bezierCount (specified in the constructor) was larger
* than the actual number of Bezier curves. */
shrink(bezierCount) {
let size = this.getFrameCount() + bezierCount * 18;
if (this.curves.length > size) {
let newCurves = Utils.newFloatArray(size);
Utils.arrayCopy(this.curves, 0, newCurves, 0, size);
this.curves = newCurves;
}
}
/** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than
* one curve per frame.
* @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified
* in the constructor), inclusive.
* @param frame Between 0 and frameCount - 1, inclusive.
* @param value The index of the value for this frame that this curve is used for.
* @param time1 The time for the first key.
* @param value1 The value for the first key.
* @param cx1 The time for the first Bezier handle.
* @param cy1 The value for the first Bezier handle.
* @param cx2 The time of the second Bezier handle.
* @param cy2 The value for the second Bezier handle.
* @param time2 The time for the second key.
* @param value2 The value for the second key. */
setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
let curves = this.curves;
let i = this.getFrameCount() + bezier * 18;
if (value == 0)
curves[frame] = 2 + i;
let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03;
let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 6e-3;
let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667;
let x = time1 + dx, y = value1 + dy;
for (let n = i + 18; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dx += ddx;
dy += ddy;
ddx += dddx;
ddy += dddy;
x += dx;
y += dy;
}
}
/** Returns the Bezier interpolated value for the specified time.
* @param frameIndex The index into {@link #getFrames()} for the values of the frame before time.
* @param valueOffset The offset from frameIndex to the value this curve is used for.
* @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */
getBezierValue(time, frameIndex, valueOffset, i) {
let curves = this.curves;
if (curves[i] > time) {
let x2 = this.frames[frameIndex], y2 = this.frames[frameIndex + valueOffset];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
let n = i + 18;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
let x2 = curves[i - 2], y2 = curves[i - 1];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
}
frameIndex += this.getFrameEntries();
let x = curves[n - 2], y = curves[n - 1];
return y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y);
}
};
var CurveTimeline1 = class extends CurveTimeline {
constructor(frameCount, bezierCount, propertyId) {
super(frameCount, bezierCount, [propertyId]);
}
getFrameEntries() {
return 2;
}
/** Sets the time and value for the specified frame.
* @param frame Between 0 and frameCount, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, value) {
frame <<= 1;
this.frames[frame] = time;
this.frames[
frame + 1
/*VALUE*/
] = value;
}
/** Returns the interpolated value for the specified time. */
getCurveValue(time) {
let frames = this.frames;
let i = frames.length - 2;
for (let ii = 2; ii <= i; ii += 2) {
if (frames[ii] > time) {
i = ii - 2;
break;
}
}
let curveType = this.curves[i >> 1];
switch (curveType) {
case 0:
let before = frames[i], value = frames[
i + 1
/*VALUE*/
];
return value + (time - before) / (frames[
i + 2
/*ENTRIES*/
] - before) * (frames[
i + 2 + 1
/*VALUE*/
] - value);
case 1:
return frames[
i + 1
/*VALUE*/
];
}
return this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
}
};
var CurveTimeline2 = class extends CurveTimeline {
/** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}.
* @param propertyIds Unique identifiers for the properties the timeline modifies. */
constructor(frameCount, bezierCount, propertyId1, propertyId2) {
super(frameCount, bezierCount, [propertyId1, propertyId2]);
}
getFrameEntries() {
return 3;
}
/** Sets the time and values for the specified frame.
* @param frame Between 0 and frameCount, inclusive.
* @param time The frame time in seconds. */
setFrame(frame, time, value1, value2) {
frame *= 3;
this.frames[frame] = time;
this.frames[
frame + 1
/*VALUE1*/
] = value1;
this.frames[
frame + 2
/*VALUE2*/
] = value2;
}
};
var RotateTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.rotate + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.rotation = bone.data.rotation;
return;
case 1 /* first */:
bone.rotation += (bone.data.rotation - bone.rotation) * alpha;
}
return;
}
let r = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.rotation = bone.data.rotation + r * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
r += bone.data.rotation - bone.rotation;
case 3 /* add */:
bone.rotation += r * alpha;
}
}
};
var TranslateTimeline = class extends CurveTimeline2 {
constructor(frameCount, bezierCount, boneIndex) {
super(
frameCount,
bezierCount,
Property.x + "|" + boneIndex,
Property.y + "|" + boneIndex
);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x;
bone.y = bone.data.y;
return;
case 1 /* first */:
bone.x += (bone.data.x - bone.x) * alpha;
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
let x = 0, y = 0;
let i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
let curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
let t = (time - before) / (frames[
i + 3
/*ENTRIES*/
] - before);
x += (frames[
i + 3 + 1
/*VALUE1*/
] - x) * t;
y += (frames[
i + 3 + 2
/*VALUE2*/
] - y) * t;
break;
case 1:
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
break;
default:
x = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x + x * alpha;
bone.y = bone.data.y + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.x += (bone.data.x + x - bone.x) * alpha;
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case 3 /* add */:
bone.x += x * alpha;
