mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
Float32Array.length is read only and will not resize the array. This caused the .length to always be 0 and thus not use ffd in spine.WeightedMeshAttachment.computerWorldVertices(). This proposed fix instead creates a new array when the size has changed.
2863 lines
93 KiB
JavaScript
2863 lines
93 KiB
JavaScript
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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var spine = {
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radDeg: 180 / Math.PI,
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degRad: Math.PI / 180,
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Float32Array: typeof(Float32Array) === 'undefined' ? Array : Float32Array,
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Uint32Array: typeof(Uint32Array) === 'undefined' ? Array : Uint32Array,
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Uint16Array: typeof(Uint16Array) === 'undefined' ? Array : Uint16Array
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};
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spine.temp = new spine.Float32Array(2);
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spine.BoneData = function (name, parent) {
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this.name = name;
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this.parent = parent;
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};
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spine.BoneData.prototype = {
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length: 0,
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x: 0, y: 0,
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rotation: 0,
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scaleX: 1, scaleY: 1,
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inheritScale: true,
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inheritRotation: true
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};
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spine.BlendMode = {
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normal: 0,
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additive: 1,
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multiply: 2,
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screen: 3
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};
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spine.SlotData = function (name, boneData) {
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this.name = name;
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this.boneData = boneData;
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};
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spine.SlotData.prototype = {
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r: 1, g: 1, b: 1, a: 1,
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attachmentName: null,
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blendMode: spine.BlendMode.normal
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};
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spine.IkConstraintData = function (name) {
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this.name = name;
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this.bones = [];
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};
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spine.IkConstraintData.prototype = {
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target: null,
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bendDirection: 1,
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mix: 1
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};
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spine.TransformConstraintData = function (name) {
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this.name = name;
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};
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spine.TransformConstraintData.prototype = {
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bone: null,
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target: null,
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translateMix: 1,
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x: 0, y: 0
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};
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spine.Bone = function (boneData, skeleton, parent) {
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this.data = boneData;
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this.skeleton = skeleton;
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this.parent = parent;
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this.setToSetupPose();
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};
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spine.Bone.yDown = false;
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spine.Bone.prototype = {
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x: 0, y: 0, rotation: 0, scaleX: 1, scaleY: 1,
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a: 0, b: 0, worldX: 0,
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c: 0, d: 0, worldY: 0,
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worldSignX: 1, worldSignY: 1,
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update: function () {
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this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
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},
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updateWorldTransformWith: function () {
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this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
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},
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updateWorldTransform: function (x, y, rotation, scaleX, scaleY) {
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this.appliedRotation = rotation;
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this.appliedScaleX = scaleX;
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this.appliedScaleY = scaleY;
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rotation *= spine.degRad;
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var cos = Math.cos(rotation), sin = Math.sin(rotation);
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var la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY;
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var parent = this.parent;
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if (!parent) { // Root bone.
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var skeleton = this.skeleton;
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if (skeleton.flipX) {
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x = -x;
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la = -la;
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lb = -lb;
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}
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if (skeleton.flipY != spine.Bone.yDown) {
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y = -y;
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lc = -lc;
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ld = -ld;
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}
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this.a = la;
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this.b = lb;
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this.c = lc;
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this.d = ld;
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this.worldX = x;
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this.worldY = y;
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this.worldSignX = scaleX < 0 ? -1 : 1;
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this.worldSignY = scaleY < 0 ? -1 : 1;
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return;
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}
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var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
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this.worldX = pa * x + pb * y + parent.worldX;
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this.worldY = pc * x + pd * y + parent.worldY;
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this.worldSignX = parent.worldSignX * (scaleX < 0 ? -1 : 1);
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this.worldSignY = parent.worldSignY * (scaleY < 0 ? -1 : 1);
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if (this.data.inheritRotation && this.data.inheritScale) {
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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} else {
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if (this.data.inheritRotation) { // No scale inheritance.
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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do {
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rotation = parent.appliedRotation * spine.degRad;
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cos = Math.cos(rotation);
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sin = Math.sin(rotation);
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var temp = pa * cos + pb * sin;
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pb = pa * -sin + pb * cos;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pc * -sin + pd * cos;
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pc = temp;
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if (!parent.data.inheritRotation) break;
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parent = parent.parent;
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} while (parent);
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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} else if (this.data.inheritScale) { // No rotation inheritance.
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pa = 1;
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pb = 0;
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pc = 0;
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pd = 1;
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do {
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rotation = parent.appliedRotation * spine.degRad;
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cos = Math.cos(rotation);
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sin = Math.sin(rotation);
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var psx = parent.appliedScaleX, psy = parent.appliedScaleY;
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var za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
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var temp = pa * za + pb * zc;
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pb = pa * zb + pb * zd;
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pa = temp;
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temp = pc * za + pd * zc;
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pd = pc * zb + pd * zd;
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pc = temp;
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if (psx < 0) rotation = -rotation;
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cos = Math.cos(-rotation);
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sin = Math.sin(-rotation);
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temp = pa * cos + pb * sin;
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pb = pa * -sin + pb * cos;
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pa = temp;
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temp = pc * cos + pd * sin;
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pd = pc * -sin + pd * cos;
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pc = temp;
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if (!parent.data.inheritScale) break;
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parent = parent.parent;
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} while (parent);
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this.a = pa * la + pb * lc;
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this.b = pa * lb + pb * ld;
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this.c = pc * la + pd * lc;
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this.d = pc * lb + pd * ld;
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} else {
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this.a = la;
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this.b = lb;
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this.c = lc;
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this.d = ld;
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}
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if (this.skeleton.flipX) {
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this.a = -this.a;
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this.b = -this.b;
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}
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if (this.skeleton.flipY != spine.Bone.yDown) {
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this.c = -this.c;
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this.d = -this.d;
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}
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}
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},
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setToSetupPose: function () {
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var data = this.data;
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this.x = data.x;
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this.y = data.y;
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this.rotation = data.rotation;
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this.scaleX = data.scaleX;
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this.scaleY = data.scaleY;
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},
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getWorldRotationX: function () {
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return Math.atan2(this.c, this.a) * spine.radDeg;
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},
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getWorldRotationY: function () {
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return Math.atan2(this.d, this.b) * spine.radDeg;
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},
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getWorldScaleX: function () {
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return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX;
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},
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getWorldScaleY: function () {
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return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
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},
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worldToLocal: function (world) {
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var x = world[0] - this.worldX, y = world[1] - this.worldY;
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var a = this.a, b = this.b, c = this.c, d = this.d;
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var invDet = 1 / (a * d - b * c);
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world[0] = (x * d * invDet - y * b * invDet);
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world[1] = (y * a * invDet - x * c * invDet);
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return world;
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},
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localToWorld: function (local) {
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var x = local[0], y = local[1];
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local[0] = x * this.a + y * this.b + this.worldX;
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local[1] = x * this.c + y * this.d + this.worldY;
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return local;
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}
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};
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spine.Slot = function (slotData, bone) {
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this.data = slotData;
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this.bone = bone;
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this.attachmentVertices = new spine.Float32Array();
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this.setToSetupPose();
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};
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spine.Slot.prototype = {
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r: 1, g: 1, b: 1, a: 1,
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_attachmentTime: 0,
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attachment: null,
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setAttachment: function (attachment) {
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if (this.attachment == attachment) return;
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this.attachment = attachment;
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this._attachmentTime = this.bone.skeleton.time;
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this.attachmentVertices.length = 0;
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},
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setAttachmentTime: function (time) {
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this._attachmentTime = this.bone.skeleton.time - time;
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},
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getAttachmentTime: function () {
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return this.bone.skeleton.time - this._attachmentTime;
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},
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setToSetupPose: function () {
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var data = this.data;
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this.r = data.r;
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this.g = data.g;
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this.b = data.b;
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this.a = data.a;
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if (!data.attachmentName)
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this.setAttachment(null);
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else {
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var slotDatas = this.bone.skeleton.data.slots;
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for (var i = 0, n = slotDatas.length; i < n; i++) {
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if (slotDatas[i] == data) {
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this.attachment = null;
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this.setAttachment(this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
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break;
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}
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}
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}
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}
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};
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spine.IkConstraint = function (data, skeleton) {
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this.data = data;
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this.mix = data.mix;
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this.bendDirection = data.bendDirection;
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this.bones = [];
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for (var i = 0, n = data.bones.length; i < n; i++)
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this.bones[i] = skeleton.findBone(data.bones[i].name);
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this.target = skeleton.findBone(data.target.name);
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};
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spine.IkConstraint.prototype = {
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apply: function () {
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this.update();
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},
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update: function () {
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var target = this.target;
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var bones = this.bones;
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switch (bones.length) {
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case 1:
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spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix);
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break;
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case 2:
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spine.IkConstraint.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
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break;
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}
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},
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};
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/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
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* coordinate system. */
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spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) {
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var parentRotation = !bone.parent ? 0 : bone.parent.getWorldRotationX();
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var rotation = bone.rotation;
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var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg - parentRotation;
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if ((bone.worldSignX != bone.worldSignY) != (bone.skeleton.flipX != (bone.skeleton.flipY != spine.Bone.yDown)))
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rotationIK = 360 - rotationIK;
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if (rotationIK > 180) rotationIK -= 360;
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else if (rotationIK < -180) rotationIK += 360;
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bone.updateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.appliedScaleX, bone.appliedScaleY);
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};
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/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
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* target is specified in the world coordinate system.
