mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Tested the 'toColor' function with 'ffffff00'. The returned result (in r,g,b,a) was 1,NaN,1,257. The correct result should obviously be 1,1,1,0. The hex substring was being done incorrectly.
1319 lines
40 KiB
JavaScript
1319 lines
40 KiB
JavaScript
var spine = {};
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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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};
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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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};
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spine.Bone = function (boneData, parent) {
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this.data = boneData;
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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,
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rotation: 0,
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scaleX: 1, scaleY: 1,
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m00: 0, m01: 0, worldX: 0, // a b x
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m10: 0, m11: 0, worldY: 0, // c d y
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worldRotation: 0,
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worldScaleX: 1, worldScaleY: 1,
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updateWorldTransform: function (flipX, flipY) {
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var parent = this.parent;
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if (parent != null) {
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this.worldX = this.x * parent.m00 + this.y * parent.m01 + parent.worldX;
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this.worldY = this.x * parent.m10 + this.y * parent.m11 + parent.worldY;
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this.worldScaleX = parent.worldScaleX * this.scaleX;
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this.worldScaleY = parent.worldScaleY * this.scaleY;
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this.worldRotation = parent.worldRotation + this.rotation;
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} else {
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this.worldX = this.x;
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this.worldY = this.y;
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this.worldScaleX = this.scaleX;
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this.worldScaleY = this.scaleY;
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this.worldRotation = this.rotation;
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}
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var radians = this.worldRotation * Math.PI / 180;
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var cos = Math.cos(radians);
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var sin = Math.sin(radians);
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this.m00 = cos * this.worldScaleX;
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this.m10 = sin * this.worldScaleX;
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this.m01 = -sin * this.worldScaleY;
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this.m11 = cos * this.worldScaleY;
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if (flipX) {
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this.m00 = -this.m00;
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this.m01 = -this.m01;
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}
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if (flipY) {
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this.m10 = -this.m10;
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this.m11 = -this.m11;
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}
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if (spine.Bone.yDown) {
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this.m10 = -this.m10;
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this.m11 = -this.m11;
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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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};
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spine.Slot = function (slotData, skeleton, bone) {
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this.data = slotData;
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this.skeleton = skeleton;
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this.bone = bone;
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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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this.attachment = attachment;
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this._attachmentTime = this.skeleton.time;
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},
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setAttachmentTime: function (time) {
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this._attachmentTime = this.skeleton.time - time;
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},
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getAttachmentTime: function () {
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return this.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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var slotDatas = this.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.setAttachment(!data.attachmentName ? null : this.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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spine.Skin = function (name) {
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this.name = name;
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this.attachments = {};
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};
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spine.Skin.prototype = {
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addAttachment: function (slotIndex, name, attachment) {
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this.attachments[slotIndex + ":" + name] = attachment;
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},
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getAttachment: function (slotIndex, name) {
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return this.attachments[slotIndex + ":" + name];
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},
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_attachAll: function (skeleton, oldSkin) {
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for (var key in oldSkin.attachments) {
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var colon = key.indexOf(":");
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var slotIndex = parseInt(key.substring(0, colon));
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var name = key.substring(colon + 1);
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var slot = skeleton.slots[slotIndex];
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if (slot.attachment && slot.attachment.name == name) {
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var attachment = this.getAttachment(slotIndex, name);
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if (attachment) slot.setAttachment(attachment);
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}
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}
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}
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};
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spine.Animation = function (name, timelines, duration) {
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this.name = name;
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this.timelines = timelines;
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this.duration = duration;
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};
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spine.Animation.prototype = {
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apply: function (skeleton, time, loop) {
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if (loop && this.duration != 0) time %= this.duration;
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var timelines = this.timelines;
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for (var i = 0, n = timelines.length; i < n; i++)
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timelines[i].apply(skeleton, time, 1);
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},
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mix: function (skeleton, time, loop, alpha) {
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if (loop && this.duration != 0) time %= this.duration;
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var timelines = this.timelines;
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for (var i = 0, n = timelines.length; i < n; i++)
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timelines[i].apply(skeleton, time, alpha);
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}
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};
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spine.binarySearch = function (values, target, step) {
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var low = 0;
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var high = Math.floor(values.length / step) - 2;
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if (high == 0) return step;
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var current = high >>> 1;
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while (true) {
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if (values[(current + 1) * step] <= target)