bone.y += y * alpha;
}
}
};
var TranslateXTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.x + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x;
return;
case 1 /* first */:
bone.x += (bone.data.x - bone.x) * alpha;
}
return;
}
let x = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.x = bone.data.x + x * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.x += (bone.data.x + x - bone.x) * alpha;
break;
case 3 /* add */:
bone.x += x * alpha;
}
}
};
var TranslateYTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.y + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.y = bone.data.y;
return;
case 1 /* first */:
bone.y += (bone.data.y - bone.y) * alpha;
}
return;
}
let y = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.y = bone.data.y + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.y += (bone.data.y + y - bone.y) * alpha;
break;
case 3 /* add */:
bone.y += y * alpha;
}
}
};
var ScaleTimeline = class extends CurveTimeline2 {
constructor(frameCount, bezierCount, boneIndex) {
super(
frameCount,
bezierCount,
Property.scaleX + "|" + boneIndex,
Property.scaleY + "|" + boneIndex
);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
return;
case 1 /* first */:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
let x, y;
let i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
let curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
let t = (time - before) / (frames[
i + 3
/*ENTRIES*/
] - before);
x += (frames[
i + 3 + 1
/*VALUE1*/
] - x) * t;
y += (frames[
i + 3 + 2
/*VALUE2*/
] - y) * t;
break;
case 1:
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
break;
default:
x = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
x *= bone.data.scaleX;
y *= bone.data.scaleY;
if (alpha == 1) {
if (blend == 3 /* add */) {
bone.scaleX += x - bone.data.scaleX;
bone.scaleY += y - bone.data.scaleY;
} else {
bone.scaleX = x;
bone.scaleY = y;
}
} else {
let bx = 0, by = 0;
if (direction == 1 /* mixOut */) {
switch (blend) {
case 0 /* setup */:
bx = bone.data.scaleX;
by = bone.data.scaleY;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = bone.scaleX;
by = bone.scaleY;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
by = Math.abs(bone.scaleY) * MathUtils.signum(y);
bone.scaleX = bx + (x - bx) * alpha;
bone.scaleY = by + (y - by) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
}
}
}
};
var ScaleXTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.scaleX = bone.data.scaleX;
return;
case 1 /* first */:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha;
}
return;
}
let x = this.getCurveValue(time) * bone.data.scaleX;
if (alpha == 1) {
if (blend == 3 /* add */)
bone.scaleX += x - bone.data.scaleX;
else
bone.scaleX = x;
} else {
let bx = 0;
if (direction == 1 /* mixOut */) {
switch (blend) {
case 0 /* setup */:
bx = bone.data.scaleX;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = bone.scaleX;
bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x);
bone.scaleX = bx + (x - bx) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bx = Math.abs(bone.scaleX) * MathUtils.signum(x);
bone.scaleX = bx + (x - bx) * alpha;
break;
case 3 /* add */:
bone.scaleX += (x - bone.data.scaleX) * alpha;
}
}
}
}
};
var ScaleYTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.scaleY + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.scaleY = bone.data.scaleY;
return;
case 1 /* first */:
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha;
}
return;
}
let y = this.getCurveValue(time) * bone.data.scaleY;
if (alpha == 1) {
if (blend == 3 /* add */)
bone.scaleY += y - bone.data.scaleY;
else
bone.scaleY = y;
} else {
let by = 0;
if (direction == 1 /* mixOut */) {
switch (blend) {
case 0 /* setup */:
by = bone.data.scaleY;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
by = bone.scaleY;
bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha;
break;
case 3 /* add */:
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
} else {
switch (blend) {
case 0 /* setup */:
by = Math.abs(bone.data.scaleY) * MathUtils.signum(y);
bone.scaleY = by + (y - by) * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
by = Math.abs(bone.scaleY) * MathUtils.signum(y);
bone.scaleY = by + (y - by) * alpha;
break;
case 3 /* add */:
bone.scaleY += (y - bone.data.scaleY) * alpha;
}
}
}
}
};
var ShearTimeline = class extends CurveTimeline2 {
constructor(frameCount, bezierCount, boneIndex) {
super(
frameCount,
bezierCount,
Property.shearX + "|" + boneIndex,
Property.shearY + "|" + boneIndex
);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX;
bone.shearY = bone.data.shearY;
return;
case 1 /* first */:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
let x = 0, y = 0;
let i = Timeline.search(
frames,
time,
3
/*ENTRIES*/
);
let curveType = this.curves[
i / 3
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
let t = (time - before) / (frames[
i + 3
/*ENTRIES*/
] - before);
x += (frames[
i + 3 + 1
/*VALUE1*/
] - x) * t;
y += (frames[
i + 3 + 2
/*VALUE2*/
] - y) * t;
break;
case 1:
x = frames[
i + 1
/*VALUE1*/
];
y = frames[
i + 2
/*VALUE2*/
];
break;
default:
x = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX + x * alpha;
bone.shearY = bone.data.shearY + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case 3 /* add */:
bone.shearX += x * alpha;
bone.shearY += y * alpha;
}
}
};
var ShearXTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.shearX + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX;
return;
case 1 /* first */:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha;
}
return;
}
let x = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.shearX = bone.data.shearX + x * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha;