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* @param child A direct descendant of the parent bone. */
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spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
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if (alpha == 0) return;
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var px = parent.x, py = parent.y, psx = parent.appliedScaleX, psy = parent.appliedScaleY;
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var os1, os2, s2;
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if (psx < 0) {
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psx = -psx;
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os1 = 180;
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s2 = -1;
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} else {
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os1 = 0;
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s2 = 1;
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}
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if (psy < 0) {
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psy = -psy;
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s2 = -s2;
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}
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var cx = child.x, cy = child.y, csx = child.appliedScaleX;
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var u = Math.abs(psx - psy) <= 0.0001;
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if (!u && cy != 0) {
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child.worldX = parent.a * cx + parent.worldX;
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child.worldY = parent.c * cx + parent.worldY;
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cy = 0;
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}
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if (csx < 0) {
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csx = -csx;
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os2 = 180;
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} else
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os2 = 0;
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var pp = parent.parent;
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var tx, ty, dx, dy;
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if (!pp) {
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tx = targetX - px;
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ty = targetY - py;
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dx = child.worldX - px;
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dy = child.worldY - py;
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} else {
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var a = pp.a, b = pp.b, c = pp.c, d = pp.d, invDet = 1 / (a * d - b * c);
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var wx = pp.worldX, wy = pp.worldY, x = targetX - wx, y = targetY - wy;
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tx = (x * d - y * b) * invDet - px;
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ty = (y * a - x * c) * invDet - py;
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x = child.worldX - wx;
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y = child.worldY - wy;
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dx = (x * d - y * b) * invDet - px;
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dy = (y * a - x * c) * invDet - py;
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}
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var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
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outer:
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if (u) {
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l2 *= psx;
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var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
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if (cos < -1) cos = -1;
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else if (cos > 1) cos = 1;
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a2 = Math.acos(cos) * bendDir;
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var a = l1 + l2 * cos, o = l2 * Math.sin(a2);
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a1 = Math.atan2(ty * a - tx * o, tx * a + ty * o);
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} else {
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var a = psx * l2, b = psy * l2, ta = Math.atan2(ty, tx);
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var aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty;
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var c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
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var d = c1 * c1 - 4 * c2 * c0;
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if (d >= 0) {
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var q = Math.sqrt(d);
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if (c1 < 0) q = -q;
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q = -(c1 + q) / 2;
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var r0 = q / c2, r1 = c0 / q;
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var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
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if (r * r <= dd) {
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var y = Math.sqrt(dd - r * r) * bendDir;
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a1 = ta - Math.atan2(y, r);
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a2 = Math.atan2(y / psy, (r - l1) / psx);
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break outer;
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}
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}
|
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var minAngle = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
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var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
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var x = l1 + a, dist = x * x;
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if (dist > maxDist) {
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maxAngle = 0;
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maxDist = dist;
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maxX = x;
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}
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x = l1 - a;
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dist = x * x;
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if (dist < minDist) {
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minAngle = Math.PI;
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minDist = dist;
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minX = x;
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}
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var angle = Math.acos(-a * l1 / (aa - bb));
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x = a * Math.cos(angle) + l1;
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var y = b * Math.sin(angle);
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dist = x * x + y * y;
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if (dist < minDist) {
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minAngle = angle;
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minDist = dist;
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minX = x;
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minY = y;
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}
|
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if (dist > maxDist) {
|
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maxAngle = angle;
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maxDist = dist;
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maxX = x;
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maxY = y;
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}
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if (dd <= (minDist + maxDist) / 2) {
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a1 = ta - Math.atan2(minY * bendDir, minX);
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a2 = minAngle * bendDir;
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} else {
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a1 = ta - Math.atan2(maxY * bendDir, maxX);
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a2 = maxAngle * bendDir;
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}
|
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}
|
|
var os = Math.atan2(cy, cx) * s2;
|
|
a1 = (a1 - os) * spine.radDeg + os1;
|
|
a2 = (a2 + os) * spine.radDeg * s2 + os2;
|
|
if (a1 > 180) a1 -= 360;
|
|
else if (a1 < -180) a1 += 360;
|
|
if (a2 > 180) a2 -= 360;
|
|
else if (a2 < -180) a2 += 360;
|
|
var rotation = parent.rotation;
|
|
parent.updateWorldTransform(px, py, rotation + (a1 - rotation) * alpha, parent.appliedScaleX, parent.appliedScaleY);
|
|
rotation = child.rotation;
|
|
child.updateWorldTransform(cx, cy, rotation + (a2 - rotation) * alpha, child.appliedScaleX, child.appliedScaleY);
|
|
};
|
|
|
|
spine.TransformConstraint = function (data, skeleton) {
|
|
this.data = data;
|
|
this.translateMix = data.translateMix;
|
|
this.x = data.x;
|
|
this.y = data.y;
|
|
this.bone = skeleton.findBone(data.bone.name);
|
|
this.target = skeleton.findBone(data.target.name);
|
|
};
|
|
spine.TransformConstraint.prototype = {
|
|
apply: function () {
|
|
this.update();
|
|
},
|
|
update: function () {
|
|
var translateMix = this.translateMix;
|
|
if (translateMix > 0) {
|
|
var temp = spine.temp;
|
|
temp[0] = x;
|
|
temp[1] = y;
|
|
this.target.localToWorld(temp);
|
|
var bone = this.bone;
|
|
bone.worldX += (temp[0] - bone.worldX) * translateMix;
|
|
bone.worldY += (temp[1] - bone.worldY) * translateMix;
|
|
}
|
|
},
|
|
};
|
|
|
|
spine.Skin = function (name) {
|
|
this.name = name;
|
|
this.attachments = {};
|
|
};
|
|
spine.Skin.prototype = {
|
|
addAttachment: function (slotIndex, name, attachment) {
|
|
this.attachments[slotIndex + ":" + name] = attachment;
|
|
},
|
|
getAttachment: function (slotIndex, name) {
|
|
return this.attachments[slotIndex + ":" + name];
|
|
},
|
|
_attachAll: function (skeleton, oldSkin) {
|
|
for (var key in oldSkin.attachments) {
|
|
var colon = key.indexOf(":");
|
|
var slotIndex = parseInt(key.substring(0, colon));
|
|
var name = key.substring(colon + 1);
|
|
var slot = skeleton.slots[slotIndex];
|
|
if (slot.attachment && slot.attachment.name == name) {
|
|
var attachment = this.getAttachment(slotIndex, name);
|
|
if (attachment) slot.setAttachment(attachment);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Animation = function (name, timelines, duration) {
|
|
this.name = name;
|
|
this.timelines = timelines;
|
|
this.duration = duration;
|
|
};
|
|
spine.Animation.prototype = {
|
|
apply: function (skeleton, lastTime, time, loop, events) {
|
|
if (loop && this.duration != 0) {
|
|
time %= this.duration;
|
|
if (lastTime > 0) lastTime %= this.duration;
|
|
}
|
|
var timelines = this.timelines;
|
|
for (var i = 0, n = timelines.length; i < n; i++)
|
|
timelines[i].apply(skeleton, lastTime, time, events, 1);
|
|
},
|
|
mix: function (skeleton, lastTime, time, loop, events, alpha) {
|
|
if (loop && this.duration != 0) {
|
|
time %= this.duration;
|
|
if (lastTime > 0) lastTime %= this.duration;
|
|
}
|
|
var timelines = this.timelines;
|
|
for (var i = 0, n = timelines.length; i < n; i++)
|
|
timelines[i].apply(skeleton, lastTime, time, events, alpha);
|
|
}
|
|
};
|
|
spine.Animation.binarySearch = function (values, target, step) {
|
|
var low = 0;
|
|
var high = Math.floor(values.length / step) - 2;
|
|
if (!high) return step;
|
|
var current = high >>> 1;
|
|
while (true) {
|
|
if (values[(current + 1) * step] <= target)
|
|
low = current + 1;
|
|
else
|
|
high = current;
|
|
if (low == high) return (low + 1) * step;
|
|
current = (low + high) >>> 1;
|
|
}
|
|
};
|
|
spine.Animation.binarySearch1 = function (values, target) {
|
|
var low = 0;
|
|
var high = values.length - 2;
|
|
if (!high) return 1;
|
|
var current = high >>> 1;
|
|
while (true) {
|
|
if (values[current + 1] <= target)
|
|
low = current + 1;
|
|
else
|
|
high = current;
|
|
if (low == high) return low + 1;
|
|
current = (low + high) >>> 1;
|
|
}
|
|
};
|
|
spine.Animation.linearSearch = function (values, target, step) {
|
|
for (var i = 0, last = values.length - step; i <= last; i += step)
|
|
if (values[i] > target) return i;
|
|
return -1;
|
|
};
|
|
|
|
spine.Curves = function (frameCount) {
|
|
var count = (frameCount - 1) * 19/*BEZIER_SIZE*/;
|
|
this.curves = new spine.Float32Array(count); // type, x, y, ...
|
|
this.curves.length = count;
|
|
};
|
|
spine.Curves.prototype = {
|
|
setLinear: function (frameIndex) {
|
|
this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/;
|
|
},
|
|
setStepped: function (frameIndex) {
|
|
this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/;
|
|
},
|
|
/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
|
|
* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
|
|
* the difference between the keyframe's values. */
|
|
setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
|
|
var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
|
|
var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
|
|
var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
|
|
var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
|
|
var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
|
|
var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;
|
|
|
|
var i = frameIndex * 19/*BEZIER_SIZE*/;
|
|
var curves = this.curves;
|
|
curves[i++] = 2/*BEZIER*/;
|
|
|
|
var x = dfx, y = dfy;
|
|
for (var n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) {
|
|
curves[i] = x;
|
|
curves[i + 1] = y;
|
|
dfx += ddfx;
|
|
dfy += ddfy;
|
|
ddfx += dddfx;
|
|
ddfy += dddfy;
|
|
x += dfx;
|
|
y += dfy;
|
|
}
|
|
},
|
|
getCurvePercent: function (frameIndex, percent) {
|
|
percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
|
|
var curves = this.curves;
|
|
var i = frameIndex * 19/*BEZIER_SIZE*/;
|
|
var type = curves[i];
|
|
if (type === 0/*LINEAR*/) return percent;
|
|
if (type == 1/*STEPPED*/) return 0;
|
|
i++;
|
|
var x = 0;
|
|
for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) {
|
|
x = curves[i];
|
|
if (x >= percent) {
|
|
var prevX, prevY;
|
|
if (i == start) {
|
|
prevX = 0;
|
|
prevY = 0;
|
|
} else {
|
|
prevX = curves[i - 2];
|
|
prevY = curves[i - 1];
|
|
}
|
|
return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
|
|
}
|
|
}
|
|
var y = curves[i - 1];
|
|
return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
|
|
}
|
|
};
|
|
|
|
spine.RotateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount * 2); // time, angle, ...
|
|
this.frames.length = frameCount * 2;
|
|
};
|
|
spine.RotateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 2;
|
|
},
|
|
setFrame: function (frameIndex, time, angle) {
|
|
frameIndex *= 2;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = angle;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 2]) { // Time is after last frame.
|
|
var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the previous frame and the current frame.
|
|
var frameIndex = spine.Animation.binarySearch(frames, time, 2);
|
|
var prevFrameValue = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
|
|
|
|
var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
|
|
while (amount > 180)
|
|
amount -= 360;
|
|
while (amount < -180)
|
|
amount += 360;
|
|
bone.rotation += amount * alpha;
|
|
}
|
|
};
|
|
|
|
spine.TranslateTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.TranslateTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
|
|
bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the previous frame and the current frame.
|
|
var frameIndex = spine.Animation.binarySearch(frames, time, 3);
|
|
var prevFrameX = frames[frameIndex - 2];
|
|
var prevFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha;
|
|
bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ScaleTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.ScaleTimeline.prototype = {
|
|
boneIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, x, y) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = x;
|
|
this.frames[frameIndex + 2] = y;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var bone = skeleton.bones[this.boneIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha;
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the previous frame and the current frame.
|
|
var frameIndex = spine.Animation.binarySearch(frames, time, 3);
|
|
var prevFrameX = frames[frameIndex - 2];
|
|
var prevFrameY = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha;
|
|
bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha;
|
|
}
|
|
};
|
|
|
|
spine.ColorTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount * 5); // time, r, g, b, a, ...
|
|
this.frames.length = frameCount * 5;
|
|
};
|
|
spine.ColorTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 5;
|
|
},
|
|
setFrame: function (frameIndex, time, r, g, b, a) {
|
|
frameIndex *= 5;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = r;
|
|
this.frames[frameIndex + 2] = g;
|
|
this.frames[frameIndex + 3] = b;
|
|
this.frames[frameIndex + 4] = a;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var r, g, b, a;
|
|
if (time >= frames[frames.length - 5]) {
|
|
// Time is after last frame.
|
|
var i = frames.length - 1;
|
|
r = frames[i - 3];
|
|
g = frames[i - 2];
|
|
b = frames[i - 1];
|
|
a = frames[i];
|
|
} else {
|
|
// Interpolate between the previous frame and the current frame.
|
|
var frameIndex = spine.Animation.binarySearch(frames, time, 5);
|
|
var prevFrameR = frames[frameIndex - 4];
|
|
var prevFrameG = frames[frameIndex - 3];
|
|
var prevFrameB = frames[frameIndex - 2];
|
|
var prevFrameA = frames[frameIndex - 1];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
|
|
|
|
r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent;
|
|
g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent;
|
|
b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent;
|
|
a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent;
|
|
}
|
|
var slot = skeleton.slots[this.slotIndex];
|
|
if (alpha < 1) {
|
|
slot.r += (r - slot.r) * alpha;
|
|
slot.g += (g - slot.g) * alpha;
|
|
slot.b += (b - slot.b) * alpha;
|
|
slot.a += (a - slot.a) * alpha;
|
|
} else {
|
|
slot.r = r;
|
|
slot.g = g;
|
|
slot.b = b;
|
|
slot.a = a;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.AttachmentTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount); // time, ...
