale;
break;
}
case "scaleX": {
scaleX = true;
to = new ToScaleX();
break;
}
case "scaleY": {
scaleY = true;
to = new ToScaleY();
break;
}
case "shearY": {
shearY = true;
to = new ToShearY();
break;
}
default:
throw new Error(`Invalid transform constraint to property: ${name3}`);
}
to.offset = getValue(toEntry, "offset", 0) * toScale;
to.max = getValue(toEntry, "max", 1) * toScale;
to.scale = getValue(toEntry, "scale", 1) * toScale / fromScale;
from.to.push(to);
}
if (from.to.length > 0) data.properties.push(from);
}
data.offsets[TransformConstraintData.ROTATION] = getValue(constraintMap, "rotation", 0);
data.offsets[TransformConstraintData.X] = getValue(constraintMap, "x", 0) * scale;
data.offsets[TransformConstraintData.Y] = getValue(constraintMap, "y", 0) * scale;
data.offsets[TransformConstraintData.SCALEX] = getValue(constraintMap, "scaleX", 0);
data.offsets[TransformConstraintData.SCALEY] = getValue(constraintMap, "scaleY", 0);
data.offsets[TransformConstraintData.SHEARY] = getValue(constraintMap, "shearY", 0);
const setup = data.setup;
if (rotate) setup.mixRotate = getValue(constraintMap, "mixRotate", 1);
if (x) setup.mixX = getValue(constraintMap, "mixX", 1);
if (y) setup.mixY = getValue(constraintMap, "mixY", setup.mixX);
if (scaleX) setup.mixScaleX = getValue(constraintMap, "mixScaleX", 1);
if (scaleY) setup.mixScaleY = getValue(constraintMap, "mixScaleY", setup.mixScaleX);
if (shearY) setup.mixShearY = getValue(constraintMap, "mixShearY", 1);
skeletonData.constraints.push(data);
break;
}
case "path": {
const data = new PathConstraintData(name);
data.skinRequired = skinRequired;
for (let ii = 0; ii < constraintMap.bones.length; ii++) {
const boneName = constraintMap.bones[ii];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`);
data.bones.push(bone);
}
const slotName = constraintMap.slot;
const slot = skeletonData.findSlot(slotName);
if (!slot) throw new Error(`Couldn't find slot ${slotName} for path constraint ${constraintMap.name}.`);
data.slot = slot;
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);
const setup = data.setup;
setup.position = getValue(constraintMap, "position", 0);
if (data.positionMode === 0 /* Fixed */) setup.position *= scale;
setup.spacing = getValue(constraintMap, "spacing", 0);
if (data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */) setup.spacing *= scale;
setup.mixRotate = getValue(constraintMap, "mixRotate", 1);
setup.mixX = getValue(constraintMap, "mixX", 1);
setup.mixY = getValue(constraintMap, "mixY", setup.mixX);
skeletonData.constraints.push(data);
break;
}
case "physics": {
const data = new PhysicsConstraintData(name);
data.skinRequired = skinRequired;
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);
const setup = data.setup;
setup.inertia = getValue(constraintMap, "inertia", 0.5);
setup.strength = getValue(constraintMap, "strength", 100);
setup.damping = getValue(constraintMap, "damping", 0.85);
setup.massInverse = 1 / getValue(constraintMap, "mass", 1);
setup.wind = getValue(constraintMap, "wind", 0);
setup.gravity = getValue(constraintMap, "gravity", 0);
setup.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.constraints.push(data);
break;
}
case "slider": {
const data = new SliderData(name);
data.skinRequired = skinRequired;
data.additive = getValue(constraintMap, "additive", false);
data.loop = getValue(constraintMap, "loop", false);
data.setup.time = getValue(constraintMap, "time", 0);
data.setup.mix = getValue(constraintMap, "mix", 1);
const boneName = constraintMap.bone;
if (boneName) {
data.bone = skeletonData.findBone(boneName);
if (!data.bone) throw new Error(`Slider bone not found: ${boneName}`);
const property = constraintMap.property;
data.property = this.fromProperty(property);
const propertyScale = this.propertyScale(property, scale);
data.property.offset = getValue(constraintMap, "from", 0) * propertyScale;
data.offset = getValue(constraintMap, "to", 0);
data.scale = getValue(constraintMap, "scale", 1) / propertyScale;
data.local = getValue(constraintMap, "local", false);
}
skeletonData.constraints.push(data);
break;
}
}
}
}
if (root.skins) {
for (let i = 0; i < root.skins.length; i++) {
const skinMap = root.skins[i];
const skin = new Skin(skinMap.name);
if (skinMap.bones) {
for (let ii = 0; ii < skinMap.bones.length; ii++) {
const boneName = skinMap.bones[ii];
const 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++) {
const constraintName = skinMap.ik[ii];
const constraint = skeletonData.findConstraint(constraintName, IkConstraintData);
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++) {
const constraintName = skinMap.transform[ii];
const constraint = skeletonData.findConstraint(constraintName, TransformConstraintData);
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++) {
const constraintName = skinMap.path[ii];