break;
case 3 /* add */:
bone.shearX += x * alpha;
}
}
};
var ShearYTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, boneIndex) {
super(frameCount, bezierCount, Property.shearY + "|" + boneIndex);
this.boneIndex = 0;
this.boneIndex = boneIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let bone = skeleton.bones[this.boneIndex];
if (!bone.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.shearY = bone.data.shearY;
return;
case 1 /* first */:
bone.shearY += (bone.data.shearY - bone.shearY) * alpha;
}
return;
}
let y = this.getCurveValue(time);
switch (blend) {
case 0 /* setup */:
bone.shearY = bone.data.shearY + y * alpha;
break;
case 1 /* first */:
case 2 /* replace */:
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha;
break;
case 3 /* add */:
bone.shearY += y * alpha;
}
}
};
var RGBATimeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex,
Property.alpha + "|" + slotIndex
]);
this.slotIndex = 0;
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 5;
}
/** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
setFrame(frame, time, r, g, b, a) {
frame *= 5;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
this.frames[
frame + 4
/*A*/
] = a;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let color = slot.color;
if (time < frames[0]) {
let setup = slot.data.color;
switch (blend) {
case 0 /* setup */:
color.setFromColor(setup);
return;
case 1 /* first */:
color.add(
(setup.r - color.r) * alpha,
(setup.g - color.g) * alpha,
(setup.b - color.b) * alpha,
(setup.a - color.a) * alpha
);
}
return;
}
let r = 0, g = 0, b = 0, a = 0;
let i = Timeline.search(
frames,
time,
5
/*ENTRIES*/
);
let curveType = this.curves[
i / 5
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
let t = (time - before) / (frames[
i + 5
/*ENTRIES*/
] - before);
r += (frames[
i + 5 + 1
/*R*/
] - r) * t;
g += (frames[
i + 5 + 2
/*G*/
] - g) * t;
b += (frames[
i + 5 + 3
/*B*/
] - b) * t;
a += (frames[
i + 5 + 4
/*A*/
] - a) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
a = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
}
if (alpha == 1)
color.set(r, g, b, a);
else {
if (blend == 0 /* setup */)
color.setFromColor(slot.data.color);
color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
}
}
};
var RGBTimeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex
]);
this.slotIndex = 0;
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 4;
}
/** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */
setFrame(frame, time, r, g, b) {
frame <<= 2;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let color = slot.color;
if (time < frames[0]) {
let setup = slot.data.color;
switch (blend) {
case 0 /* setup */:
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
return;
case 1 /* first */:
color.r += (setup.r - color.r) * alpha;
color.g += (setup.g - color.g) * alpha;
color.b += (setup.b - color.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0;
let i = Timeline.search(
frames,
time,
4
/*ENTRIES*/
);
let curveType = this.curves[i >> 2];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
let t = (time - before) / (frames[
i + 4
/*ENTRIES*/
] - before);
r += (frames[
i + 4 + 1
/*R*/
] - r) * t;
g += (frames[
i + 4 + 2
/*G*/
] - g) * t;
b += (frames[
i + 4 + 3
/*B*/
] - b) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
}
if (alpha == 1) {
color.r = r;
color.g = g;
color.b = b;
} else {
if (blend == 0 /* setup */) {
let setup = slot.data.color;
color.r = setup.r;
color.g = setup.g;
color.b = setup.b;
}
color.r += (r - color.r) * alpha;
color.g += (g - color.g) * alpha;
color.b += (b - color.b) * alpha;
}
}
};
var AlphaTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, Property.alpha + "|" + slotIndex);
this.slotIndex = 0;
this.slotIndex = slotIndex;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let color = slot.color;
if (time < this.frames[0]) {
let setup = slot.data.color;
switch (blend) {
case 0 /* setup */:
color.a = setup.a;
return;
case 1 /* first */:
color.a += (setup.a - color.a) * alpha;
}
return;
}
let a = this.getCurveValue(time);
if (alpha == 1)
color.a = a;
else {
if (blend == 0 /* setup */)
color.a = slot.data.color.a;
color.a += (a - color.a) * alpha;
}
}
};
var RGBA2Timeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex,
Property.alpha + "|" + slotIndex,
Property.rgb2 + "|" + slotIndex
]);
this.slotIndex = 0;
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 8;
}
/** Sets the time in seconds, light, and dark colors for the specified key frame. */
setFrame(frame, time, r, g, b, a, r2, g2, b2) {
frame <<= 3;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
this.frames[
frame + 4
/*A*/
] = a;
this.frames[
frame + 5
/*R2*/
] = r2;
this.frames[
frame + 6
/*G2*/
] = g2;
this.frames[
frame + 7
/*B2*/
] = b2;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let light = slot.color, dark = slot.darkColor;
if (time < frames[0]) {
let setupLight = slot.data.color, setupDark = slot.data.darkColor;
switch (blend) {
case 0 /* setup */:
light.setFromColor(setupLight);
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
return;
case 1 /* first */:
light.add(
(setupLight.r - light.r) * alpha,
(setupLight.g - light.g) * alpha,
(setupLight.b - light.b) * alpha,
(setupLight.a - light.a) * alpha
);
dark.r += (setupDark.r - dark.r) * alpha;
dark.g += (setupDark.g - dark.g) * alpha;
dark.b += (setupDark.b - dark.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
let i = Timeline.search(
frames,
time,
8
/*ENTRIES*/
);
let curveType = this.curves[i >> 3];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
r2 = frames[
i + 5
/*R2*/
];
g2 = frames[
i + 6
/*G2*/
];
b2 = frames[
i + 7
/*B2*/
];
let t = (time - before) / (frames[