|
|
this.frames.length = frameCount;
|
|
this.attachmentNames = [];
|
|
this.attachmentNames.length = frameCount;
|
|
};
|
|
spine.AttachmentTimeline.prototype = {
|
|
slotIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, attachmentName) {
|
|
this.frames[frameIndex] = time;
|
|
this.attachmentNames[frameIndex] = attachmentName;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) {
|
|
if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
|
|
return;
|
|
} else if (lastTime > time) //
|
|
lastTime = -1;
|
|
|
|
var frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1;
|
|
if (frames[frameIndex] < lastTime) return;
|
|
|
|
var attachmentName = this.attachmentNames[frameIndex];
|
|
skeleton.slots[this.slotIndex].setAttachment(
|
|
!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
|
|
}
|
|
};
|
|
|
|
spine.EventTimeline = function (frameCount) {
|
|
this.frames = new spine.Float32Array(frameCount); // time, ...
|
|
this.frames.length = frameCount;
|
|
this.events = [];
|
|
this.events.length = frameCount;
|
|
};
|
|
spine.EventTimeline.prototype = {
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, event) {
|
|
this.frames[frameIndex] = event.time;
|
|
this.events[frameIndex] = event;
|
|
},
|
|
/** Fires events for frames > lastTime and <= time. */
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
if (!firedEvents) return;
|
|
|
|
var frames = this.frames;
|
|
var frameCount = frames.length;
|
|
|
|
if (lastTime > time) { // Fire events after last time for looped animations.
|
|
this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
|
|
lastTime = -1;
|
|
} else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
|
|
return;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var frameIndex;
|
|
if (lastTime < frames[0])
|
|
frameIndex = 0;
|
|
else {
|
|
frameIndex = spine.Animation.binarySearch1(frames, lastTime);
|
|
var frame = frames[frameIndex];
|
|
while (frameIndex > 0) { // Fire multiple events with the same frame.
|
|
if (frames[frameIndex - 1] != frame) break;
|
|
frameIndex--;
|
|
}
|
|
}
|
|
var events = this.events;
|
|
for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
|
|
firedEvents[firedEvents.length] = events[frameIndex];
|
|
}
|
|
};
|
|
|
|
spine.DrawOrderTimeline = function (frameCount) {
|
|
this.frames = new spine.Float32Array(frameCount); // time, ...
|
|
this.frames.length = frameCount;
|
|
this.drawOrders = [];
|
|
this.drawOrders.length = frameCount;
|
|
};
|
|
spine.DrawOrderTimeline.prototype = {
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, drawOrder) {
|
|
this.frames[frameIndex] = time;
|
|
this.drawOrders[frameIndex] = drawOrder;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var frameIndex;
|
|
if (time >= frames[frames.length - 1]) // Time is after last frame.
|
|
frameIndex = frames.length - 1;
|
|
else
|
|
frameIndex = spine.Animation.binarySearch1(frames, time) - 1;
|
|
|
|
var drawOrder = skeleton.drawOrder;
|
|
var slots = skeleton.slots;
|
|
var drawOrderToSetupIndex = this.drawOrders[frameIndex];
|
|
if (!drawOrderToSetupIndex) {
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
drawOrder[i] = slots[i];
|
|
} else {
|
|
for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
|
|
drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]];
|
|
}
|
|
|
|
}
|
|
};
|
|
|
|
spine.FfdTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount);
|
|
this.frames.length = frameCount;
|
|
this.frameVertices = [];
|
|
this.frameVertices.length = frameCount;
|
|
};
|
|
spine.FfdTimeline.prototype = {
|
|
slotIndex: 0,
|
|
attachment: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, vertices) {
|
|
this.frames[frameIndex] = time;
|
|
this.frameVertices[frameIndex] = vertices;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var slot = skeleton.slots[this.slotIndex];
|
|
var slotAttachment = slot.attachment;
|
|
if (!slotAttachment) return;
|
|
if (slotAttachment != this.attachment && (!slotAttachment.inheritFFD || slotAttachment.parentMesh != this.attachment)) return;
|
|
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var frameVertices = this.frameVertices;
|
|
var vertexCount = frameVertices[0].length;
|
|
|
|
var vertices = slot.attachmentVertices;
|
|
if (vertices.length != vertexCount) {
|
|
slot.attachmentVertices = vertices = new spine.Float32Array(vertexCount);
|
|
alpha = 1;
|
|
}
|
|
|
|
if (time >= frames[frames.length - 1]) { // Time is after last frame.
|
|
var lastVertices = frameVertices[frames.length - 1];
|
|
if (alpha < 1) {
|
|
for (var i = 0; i < vertexCount; i++)
|
|
vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
|
|
} else {
|
|
for (var i = 0; i < vertexCount; i++)
|
|
vertices[i] = lastVertices[i];
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the previous frame and the current frame.
|
|
var frameIndex = spine.Animation.binarySearch1(frames, time);
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
|
|
|
|
var prevVertices = frameVertices[frameIndex - 1];
|
|
var nextVertices = frameVertices[frameIndex];
|
|
|
|
if (alpha < 1) {
|
|
for (var i = 0; i < vertexCount; i++) {
|
|
var prev = prevVertices[i];
|
|
vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
|
|
}
|
|
} else {
|
|
for (var i = 0; i < vertexCount; i++) {
|
|
var prev = prevVertices[i];
|
|
vertices[i] = prev + (nextVertices[i] - prev) * percent;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.IkConstraintTimeline = function (frameCount) {
|
|
this.curves = new spine.Curves(frameCount);
|
|
this.frames = new spine.Float32Array(frameCount * 3); // time, mix, bendDirection, ...
|
|
this.frames.length = frameCount * 3;
|
|
};
|
|
spine.IkConstraintTimeline.prototype = {
|
|
ikConstraintIndex: 0,
|
|
getFrameCount: function () {
|
|
return this.frames.length / 3;
|
|
},
|
|
setFrame: function (frameIndex, time, mix, bendDirection) {
|
|
frameIndex *= 3;
|
|
this.frames[frameIndex] = time;
|
|
this.frames[frameIndex + 1] = mix;
|
|
this.frames[frameIndex + 2] = bendDirection;
|
|
},
|
|
apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
var frames = this.frames;
|
|
if (time < frames[0]) return; // Time is before first frame.
|
|
|
|
var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex];
|
|
|
|
if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha;
|
|
ikConstraint.bendDirection = frames[frames.length - 1];
|
|
return;
|
|
}
|
|
|
|
// Interpolate between the previous frame and the current frame.
|
|
var frameIndex = spine.Animation.binarySearch(frames, time, 3);
|
|
var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/];
|
|
var frameTime = frames[frameIndex];
|
|
var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
|
|
percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
|
var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent;
|
|
ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
|
|
ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/];
|
|
}
|
|
};
|
|
|
|
spine.SkeletonData = function () {
|
|
this.bones = [];
|
|
this.slots = [];
|
|
this.skins = [];
|
|
this.events = [];
|
|
this.animations = [];
|
|
this.ikConstraints = [];
|
|
this.transformConstraints = [];
|
|
};
|
|
spine.SkeletonData.prototype = {
|
|
name: null,
|
|
defaultSkin: null,
|
|
width: 0, height: 0,
|
|
version: null, hash: null,
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
if (slots[i].name == slotName) return slot[i];
|
|
}
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].name == slotName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSkin: function (skinName) {
|
|
var skins = this.skins;
|
|
for (var i = 0, n = skins.length; i < n; i++)
|
|
if (skins[i].name == skinName) return skins[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findEvent: function (eventName) {
|
|
var events = this.events;
|
|
for (var i = 0, n = events.length; i < n; i++)
|
|
if (events[i].name == eventName) return events[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findAnimation: function (animationName) {
|
|
var animations = this.animations;
|
|
for (var i = 0, n = animations.length; i < n; i++)
|
|
if (animations[i].name == animationName) return animations[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findIkConstraint: function (constraintName) {
|
|
var ikConstraints = this.ikConstraints;
|
|
for (var i = 0, n = ikConstraints.length; i < n; i++)
|
|
if (ikConstraints[i].name == constraintName) return ikConstraints[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findTransformConstraints: function (constraintName) {
|
|
var transformConstraints = this.transformConstraints;
|
|
for (var i = 0, n = transformConstraints.length; i < n; i++)
|
|
if (transformConstraints[i].name == constraintName) return transformConstraints[i];
|
|
return null;
|
|
}
|
|
};
|
|
|
|
spine.Skeleton = function (skeletonData) {
|
|
this.data = skeletonData;
|
|
|
|
this.bones = [];
|
|
for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
|
|
var boneData = skeletonData.bones[i];
|
|
var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
|
|
this.bones[i] = new spine.Bone(boneData, this, parent);
|
|
}
|
|
|
|
this.slots = [];
|
|
this.drawOrder = [];
|
|
for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
|
|
var slotData = skeletonData.slots[i];
|
|
var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
|
|
var slot = new spine.Slot(slotData, bone);
|
|
this.slots[i] = slot;
|
|
this.drawOrder[i] = slot;
|
|
}
|
|
|
|
this.ikConstraints = [];
|
|
for (var i = 0, n = skeletonData.ikConstraints.length; i < n; i++)
|
|
this.ikConstraints[i] = new spine.IkConstraint(skeletonData.ikConstraints[i], this);
|
|
|
|
this.transformConstraints = [];
|
|
for (var i = 0, n = skeletonData.transformConstraints.length; i < n; i++)
|
|
this.transformConstraints[i] = new spine.TransformConstraint(skeletonData.transformConstraints[i], this);
|
|
|
|
this.cache = [];
|
|
this.updateCache();
|
|
};
|
|
spine.Skeleton.prototype = {
|
|
x: 0, y: 0,
|
|
skin: null,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
time: 0,
|
|
flipX: false, flipY: false,
|
|
/** Caches information about bones and constraints. Must be called if bones or constraints are added or removed. */
|
|
updateCache: function () {
|
|
var bones = this.bones;
|
|
var updateCache = this.cache;
|
|
var ikConstraints = this.ikConstraints;
|
|
var transformConstraints = this.transformConstraints;
|
|
var ikConstraintsCount = ikConstraints.length;
|
|
var transformConstraintsCount = transformConstraints.length;
|
|
updateCache.length = 0;
|
|
|
|
for (var i = 0, n = bones.length; i < n; i++) {
|
|
var bone = bones[i];
|
|
updateCache[updateCache.length] = bone;
|
|
for (var ii = 0; ii < ikConstraintsCount; ii++) {
|
|
var ikConstraint = ikConstraints[ii];
|
|
if (bone == ikConstraint.bones[ikConstraint.bones.length - 1]) {
|
|
updateCache[updateCache.length] = ikConstraint;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < transformConstraintsCount; i++) {
|
|
var transformConstraint = transformConstraints[i];
|
|
for (var ii = updateCache.length - 1; ii >= 0; ii--) {
|
|
var object = updateCache[ii];
|
|
if (object == transformConstraint.bone || object == transformConstraint.target) {
|
|
updateCache.splice(ii + 1, 0, transformConstraint);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
/** Updates the world transform for each bone and applies constraints. */
|
|
updateWorldTransform: function () {
|
|
var updateCache = this.cache;
|
|
for (var i = 0, n = updateCache.length; i < n; i++)
|
|
updateCache[i].update();
|
|
},
|
|
/** Sets the bones, constraints, and slots to their setup pose values. */
|
|
setToSetupPose: function () {
|
|
this.setBonesToSetupPose();
|
|
this.setSlotsToSetupPose();
|
|
},
|
|
/** Sets the bones and constraints to their setup pose values. */
|
|
setBonesToSetupPose: function () {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].setToSetupPose();
|
|
|
|
var ikConstraints = this.ikConstraints;
|
|
for (var i = 0, n = ikConstraints.length; i < n; i++) {
|
|
var constraint = ikConstraints[i];
|
|
constraint.bendDirection = constraint.data.bendDirection;
|
|
constraint.mix = constraint.data.mix;
|
|
}
|
|
|
|
var transformConstraints = this.transformConstraints;
|
|
for (var i = 0, n = transformConstraints.length; i < n; i++) {
|
|
var constraint = transformConstraints[i];
|
|
constraint.translateMix = constraint.data.translateMix;
|
|
constraint.x = constraint.data.x;
|
|
constraint.y = constraint.data.y;
|
|
}
|
|
},
|
|
setSlotsToSetupPose: function () {
|
|
var slots = this.slots;
|
|
var drawOrder = this.drawOrder;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
drawOrder[i] = slots[i];
|
|
slots[i].setToSetupPose(i);
|
|
}
|
|
},
|
|
/** @return May return null. */
|
|
getRootBone: function () {
|
|
return this.bones.length ? this.bones[0] : null;
|
|
},
|
|
/** @return May be null. */
|
|
findBone: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return bones[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findBoneIndex: function (boneName) {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
if (bones[i].data.name == boneName) return i;
|
|
return -1;
|
|
},
|
|
/** @return May be null. */
|
|
findSlot: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return slots[i];
|
|
return null;
|
|
},
|
|
/** @return -1 if the bone was not found. */
|
|
findSlotIndex: function (slotName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
if (slots[i].data.name == slotName) return i;
|
|
return -1;
|
|
},
|
|
setSkinByName: function (skinName) {
|
|
var skin = this.data.findSkin(skinName);
|
|
if (!skin) throw "Skin not found: " + skinName;
|
|
this.setSkin(skin);
|
|
},
|
|
/** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
|
|
* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
|
|
* no old skin, each slot's setup mode attachment is attached from the new skin.