const constraint = skeletonData.findConstraint(constraintName, PathConstraintData);
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++) {
const constraintName = skinMap.physics[ii];
const constraint = skeletonData.findConstraint(constraintName, PhysicsConstraintData);
if (!constraint) throw new Error(`Couldn't find physics constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
if (skinMap.slider) {
for (let ii = 0; ii < skinMap.slider.length; ii++) {
const constraintName = skinMap.slider[ii];
const constraint = skeletonData.findConstraint(constraintName, SliderData);
if (!constraint) throw new Error(`Couldn't find slider constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
for (const slotName in skinMap.attachments) {
const slot = skeletonData.findSlot(slotName);
if (!slot) throw new Error(`Couldn't find slot ${slotName} for skin ${skinMap.name}.`);
const slotMap = skinMap.attachments[slotName];
for (const entryName in slotMap) {
const 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++) {
const linkedMesh = this.linkedMeshes[i];
const skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
if (!skin) throw new Error(`Skin not found: ${linkedMesh.skin}`);
const 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 (const eventName in root.events) {
const eventMap = root.events[eventName];
const 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 (const animationName in root.animations) {
const animationMap = root.animations[animationName];
this.readAnimation(animationMap, animationName, skeletonData);
}
}
if (root.constraints) {
for (const animationName in root.constraints) {
const animationMap = root.constraints[animationName];
if (animationMap.type === "slider") {
const data = skeletonData.findConstraint(animationMap.name, SliderData);
const animationName2 = animationMap.animation;
const animation = skeletonData.findAnimation(animationName2);
if (!animation) throw new Error(`Slider animation not found: ${animationName2}`);
data.animation = animation;
}
}
}
return skeletonData;
}
fromProperty(type) {
let from;
switch (type) {
case "rotate":
from = new FromRotate();
break;
case "x":
from = new FromX();
break;
case "y":
from = new FromY();
break;
case "scaleX":
from = new FromScaleX();
break;
case "scaleY":
from = new FromScaleY();
break;
case "shearY":
from = new FromShearY();
break;
default:
throw new Error(`Invalid transform constraint from property: ${type}`);
}
return from;
}
propertyScale(type, scale) {
switch (type) {
case "x":
case "y":
return scale;
default:
return 1;
}
}
// biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
readAttachment(map, skin, slotIndex, name, skeletonData) {
const scale = this.scale;
name = getValue(map, "name", name);
switch (getValue(map, "type", "region")) {
case "region": {
const path = getValue(map, "path", name);
const sequence = this.readSequence(getValue(map, "sequence", null));
const 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;
const color = getValue(map, "color", null);
if (color) region.color.setFromString(color);
if (region.region != null) region.updateRegion();
return region;
}
case "boundingbox": {
const box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
if (!box) return null;
this.readVertices(map, box, map.vertexCount << 1);
const color = getValue(map, "color", null);
if (color) box.color.setFromString(color);
return box;
}
case "mesh":
case "linkedmesh": {
const path = getValue(map, "path", name);
const sequence = this.readSequence(getValue(map, "sequence", null));
const mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence);
if (!mesh) return null;
mesh.path = path;
const 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;
const 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;
}
const 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": {
const path = this.attachmentLoader.newPathAttachment(skin, name);
if (!path) return null;
path.closed = getValue(map, "closed", false);
path.constantSpeed = getValue(map, "constantSpeed", true);
const vertexCount = map.vertexCount;
this.readVertices(map, path, vertexCount << 1);
const lengths = Utils.newArray(vertexCount / 3, 0);
for (let i = 0; i < map.lengths.length; i++)
lengths[i] = map.lengths[i] * scale;
path.lengths = lengths;
const color = getValue(map, "color", null);
if (color) path.color.setFromString(color);
return path;
}
case "point": {
const 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);
const color = getValue(map, "color", null);
if (color) point.color.setFromString(color);
return point;
}
case "clipping": {
const clip = this.attachmentLoader.newClippingAttachment(skin, name);
if (!clip) return null;
const end = getValue(map, "end", null);
if (end) clip.endSlot = skeletonData.findSlot(end);
const vertexCount = map.vertexCount;