i + 8
/*ENTRIES*/
] - before);
r += (frames[
i + 8 + 1
/*R*/
] - r) * t;
g += (frames[
i + 8 + 2
/*G*/
] - g) * t;
b += (frames[
i + 8 + 3
/*B*/
] - b) * t;
a += (frames[
i + 8 + 4
/*A*/
] - a) * t;
r2 += (frames[
i + 8 + 5
/*R2*/
] - r2) * t;
g2 += (frames[
i + 8 + 6
/*G2*/
] - g2) * t;
b2 += (frames[
i + 8 + 7
/*B2*/
] - b2) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
a = frames[
i + 4
/*A*/
];
r2 = frames[
i + 5
/*R2*/
];
g2 = frames[
i + 6
/*G2*/
];
b2 = frames[
i + 7
/*B2*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
a = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
r2 = this.getBezierValue(
time,
i,
5,
curveType + 18 * 4 - 2
/*BEZIER*/
);
g2 = this.getBezierValue(
time,
i,
6,
curveType + 18 * 5 - 2
/*BEZIER*/
);
b2 = this.getBezierValue(
time,
i,
7,
curveType + 18 * 6 - 2
/*BEZIER*/
);
}
if (alpha == 1) {
light.set(r, g, b, a);
dark.r = r2;
dark.g = g2;
dark.b = b2;
} else {
if (blend == 0 /* setup */) {
light.setFromColor(slot.data.color);
let setupDark = slot.data.darkColor;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
}
light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
dark.r += (r2 - dark.r) * alpha;
dark.g += (g2 - dark.g) * alpha;
dark.b += (b2 - dark.b) * alpha;
}
}
};
var RGB2Timeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, slotIndex) {
super(frameCount, bezierCount, [
Property.rgb + "|" + slotIndex,
Property.rgb2 + "|" + slotIndex
]);
this.slotIndex = 0;
this.slotIndex = slotIndex;
}
getFrameEntries() {
return 7;
}
/** Sets the time in seconds, light, and dark colors for the specified key frame. */
setFrame(frame, time, r, g, b, r2, g2, b2) {
frame *= 7;
this.frames[frame] = time;
this.frames[
frame + 1
/*R*/
] = r;
this.frames[
frame + 2
/*G*/
] = g;
this.frames[
frame + 3
/*B*/
] = b;
this.frames[
frame + 4
/*R2*/
] = r2;
this.frames[
frame + 5
/*G2*/
] = g2;
this.frames[
frame + 6
/*B2*/
] = b2;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let frames = this.frames;
let light = slot.color, dark = slot.darkColor;
if (time < frames[0]) {
let setupLight = slot.data.color, setupDark = slot.data.darkColor;
switch (blend) {
case 0 /* setup */:
light.r = setupLight.r;
light.g = setupLight.g;
light.b = setupLight.b;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
return;
case 1 /* first */:
light.r += (setupLight.r - light.r) * alpha;
light.g += (setupLight.g - light.g) * alpha;
light.b += (setupLight.b - light.b) * alpha;
dark.r += (setupDark.r - dark.r) * alpha;
dark.g += (setupDark.g - dark.g) * alpha;
dark.b += (setupDark.b - dark.b) * alpha;
}
return;
}
let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0;
let i = Timeline.search(
frames,
time,
7
/*ENTRIES*/
);
let curveType = this.curves[
i / 7
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
r2 = frames[
i + 4
/*R2*/
];
g2 = frames[
i + 5
/*G2*/
];
b2 = frames[
i + 6
/*B2*/
];
let t = (time - before) / (frames[
i + 7
/*ENTRIES*/
] - before);
r += (frames[
i + 7 + 1
/*R*/
] - r) * t;
g += (frames[
i + 7 + 2
/*G*/
] - g) * t;
b += (frames[
i + 7 + 3
/*B*/
] - b) * t;
r2 += (frames[
i + 7 + 4
/*R2*/
] - r2) * t;
g2 += (frames[
i + 7 + 5
/*G2*/
] - g2) * t;
b2 += (frames[
i + 7 + 6
/*B2*/
] - b2) * t;
break;
case 1:
r = frames[
i + 1
/*R*/
];
g = frames[
i + 2
/*G*/
];
b = frames[
i + 3
/*B*/
];
r2 = frames[
i + 4
/*R2*/
];
g2 = frames[
i + 5
/*G2*/
];
b2 = frames[
i + 6
/*B2*/
];
break;
default:
r = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
g = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
b = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
r2 = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
g2 = this.getBezierValue(
time,
i,
5,
curveType + 18 * 4 - 2
/*BEZIER*/
);
b2 = this.getBezierValue(
time,
i,
6,
curveType + 18 * 5 - 2
/*BEZIER*/
);
}
if (alpha == 1) {
light.r = r;
light.g = g;
light.b = b;
dark.r = r2;
dark.g = g2;
dark.b = b2;
} else {
if (blend == 0 /* setup */) {
let setupLight = slot.data.color, setupDark = slot.data.darkColor;
light.r = setupLight.r;
light.g = setupLight.g;
light.b = setupLight.b;
dark.r = setupDark.r;
dark.g = setupDark.g;
dark.b = setupDark.b;
}
light.r += (r - light.r) * alpha;
light.g += (g - light.g) * alpha;
light.b += (b - light.b) * alpha;
dark.r += (r2 - dark.r) * alpha;
dark.g += (g2 - dark.g) * alpha;
dark.b += (b2 - dark.b) * alpha;
}
}
};
var AttachmentTimeline = class extends Timeline {
constructor(frameCount, slotIndex) {
super(frameCount, [
Property.attachment + "|" + slotIndex
]);
this.slotIndex = 0;
this.slotIndex = slotIndex;
this.attachmentNames = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the attachment name for the specified key frame. */
setFrame(frame, time, attachmentName) {
this.frames[frame] = time;
this.attachmentNames[frame] = attachmentName;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
if (direction == 1 /* mixOut */) {
if (blend == 0 /* setup */)
this.setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
if (time < this.frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
this.setAttachment(skeleton, slot, slot.data.attachmentName);
return;
}
this.setAttachment(skeleton, slot, this.attachmentNames[Timeline.search1(this.frames, time)]);
}
setAttachment(skeleton, slot, attachmentName) {
slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
}
};
var DeformTimeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, slotIndex, attachment) {
super(frameCount, bezierCount, [
Property.deform + "|" + slotIndex + "|" + attachment.id
]);
this.slotIndex = 0;
this.slotIndex = slotIndex;
this.attachment = attachment;
this.vertices = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the vertices for the specified key frame.