|
|
* @param newSkin May be null. */
|
|
setSkin: function (newSkin) {
|
|
if (newSkin) {
|
|
if (this.skin)
|
|
newSkin._attachAll(this, this.skin);
|
|
else {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
var slot = slots[i];
|
|
var name = slot.data.attachmentName;
|
|
if (name) {
|
|
var attachment = newSkin.getAttachment(i, name);
|
|
if (attachment) slot.setAttachment(attachment);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
this.skin = newSkin;
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotName: function (slotName, attachmentName) {
|
|
return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
|
|
},
|
|
/** @return May be null. */
|
|
getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
|
|
if (this.skin) {
|
|
var attachment = this.skin.getAttachment(slotIndex, attachmentName);
|
|
if (attachment) return attachment;
|
|
}
|
|
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
|
|
return null;
|
|
},
|
|
/** @param attachmentName May be null. */
|
|
setAttachment: function (slotName, attachmentName) {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
var slot = slots[i];
|
|
if (slot.data.name == slotName) {
|
|
var attachment = null;
|
|
if (attachmentName) {
|
|
attachment = this.getAttachmentBySlotIndex(i, attachmentName);
|
|
if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
|
|
}
|
|
slot.setAttachment(attachment);
|
|
return;
|
|
}
|
|
}
|
|
throw "Slot not found: " + slotName;
|
|
},
|
|
/** @return May be null. */
|
|
findIkConstraint: function (constraintName) {
|
|
var ikConstraints = this.ikConstraints;
|
|
for (var i = 0, n = ikConstraints.length; i < n; i++)
|
|
if (ikConstraints[i].data.name == constraintName) return ikConstraints[i];
|
|
return null;
|
|
},
|
|
/** @return May be null. */
|
|
findTransformConstraint: function (constraintName) {
|
|
var transformConstraints = this.transformConstraints;
|
|
for (var i = 0, n = transformConstraints.length; i < n; i++)
|
|
if (transformConstraints[i].data.name == constraintName) return transformConstraints[i];
|
|
return null;
|
|
},
|
|
update: function (delta) {
|
|
this.time += delta;
|
|
}
|
|
};
|
|
|
|
spine.EventData = function (name) {
|
|
this.name = name;
|
|
};
|
|
spine.EventData.prototype = {
|
|
intValue: 0,
|
|
floatValue: 0,
|
|
stringValue: null
|
|
};
|
|
|
|
spine.Event = function (time, data) {
|
|
this.time = time;
|
|
this.data = data;
|
|
};
|
|
spine.Event.prototype = {
|
|
intValue: 0,
|
|
floatValue: 0,
|
|
stringValue: null
|
|
};
|
|
|
|
spine.AttachmentType = {
|
|
region: 0,
|
|
boundingbox: 1,
|
|
mesh: 2,
|
|
weightedmesh: 3,
|
|
linkedmesh: 4,
|
|
weightedlinkedmesh: 5
|
|
};
|
|
|
|
spine.RegionAttachment = function (name) {
|
|
this.name = name;
|
|
this.offset = new spine.Float32Array(8);
|
|
this.offset.length = 8;
|
|
this.uvs = new spine.Float32Array(8);
|
|
this.uvs.length = 8;
|
|
};
|
|
spine.RegionAttachment.prototype = {
|
|
type: spine.AttachmentType.region,
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
width: 0, height: 0,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
path: null,
|
|
rendererObject: null,
|
|
regionOffsetX: 0, regionOffsetY: 0,
|
|
regionWidth: 0, regionHeight: 0,
|
|
regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
setUVs: function (u, v, u2, v2, rotate) {
|
|
var uvs = this.uvs;
|
|
if (rotate) {
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v2;
|
|
uvs[4/*X3*/] = u;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v;
|
|
uvs[0/*X1*/] = u2;
|
|
uvs[1/*Y1*/] = v2;
|
|
} else {
|
|
uvs[0/*X1*/] = u;
|
|
uvs[1/*Y1*/] = v2;
|
|
uvs[2/*X2*/] = u;
|
|
uvs[3/*Y2*/] = v;
|
|
uvs[4/*X3*/] = u2;
|
|
uvs[5/*Y3*/] = v;
|
|
uvs[6/*X4*/] = u2;
|
|
uvs[7/*Y4*/] = v2;
|
|
}
|
|
},
|
|
updateOffset: function () {
|
|
var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
|
|
var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
|
|
var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
|
|
var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
|
|
var localX2 = localX + this.regionWidth * regionScaleX;
|
|
var localY2 = localY + this.regionHeight * regionScaleY;
|
|
var radians = this.rotation * spine.degRad;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
var localXCos = localX * cos + this.x;
|
|
var localXSin = localX * sin;
|
|
var localYCos = localY * cos + this.y;
|
|
var localYSin = localY * sin;
|
|
var localX2Cos = localX2 * cos + this.x;
|
|
var localX2Sin = localX2 * sin;
|
|
var localY2Cos = localY2 * cos + this.y;
|
|
var localY2Sin = localY2 * sin;
|
|
var offset = this.offset;
|
|
offset[0/*X1*/] = localXCos - localYSin;
|
|
offset[1/*Y1*/] = localYCos + localXSin;
|
|
offset[2/*X2*/] = localXCos - localY2Sin;
|
|
offset[3/*Y2*/] = localY2Cos + localXSin;
|
|
offset[4/*X3*/] = localX2Cos - localY2Sin;
|
|
offset[5/*Y3*/] = localY2Cos + localX2Sin;
|
|
offset[6/*X4*/] = localX2Cos - localYSin;
|
|
offset[7/*Y4*/] = localYCos + localX2Sin;
|
|
},
|
|
computeVertices: function (x, y, bone, vertices) {
|
|
x += bone.worldX;
|
|
y += bone.worldY;
|
|
var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
|
|
var offset = this.offset;
|
|
vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
|
|
vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
|
|
vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
|
|
vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
|
|
vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
|
|
vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
|
|
vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
|
|
vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
|
|
}
|
|
};
|
|
|
|
spine.MeshAttachment = function (name) {
|
|
this.name = name;
|
|
};
|
|
spine.MeshAttachment.prototype = {
|
|
type: spine.AttachmentType.mesh,
|
|
vertices: null,
|
|
uvs: null,
|
|
regionUVs: null,
|
|
triangles: null,
|
|
hullLength: 0,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
path: null,
|
|
inheritFFD: true,
|
|
parentMesh: null,
|
|
rendererObject: null,
|
|
regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
|
|
regionOffsetX: 0, regionOffsetY: 0,
|
|
regionWidth: 0, regionHeight: 0,
|
|
regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
edges: null,
|
|
width: 0, height: 0,
|
|
updateUVs: function () {
|
|
var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
|
|
var n = this.regionUVs.length;
|
|
if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n);
|
|
if (this.regionRotate) {
|
|
for (var i = 0; i < n; i += 2) {
|
|
this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
|
|
this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
|
|
}
|
|
} else {
|
|
for (var i = 0; i < n; i += 2) {
|
|
this.uvs[i] = this.regionU + this.regionUVs[i] * width;
|
|
this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
|
|
}
|
|
}
|
|
},
|
|
computeWorldVertices: function (x, y, slot, worldVertices) {
|
|
var bone = slot.bone;
|
|
x += bone.worldX;
|
|
y += bone.worldY;
|
|
var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
|
|
var vertices = this.vertices;
|
|
var verticesCount = vertices.length;
|
|
if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices;
|
|
for (var i = 0; i < verticesCount; i += 2) {
|
|
var vx = vertices[i];
|
|
var vy = vertices[i + 1];
|
|
worldVertices[i] = vx * m00 + vy * m01 + x;
|
|
worldVertices[i + 1] = vx * m10 + vy * m11 + y;
|
|
}
|
|
},
|
|
setParentMesh: function (parentMesh) {
|
|
this.parentMesh = parentMesh;
|
|
if (parentMesh) {
|
|
this.vertices = parentMesh.vertices;
|
|
this.regionUVs = parentMesh.regionUVs;
|
|
this.triangles = parentMesh.triangles;
|
|
this.hullLength = parentMesh.hullLength;
|
|
this.edges = parentMesh.edges;
|
|
this.width = parentMesh.width;
|
|
this.height = parentMesh.height;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.WeightedMeshAttachment = function (name) {
|
|
this.name = name;
|
|
};
|
|
spine.WeightedMeshAttachment.prototype = {
|
|
type: spine.AttachmentType.weightedmesh,
|
|
bones: null,
|
|
weights: null,
|
|
uvs: null,
|
|
regionUVs: null,
|
|
triangles: null,
|
|
hullLength: 0,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
path: null,
|
|
inheritFFD: true,
|
|
parentMesh: null,
|
|
rendererObject: null,
|
|
regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
|
|
regionOffsetX: 0, regionOffsetY: 0,
|
|
regionWidth: 0, regionHeight: 0,
|
|
regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
edges: null,
|
|
width: 0, height: 0,
|
|
updateUVs: function (u, v, u2, v2, rotate) {
|
|
var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
|
|
var n = this.regionUVs.length;
|
|
if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n);
|
|
if (this.regionRotate) {
|
|
for (var i = 0; i < n; i += 2) {
|
|
this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
|
|
this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
|
|
}
|
|
} else {
|
|
for (var i = 0; i < n; i += 2) {
|
|
this.uvs[i] = this.regionU + this.regionUVs[i] * width;
|
|
this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
|
|
}
|
|
}
|
|
},
|
|
computeWorldVertices: function (x, y, slot, worldVertices) {
|
|
var skeletonBones = slot.bone.skeleton.bones;
|
|
var weights = this.weights;
|
|
var bones = this.bones;
|
|
|
|
var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn;
|
|
var wx, wy, bone, vx, vy, weight;
|
|
if (!slot.attachmentVertices.length) {
|
|
for (; v < n; w += 2) {
|
|
wx = 0;
|
|
wy = 0;
|
|
nn = bones[v++] + v;
|
|
for (; v < nn; v++, b += 3) {
|
|
bone = skeletonBones[bones[v]];
|
|
vx = weights[b];
|
|
vy = weights[b + 1];
|
|
weight = weights[b + 2];
|
|
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
|
|
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
|
|
}
|
|
worldVertices[w] = wx + x;
|
|
worldVertices[w + 1] = wy + y;
|
|
}
|
|
} else {
|
|
var ffd = slot.attachmentVertices;