this.readVertices(map, clip, vertexCount << 1);
const color = getValue(map, "color", null);
if (color) clip.color.setFromString(color);
return clip;
}
}
return null;
}
readSequence(map) {
if (map == null) return null;
const 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;
}
// biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
readVertices(map, attachment, verticesLength) {
const scale = this.scale;
attachment.worldVerticesLength = verticesLength;
const vertices = map.vertices;
if (verticesLength === vertices.length) {
const scaledVertices = Utils.toFloatArray(vertices);
if (scale !== 1) {
for (let i = 0, n = vertices.length; i < n; i++)
scaledVertices[i] *= scale;
}
attachment.vertices = scaledVertices;
return;
}
const weights = [];
const bones = [];
for (let i = 0, n = vertices.length; i < n; ) {
const 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);
}
// biome-ignore lint/suspicious/noExplicitAny: it is any untile we define a schema
readAnimation(map, name, skeletonData) {
const scale = this.scale;
const timelines = [];
if (map.slots) {
for (const slotName in map.slots) {
const slotMap = map.slots[slotName];
const slot = skeletonData.findSlot(slotName);
if (!slot) throw new Error(`Slot not found: ${slotName}`);
const slotIndex = slot.index;
for (const timelineName in slotMap) {
const timelineMap = slotMap[timelineName];
if (!timelineMap) continue;
const frames = timelineMap.length;
switch (timelineName) {
case "attachment": {
const timeline = new AttachmentTimeline(frames, slotIndex);
for (let frame = 0; frame < frames; frame++) {
const keyMap = timelineMap[frame];
timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null));
}
timelines.push(timeline);
break;
}
case "rgba": {
const 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);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.color);
const 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);
break;
}
case "rgb": {
const 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);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.color);
const 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);
break;
}
case "alpha": {
readTimeline12(timelines, timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1);
break;
}
case "rgba2": {
const 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);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.light);
const newColor2 = Color.fromString(nextMap.dark);
const 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);
break;
}
case "rgb2": {
const 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);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.light);
const newColor2 = Color.fromString(nextMap.dark);
const 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);
break;
}
default:
throw new Error(`Invalid timeline type for a slot: ${timelineMap.name} (${slotMap.name})`);
}
}
}
}
if (map.bones) {
for (const boneName in map.bones) {
const boneMap = map.bones[boneName];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Bone not found: ${boneName}`);
const boneIndex = bone.index;
for (const timelineName in boneMap) {
const timelineMap = boneMap[timelineName];
const frames = timelineMap.length;
if (frames === 0) continue;
switch (timelineName) {
case "rotate":
readTimeline12(timelines, timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1);
break;
case "translate":
readTimeline22(timelines, timelineMap, new TranslateTimeline(frames, frames << 1, boneIndex), "x", "y", 0, scale);
break;
case "translatex":
readTimeline12(timelines, timelineMap, new TranslateXTimeline(frames, frames, boneIndex), 0, scale);
break;
case "translatey":
readTimeline12(timelines, timelineMap, new TranslateYTimeline(frames, frames, boneIndex), 0, scale);
break;
case "scale":
readTimeline22(timelines, timelineMap, new ScaleTimeline(frames, frames << 1, boneIndex), "x", "y", 1, 1);
break;
case "scalex":
readTimeline12(timelines, timelineMap, new ScaleXTimeline(frames, frames, boneIndex), 1, 1);
break;
case "scaley":
readTimeline12(timelines, timelineMap, new ScaleYTimeline(frames, frames, boneIndex), 1, 1);
break;
case "shear":
readTimeline22(timelines, timelineMap, new ShearTimeline(frames, frames << 1, boneIndex), "x", "y", 0, 1);
break;
case "shearx":
readTimeline12(timelines, timelineMap, new ShearXTimeline(frames, frames, boneIndex), 0, 1);
break;
case "sheary":
readTimeline12(timelines, timelineMap, new ShearYTimeline(frames, frames, boneIndex), 0, 1);
break;
case "inherit": {
const timeline = new InheritTimeline(frames, bone.index);
for (let frame = 0; frame < timelineMap.length; frame++) {
const aFrame = timelineMap[frame];
timeline.setFrame(frame, getValue(aFrame, "time", 0), Utils.enumValue(Inherit, getValue(aFrame, "inherit", "Normal")));
}
timelines.push(timeline);
break;
}