* @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */
setFrame(frame, time, vertices) {
this.frames[frame] = time;
this.vertices[frame] = vertices;
}
/** @param value1 Ignored (0 is used for a deform timeline).
* @param value2 Ignored (1 is used for a deform timeline). */
setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
let curves = this.curves;
let i = this.getFrameCount() + bezier * 18;
if (value == 0)
curves[frame] = 2 + i;
let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06;
let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = (cy1 - cy2 + 0.33333333) * 0.018;
let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy;
let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = cy1 * 0.3 + tmpy + dddy * 0.16666667;
let x = time1 + dx, y = dy;
for (let n = i + 18; i < n; i += 2) {
curves[i] = x;
curves[i + 1] = y;
dx += ddx;
dy += ddy;
ddx += dddx;
ddy += dddy;
x += dx;
y += dy;
}
}
getCurvePercent(time, frame) {
let curves = this.curves;
let i = curves[frame];
switch (i) {
case 0:
let x2 = this.frames[frame];
return (time - x2) / (this.frames[frame + this.getFrameEntries()] - x2);
case 1:
return 0;
}
i -= 2;
if (curves[i] > time) {
let x2 = this.frames[frame];
return curves[i + 1] * (time - x2) / (curves[i] - x2);
}
let n = i + 18;
for (i += 2; i < n; i += 2) {
if (curves[i] >= time) {
let x2 = curves[i - 2], y2 = curves[i - 1];
return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2);
}
}
let x = curves[n - 2], y = curves[n - 1];
return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x);
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let slotAttachment = slot.getAttachment();
if (!slotAttachment)
return;
if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != this.attachment)
return;
let deform = slot.deform;
if (deform.length == 0)
blend = 0 /* setup */;
let vertices = this.vertices;
let vertexCount = vertices[0].length;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
deform.length = 0;
return;
case 1 /* first */:
if (alpha == 1) {
deform.length = 0;
return;
}
deform.length = vertexCount;
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (var i = 0; i < vertexCount; i++)
deform[i] += (setupVertices[i] - deform[i]) * alpha;
} else {
alpha = 1 - alpha;
for (var i = 0; i < vertexCount; i++)
deform[i] *= alpha;
}
}
return;
}
deform.length = vertexCount;
if (time >= frames[frames.length - 1]) {
let lastVertices = vertices[frames.length - 1];
if (alpha == 1) {
if (blend == 3 /* add */) {
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += lastVertices[i2] - setupVertices[i2];
} else {
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += lastVertices[i2];
}
} else
Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount);
} else {
switch (blend) {
case 0 /* setup */: {
let vertexAttachment2 = slotAttachment;
if (!vertexAttachment2.bones) {
let setupVertices = vertexAttachment2.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let setup = setupVertices[i2];
deform[i2] = setup + (lastVertices[i2] - setup) * alpha;
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] = lastVertices[i2] * alpha;
}
break;
}
case 1 /* first */:
case 2 /* replace */:
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += (lastVertices[i2] - deform[i2]) * alpha;
break;
case 3 /* add */:
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += (lastVertices[i2] - setupVertices[i2]) * alpha;
} else {
for (let i2 = 0; i2 < vertexCount; i2++)
deform[i2] += lastVertices[i2] * alpha;
}
}
}
return;
}
let frame = Timeline.search1(frames, time);
let percent = this.getCurvePercent(time, frame);
let prevVertices = vertices[frame];
let nextVertices = vertices[frame + 1];
if (alpha == 1) {
if (blend == 3 /* add */) {
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += prev + (nextVertices[i2] - prev) * percent - setupVertices[i2];
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += prev + (nextVertices[i2] - prev) * percent;
}
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] = prev + (nextVertices[i2] - prev) * percent;
}
}
} else {
switch (blend) {
case 0 /* setup */: {
let vertexAttachment2 = slotAttachment;
if (!vertexAttachment2.bones) {
let setupVertices = vertexAttachment2.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2], setup = setupVertices[i2];
deform[i2] = setup + (prev + (nextVertices[i2] - prev) * percent - setup) * alpha;
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] = (prev + (nextVertices[i2] - prev) * percent) * alpha;
}
}
break;
}
case 1 /* first */:
case 2 /* replace */:
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += (prev + (nextVertices[i2] - prev) * percent - deform[i2]) * alpha;
}
break;
case 3 /* add */:
let vertexAttachment = slotAttachment;
if (!vertexAttachment.bones) {
let setupVertices = vertexAttachment.vertices;
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += (prev + (nextVertices[i2] - prev) * percent - setupVertices[i2]) * alpha;
}
} else {
for (let i2 = 0; i2 < vertexCount; i2++) {
let prev = prevVertices[i2];
deform[i2] += (prev + (nextVertices[i2] - prev) * percent) * alpha;
}
}
}
}
}
};
var _EventTimeline = class extends Timeline {
constructor(frameCount) {
super(frameCount, _EventTimeline.propertyIds);
this.events = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the event for the specified key frame. */
setFrame(frame, event) {
this.frames[frame] = event.time;
this.events[frame] = event;
}
/** Fires events for frames > `lastTime` and <= `time`. */
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
if (!firedEvents)
return;
let frames = this.frames;
let frameCount = this.frames.length;
if (lastTime > time) {
this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha, blend, direction);
lastTime = -1;
} else if (lastTime >= frames[frameCount - 1])
return;
if (time < frames[0])
return;
let i = 0;
if (lastTime < frames[0])
i = 0;
else {
i = Timeline.search1(frames, lastTime) + 1;
let frameTime = frames[i];
while (i > 0) {
if (frames[i - 1] != frameTime)
break;
i--;
}
}
for (; i < frameCount && time >= frames[i]; i++)
firedEvents.push(this.events[i]);
}
};
var EventTimeline = _EventTimeline;
EventTimeline.propertyIds = ["" + Property.event];
var _DrawOrderTimeline = class extends Timeline {
constructor(frameCount) {
super(frameCount, _DrawOrderTimeline.propertyIds);
this.drawOrders = new Array(frameCount);
}
getFrameCount() {
return this.frames.length;
}
/** Sets the time in seconds and the draw order for the specified key frame.