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low = current + 1;
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else
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high = current;
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if (low == high) return (low + 1) * step;
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current = (low + high) >>> 1;
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}
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};
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spine.linearSearch = function (values, target, step) {
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for (var i = 0, last = values.length - step; i <= last; i += step)
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if (values[i] > target) return i;
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return -1;
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};
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spine.Curves = function (frameCount) {
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this.curves = []; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
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this.curves.length = (frameCount - 1) * 6;
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};
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spine.Curves.prototype = {
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setLinear: function (frameIndex) {
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this.curves[frameIndex * 6] = 0/*LINEAR*/;
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},
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setStepped: function (frameIndex) {
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this.curves[frameIndex * 6] = -1/*STEPPED*/;
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},
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/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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* the difference between the keyframe's values. */
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setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
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var subdiv_step = 1 / 10/*BEZIER_SEGMENTS*/;
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var subdiv_step2 = subdiv_step * subdiv_step;
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var subdiv_step3 = subdiv_step2 * subdiv_step;
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var pre1 = 3 * subdiv_step;
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var pre2 = 3 * subdiv_step2;
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var pre4 = 6 * subdiv_step2;
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var pre5 = 6 * subdiv_step3;
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var tmp1x = -cx1 * 2 + cx2;
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var tmp1y = -cy1 * 2 + cy2;
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var tmp2x = (cx1 - cx2) * 3 + 1;
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var tmp2y = (cy1 - cy2) * 3 + 1;
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var i = frameIndex * 6;
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var curves = this.curves;
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curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
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curves[i + 1] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
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curves[i + 2] = tmp1x * pre4 + tmp2x * pre5;
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curves[i + 3] = tmp1y * pre4 + tmp2y * pre5;
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curves[i + 4] = tmp2x * pre5;
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curves[i + 5] = tmp2y * pre5;
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},
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getCurvePercent: function (frameIndex, percent) {
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percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
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var curveIndex = frameIndex * 6;
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var curves = this.curves;
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var dfx = curves[curveIndex];
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if (!dfx/*LINEAR*/) return percent;
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if (dfx == -1/*STEPPED*/) return 0;
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var dfy = curves[curveIndex + 1];
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var ddfx = curves[curveIndex + 2];
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var ddfy = curves[curveIndex + 3];
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var dddfx = curves[curveIndex + 4];
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var dddfy = curves[curveIndex + 5];
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var x = dfx, y = dfy;
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var i = 10/*BEZIER_SEGMENTS*/ - 2;
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while (true) {
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if (x >= percent) {
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var lastX = x - dfx;
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var lastY = y - dfy;
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return lastY + (y - lastY) * (percent - lastX) / (x - lastX);
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}
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if (i == 0) break;
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i--;
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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x += dfx;
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y += dfy;
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}
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return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
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}
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};
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spine.RotateTimeline = function (frameCount) {
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this.curves = new spine.Curves(frameCount);
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this.frames = []; // time, angle, ...
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this.frames.length = frameCount * 2;
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};
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spine.RotateTimeline.prototype = {
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boneIndex: 0,
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getFrameCount: function () {
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return this.frames.length / 2;
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},
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setFrame: function (frameIndex, time, angle) {
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frameIndex *= 2;
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this.frames[frameIndex] = time;
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this.frames[frameIndex + 1] = angle;
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},
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apply: function (skeleton, time, alpha) {
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var frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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var bone = skeleton.bones[this.boneIndex];
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if (time >= frames[frames.length - 2]) { // Time is after last frame.
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var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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bone.rotation += amount * alpha;
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return;
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}
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// Interpolate between the last frame and the current frame.
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var frameIndex = spine.binarySearch(frames, time, 2);
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var lastFrameValue = frames[frameIndex - 1];
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var frameTime = frames[frameIndex];
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var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*LAST_FRAME_TIME*/] - frameTime);
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percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
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var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - lastFrameValue;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation;
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while (amount > 180)
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amount -= 360;
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while (amount < -180)
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amount += 360;
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bone.rotation += amount * alpha;
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}
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};
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spine.TranslateTimeline = function (frameCount) {
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this.curves = new spine.Curves(frameCount);
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this.frames = []; // time, x, y, ...