default:
throw new Error(`Invalid timeline type for a bone: ${timelineMap.name} (${boneMap.name})`);
}
}
}
}
if (map.ik) {
for (const constraintName in map.ik) {
const constraintMap = map.ik[constraintName];
let keyMap = constraintMap[0];
if (!keyMap) continue;
const constraint = skeletonData.findConstraint(constraintName, IkConstraintData);
if (!constraint) throw new Error(`IK Constraint not found: ${constraintName}`);
const timeline = new IkConstraintTimeline(
constraintMap.length,
constraintMap.length << 1,
skeletonData.constraints.indexOf(constraint)
);
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));
const nextMap = constraintMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const mix2 = getValue(nextMap, "mix", 1);
const softness2 = getValue(nextMap, "softness", 0) * scale;
const 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 (const constraintName in map.transform) {
const timelineMap = map.transform[constraintName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
const constraint = skeletonData.findConstraint(constraintName, TransformConstraintData);
if (!constraint) throw new Error(`Transform constraint not found: ${constraintName}`);
const timeline = new TransformConstraintTimeline(
timelineMap.length,
timelineMap.length * 6,
skeletonData.constraints.indexOf(constraint)
);
let time = getValue(keyMap, "time", 0);
let mixRotate = getValue(keyMap, "mixRotate", 1);
let mixX = getValue(keyMap, "mixX", 1), mixY = getValue(keyMap, "mixY", mixX);
let mixScaleX = getValue(keyMap, "mixScaleX", 1), mixScaleY = getValue(keyMap, "mixScaleY", 1);
const mixShearY = getValue(keyMap, "mixShearY", 1);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const mixRotate2 = getValue(nextMap, "mixRotate", 1);
const mixX2 = getValue(nextMap, "mixX", 1), mixY2 = getValue(nextMap, "mixY", mixX2);
const mixScaleX2 = getValue(nextMap, "mixScaleX", 1), mixScaleY2 = getValue(nextMap, "mixScaleY", 1);
const mixShearY2 = getValue(nextMap, "mixShearY", 1);
const 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 (const constraintName in map.path) {
const constraintMap = map.path[constraintName];
const constraint = skeletonData.findConstraint(constraintName, PathConstraintData);
if (!constraint) throw new Error(`Path constraint not found: ${constraintName}`);
const index = skeletonData.constraints.indexOf(constraint);
for (const timelineName in constraintMap) {
const timelineMap = constraintMap[timelineName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
const frames = timelineMap.length;
switch (timelineName) {
case "position": {
const timeline = new PathConstraintPositionTimeline(frames, frames, index);
readTimeline12(timelines, timelineMap, timeline, 0, constraint.positionMode === 0 /* Fixed */ ? scale : 1);
break;
}
case "spacing": {
const timeline = new PathConstraintSpacingTimeline(frames, frames, index);
readTimeline12(timelines, timelineMap, timeline, 0, constraint.spacingMode === 0 /* Length */ || constraint.spacingMode === 1 /* Fixed */ ? scale : 1);
break;
}
case "mix": {
const timeline = new PathConstraintMixTimeline(frames, frames * 3, index);
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);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const mixRotate2 = getValue(nextMap, "mixRotate", 1);
const mixX2 = getValue(nextMap, "mixX", 1);
const mixY2 = getValue(nextMap, "mixY", mixX2);
const 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);
break;
}
}
}
}
}
if (map.physics) {
for (const constraintName in map.physics) {
const constraintMap = map.physics[constraintName];
let index = -1;
if (constraintName.length > 0) {
const constraint = skeletonData.findConstraint(constraintName, PhysicsConstraintData);
if (!constraint) throw new Error(`Physics constraint not found: ${constraintName}`);
index = skeletonData.constraints.indexOf(constraint);
}
for (const timelineName in constraintMap) {
const timelineMap = constraintMap[timelineName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
const frames = timelineMap.length;
let timeline;
let defaultValue = 0;
if (timelineName === "reset") {
const resetTimeline = new PhysicsConstraintResetTimeline(frames, index);
for (let frame = 0; keyMap != null; keyMap = timelineMap[frame + 1], frame++)
resetTimeline.setFrame(frame, getValue(keyMap, "time", 0));
timelines.push(resetTimeline);
continue;
}
switch (timelineName) {
case "inertia":
timeline = new PhysicsConstraintInertiaTimeline(frames, frames, index);
break;
case "strength":
timeline = new PhysicsConstraintStrengthTimeline(frames, frames, index);
break;
case "damping":
timeline = new PhysicsConstraintDampingTimeline(frames, frames, index);
break;
case "mass":
timeline = new PhysicsConstraintMassTimeline(frames, frames, index);
break;
case "wind":
timeline = new PhysicsConstraintWindTimeline(frames, frames, index);