|
|
for (; v < n; w += 2) {
|
|
wx = 0;
|
|
wy = 0;
|
|
nn = bones[v++] + v;
|
|
for (; v < nn; v++, b += 3, f += 2) {
|
|
bone = skeletonBones[bones[v]];
|
|
vx = weights[b] + ffd[f];
|
|
vy = weights[b + 1] + ffd[f + 1];
|
|
weight = weights[b + 2];
|
|
wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
|
|
wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
|
|
}
|
|
worldVertices[w] = wx + x;
|
|
worldVertices[w + 1] = wy + y;
|
|
}
|
|
}
|
|
},
|
|
setParentMesh: function (parentMesh) {
|
|
this.parentMesh = parentMesh;
|
|
if (parentMesh) {
|
|
this.bones = parentMesh.bones;
|
|
this.weights = parentMesh.weights;
|
|
this.regionUVs = parentMesh.regionUVs;
|
|
this.triangles = parentMesh.triangles;
|
|
this.hullLength = parentMesh.hullLength;
|
|
this.edges = parentMesh.edges;
|
|
this.width = parentMesh.width;
|
|
this.height = parentMesh.height;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.BoundingBoxAttachment = function (name) {
|
|
this.name = name;
|
|
this.vertices = new spine.Float32Array();
|
|
};
|
|
spine.BoundingBoxAttachment.prototype = {
|
|
type: spine.AttachmentType.boundingbox,
|
|
computeWorldVertices: function (x, y, bone, worldVertices) {
|
|
x += bone.worldX;
|
|
y += bone.worldY;
|
|
var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
|
|
var vertices = this.vertices;
|
|
for (var i = 0, n = vertices.length; i < n; i += 2) {
|
|
var px = vertices[i];
|
|
var py = vertices[i + 1];
|
|
worldVertices[i] = px * m00 + py * m01 + x;
|
|
worldVertices[i + 1] = px * m10 + py * m11 + y;
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.AnimationStateData = function (skeletonData) {
|
|
this.skeletonData = skeletonData;
|
|
this.animationToMixTime = {};
|
|
};
|
|
spine.AnimationStateData.prototype = {
|
|
defaultMix: 0,
|
|
setMixByName: function (fromName, toName, duration) {
|
|
var from = this.skeletonData.findAnimation(fromName);
|
|
if (!from) throw "Animation not found: " + fromName;
|
|
var to = this.skeletonData.findAnimation(toName);
|
|
if (!to) throw "Animation not found: " + toName;
|
|
this.setMix(from, to, duration);
|
|
},
|
|
setMix: function (from, to, duration) {
|
|
this.animationToMixTime[from.name + ":" + to.name] = duration;
|
|
},
|
|
getMix: function (from, to) {
|
|
var key = from.name + ":" + to.name;
|
|
return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix;
|
|
}
|
|
};
|
|
|
|
spine.TrackEntry = function () {};
|
|
spine.TrackEntry.prototype = {
|
|
next: null, previous: null,
|
|
animation: null,
|
|
loop: false,
|
|
delay: 0, time: 0, lastTime: -1, endTime: 0,
|
|
timeScale: 1,
|
|
mixTime: 0, mixDuration: 0, mix: 1,
|
|
onStart: null, onEnd: null, onComplete: null, onEvent: null
|
|
};
|
|
|
|
spine.AnimationState = function (stateData) {
|
|
this.data = stateData;
|
|
this.tracks = [];
|
|
this.events = [];
|
|
};
|
|
spine.AnimationState.prototype = {
|
|
onStart: null,
|
|
onEnd: null,
|
|
onComplete: null,
|
|
onEvent: null,
|
|
timeScale: 1,
|
|
update: function (delta) {
|
|
delta *= this.timeScale;
|
|
for (var i = 0; i < this.tracks.length; i++) {
|
|
var current = this.tracks[i];
|
|
if (!current) continue;
|
|
|
|
current.time += delta * current.timeScale;
|
|
if (current.previous) {
|
|
var previousDelta = delta * current.previous.timeScale;
|
|
current.previous.time += previousDelta;
|
|
current.mixTime += previousDelta;
|
|
}
|
|
|
|
var next = current.next;
|
|
if (next) {
|
|
next.time = current.lastTime - next.delay;
|
|
if (next.time >= 0) this.setCurrent(i, next);
|
|
} else {
|
|
// End non-looping animation when it reaches its end time and there is no next entry.
|
|
if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i);
|
|
}
|
|
}
|
|
},
|
|
apply: function (skeleton) {
|
|
for (var i = 0; i < this.tracks.length; i++) {
|
|
var current = this.tracks[i];
|
|
if (!current) continue;
|
|
|
|
this.events.length = 0;
|
|
|
|
var time = current.time;
|
|
var lastTime = current.lastTime;
|
|
var endTime = current.endTime;
|
|
var loop = current.loop;
|
|
if (!loop && time > endTime) time = endTime;
|
|
|
|
var previous = current.previous;
|
|
if (!previous) {
|
|
if (current.mix == 1)
|
|
current.animation.apply(skeleton, current.lastTime, time, loop, this.events);
|
|
else
|
|
current.animation.mix(skeleton, current.lastTime, time, loop, this.events, current.mix);
|
|
} else {
|
|
var previousTime = previous.time;
|
|
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
|
|
previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
|
|
|
|
var alpha = current.mixTime / current.mixDuration * current.mix;
|
|
if (alpha >= 1) {
|
|
alpha = 1;
|
|
current.previous = null;
|
|
}
|
|
current.animation.mix(skeleton, current.lastTime, time, loop, this.events, alpha);
|
|
}
|
|
|
|
for (var ii = 0, nn = this.events.length; ii < nn; ii++) {
|
|
var event = this.events[ii];
|
|
if (current.onEvent) current.onEvent(i, event);
|
|
if (this.onEvent) this.onEvent(i, event);
|
|
}
|
|
|
|
// Check if completed the animation or a loop iteration.
|
|
if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
|
|
var count = Math.floor(time / endTime);
|
|
if (current.onComplete) current.onComplete(i, count);
|
|
if (this.onComplete) this.onComplete(i, count);
|
|
}
|
|
|
|
current.lastTime = current.time;
|
|
}
|
|
},
|
|
clearTracks: function () {
|
|
for (var i = 0, n = this.tracks.length; i < n; i++)
|
|
this.clearTrack(i);
|
|
this.tracks.length = 0;
|
|
},
|
|
clearTrack: function (trackIndex) {
|
|
if (trackIndex >= this.tracks.length) return;
|
|
var current = this.tracks[trackIndex];
|
|
if (!current) return;
|
|
|
|
if (current.onEnd) current.onEnd(trackIndex);
|
|
if (this.onEnd) this.onEnd(trackIndex);
|
|
|
|
this.tracks[trackIndex] = null;
|
|
},
|
|
_expandToIndex: function (index) {
|
|
if (index < this.tracks.length) return this.tracks[index];
|
|
while (index >= this.tracks.length)
|
|
this.tracks[this.tracks.length] = null;
|
|
return null;
|
|
},
|
|
setCurrent: function (index, entry) {
|
|
var current = this._expandToIndex(index);
|
|
if (current) {
|
|
var previous = current.previous;
|
|
current.previous = null;
|
|
|
|
if (current.onEnd) current.onEnd(index);
|
|
if (this.onEnd) this.onEnd(index);
|
|
|
|
entry.mixDuration = this.data.getMix(current.animation, entry.animation);
|
|
if (entry.mixDuration > 0) {
|
|
entry.mixTime = 0;
|
|
// If a mix is in progress, mix from the closest animation.
|
|
if (previous && current.mixTime / current.mixDuration < 0.5)
|
|
entry.previous = previous;
|
|
else
|
|
entry.previous = current;
|
|
}
|
|
}
|
|
|
|
this.tracks[index] = entry;
|
|
|
|
if (entry.onStart) entry.onStart(index);
|
|
if (this.onStart) this.onStart(index);
|
|
},
|
|
setAnimationByName: function (trackIndex, animationName, loop) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
return this.setAnimation(trackIndex, animation, loop);
|
|
},
|
|
/** Set the current animation. Any queued animations are cleared. */
|
|
setAnimation: function (trackIndex, animation, loop) {
|
|
var entry = new spine.TrackEntry();
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
entry.endTime = animation.duration;
|
|
this.setCurrent(trackIndex, entry);
|
|
return entry;
|
|
},
|
|
addAnimationByName: function (trackIndex, animationName, loop, delay) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
return this.addAnimation(trackIndex, animation, loop, delay);
|
|
},
|
|
/** Adds an animation to be played delay seconds after the current or last queued animation.
|
|
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
|
addAnimation: function (trackIndex, animation, loop, delay) {
|
|
var entry = new spine.TrackEntry();
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
entry.endTime = animation.duration;
|
|
|
|
var last = this._expandToIndex(trackIndex);
|
|
if (last) {
|
|
while (last.next)
|
|
last = last.next;
|
|
last.next = entry;
|
|
} else
|
|
this.tracks[trackIndex] = entry;
|
|
|
|
if (delay <= 0) {
|
|
if (last)
|
|
delay += last.endTime - this.data.getMix(last.animation, animation);
|
|
else
|
|
delay = 0;
|
|
}
|
|
entry.delay = delay;
|
|
|
|
return entry;
|
|
},
|
|
/** May be null. */
|
|
getCurrent: function (trackIndex) {
|
|
if (trackIndex >= this.tracks.length) return null;
|
|
return this.tracks[trackIndex];
|
|
}
|
|
};
|
|
|
|
spine.SkeletonJson = function (attachmentLoader) {
|
|
this.attachmentLoader = attachmentLoader;
|
|
this.linkedMeshes = [];
|
|
};
|
|
spine.SkeletonJson.prototype = {
|
|
scale: 1,
|
|
readSkeletonData: function (root, name) {
|
|
var skeletonData = new spine.SkeletonData();
|
|
skeletonData.name = name;
|
|
|
|
// Skeleton.
|
|
var skeletonMap = root["skeleton"];
|
|
if (skeletonMap) {
|
|
skeletonData.hash = skeletonMap["hash"];
|
|
skeletonData.version = skeletonMap["spine"];
|
|
skeletonData.width = skeletonMap["width"] || 0;
|
|
skeletonData.height = skeletonMap["height"] || 0;
|
|
}
|
|
|
|
// Bones.
|
|
var bones = root["bones"];
|
|
for (var i = 0, n = bones.length; i < n; i++) {
|
|
var boneMap = bones[i];
|
|
var parent = null;
|
|
if (boneMap["parent"]) {
|
|
parent = skeletonData.findBone(boneMap["parent"]);
|
|
if (!parent) throw "Parent bone not found: " + boneMap["parent"];
|
|
}
|
|
var boneData = new spine.BoneData(boneMap["name"], parent);
|
|
boneData.length = (boneMap["length"] || 0) * this.scale;
|
|
boneData.x = (boneMap["x"] || 0) * this.scale;
|
|
boneData.y = (boneMap["y"] || 0) * this.scale;
|
|
boneData.rotation = (boneMap["rotation"] || 0);
|
|
boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1;
|
|
boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1;
|
|
boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true;
|
|
boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true;
|
|
skeletonData.bones[i] = boneData;
|
|
}
|
|
|
|
// IK constraints.