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this.frames.length = frameCount * 3;
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};
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spine.TranslateTimeline.prototype = {
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boneIndex: 0,
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getFrameCount: function () {
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return this.frames.length / 3;
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},
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setFrame: function (frameIndex, time, x, y) {
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frameIndex *= 3;
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this.frames[frameIndex] = time;
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this.frames[frameIndex + 1] = x;
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this.frames[frameIndex + 2] = y;
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},
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apply: function (skeleton, time, alpha) {
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var frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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var bone = skeleton.bones[this.boneIndex];
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if (time >= frames[frames.length - 3]) { // Time is after last frame.
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bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
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bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
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return;
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}
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// Interpolate between the last frame and the current frame.
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var frameIndex = spine.binarySearch(frames, time, 3);
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var lastFrameX = frames[frameIndex - 2];
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var lastFrameY = frames[frameIndex - 1];
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var frameTime = frames[frameIndex];
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var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
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percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
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bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.x) * alpha;
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bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.y) * alpha;
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}
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};
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spine.ScaleTimeline = function (frameCount) {
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this.curves = new spine.Curves(frameCount);
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this.frames = []; // time, x, y, ...
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this.frames.length = frameCount * 3;
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};
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spine.ScaleTimeline.prototype = {
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boneIndex: 0,
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getFrameCount: function () {
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return this.frames.length / 3;
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},
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setFrame: function (frameIndex, time, x, y) {
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frameIndex *= 3;
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this.frames[frameIndex] = time;
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this.frames[frameIndex + 1] = x;
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this.frames[frameIndex + 2] = y;
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},
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apply: function (skeleton, time, alpha) {
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var frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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var bone = skeleton.bones[this.boneIndex];
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if (time >= frames[frames.length - 3]) { // Time is after last frame.
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bone.scaleX += (bone.data.scaleX - 1 + frames[frames.length - 2] - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY - 1 + frames[frames.length - 1] - bone.scaleY) * alpha;
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return;
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}
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// Interpolate between the last frame and the current frame.
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var frameIndex = spine.binarySearch(frames, time, 3);
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var lastFrameX = frames[frameIndex - 2];
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var lastFrameY = frames[frameIndex - 1];
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var frameTime = frames[frameIndex];
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var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*LAST_FRAME_TIME*/] - frameTime);
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percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
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bone.scaleX += (bone.data.scaleX - 1 + lastFrameX + (frames[frameIndex + 1/*FRAME_X*/] - lastFrameX) * percent - bone.scaleX) * alpha;
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bone.scaleY += (bone.data.scaleY - 1 + lastFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - lastFrameY) * percent - bone.scaleY) * alpha;
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}
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};
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spine.ColorTimeline = function (frameCount) {
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this.curves = new spine.Curves(frameCount);
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this.frames = []; // time, r, g, b, a, ...
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this.frames.length = frameCount * 5;
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};
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spine.ColorTimeline.prototype = {
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slotIndex: 0,
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getFrameCount: function () {
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return this.frames.length / 2;
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},
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setFrame: function (frameIndex, time, x, y) {
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frameIndex *= 5;
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this.frames[frameIndex] = time;
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this.frames[frameIndex + 1] = r;
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this.frames[frameIndex + 2] = g;
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this.frames[frameIndex + 3] = b;
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this.frames[frameIndex + 4] = a;
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},
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apply: function (skeleton, time, alpha) {
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var frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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var slot = skeleton.slots[this.slotIndex];
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if (time >= frames[frames.length - 5]) { // Time is after last frame.
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var i = frames.length - 1;
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slot.r = frames[i - 3];
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slot.g = frames[i - 2];
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slot.b = frames[i - 1];
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slot.a = frames[i];
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return;
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}
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// Interpolate between the last frame and the current frame.