* @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose
* draw order. */
setFrame(frame, time, drawOrder) {
this.frames[frame] = time;
this.drawOrders[frame] = drawOrder;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
if (direction == 1 /* mixOut */) {
if (blend == 0 /* setup */)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
if (time < this.frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
return;
}
let idx = Timeline.search1(this.frames, time);
let drawOrderToSetupIndex = this.drawOrders[idx];
if (!drawOrderToSetupIndex)
Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length);
else {
let drawOrder = skeleton.drawOrder;
let slots = skeleton.slots;
for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
drawOrder[i] = slots[drawOrderToSetupIndex[i]];
}
}
};
var DrawOrderTimeline = _DrawOrderTimeline;
DrawOrderTimeline.propertyIds = ["" + Property.drawOrder];
var IkConstraintTimeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, ikConstraintIndex) {
super(frameCount, bezierCount, [
Property.ikConstraint + "|" + ikConstraintIndex
]);
/** The index of the IK constraint slot in {@link Skeleton#ikConstraints} that will be changed. */
this.ikConstraintIndex = 0;
this.ikConstraintIndex = ikConstraintIndex;
}
getFrameEntries() {
return 6;
}
/** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */
setFrame(frame, time, mix, softness, bendDirection, compress, stretch) {
frame *= 6;
this.frames[frame] = time;
this.frames[
frame + 1
/*MIX*/
] = mix;
this.frames[
frame + 2
/*SOFTNESS*/
] = softness;
this.frames[
frame + 3
/*BEND_DIRECTION*/
] = bendDirection;
this.frames[
frame + 4
/*COMPRESS*/
] = compress ? 1 : 0;
this.frames[
frame + 5
/*STRETCH*/
] = stretch ? 1 : 0;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.ikConstraints[this.ikConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.mix = constraint.data.mix;
constraint.softness = constraint.data.softness;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
return;
case 1 /* first */:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha;
constraint.softness += (constraint.data.softness - constraint.softness) * alpha;
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
}
return;
}
let mix = 0, softness = 0;
let i = Timeline.search(
frames,
time,
6
/*ENTRIES*/
);
let curveType = this.curves[
i / 6
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
mix = frames[
i + 1
/*MIX*/
];
softness = frames[
i + 2
/*SOFTNESS*/
];
let t = (time - before) / (frames[
i + 6
/*ENTRIES*/
] - before);
mix += (frames[
i + 6 + 1
/*MIX*/
] - mix) * t;
softness += (frames[
i + 6 + 2
/*SOFTNESS*/
] - softness) * t;
break;
case 1:
mix = frames[
i + 1
/*MIX*/
];
softness = frames[
i + 2
/*SOFTNESS*/
];
break;
default:
mix = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
softness = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
}
if (blend == 0 /* setup */) {
constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha;
constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha;
if (direction == 1 /* mixOut */) {
constraint.bendDirection = constraint.data.bendDirection;
constraint.compress = constraint.data.compress;
constraint.stretch = constraint.data.stretch;
} else {
constraint.bendDirection = frames[
i + 3
/*BEND_DIRECTION*/
];
constraint.compress = frames[
i + 4
/*COMPRESS*/
] != 0;
constraint.stretch = frames[
i + 5
/*STRETCH*/
] != 0;
}
} else {
constraint.mix += (mix - constraint.mix) * alpha;
constraint.softness += (softness - constraint.softness) * alpha;
if (direction == 0 /* mixIn */) {
constraint.bendDirection = frames[
i + 3
/*BEND_DIRECTION*/
];
constraint.compress = frames[
i + 4
/*COMPRESS*/
] != 0;
constraint.stretch = frames[
i + 5
/*STRETCH*/
] != 0;
}
}
}
};
var TransformConstraintTimeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, transformConstraintIndex) {
super(frameCount, bezierCount, [
Property.transformConstraint + "|" + transformConstraintIndex
]);
/** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */
this.transformConstraintIndex = 0;
this.transformConstraintIndex = transformConstraintIndex;
}
getFrameEntries() {
return 7;
}
/** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */
setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) {
let frames = this.frames;
frame *= 7;
frames[frame] = time;
frames[
frame + 1
/*ROTATE*/
] = mixRotate;
frames[
frame + 2
/*X*/
] = mixX;
frames[
frame + 3
/*Y*/
] = mixY;
frames[
frame + 4
/*SCALEX*/
] = mixScaleX;
frames[
frame + 5
/*SCALEY*/
] = mixScaleY;
frames[
frame + 6
/*SHEARY*/
] = mixShearY;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.transformConstraints[this.transformConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
let data = constraint.data;
switch (blend) {
case 0 /* setup */:
constraint.mixRotate = data.mixRotate;
constraint.mixX = data.mixX;
constraint.mixY = data.mixY;
constraint.mixScaleX = data.mixScaleX;
constraint.mixScaleY = data.mixScaleY;
constraint.mixShearY = data.mixShearY;
return;
case 1 /* first */:
constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (data.mixX - constraint.mixX) * alpha;
constraint.mixY += (data.mixY - constraint.mixY) * alpha;
constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha;
}
return;
}
let rotate, x, y, scaleX, scaleY, shearY;
let i = Timeline.search(
frames,
time,
7
/*ENTRIES*/
);
let curveType = this.curves[
i / 7
/*ENTRIES*/
];
switch (curveType) {
case 0:
let before = frames[i];
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
scaleX = frames[
i + 4
/*SCALEX*/
];
scaleY = frames[
i + 5
/*SCALEY*/
];
shearY = frames[
i + 6
/*SHEARY*/
];
let t = (time - before) / (frames[