|
|
var ik = root["ik"];
|
|
if (ik) {
|
|
for (var i = 0, n = ik.length; i < n; i++) {
|
|
var ikMap = ik[i];
|
|
var ikConstraintData = new spine.IkConstraintData(ikMap["name"]);
|
|
|
|
var bones = ikMap["bones"];
|
|
for (var ii = 0, nn = bones.length; ii < nn; ii++) {
|
|
var bone = skeletonData.findBone(bones[ii]);
|
|
if (!bone) throw "IK bone not found: " + bones[ii];
|
|
ikConstraintData.bones[ii] = bone;
|
|
}
|
|
|
|
ikConstraintData.target = skeletonData.findBone(ikMap["target"]);
|
|
if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"];
|
|
|
|
ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1;
|
|
ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1;
|
|
|
|
skeletonData.ikConstraints[i] = ikConstraintData;
|
|
}
|
|
}
|
|
|
|
// Transform constraints.
|
|
var transform = root["transform"];
|
|
if (transform) {
|
|
for (var i = 0, n = transform.length; i < n; i++) {
|
|
var transformMap = transform[i];
|
|
var transformConstraintData = new spine.TransformConstraintData(transformMap["name"]);
|
|
|
|
transformConstraintData.bone = skeletonData.findBone(transformMap["bone"]);
|
|
if (!transformConstraintData.bone) throw "Bone not found: " + transformMap["bone"];
|
|
|
|
transformConstraintData.target = skeletonData.findBone(transformMap["target"]);
|
|
if (!transformConstraintData.target) throw "Target bone not found: " + transformMap["target"];
|
|
|
|
transformConstraintData.mix = transformMap.hasOwnProperty("translateMix") ? ikMap["translateMix"] : 1;
|
|
transformConstraintData.x = (transformMap["x"] || 0) * this.scale;
|
|
transformConstraintData.y = (transformMap["y"] || 0) * this.scale;
|
|
|
|
skeletonData.transformConstraints[i] = transformConstraintData;
|
|
}
|
|
}
|
|
|
|
// Slots.
|
|
var slots = root["slots"];
|
|
for (var i = 0, n = slots.length; i < n; i++) {
|
|
var slotMap = slots[i];
|
|
var boneData = skeletonData.findBone(slotMap["bone"]);
|
|
if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
|
|
var slotData = new spine.SlotData(slotMap["name"], boneData);
|
|
|
|
var color = slotMap["color"];
|
|
if (color) {
|
|
slotData.r = this.toColor(color, 0);
|
|
slotData.g = this.toColor(color, 1);
|
|
slotData.b = this.toColor(color, 2);
|
|
slotData.a = this.toColor(color, 3);
|
|
}
|
|
|
|
slotData.attachmentName = slotMap["attachment"];
|
|
slotData.blendMode = spine.BlendMode[slotMap["blend"] || "normal"];
|
|
|
|
skeletonData.slots[i] = slotData;
|
|
}
|
|
|
|
// Skins.
|
|
var skins = root["skins"];
|
|
for (var skinName in skins) {
|
|
if (!skins.hasOwnProperty(skinName)) continue;
|
|
var skinMap = skins[skinName];
|
|
var skin = new spine.Skin(skinName);
|
|
for (var slotName in skinMap) {
|
|
if (!skinMap.hasOwnProperty(slotName)) continue;
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
var slotEntry = skinMap[slotName];
|
|
for (var attachmentName in slotEntry) {
|
|
if (!slotEntry.hasOwnProperty(attachmentName)) continue;
|
|
var attachment = this.readAttachment(skin, slotIndex, attachmentName, slotEntry[attachmentName]);
|
|
if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment);
|
|
}
|
|
}
|
|
skeletonData.skins[skeletonData.skins.length] = skin;
|
|
if (skin.name == "default") skeletonData.defaultSkin = skin;
|
|
}
|
|
|
|
// Linked meshes.
|
|
for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
|
|
var linkedMesh = this.linkedMeshes[i];
|
|
var skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
|
|
if (!skin) throw "Skin not found: " + linkedMesh.skin;
|
|
var parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
|
|
if (!parent) throw "Parent mesh not found: " + linkedMesh.parent;
|
|
linkedMesh.mesh.setParentMesh(parent);
|
|
linkedMesh.mesh.updateUVs();
|
|
}
|
|
this.linkedMeshes.length = 0;
|
|
|
|
// Events.
|
|
var events = root["events"];
|
|
for (var eventName in events) {
|
|
if (!events.hasOwnProperty(eventName)) continue;
|
|
var eventMap = events[eventName];
|
|
var eventData = new spine.EventData(eventName);
|
|
eventData.intValue = eventMap["int"] || 0;
|
|
eventData.floatValue = eventMap["float"] || 0;
|
|
eventData.stringValue = eventMap["string"] || null;
|
|
skeletonData.events[skeletonData.events.length] = eventData;
|
|
}
|
|
|
|
// Animations.
|
|
var animations = root["animations"];
|
|
for (var animationName in animations) {
|
|
if (!animations.hasOwnProperty(animationName)) continue;
|
|
this.readAnimation(animationName, animations[animationName], skeletonData);
|
|
}
|
|
|
|
return skeletonData;
|
|
},
|
|
readAttachment: function (skin, slotIndex, name, map) {
|
|
name = map["name"] || name;
|
|
|
|
var type = map["type"] || "region";
|
|
if (type == "skinnedmesh") type = "weightedmesh";
|
|
type = spine.AttachmentType[type];
|
|
var path = map["path"] || name;
|
|
|
|
var scale = this.scale;
|
|
switch (type) {
|
|
case spine.AttachmentType.region:
|
|
var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
|
|
if (!region) return null;
|
|
region.path = path;
|
|
region.x = (map["x"] || 0) * scale;
|
|
region.y = (map["y"] || 0) * scale;
|
|
region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1;
|
|
region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1;
|
|
region.rotation = map["rotation"] || 0;
|
|
region.width = (map["width"] || 0) * scale;
|
|
region.height = (map["height"] || 0) * scale;
|
|
|
|
var color = map["color"];
|
|
if (color) {
|
|
region.r = this.toColor(color, 0);
|
|
region.g = this.toColor(color, 1);
|
|
region.b = this.toColor(color, 2);
|
|
region.a = this.toColor(color, 3);
|
|
}
|
|
|
|
region.updateOffset();
|
|
return region;
|
|
case spine.AttachmentType.mesh:
|
|
case spine.AttachmentType.linkedmesh:
|
|
var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
|
|
if (!mesh) return null;
|
|
mesh.path = path;
|
|
|
|
color = map["color"];
|
|
if (color) {
|
|
mesh.r = this.toColor(color, 0);
|
|
mesh.g = this.toColor(color, 1);
|
|
mesh.b = this.toColor(color, 2);
|
|
mesh.a = this.toColor(color, 3);
|
|
}
|
|
|
|
mesh.width = (map["width"] || 0) * scale;
|
|
mesh.height = (map["height"] || 0) * scale;
|
|
|
|
if (!map["parent"]) {
|
|
mesh.vertices = this.getFloatArray(map, "vertices", scale);
|
|
mesh.triangles = this.getUint32Array(map, "triangles");
|
|
mesh.regionUVs = this.getFloatArray(map, "uvs", 1);
|
|
mesh.updateUVs();
|
|
|
|
mesh.hullLength = (map["hull"] || 0) * 2;
|
|
if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges");
|
|
} else {
|
|
mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true;
|
|
this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]};
|
|
}
|
|
return mesh;
|
|
case spine.AttachmentType.weightedmesh:
|
|
case spine.AttachmentType.weightedlinkedmesh:
|
|
var mesh = this.attachmentLoader.newWeightedMeshAttachment(skin, name, path);
|
|
if (!mesh) return null;
|
|
mesh.path = path;
|
|
|
|
color = map["color"];
|
|
if (color) {
|
|
mesh.r = this.toColor(color, 0);
|
|
mesh.g = this.toColor(color, 1);
|
|
mesh.b = this.toColor(color, 2);
|
|
mesh.a = this.toColor(color, 3);
|
|
}
|
|
|
|
mesh.width = (map["width"] || 0) * scale;
|
|
mesh.height = (map["height"] || 0) * scale;
|
|
|
|
if (!map["parent"]) {
|
|
var uvs = this.getFloatArray(map, "uvs", 1);
|
|
var vertices = this.getFloatArray(map, "vertices", 1);
|
|
var weights = new spine.Float32Array(uvs.length * 3 * 3);
|
|
var bones = new spine.Uint32Array(uvs.length * 3);
|
|
for (var i = 0, b = 0, w = 0, n = vertices.length; i < n; ) {
|
|
var boneCount = vertices[i++] | 0;
|
|
bones[b++] = boneCount;
|
|
for (var nn = i + boneCount * 4; i < nn; ) {
|
|
bones[b++] = vertices[i];
|
|
weights[w++] = vertices[i + 1] * scale;
|
|
weights[w++] = vertices[i + 2] * scale;
|
|
weights[w++] = vertices[i + 3];
|
|
i += 4;
|
|
}
|
|
}
|
|
mesh.bones = bones;
|
|
mesh.weights = weights;
|
|
mesh.triangles = this.getUint32Array(map, "triangles");
|
|
mesh.regionUVs = uvs;
|
|
mesh.updateUVs();
|
|
|
|
mesh.hullLength = (map["hull"] || 0) * 2;
|
|
if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges");
|
|
} else {
|
|
mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true;
|
|
this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]};
|
|
}
|
|
return mesh;
|
|
case spine.AttachmentType.boundingbox:
|
|
var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
|
|
var vertices = map["vertices"];
|
|
for (var i = 0, n = vertices.length; i < n; i++)
|
|
attachment.vertices[i] = vertices[i] * scale;
|
|
return attachment;
|
|
}
|
|
throw "Unknown attachment type: " + type;
|
|
},
|
|
readAnimation: function (name, map, skeletonData) {
|
|
var timelines = [];
|
|
var duration = 0;
|
|
|
|
var slots = map["slots"];
|
|
for (var slotName in slots) {
|
|
if (!slots.hasOwnProperty(slotName)) continue;
|
|
var slotMap = slots[slotName];
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
|
for (var timelineName in slotMap) {
|
|
if (!slotMap.hasOwnProperty(timelineName)) continue;
|
|
var values = slotMap[timelineName];
|
|
if (timelineName == "color") {
|
|
var timeline = new spine.ColorTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
var color = valueMap["color"];
|
|
var r = this.toColor(color, 0);
|
|
var g = this.toColor(color, 1);
|
|
var b = this.toColor(color, 2);
|
|
var a = this.toColor(color, 3);
|
|
timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
|
this.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
|
|
|
|
} else if (timelineName == "attachment") {
|
|
var timeline = new spine.AttachmentTimeline(values.length);
|
|
timeline.slotIndex = slotIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
|
|
}
|
|
}
|
|
|
|
var bones = map["bones"];
|
|
for (var boneName in bones) {
|
|
if (!bones.hasOwnProperty(boneName)) continue;
|
|
var boneIndex = skeletonData.findBoneIndex(boneName);
|
|
if (boneIndex == -1) throw "Bone not found: " + boneName;
|
|
var boneMap = bones[boneName];
|
|
|
|
for (var timelineName in boneMap) {
|
|
if (!boneMap.hasOwnProperty(timelineName)) continue;
|
|
var values = boneMap[timelineName];
|
|
if (timelineName == "rotate") {
|
|
var timeline = new spine.RotateTimeline(values.length);
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
|
|
this.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
|