break;
case "gravity":
timeline = new PhysicsConstraintGravityTimeline(frames, frames, index);
break;
case "mix": {
defaultValue = 1;
timeline = new PhysicsConstraintMixTimeline(frames, frames, index);
break;
}
default:
continue;
}
readTimeline12(timelines, timelineMap, timeline, defaultValue, 1);
}
}
}
if (map.slider) {
for (const constraintName in map.slider) {
const constraintMap = map.slider[constraintName];
const constraint = skeletonData.findConstraint(constraintName, SliderData);
if (!constraint) throw new Error(`Slider not found: ${constraintName}`);
const index = skeletonData.constraints.indexOf(constraint);
for (const timelineName in constraintMap) {
const timelineMap = constraintMap[timelineName];
const keyMap = timelineMap[0];
if (!keyMap) continue;
const frames = timelineMap.length;
switch (timelineName) {
case "time":
readTimeline12(timelines, timelineMap, new SliderTimeline(frames, frames, index), 1, 1);
break;
case "mix":
readTimeline12(timelines, timelineMap, new SliderMixTimeline(frames, frames, index), 1, 1);
break;
}
}
}
}
if (map.attachments) {
for (const attachmentsName in map.attachments) {
const attachmentsMap = map.attachments[attachmentsName];
const skin = skeletonData.findSkin(attachmentsName);
if (!skin) throw new Error(`Skin not found: ${attachmentsName}`);
for (const slotMapName in attachmentsMap) {
const slotMap = attachmentsMap[slotMapName];
const slot = skeletonData.findSlot(slotMapName);
if (!slot) throw new Error(`Slot not found: ${slotMapName}`);
const slotIndex = slot.index;
for (const attachmentMapName in slotMap) {
const attachmentMap = slotMap[attachmentMapName];
const attachment = skin.getAttachment(slotIndex, attachmentMapName);
if (!attachment) throw new Error(`Timeline attachment not found: ${attachmentMapName}`);
for (const timelineMapName in attachmentMap) {
const timelineMap = attachmentMap[timelineMapName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
if (timelineMapName === "deform") {
const weighted = attachment.bones;
const vertices = attachment.vertices;
const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
const timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment);
let time = getValue(keyMap, "time", 0);
for (let frame = 0, bezier = 0; ; frame++) {
let deform;
const verticesValue = getValue(keyMap, "vertices", null);
if (!verticesValue)
deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
else {
deform = Utils.newFloatArray(deformLength);
const 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);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const 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") {
const timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment);
let lastDelay = 0;
for (let frame = 0; frame < timelineMap.length; frame++) {
const delay = getValue(keyMap, "delay", lastDelay);
const time = getValue(keyMap, "time", 0);
const mode = SequenceMode[getValue(keyMap, "mode", "hold")];
const index = getValue(keyMap, "index", 0);
timeline.setFrame(frame, time, mode, index, delay);
lastDelay = delay;
keyMap = timelineMap[frame + 1];
}
timelines.push(timeline);
}
}
}
}
}
}
if (map.drawOrder) {
const timeline = new DrawOrderTimeline(map.drawOrder.length);
const slotCount = skeletonData.slots.length;
let frame = 0;
for (let i = 0; i < map.drawOrder.length; i++, frame++) {
const drawOrderMap = map.drawOrder[i];
let drawOrder = null;
const offsets = getValue(drawOrderMap, "offsets", null);
if (offsets) {
drawOrder = Utils.newArray(slotCount, -1);
const unchanged = Utils.newArray(slotCount - offsets.length, 0);
let originalIndex = 0, unchangedIndex = 0;
for (let ii = 0; ii < offsets.length; ii++) {
const offsetMap = offsets[ii];
const slot = skeletonData.findSlot(offsetMap.slot);
if (!slot) throw new Error(`Slot not found: ${slot}`);
const 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) {
const timeline = new EventTimeline(map.events.length);
let frame = 0;
for (let i = 0; i < map.events.length; i++, frame++) {
const eventMap = map.events[i];
const eventData = skeletonData.findEvent(eventMap.name);
if (!eventData) throw new Error(`Event not found: ${eventMap.name}`);
const 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(timelines, keys, timeline, defaultValue, scale) {
let keyMap = keys[0];
let time = keyMap.time ?? 0;
let value = (keyMap.value ?? defaultValue) * scale;
let bezier = 0;
for (let frame = 0; ; frame++) {
timeline.setFrame(frame, time, value);
const nextMap = keys[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
timelines.push(timeline);
return;
}
const time2 = nextMap.time ?? 0;
const value2 = (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(timelines, keys, timeline, name1, name2, defaultValue, scale) {
let keyMap = keys[0];
let time = keyMap.time ?? 0;