i + 7
/*ENTRIES*/
] - before);
rotate += (frames[
i + 7 + 1
/*ROTATE*/
] - rotate) * t;
x += (frames[
i + 7 + 2
/*X*/
] - x) * t;
y += (frames[
i + 7 + 3
/*Y*/
] - y) * t;
scaleX += (frames[
i + 7 + 4
/*SCALEX*/
] - scaleX) * t;
scaleY += (frames[
i + 7 + 5
/*SCALEY*/
] - scaleY) * t;
shearY += (frames[
i + 7 + 6
/*SHEARY*/
] - shearY) * t;
break;
case 1:
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
scaleX = frames[
i + 4
/*SCALEX*/
];
scaleY = frames[
i + 5
/*SCALEY*/
];
shearY = frames[
i + 6
/*SHEARY*/
];
break;
default:
rotate = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
x = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
scaleX = this.getBezierValue(
time,
i,
4,
curveType + 18 * 3 - 2
/*BEZIER*/
);
scaleY = this.getBezierValue(
time,
i,
5,
curveType + 18 * 4 - 2
/*BEZIER*/
);
shearY = this.getBezierValue(
time,
i,
6,
curveType + 18 * 5 - 2
/*BEZIER*/
);
}
if (blend == 0 /* setup */) {
let data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha;
constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha;
constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha;
} else {
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha;
constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha;
constraint.mixShearY += (shearY - constraint.mixShearY) * alpha;
}
}
};
var PathConstraintPositionTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex);
/** The index of the path constraint slot in {@link Skeleton#pathConstraints} that will be changed. */
this.pathConstraintIndex = 0;
this.pathConstraintIndex = pathConstraintIndex;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.position = constraint.data.position;
return;
case 1 /* first */:
constraint.position += (constraint.data.position - constraint.position) * alpha;
}
return;
}
let position = this.getCurveValue(time);
if (blend == 0 /* setup */)
constraint.position = constraint.data.position + (position - constraint.data.position) * alpha;
else
constraint.position += (position - constraint.position) * alpha;
}
};
var PathConstraintSpacingTimeline = class extends CurveTimeline1 {
constructor(frameCount, bezierCount, pathConstraintIndex) {
super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex);
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */
this.pathConstraintIndex = 0;
this.pathConstraintIndex = pathConstraintIndex;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.spacing = constraint.data.spacing;
return;
case 1 /* first */:
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha;
}
return;
}
let spacing = this.getCurveValue(time);
if (blend == 0 /* setup */)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha;
else
constraint.spacing += (spacing - constraint.spacing) * alpha;
}
};
var PathConstraintMixTimeline = class extends CurveTimeline {
constructor(frameCount, bezierCount, pathConstraintIndex) {
super(frameCount, bezierCount, [
Property.pathConstraintMix + "|" + pathConstraintIndex
]);
/** The index of the path constraint slot in {@link Skeleton#getPathConstraints()} that will be changed. */
this.pathConstraintIndex = 0;
this.pathConstraintIndex = pathConstraintIndex;
}
getFrameEntries() {
return 4;
}
setFrame(frame, time, mixRotate, mixX, mixY) {
let frames = this.frames;
frame <<= 2;
frames[frame] = time;
frames[
frame + 1
/*ROTATE*/
] = mixRotate;
frames[
frame + 2
/*X*/
] = mixX;
frames[
frame + 3
/*Y*/
] = mixY;
}
apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) {
let constraint = skeleton.pathConstraints[this.pathConstraintIndex];
if (!constraint.active)
return;
let frames = this.frames;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
constraint.mixRotate = constraint.data.mixRotate;
constraint.mixX = constraint.data.mixX;
constraint.mixY = constraint.data.mixY;
return;
case 1 /* first */:
constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha;
constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha;
constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha;
}
return;
}
let rotate, x, y;
let i = Timeline.search(
frames,
time,
4
/*ENTRIES*/
);
let curveType = this.curves[i >> 2];
switch (curveType) {
case 0:
let before = frames[i];
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
let t = (time - before) / (frames[
i + 4
/*ENTRIES*/
] - before);
rotate += (frames[
i + 4 + 1
/*ROTATE*/
] - rotate) * t;
x += (frames[
i + 4 + 2
/*X*/
] - x) * t;
y += (frames[
i + 4 + 3
/*Y*/
] - y) * t;
break;
case 1:
rotate = frames[
i + 1
/*ROTATE*/
];
x = frames[
i + 2
/*X*/
];
y = frames[
i + 3
/*Y*/
];
break;
default:
rotate = this.getBezierValue(
time,
i,
1,
curveType - 2
/*BEZIER*/
);
x = this.getBezierValue(
time,
i,
2,
curveType + 18 - 2
/*BEZIER*/
);
y = this.getBezierValue(
time,
i,
3,
curveType + 18 * 2 - 2
/*BEZIER*/
);
}
if (blend == 0 /* setup */) {
let data = constraint.data;
constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha;
constraint.mixX = data.mixX + (x - data.mixX) * alpha;
constraint.mixY = data.mixY + (y - data.mixY) * alpha;
} else {
constraint.mixRotate += (rotate - constraint.mixRotate) * alpha;
constraint.mixX += (x - constraint.mixX) * alpha;
constraint.mixY += (y - constraint.mixY) * alpha;
}
}
};
var _SequenceTimeline = class extends Timeline {
constructor(frameCount, slotIndex, attachment) {
super(frameCount, [
Property.sequence + "|" + slotIndex + "|" + attachment.sequence.id
]);
this.slotIndex = slotIndex;
this.attachment = attachment;
}
getFrameEntries() {
return _SequenceTimeline.ENTRIES;
}
getSlotIndex() {
return this.slotIndex;
}
getAttachment() {
return this.attachment;
}
/** Sets the time, mode, index, and frame time for the specified frame.