|
|
|
} else if (timelineName == "translate" || timelineName == "scale") {
|
|
var timeline;
|
|
var timelineScale = 1;
|
|
if (timelineName == "scale")
|
|
timeline = new spine.ScaleTimeline(values.length);
|
|
else {
|
|
timeline = new spine.TranslateTimeline(values.length);
|
|
timelineScale = this.scale;
|
|
}
|
|
timeline.boneIndex = boneIndex;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
var x = (valueMap["x"] || 0) * timelineScale;
|
|
var y = (valueMap["y"] || 0) * timelineScale;
|
|
timeline.setFrame(frameIndex, valueMap["time"], x, y);
|
|
this.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
|
|
}
|
|
}
|
|
|
|
var ikMap = map["ik"];
|
|
for (var ikConstraintName in ikMap) {
|
|
if (!ikMap.hasOwnProperty(ikConstraintName)) continue;
|
|
var ikConstraint = skeletonData.findIkConstraint(ikConstraintName);
|
|
var values = ikMap[ikConstraintName];
|
|
var timeline = new spine.IkConstraintTimeline(values.length);
|
|
timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
|
|
var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
|
|
timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
|
|
this.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
}
|
|
|
|
var ffd = map["ffd"];
|
|
for (var skinName in ffd) {
|
|
var skin = skeletonData.findSkin(skinName);
|
|
var slotMap = ffd[skinName];
|
|
for (slotName in slotMap) {
|
|
var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
var meshMap = slotMap[slotName];
|
|
for (var meshName in meshMap) {
|
|
var values = meshMap[meshName];
|
|
var timeline = new spine.FfdTimeline(values.length);
|
|
var attachment = skin.getAttachment(slotIndex, meshName);
|
|
if (!attachment) throw "FFD attachment not found: " + meshName;
|
|
timeline.slotIndex = slotIndex;
|
|
timeline.attachment = attachment;
|
|
|
|
var isMesh = attachment.type == spine.AttachmentType.mesh;
|
|
var vertexCount;
|
|
if (isMesh)
|
|
vertexCount = attachment.vertices.length;
|
|
else
|
|
vertexCount = attachment.weights.length / 3 * 2;
|
|
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = values.length; i < n; i++) {
|
|
var valueMap = values[i];
|
|
var vertices;
|
|
if (!valueMap["vertices"]) {
|
|
if (isMesh)
|
|
vertices = attachment.vertices;
|
|
else {
|
|
vertices = new spine.Float32Array(vertexCount);
|
|
vertices.length = vertexCount;
|
|
}
|
|
} else {
|
|
var verticesValue = valueMap["vertices"];
|
|
var vertices = new spine.Float32Array(vertexCount);
|
|
vertices.length = vertexCount;
|
|
var start = valueMap["offset"] || 0;
|
|
var nn = verticesValue.length;
|
|
if (this.scale == 1) {
|
|
for (var ii = 0; ii < nn; ii++)
|
|
vertices[ii + start] = verticesValue[ii];
|
|
} else {
|
|
for (var ii = 0; ii < nn; ii++)
|
|
vertices[ii + start] = verticesValue[ii] * this.scale;
|
|
}
|
|
if (isMesh) {
|
|
var meshVertices = attachment.vertices;
|
|
for (var ii = 0, nn = vertices.length; ii < nn; ii++)
|
|
vertices[ii] += meshVertices[ii];
|
|
}
|
|
}
|
|
|
|
timeline.setFrame(frameIndex, valueMap["time"], vertices);
|
|
this.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
}
|
|
}
|
|
}
|
|
|
|
var drawOrderValues = map["drawOrder"];
|
|
if (!drawOrderValues) drawOrderValues = map["draworder"];
|
|
if (drawOrderValues) {
|
|
var timeline = new spine.DrawOrderTimeline(drawOrderValues.length);
|
|
var slotCount = skeletonData.slots.length;
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = drawOrderValues.length; i < n; i++) {
|
|
var drawOrderMap = drawOrderValues[i];
|
|
var drawOrder = null;
|
|
if (drawOrderMap["offsets"]) {
|
|
drawOrder = new spine.Uint32Array(slotCount);
|
|
drawOrder.length = slotCount;
|
|
for (var ii = slotCount - 1; ii >= 0; ii--)
|
|
drawOrder[ii] = 4294967295;
|
|
var offsets = drawOrderMap["offsets"];
|
|
var unchanged = new spine.Uint32Array(slotCount - offsets.length);
|
|
unchanged.length = slotCount - offsets.length;
|
|
var originalIndex = 0, unchangedIndex = 0;
|
|
for (var ii = 0, nn = offsets.length; ii < nn; ii++) {
|
|
var offsetMap = offsets[ii];
|
|
var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
|
|
if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"];
|
|
// Collect unchanged items.
|
|
while (originalIndex != slotIndex)
|
|
unchanged[unchangedIndex++] = originalIndex++;
|
|
// Set changed items.
|
|
drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++;
|
|
}
|
|
// Collect remaining unchanged items.
|
|
while (originalIndex < slotCount)
|
|
unchanged[unchangedIndex++] = originalIndex++;
|
|
// Fill in unchanged items.
|
|
for (var ii = slotCount - 1; ii >= 0; ii--)
|
|
if (drawOrder[ii] == 4294967295) drawOrder[ii] = unchanged[--unchangedIndex];
|
|
}
|
|
timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder);
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
}
|
|
|
|
var events = map["events"];
|
|
if (events) {
|
|
var timeline = new spine.EventTimeline(events.length);
|
|
var frameIndex = 0;
|
|
for (var i = 0, n = events.length; i < n; i++) {
|
|
var eventMap = events[i];
|
|
var eventData = skeletonData.findEvent(eventMap["name"]);
|
|
if (!eventData) throw "Event not found: " + eventMap["name"];
|
|
var event = new spine.Event(eventMap["time"], eventData);
|
|
event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
|
|
event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
|
|
event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
|
|
timeline.setFrame(frameIndex++, event);
|
|
}
|
|
timelines[timelines.length] = timeline;
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
}
|
|
|
|
skeletonData.animations[skeletonData.animations.length] = new spine.Animation(name, timelines, duration);
|
|
},
|
|
readCurve: function (timeline, frameIndex, valueMap) {
|
|
var curve = valueMap["curve"];
|
|
if (!curve)
|
|
timeline.curves.setLinear(frameIndex);
|
|
else if (curve == "stepped")
|
|
timeline.curves.setStepped(frameIndex);
|
|
else if (curve instanceof Array)
|
|
timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
|
},
|
|
toColor: function (hexString, colorIndex) {
|
|
if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
|
|
return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255;
|
|
},
|
|
getFloatArray: function (map, name, scale) {
|
|
var list = map[name];
|
|
var values = new spine.Float32Array(list.length);
|
|
var i = 0, n = list.length;
|
|
if (scale == 1) {
|
|
for (; i < n; i++)
|
|
values[i] = list[i];
|
|
} else {
|
|
for (; i < n; i++)
|
|
values[i] = list[i] * scale;
|
|
}
|
|
return values;
|
|
},
|
|
getUint32Array: function (map, name) {
|
|
var list = map[name];
|
|
var values = new spine.Uint32Array(list.length);
|
|
for (var i = 0, n = list.length; i < n; i++)
|
|
values[i] = list[i] | 0;
|
|
return values;
|
|
},
|
|
getUint16Array: function (map, name) {
|
|
var list = map[name];
|
|
var values = new spine.Uint16Array(list.length);
|
|
for (var i = 0, n = list.length; i < n; i++)
|
|
values[i] = list[i] | 0;
|
|
return values;
|
|
}
|
|
};
|
|
|
|
spine.Atlas = function (atlasText, textureLoader) {
|
|
this.textureLoader = textureLoader;
|
|
this.pages = [];
|
|
this.regions = [];
|
|
|
|
var reader = new spine.AtlasReader(atlasText);
|
|
var tuple = [];
|
|
tuple.length = 4;
|
|
var page = null;
|
|
while (true) {
|
|
var line = reader.readLine();
|
|
if (line === null) break;
|
|
line = reader.trim(line);
|
|
if (!line.length)
|
|
page = null;
|
|
else if (!page) {
|
|
page = new spine.AtlasPage();
|
|
page.name = line;
|
|
|
|
if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
|
|
page.width = parseInt(tuple[0]);
|
|
page.height = parseInt(tuple[1]);
|
|
reader.readTuple(tuple);
|
|
}
|
|
page.format = spine.Atlas.Format[tuple[0]];
|
|
|
|
reader.readTuple(tuple);
|
|
page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
|
|
page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
|
|
|
|
var direction = reader.readValue();
|
|
page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
if (direction == "x")
|
|
page.uWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "y")
|
|
page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
else if (direction == "xy")
|
|
page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
|
textureLoader.load(page, line, this);
|
|
|
|
this.pages[this.pages.length] = page;
|
|
|
|
} else {
|
|
var region = new spine.AtlasRegion();
|
|
region.name = line;
|
|
region.page = page;
|
|
|
|
region.rotate = reader.readValue() == "true";
|
|
|
|
reader.readTuple(tuple);
|
|
var x = parseInt(tuple[0]);
|
|
var y = parseInt(tuple[1]);
|
|
|
|
reader.readTuple(tuple);
|
|
var width = parseInt(tuple[0]);
|
|
var height = parseInt(tuple[1]);
|
|
|
|
region.u = x / page.width;
|
|
region.v = y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (x + height) / page.width;
|
|
region.v2 = (y + width) / page.height;
|
|
} else {
|
|
region.u2 = (x + width) / page.width;
|
|
region.v2 = (y + height) / page.height;
|
|
}
|
|
region.x = x;
|
|
region.y = y;
|
|
region.width = Math.abs(width);
|
|
region.height = Math.abs(height);
|
|
|
|
if (reader.readTuple(tuple) == 4) { // split is optional
|
|
region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
|
|
|
|
if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
|
|
region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
|
|
|
|
reader.readTuple(tuple);
|
|
}
|
|
}
|
|
|
|
region.originalWidth = parseInt(tuple[0]);
|
|
region.originalHeight = parseInt(tuple[1]);
|
|
|
|
reader.readTuple(tuple);
|
|
region.offsetX = parseInt(tuple[0]);
|
|
region.offsetY = parseInt(tuple[1]);
|
|
|
|
region.index = parseInt(reader.readValue());
|
|
|
|
this.regions[this.regions.length] = region;
|
|
}
|
|
}
|
|
};
|
|
spine.Atlas.prototype = {
|
|
findRegion: function (name) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++)
|
|
if (regions[i].name == name) return regions[i];
|
|
return null;
|
|
},
|
|
dispose: function () {
|
|
var pages = this.pages;
|
|
for (var i = 0, n = pages.length; i < n; i++)
|
|
this.textureLoader.unload(pages[i].rendererObject);
|
|
},
|
|
updateUVs: function (page) {
|
|
var regions = this.regions;
|
|
for (var i = 0, n = regions.length; i < n; i++) {
|
|
var region = regions[i];
|
|
if (region.page != page) continue;