let value1 = (keyMap[name1] ?? defaultValue) * scale;
let value2 = (keyMap[name2] ?? defaultValue) * scale;
let bezier = 0;
for (let frame = 0; ; frame++) {
timeline.setFrame(frame, time, value1, value2);
const nextMap = keys[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
timelines.push(timeline);
return;
}
const time2 = nextMap.time ?? 0;
const nvalue1 = (nextMap[name1] ?? defaultValue) * scale;
const nvalue2 = (nextMap[name2] ?? defaultValue) * scale;
const 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;
}
const i = value << 2;
const cx1 = curve[i];
const cy1 = curve[i + 1] * scale;
const cx2 = curve[i + 2];
const 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/SkeletonRendererCore.ts
var SkeletonRendererCore = class {
commandPool = new CommandPool();
worldVertices = new Float32Array(12 * 1024);
quadIndices = new Uint32Array([0, 1, 2, 2, 3, 0]);
clipping = new SkeletonClipping();
renderCommands = [];
render(skeleton) {
this.commandPool.reset();
this.renderCommands.length = 0;
const clipper = this.clipping;
for (let i = 0; i < skeleton.slots.length; i++) {
const slot = skeleton.drawOrder[i];
const attachment = slot.applied.attachment;
if (!attachment) {
clipper.clipEnd(slot);
continue;
}
const slotApplied = slot.applied;
const color = slotApplied.color;
const alpha = color.a;
if ((alpha === 0 || !slot.bone.active) && !(attachment instanceof ClippingAttachment)) {
clipper.clipEnd(slot);
continue;
}
let vertices;
let verticesCount;
let uvs;
let indices;
let indicesCount;
let attachmentColor;
let texture;
if (attachment instanceof RegionAttachment) {
attachmentColor = attachment.color;
if (attachmentColor.a === 0) {
clipper.clipEnd(slot);
continue;
}
attachment.computeWorldVertices(slot, this.worldVertices, 0, 2);
vertices = this.worldVertices;
verticesCount = 4;
uvs = attachment.uvs;
indices = this.quadIndices;
indicesCount = 6;
texture = attachment.region?.texture;
} else if (attachment instanceof MeshAttachment) {
attachmentColor = attachment.color;
if (attachmentColor.a === 0) {
clipper.clipEnd(slot);
continue;
}
if (this.worldVertices.length < attachment.worldVerticesLength)
this.worldVertices = new Float32Array(attachment.worldVerticesLength);
attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, this.worldVertices, 0, 2);
vertices = this.worldVertices;
verticesCount = attachment.worldVerticesLength >> 1;
uvs = attachment.uvs;
indices = attachment.triangles;
indicesCount = indices.length;
texture = attachment.region?.texture;
} else if (attachment instanceof ClippingAttachment) {
clipper.clipStart(skeleton, slot, attachment);
continue;
} else {
continue;
}
const skelColor = skeleton.color;
const r = Math.floor(skelColor.r * slotApplied.color.r * attachmentColor.r * 255);
const g = Math.floor(skelColor.g * slotApplied.color.g * attachmentColor.g * 255);
const b = Math.floor(skelColor.b * slotApplied.color.b * attachmentColor.b * 255);
const a = Math.floor(skelColor.a * slotApplied.color.a * attachmentColor.a * 255);
let darkColor = 4278190080;
if (slotApplied.darkColor) {
const { r: r2, g: g2, b: b2 } = slotApplied.darkColor;
darkColor = 4278190080 | Math.floor(r2 * 255) << 16 | Math.floor(g2 * 255) << 8 | Math.floor(b2 * 255);
}
if (clipper.isClipping()) {
clipper.clipTrianglesUnpacked(vertices, indices, indicesCount, uvs);
vertices = clipper.clippedVerticesTyped;
verticesCount = clipper.clippedVerticesLength >> 1;
uvs = clipper.clippedUVsTyped;
indices = clipper.clippedTrianglesTyped;
indicesCount = clipper.clippedTrianglesLength;
}
const cmd = this.commandPool.getCommand(verticesCount, indicesCount);
cmd.blendMode = slot.data.blendMode;
cmd.texture = texture;
cmd.positions.set(vertices.subarray(0, verticesCount << 1));
cmd.uvs.set(uvs.subarray(0, verticesCount << 1));
for (let j = 0; j < verticesCount; j++) {
cmd.colors[j] = a << 24 | r << 16 | g << 8 | b;
cmd.darkColors[j] = darkColor;
}
if (indices instanceof Uint16Array) {
cmd.indices.set(indices.subarray(0, indicesCount));
} else {
cmd.indices.set(indices.slice(0, indicesCount));
}
this.renderCommands.push(cmd);
clipper.clipEnd(slot);
}
clipper.clipEnd();
return this.batchCommands();
}
batchSubCommands(commands, first, last, numVertices, numIndices) {
const firstCmd = commands[first];
const batched = this.commandPool.getCommand(numVertices, numIndices);
batched.blendMode = firstCmd.blendMode;
batched.texture = firstCmd.texture;
let positionsOffset = 0;
let uvsOffset = 0;
let colorsOffset = 0;
let indicesOffset = 0;
let vertexOffset = 0;
for (let i = first; i <= last; i++) {
const cmd = commands[i];
batched.positions.set(cmd.positions, positionsOffset);
positionsOffset += cmd.numVertices << 1;
batched.uvs.set(cmd.uvs, uvsOffset);
uvsOffset += cmd.numVertices << 1;
batched.colors.set(cmd.colors, colorsOffset);