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var frameIndex = spine.binarySearch(frames, time, 5);
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var lastFrameR = frames[frameIndex - 4];
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var lastFrameG = frames[frameIndex - 3];
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var lastFrameB = frames[frameIndex - 2];
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var lastFrameA = frames[frameIndex - 1];
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var frameTime = frames[frameIndex];
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var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*LAST_FRAME_TIME*/] - frameTime);
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percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
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var r = lastFrameR + (frames[frameIndex + 1/*FRAME_R*/] - lastFrameR) * percent;
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var g = lastFrameG + (frames[frameIndex + 2/*FRAME_G*/] - lastFrameG) * percent;
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var b = lastFrameB + (frames[frameIndex + 3/*FRAME_B*/] - lastFrameB) * percent;
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var a = lastFrameA + (frames[frameIndex + 4/*FRAME_A*/] - lastFrameA) * percent;
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if (alpha < 1) {
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slot.r += (r - slot.r) * alpha;
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slot.g += (g - slot.g) * alpha;
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slot.b += (b - slot.b) * alpha;
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slot.a += (a - slot.a) * alpha;
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} else {
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slot.r = r;
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slot.g = g;
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slot.b = b;
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slot.a = a;
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}
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}
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};
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spine.AttachmentTimeline = function (frameCount) {
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this.curves = new spine.Curves(frameCount);
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this.frames = []; // time, ...
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this.frames.length = frameCount;
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this.attachmentNames = []; // time, ...
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this.attachmentNames.length = frameCount;
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};
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spine.AttachmentTimeline.prototype = {
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slotIndex: 0,
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getFrameCount: function () {
|
|
return this.frames.length;
|
|
},
|
|
setFrame: function (frameIndex, time, attachmentName) {
|
|
this.frames[frameIndex] = time;
|
|
this.attachmentNames[frameIndex] = attachmentName;
|
|
},
|
|
apply: function (skeleton, time, 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.binarySearch(frames, time, 1) - 1;
|
|
|
|
var attachmentName = this.attachmentNames[frameIndex];
|
|
skeleton.slots[this.slotIndex].setAttachment(!attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
|
|
}
|
|
};
|
|
|
|
spine.SkeletonData = function () {
|
|
this.bones = [];
|
|
this.slots = [];
|
|
this.skins = [];
|
|
this.animations = [];
|
|
};
|
|
spine.SkeletonData.prototype = {
|
|
defaultSkin: 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. */
|
|
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;
|
|
}
|
|
};
|
|
|
|
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.push(new spine.Bone(boneData, 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, this, bone);
|
|
this.slots.push(slot);
|
|
this.drawOrder.push(slot);
|
|
}
|
|
};
|
|
spine.Skeleton.prototype = {
|
|
x: 0, y: 0,
|
|
skin: null,
|
|
r: 1, g: 1, b: 1, a: 1,
|
|
time: 0,
|
|
flipX: false, flipY: false,
|
|
/** Updates the world transform for each bone. */
|
|
updateWorldTransform: function () {
|
|
var flipX = this.flipX;
|
|
var flipY = this.flipY;
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].updateWorldTransform(flipX, flipY);
|
|
},
|
|
/** Sets the bones and slots to their setup pose values. */
|
|
setToSetupPose: function () {
|
|
this.setBonesToSetupPose();
|
|
this.setSlotsToSetupPose();
|
|
},
|
|
setBonesToSetupPose: function () {
|
|
var bones = this.bones;
|
|
for (var i = 0, n = bones.length; i < n; i++)
|
|
bones[i].setToSetupPose();
|
|
},
|
|
setSlotsToSetupPose: function () {
|
|
var slots = this.slots;
|
|
for (var i = 0, n = slots.length; i < n; i++)
|
|
slots[i].setToSetupPose(i);
|
|
},
|
|
/** @return May return null. */
|
|
getRootBone: function () {
|
|
return this.bones.length == 0 ? null : this.bones[0];
|
|
},
|
|
/** @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 not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
|
|
* from the new skin are attached if the corresponding attachment from the old skin was attached.