|
|
region.u = region.x / page.width;
|
|
region.v = region.y / page.height;
|
|
if (region.rotate) {
|
|
region.u2 = (region.x + region.height) / page.width;
|
|
region.v2 = (region.y + region.width) / page.height;
|
|
} else {
|
|
region.u2 = (region.x + region.width) / page.width;
|
|
region.v2 = (region.y + region.height) / page.height;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
spine.Atlas.Format = {
|
|
alpha: 0,
|
|
intensity: 1,
|
|
luminanceAlpha: 2,
|
|
rgb565: 3,
|
|
rgba4444: 4,
|
|
rgb888: 5,
|
|
rgba8888: 6
|
|
};
|
|
|
|
spine.Atlas.TextureFilter = {
|
|
nearest: 0,
|
|
linear: 1,
|
|
mipMap: 2,
|
|
mipMapNearestNearest: 3,
|
|
mipMapLinearNearest: 4,
|
|
mipMapNearestLinear: 5,
|
|
mipMapLinearLinear: 6
|
|
};
|
|
|
|
spine.Atlas.TextureWrap = {
|
|
mirroredRepeat: 0,
|
|
clampToEdge: 1,
|
|
repeat: 2
|
|
};
|
|
|
|
spine.AtlasPage = function () {};
|
|
spine.AtlasPage.prototype = {
|
|
name: null,
|
|
format: null,
|
|
minFilter: null,
|
|
magFilter: null,
|
|
uWrap: null,
|
|
vWrap: null,
|
|
rendererObject: null,
|
|
width: 0,
|
|
height: 0
|
|
};
|
|
|
|
spine.AtlasRegion = function () {};
|
|
spine.AtlasRegion.prototype = {
|
|
page: null,
|
|
name: null,
|
|
x: 0, y: 0,
|
|
width: 0, height: 0,
|
|
u: 0, v: 0, u2: 0, v2: 0,
|
|
offsetX: 0, offsetY: 0,
|
|
originalWidth: 0, originalHeight: 0,
|
|
index: 0,
|
|
rotate: false,
|
|
splits: null,
|
|
pads: null
|
|
};
|
|
|
|
spine.AtlasReader = function (text) {
|
|
this.lines = text.split(/\r\n|\r|\n/);
|
|
};
|
|
spine.AtlasReader.prototype = {
|
|
index: 0,
|
|
trim: function (value) {
|
|
return value.replace(/^\s+|\s+$/g, "");
|
|
},
|
|
readLine: function () {
|
|
if (this.index >= this.lines.length) return null;
|
|
return this.lines[this.index++];
|
|
},
|
|
readValue: function () {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
return this.trim(line.substring(colon + 1));
|
|
},
|
|
/** Returns the number of tuple values read (1, 2 or 4). */
|
|
readTuple: function (tuple) {
|
|
var line = this.readLine();
|
|
var colon = line.indexOf(":");
|
|
if (colon == -1) throw "Invalid line: " + line;
|
|
var i = 0, lastMatch = colon + 1;
|
|
for (; i < 3; i++) {
|
|
var comma = line.indexOf(",", lastMatch);
|
|
if (comma == -1) break;
|
|
tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
|
|
lastMatch = comma + 1;
|
|
}
|
|
tuple[i] = this.trim(line.substring(lastMatch));
|
|
return i + 1;
|
|
}
|
|
};
|
|
|
|
spine.AtlasAttachmentLoader = function (atlas) {
|
|
this.atlas = atlas;
|
|
};
|
|
spine.AtlasAttachmentLoader.prototype = {
|
|
newRegionAttachment: function (skin, name, path) {
|
|
var region = this.atlas.findRegion(path);
|
|
if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")";
|
|
var attachment = new spine.RegionAttachment(name);
|
|
attachment.rendererObject = region;
|
|
attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
|
attachment.regionOffsetX = region.offsetX;
|
|
attachment.regionOffsetY = region.offsetY;
|
|
attachment.regionWidth = region.width;
|
|
attachment.regionHeight = region.height;
|
|
attachment.regionOriginalWidth = region.originalWidth;
|
|
attachment.regionOriginalHeight = region.originalHeight;
|
|
return attachment;
|
|
},
|
|
newMeshAttachment: function (skin, name, path) {
|
|
var region = this.atlas.findRegion(path);
|
|
if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")";
|
|
var attachment = new spine.MeshAttachment(name);
|
|
attachment.rendererObject = region;
|
|
attachment.regionU = region.u;
|
|
attachment.regionV = region.v;
|
|
attachment.regionU2 = region.u2;
|
|
attachment.regionV2 = region.v2;
|
|
attachment.regionRotate = region.rotate;
|
|
attachment.regionOffsetX = region.offsetX;
|
|
attachment.regionOffsetY = region.offsetY;
|
|
attachment.regionWidth = region.width;
|
|
attachment.regionHeight = region.height;
|
|
attachment.regionOriginalWidth = region.originalWidth;
|
|
attachment.regionOriginalHeight = region.originalHeight;
|
|
return attachment;
|
|
},
|
|
newWeightedMeshAttachment: function (skin, name, path) {
|
|
var region = this.atlas.findRegion(path);
|
|
if (!region) throw "Region not found in atlas: " + path + " (weighted mesh attachment: " + name + ")";
|
|
var attachment = new spine.WeightedMeshAttachment(name);
|
|
attachment.rendererObject = region;
|
|
attachment.regionU = region.u;
|
|
attachment.regionV = region.v;
|
|
attachment.regionU2 = region.u2;
|
|
attachment.regionV2 = region.v2;
|
|
attachment.regionRotate = region.rotate;
|
|
attachment.regionOffsetX = region.offsetX;
|
|
attachment.regionOffsetY = region.offsetY;
|
|
attachment.regionWidth = region.width;
|
|
attachment.regionHeight = region.height;
|
|
attachment.regionOriginalWidth = region.originalWidth;
|
|
attachment.regionOriginalHeight = region.originalHeight;
|
|
return attachment;
|
|
},
|
|
newBoundingBoxAttachment: function (skin, name) {
|
|
return new spine.BoundingBoxAttachment(name);
|
|
}
|
|
};
|
|
|
|
spine.SkeletonBounds = function () {
|
|
this.polygonPool = [];
|
|
this.polygons = [];
|
|
this.boundingBoxes = [];
|
|
};
|
|
spine.SkeletonBounds.prototype = {
|
|
minX: 0, minY: 0, maxX: 0, maxY: 0,
|
|
update: function (skeleton, updateAabb) {
|
|
var slots = skeleton.slots;
|
|
var slotCount = slots.length;
|
|
var x = skeleton.x, y = skeleton.y;
|
|
var boundingBoxes = this.boundingBoxes;
|
|
var polygonPool = this.polygonPool;
|
|
var polygons = this.polygons;
|
|
|
|
boundingBoxes.length = 0;
|
|
for (var i = 0, n = polygons.length; i < n; i++)
|
|
polygonPool[polygonPool.length] = polygons[i];
|
|
polygons.length = 0;
|
|
|
|
for (var i = 0; i < slotCount; i++) {
|
|
var slot = slots[i];
|
|
var boundingBox = slot.attachment;
|
|
if (boundingBox.type != spine.AttachmentType.boundingbox) continue;
|
|
boundingBoxes[boundingBoxes.length] = boundingBox;
|
|
|
|
var poolCount = polygonPool.length, polygon;
|
|
if (poolCount > 0) {
|
|
polygon = polygonPool[poolCount - 1];
|
|
polygonPool.splice(poolCount - 1, 1);
|
|
} else
|
|
polygon = new spine.Float32Array();
|
|
polygons[polygons.length] = polygon;
|
|
|
|
polygon.length = boundingBox.vertices.length;
|
|
boundingBox.computeWorldVertices(x, y, slot.bone, polygon);
|
|
}
|
|
|
|
if (updateAabb) this.aabbCompute();
|
|
},
|
|
aabbCompute: function () {
|
|
var polygons = this.polygons;
|
|
var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = -Number.MAX_VALUE, maxY = -Number.MAX_VALUE;
|
|
for (var i = 0, n = polygons.length; i < n; i++) {
|
|
var vertices = polygons[i];
|
|
for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
|
|
var x = vertices[ii];
|
|
var y = vertices[ii + 1];
|
|
minX = Math.min(minX, x);
|
|
minY = Math.min(minY, y);
|
|
maxX = Math.max(maxX, x);
|
|
maxY = Math.max(maxY, y);
|
|
}
|
|
}
|
|
this.minX = minX;
|
|
this.minY = minY;
|
|
this.maxX = maxX;
|
|
this.maxY = maxY;
|
|
},
|
|
/** Returns true if the axis aligned bounding box contains the point. */
|
|
aabbContainsPoint: function (x, y) {
|
|
return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
|
|
},
|
|
/** Returns true if the axis aligned bounding box intersects the line segment. */
|
|
aabbIntersectsSegment: function (x1, y1, x2, y2) {
|
|
var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
|
|
if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
|
|
return false;
|
|
var m = (y2 - y1) / (x2 - x1);
|
|
var y = m * (minX - x1) + y1;
|
|
if (y > minY && y < maxY) return true;
|
|
y = m * (maxX - x1) + y1;
|
|
if (y > minY && y < maxY) return true;
|
|
var x = (minY - y1) / m + x1;
|
|
if (x > minX && x < maxX) return true;
|
|
x = (maxY - y1) / m + x1;
|
|
if (x > minX && x < maxX) return true;
|
|
return false;
|
|
},
|
|
/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
|
|
aabbIntersectsSkeleton: function (bounds) {
|
|
return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
|
|
},
|
|
/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
|
|
* efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
|
|
containsPoint: function (x, y) {
|
|
var polygons = this.polygons;
|
|
for (var i = 0, n = polygons.length; i < n; i++)
|
|
if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i];
|
|
return null;
|
|
},
|
|
/** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
|
|
* more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
|
|
intersectsSegment: function (x1, y1, x2, y2) {
|
|
var polygons = this.polygons;
|
|
for (var i = 0, n = polygons.length; i < n; i++)
|
|
if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i];
|
|
return null;
|
|
},
|
|
/** Returns true if the polygon contains the point. */
|
|
polygonContainsPoint: function (polygon, x, y) {
|
|
var nn = polygon.length;
|
|
var prevIndex = nn - 2;
|
|
var inside = false;
|
|
for (var ii = 0; ii < nn; ii += 2) {
|
|
var vertexY = polygon[ii + 1];
|
|
var prevY = polygon[prevIndex + 1];
|
|
if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
|
|
var vertexX = polygon[ii];
|
|
if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside;
|
|
}
|
|
prevIndex = ii;
|
|
}
|
|
return inside;
|
|
},
|
|
/** Returns true if the polygon contains the line segment. */
|
|
polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) {
|
|
var nn = polygon.length;
|
|
var width12 = x1 - x2, height12 = y1 - y2;
|
|
var det1 = x1 * y2 - y1 * x2;
|
|
var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
|
|
for (var ii = 0; ii < nn; ii += 2) {
|
|
var x4 = polygon[ii], y4 = polygon[ii + 1];
|
|
var det2 = x3 * y4 - y3 * x4;
|
|
var width34 = x3 - x4, height34 = y3 - y4;
|
|
var det3 = width12 * height34 - height12 * width34;
|
|
var x = (det1 * width34 - width12 * det2) / det3;
|
|
if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
|
|
var y = (det1 * height34 - height12 * det2) / det3;
|
|
if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
|
|
}
|
|
x3 = x4;
|
|
y3 = y4;
|
|
}
|
|
return false;
|
|
},
|
|
getPolygon: function (attachment) {
|
|
var index = this.boundingBoxes.indexOf(attachment);
|
|
return index == -1 ? null : this.polygons[index];
|
|
},
|
|
getWidth: function () {
|
|
return this.maxX - this.minX;
|
|
},
|
|
getHeight: function () {
|
|
return this.maxY - this.minY;
|
|
}
|
|
};
|