batched.darkColors.set(cmd.darkColors, colorsOffset);
colorsOffset += cmd.numVertices;
for (let j = 0; j < cmd.numIndices; j++)
batched.indices[indicesOffset + j] = cmd.indices[j] + vertexOffset;
indicesOffset += cmd.numIndices;
vertexOffset += cmd.numVertices;
}
return batched;
}
batchCommands() {
if (this.renderCommands.length === 0) return void 0;
let root;
let last;
let first = this.renderCommands[0];
let startIndex = 0;
let i = 1;
let numVertices = first.numVertices;
let numIndices = first.numIndices;
while (i <= this.renderCommands.length) {
const cmd = i < this.renderCommands.length ? this.renderCommands[i] : null;
if (cmd && cmd.numVertices === 0 && cmd.numIndices === 0) {
i++;
continue;
}
const canBatch = cmd !== null && cmd.texture === first.texture && cmd.blendMode === first.blendMode && cmd.colors[0] === first.colors[0] && cmd.darkColors[0] === first.darkColors[0] && numIndices + cmd.numIndices < 65535;
if (canBatch) {
numVertices += cmd.numVertices;
numIndices += cmd.numIndices;
} else {
const batched = this.batchSubCommands(
this.renderCommands,
startIndex,
i - 1,
numVertices,
numIndices
);
if (!last) {
root = last = batched;
} else {
last.next = batched;
last = batched;
}
if (i === this.renderCommands.length) break;
first = this.renderCommands[i];
startIndex = i;
numVertices = first.numVertices;
numIndices = first.numIndices;
}
i++;
}
return root;
}
};
var CommandPool = class {
pool = [];
inUse = [];
getCommand(numVertices, numIndices) {
let cmd;
for (const c of this.pool) {
if (c._positions.length >= numVertices << 1 && c._indices.length >= numIndices) {
cmd = c;
break;
}
}
if (!cmd) {
const _positions = new Float32Array(numVertices << 1);
const _uvs = new Float32Array(numVertices << 1);
const _colors = new Uint32Array(numVertices);
const _darkColors = new Uint32Array(numVertices);
const _indices = new Uint16Array(numIndices);
cmd = {
positions: _positions,
uvs: _uvs,
colors: _colors,
darkColors: _darkColors,
indices: _indices,
_positions,
_uvs,
_colors,
_darkColors,
_indices,
numVertices,
numIndices,
blendMode: 0 /* Normal */,
texture: null
};
} else {
this.pool.splice(this.pool.indexOf(cmd), 1);
cmd.next = void 0;
cmd.numVertices = numVertices;
cmd.numIndices = numIndices;
cmd.positions = cmd._positions.subarray(0, numVertices << 1);
cmd.uvs = cmd._uvs.subarray(0, numVertices * 2);
cmd.colors = cmd._colors.subarray(0, numVertices);
cmd.darkColors = cmd._darkColors.subarray(0, numVertices);
cmd.indices = cmd._indices.subarray(0, numIndices);
}
this.inUse.push(cmd);
return cmd;
}
reset() {
this.pool.push(...this.inUse);
this.inUse.length = 0;
}
};
// spine-construct3/spine-construct3-lib/src/C3Texture.ts
var C3TextureEditor = class extends Texture {
texture;
renderer;
constructor(image, renderer, page) {
super(image);
this.renderer = renderer;
const options = {
wrapX: toC3TextureWrap(page.uWrap),
wrapY: toC3TextureWrap(page.vWrap),
sampling: toC3Filter(page.minFilter),
mipMap: toC3MipMap(page.minFilter)
};
this.texture = renderer.CreateDynamicTexture(image.width, image.height, options);
this.renderer.UpdateTexture(image, this.texture, { premultiplyAlpha: !page.pma });
}
setFilters() {
}
setWraps() {
}
dispose() {
this.renderer.DeleteTexture(this.texture);
}
};
var C3Texture = class extends Texture {
texture;
renderer;
constructor(image, renderer, page) {
super(image);
this.renderer = renderer;
const options = {
wrapX: toC3TextureWrap(page.uWrap),
wrapY: toC3TextureWrap(page.vWrap),
sampling: toC3Filter(page.minFilter),
mipMap: toC3MipMap(page.minFilter)
};
this.texture = renderer.createDynamicTexture(image.width, image.height, options);
this.renderer.updateTexture(image, this.texture, { premultiplyAlpha: !page.pma });
}
setFilters() {
}
setWraps() {
}
dispose() {
this.renderer.deleteTexture(this.texture);
}
};
function toC3TextureWrap(wrap) {
if (wrap === 33071 /* ClampToEdge */) return "clamp-to-edge";
else if (wrap === 33648 /* MirroredRepeat */) return "mirror-repeat";
else if (wrap === 10497 /* Repeat */) return "repeat";
else throw new Error(`Unknown texture wrap: ${wrap}`);
}
function toC3MipMap(filter) {
switch (filter) {
case 9987 /* MipMap */:
case 9985 /* MipMapLinearNearest */:
case 9986 /* MipMapNearestLinear */:
case 9984 /* MipMapNearestNearest */:
return true;
case 9729 /* Linear */:
case 9728 /* Nearest */:
return false;
default:
throw new Error(`Unknown texture filter: ${filter}`);
}
}
function toC3Filter(filter) {
switch (filter) {
case 9728 /* Nearest */:
case 9984 /* MipMapNearestNearest */:
return "nearest";
case 9729 /* Linear */:
case 9985 /* MipMapLinearNearest */:
case 9986 /* MipMapNearestLinear */:
return "bilinear";
case 9987 /* MipMap */:
case 9987 /* MipMapLinearLinear */:
return "trilinear";
default:
throw new Error(`Unknown texture filter: ${filter}`);
}
}