|
|
* @param newSkin May be null. */
|
|
setSkin: function (newSkin) {
|
|
if (this.skin && newSkin) newSkin._attachAll(this, this.skin);
|
|
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.size; i < n; i++) {
|
|
var slot = slots[i];
|
|
if (slot.data.name == slotName) {
|
|
var attachment = null;
|
|
if (attachmentName) {
|
|
attachment = this.getAttachment(i, attachmentName);
|
|
if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
|
|
}
|
|
slot.setAttachment(attachment);
|
|
return;
|
|
}
|
|
}
|
|
throw "Slot not found: " + slotName;
|
|
},
|
|
update: function (delta) {
|
|
time += delta;
|
|
}
|
|
};
|
|
|
|
spine.AttachmentType = {
|
|
region: 0
|
|
};
|
|
|
|
spine.RegionAttachment = function () {
|
|
this.offset = [];
|
|
this.offset.length = 8;
|
|
this.uvs = [];
|
|
this.uvs.length = 8;
|
|
};
|
|
spine.RegionAttachment.prototype = {
|
|
x: 0, y: 0,
|
|
rotation: 0,
|
|
scaleX: 1, scaleY: 1,
|
|
width: 0, height: 0,
|
|
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 * Math.PI / 180;
|
|
var cos = Math.cos(radians);
|
|
var sin = Math.sin(radians);
|
|
var localXCos = localX * cos + this.x;
|
|
var localXSin = localX * sin;
|
|
var localYCos = localY * cos + this.y;
|
|
var localYSin = localY * sin;
|
|
var localX2Cos = localX2 * cos + this.x;
|
|
var localX2Sin = localX2 * sin;
|
|
var localY2Cos = localY2 * cos + this.y;
|
|
var localY2Sin = localY2 * sin;
|
|
var offset = this.offset;
|
|
offset[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.m00;
|
|
var m01 = bone.m01;
|
|
var m10 = bone.m10;
|
|
var m11 = bone.m11;
|
|
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.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 time = this.animationToMixTime[from.name + ":" + to.name];
|
|
return time ? time : this.defaultMix;
|
|
}
|
|
};
|
|
|
|
spine.AnimationState = function (stateData) {
|
|
this.data = stateData;
|
|
this.queue = [];
|
|
};
|
|
spine.AnimationState.prototype = {
|
|
current: null,
|
|
previous: null,
|
|
currentTime: 0,
|
|
previousTime: 0,
|
|
currentLoop: false,
|
|
previousLoop: false,
|
|
mixTime: 0,
|
|
mixDuration: 0,
|
|
update: function (delta) {
|
|
this.currentTime += delta;
|
|
this.previousTime += delta;
|
|
this.mixTime += delta;
|
|
|
|
if (this.queue.length > 0) {
|
|
var entry = this.queue[0];
|
|
if (this.currentTime >= entry.delay) {
|
|
this._setAnimation(entry.animation, entry.loop);
|
|
this.queue.shift();
|
|
}
|
|
}
|
|
},
|
|
apply: function (skeleton) {
|
|
if (!this.current) return;
|
|
if (this.previous) {
|
|
this.previous.apply(skeleton, this.previousTime, this.previousLoop);
|
|
var alpha = this.mixTime / this.mixDuration;
|
|
if (alpha >= 1) {
|
|
alpha = 1;
|
|
this.previous = null;
|
|
}
|
|
this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
|
|
} else
|
|
this.current.apply(skeleton, this.currentTime, this.currentLoop);
|
|
},
|
|
clearAnimation: function () {
|
|
this.previous = null;
|
|
this.current = null;
|
|
this.queue.length = 0;
|
|
},
|
|
_setAnimation: function (animation, loop) {
|
|
this.previous = null;
|
|
if (animation && this.current) {
|
|
this.mixDuration = this.data.getMix(this.current, animation);
|
|
if (this.mixDuration > 0) {
|
|
this.mixTime = 0;
|
|
this.previous = this.current;
|
|
this.previousTime = this.currentTime;
|
|
this.previousLoop = this.currentLoop;
|
|
}
|
|
}
|
|
this.current = animation;
|
|
this.currentLoop = loop;
|
|
this.currentTime = 0;
|
|
},
|
|
/** @see #setAnimation(Animation, Boolean) */
|
|
setAnimationByName: function (animationName, loop) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.setAnimation(animation, loop);
|
|
},
|
|
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
|
|
* @param animation May be null. */
|
|
setAnimation: function (animation, loop) {
|
|
this.queue.length = 0;
|
|
this._setAnimation(animation, loop);
|
|
},
|
|
/** @see #addAnimation(Animation, Boolean, Number) */
|
|
addAnimationByName: function (animationName, loop, delay) {
|
|
var animation = this.data.skeletonData.findAnimation(animationName);
|
|
if (!animation) throw "Animation not found: " + animationName;
|
|
this.addAnimation(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 (animation, loop, delay) {
|
|
var entry = {};
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
|
|
if (!delay || delay <= 0) {
|
|
var previousAnimation = this.queue.length == 0 ? this.current : this.queue[this.queue.length - 1].animation;
|
|
if (previousAnimation != null)
|
|
delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
|
|
else
|
|
delay = 0;
|
|
}
|
|
entry.delay = delay;
|
|
|
|
this.queue.push(entry);
|
|
},
|
|
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
|
|
isComplete: function () {
|
|
return !this.current || this.currentTime >= this.current.duration;
|
|
}
|
|
};
|
|
|
|
spine.SkeletonJson = function (attachmentLoader) {
|
|
this.attachmentLoader = attachmentLoader;
|
|
};
|
|
spine.SkeletonJson.prototype = {
|
|
scale: 1,
|
|
readSkeletonData: function (root) {
|
|
var skeletonData = new spine.SkeletonData();
|
|
|
|
// 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["scaleX"] || 1;
|
|
boneData.scaleY = boneMap["scaleY"] || 1;
|
|
skeletonData.bones.push(boneData);
|
|
}
|
|
|
|
// 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 = spine.SkeletonJson.toColor(color, 0);
|
|
slotData.g = spine.SkeletonJson.toColor(color, 1);
|
|
slotData.b = spine.SkeletonJson.toColor(color, 2);
|
|
slotData.a = spine.SkeletonJson.toColor(color, 3);
|
|
}
|
|
|
|
slotData.attachmentName = slotMap["attachment"];
|
|
|
|
skeletonData.slots.push(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, attachmentName, slotEntry[attachmentName]);
|
|
if (attachment != null) skin.addAttachment(slotIndex, attachmentName, attachment);
|
|
}
|
|
}
|
|
skeletonData.skins.push(skin);
|
|
if (skin.name == "default") skeletonData.defaultSkin = skin;
|
|
}
|
|
|
|
// 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, name, map) {
|
|
name = map["name"] || name;
|
|
|
|
var type = spine.AttachmentType[map["type"] || "region"];
|
|
var attachment = this.attachmentLoader.newAttachment(skin, type, name);
|
|
|
|
if (type == spine.AttachmentType.region) {
|
|
attachment.x = (map["x"] || 0) * this.scale;
|
|
attachment.y = (map["y"] || 0) * this.scale;
|
|
attachment.scaleX = map["scaleX"] || 1;
|
|
attachment.scaleY = map["scaleY"] || 1;
|
|
attachment.rotation = map["rotation"] || 0;
|
|
attachment.width = (map["width"] || 32) * this.scale;
|
|
attachment.height = (map["height"] || 32) * this.scale;
|
|
attachment.updateOffset();
|
|
}
|
|
|
|
return attachment;
|
|
},
|
|
readAnimation: function (name, map, skeletonData) {
|
|
var timelines = [];
|
|
var duration = 0;
|
|
|
|
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"]);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(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);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
|
|
}
|
|
}
|
|
|
|
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 = spine.SkeletonJson.toColor(color, 0);
|
|
var g = spine.SkeletonJson.toColor(color, 1);
|
|
var b = spine.SkeletonJson.toColor(color, 2);
|
|
var a = spine.SkeletonJson.toColor(color, 3);
|
|
timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
|
spine.SkeletonJson.readCurve(timeline, frameIndex, valueMap);
|
|
frameIndex++;
|
|
}
|
|
timelines.push(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.push(timeline);
|
|
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
|
} else
|
|
throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
|
|
}
|
|
}
|
|
|
|
skeletonData.animations.push(new spine.Animation(name, timelines, duration));
|
|
}
|
|
};
|
|
spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
|
|
var curve = valueMap["curve"];
|
|
if (!curve) return;
|
|
if (curve == "stepped")
|
|
timeline.curves.setStepped(frameIndex);
|
|
else if (curve instanceof Array)
|
|
timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
|
};
|
|
spine.SkeletonJson.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;
|
|
};
|
|
|
|
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 == 0)
|
|
page = null;
|
|
else if (!page) {
|
|
page = new spine.AtlasPage();
|
|
page.name = line;
|
|
|
|
page.format = spine.Atlas.Format[reader.readValue()];
|
|
|
|
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.pages.push(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.push(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 (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) {
|
|
if (i == 0) throw "Invalid line: " + line;
|
|
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 = {
|
|
newAttachment: function (skin, type, name) {
|
|
switch (type) {
|
|
case spine.AttachmentType.region:
|
|
var region = this.atlas.findRegion(name);
|
|
if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
|
|
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;
|
|
}
|
|
throw "Unknown attachment type: " + type;
|
|
}
|
|
}
|