var BlendingModeSpineToC3 = {
[0 /* Normal */]: "normal",
[1 /* Additive */]: "additive",
[2 /* Multiply */]: "multiply",
[3 /* Screen */]: "screen"
};
// spine-construct3/spine-construct3-lib/src/AssetLoader.ts
var AssetLoader = class _AssetLoader {
async loadSkeletonEditor(sid, textureAtlas, scale = 1, instance) {
const projectFile = instance.GetProject().GetProjectFileBySID(sid);
if (!projectFile) return null;
const blob = projectFile.GetBlob();
const atlasLoader = new AtlasAttachmentLoader(textureAtlas);
const isBinary = projectFile.GetName().endsWith(".skel");
if (isBinary) {
const skeletonFile2 = await blob.arrayBuffer();
const skeletonLoader2 = new SkeletonBinary(atlasLoader);
skeletonLoader2.scale = scale;
return skeletonLoader2.readSkeletonData(skeletonFile2);
}
const skeletonFile = await blob.text();
const skeletonLoader = new SkeletonJson(atlasLoader);
skeletonLoader.scale = scale;
return skeletonLoader.readSkeletonData(skeletonFile);
}
async loadAtlasEditor(sid, instance, renderer) {
const projectFile = instance.GetProject().GetProjectFileBySID(sid);
if (!projectFile) return null;
const blob = projectFile.GetBlob();
const content = await blob.text();
const path = projectFile.GetPath();
const basePath = path.substring(0, path.lastIndexOf("/") + 1);
const textureAtlas = new TextureAtlas(content);
await Promise.all(textureAtlas.pages.map(async (page) => {
const texture = await this.loadSpineTextureEditor(basePath + page.name, page.pma, instance);
if (texture) {
const spineTexture = new C3TextureEditor(texture, renderer, page);
page.setTexture(spineTexture);
}
return texture;
}));
return textureAtlas;
}
async loadSpineTextureEditor(pageName, pma = false, instance) {
const projectFile = instance.GetProject().GetProjectFileByExportPath(pageName);
if (!projectFile) {
throw new Error(`An error occured while loading the texture: ${pageName}`);
}
const content = projectFile.GetBlob();
return _AssetLoader.createImageBitmapFromBlob(content, pma);
}
async loadSkeletonRuntime(path, textureAtlas, scale = 1, instance) {
const fullPath = await instance.assets.getProjectFileUrl(path);
if (!fullPath) return null;
const atlasLoader = new AtlasAttachmentLoader(textureAtlas);
const isBinary = path.endsWith(".skel");
if (isBinary) {
const content2 = await instance.assets.fetchArrayBuffer(fullPath);
if (!content2) return null;
const skeletonLoader2 = new SkeletonBinary(atlasLoader);
skeletonLoader2.scale = scale;
return skeletonLoader2.readSkeletonData(content2);
}
const content = await instance.assets.fetchJson(fullPath);
if (!content) return null;
const skeletonLoader = new SkeletonJson(atlasLoader);
skeletonLoader.scale = scale;
return skeletonLoader.readSkeletonData(content);
}
async loadAtlasRuntime(path, instance, renderer) {
const fullPath = await instance.assets.getProjectFileUrl(path);
if (!fullPath) return null;
const content = await instance.assets.fetchText(fullPath);
if (!content) return null;
const basePath = path.substring(0, path.lastIndexOf("/") + 1);
const textureAtlas = new TextureAtlas(content);
await Promise.all(textureAtlas.pages.map(async (page) => {
const texture = await this.loadSpineTextureRuntime(basePath + page.name, page.pma, instance);
if (texture) {
const spineTexture = new C3Texture(texture, renderer, page);
page.setTexture(spineTexture);
}
return texture;
}));
return textureAtlas;
}
async loadSpineTextureRuntime(pageName, pma = false, instance) {
const fullPath = await instance.assets.getProjectFileUrl(pageName);
if (!fullPath) return null;
const content = await instance.assets.fetchBlob(fullPath);
if (!content) return null;
return _AssetLoader.createImageBitmapFromBlob(content, pma);
}
static async createImageBitmapFromBlob(blob, pma) {
try {
return createImageBitmap(blob, { premultiplyAlpha: pma ? "none" : "premultiply" });
} catch (e) {
console.error("Failed to create ImageBitmap from blob:", e);
return null;
}
}
};
// spine-construct3/spine-construct3-lib/src/SpineBoundsProvider.ts
var AABBRectangleBoundsProvider = class {
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
calculateBounds() {
return { x: this.x, y: this.y, width: this.width, height: this.height };
}
};
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.setupPose();
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.state)
return { x: 0, y: 0, width: 0, height: 0 };
const animationState = new AnimationState(gameObject.state.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) {
const 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.setupPose();
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.setAnimation(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;
}
}
};
return __toCommonJS(index_exports);
})();
if(!globalThis.spine)globalThis.spine=spine;
//# sourceMappingURL=spine-construct3-lib.js.map