* @param frame Between 0 and frameCount, inclusive.
* @param time Seconds between frames. */
setFrame(frame, time, mode, index, delay) {
let frames = this.frames;
frame *= _SequenceTimeline.ENTRIES;
frames[frame] = time;
frames[frame + _SequenceTimeline.MODE] = mode | index << 4;
frames[frame + _SequenceTimeline.DELAY] = delay;
}
apply(skeleton, lastTime, time, events, alpha, blend, direction) {
let slot = skeleton.slots[this.slotIndex];
if (!slot.bone.active)
return;
let slotAttachment = slot.attachment;
let attachment = this.attachment;
if (slotAttachment != attachment) {
if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != attachment)
return;
}
let frames = this.frames;
if (time < frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
slot.sequenceIndex = -1;
return;
}
let i = Timeline.search(frames, time, _SequenceTimeline.ENTRIES);
let before = frames[i];
let modeAndIndex = frames[i + _SequenceTimeline.MODE];
let delay = frames[i + _SequenceTimeline.DELAY];
if (!this.attachment.sequence)
return;
let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length;
let mode = SequenceModeValues[modeAndIndex & 15];
if (mode != 0 /* hold */) {
index += (time - before) / delay + 1e-5 | 0;
switch (mode) {
case 1 /* once */:
index = Math.min(count - 1, index);
break;
case 2 /* loop */:
index %= count;
break;
case 3 /* pingpong */: {
let n = (count << 1) - 2;
index = n == 0 ? 0 : index % n;
if (index >= count)
index = n - index;
break;
}
case 4 /* onceReverse */:
index = Math.max(count - 1 - index, 0);
break;
case 5 /* loopReverse */:
index = count - 1 - index % count;
break;
case 6 /* pingpongReverse */: {
let n = (count << 1) - 2;
index = n == 0 ? 0 : (index + count - 1) % n;
if (index >= count)
index = n - index;
}
}
}
slot.sequenceIndex = index;
}
};
var SequenceTimeline = _SequenceTimeline;
SequenceTimeline.ENTRIES = 3;
SequenceTimeline.MODE = 1;
SequenceTimeline.DELAY = 2;
// spine-core/src/AnimationState.ts
var _AnimationState = class {
constructor(data) {
/** The list of tracks that currently have animations, which may contain null entries. */
this.tracks = new Array();
/** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
* or faster. Defaults to 1.
*
* See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */
this.timeScale = 1;
this.unkeyedState = 0;
this.events = new Array();
this.listeners = new Array();
this.queue = new EventQueue(this);
this.propertyIDs = new StringSet();
this.animationsChanged = false;
this.trackEntryPool = new Pool(() => new TrackEntry());
this.data = data;
}
static emptyAnimation() {
return _AnimationState._emptyAnimation;
}
/** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */
update(delta) {
delta *= this.timeScale;
let tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
let current = tracks[i];
if (!current)
continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
let currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0)
continue;
currentDelta = -current.delay;
current.delay = 0;
}
let next = current.next;
if (next) {
let nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
this.setCurrent(i, next, true);
while (next.mixingFrom) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
} else if (current.trackLast >= current.trackEnd && !current.mixingFrom) {
tracks[i] = null;
this.queue.end(current);
this.clearNext(current);
continue;
}
if (current.mixingFrom && this.updateMixingFrom(current, delta)) {
let from = current.mixingFrom;
current.mixingFrom = null;
if (from)
from.mixingTo = null;
while (from) {
this.queue.end(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
this.queue.drain();
}
/** Returns true when all mixing from entries are complete. */
updateMixingFrom(to, delta) {
let from = to.mixingFrom;
if (!from)
return true;
let finished = this.updateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom)
from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
this.queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
* animation state can be applied to multiple skeletons to pose them identically.
* @returns True if any animations were applied. */
apply(skeleton) {
if (!skeleton)
throw new Error("skeleton cannot be null.");
if (this.animationsChanged)
this._animationsChanged();
let events = this.events;
let tracks = this.tracks;
let applied = false;
for (let i2 = 0, n2 = tracks.length; i2 < n2; i2++) {
let current = tracks[i2];
if (!current || current.delay > 0)
continue;
applied = true;
let blend = i2 == 0 ? 1 /* first */ : current.mixBlend;
let mix = current.alpha;
if (current.mixingFrom)
mix *= this.applyMixingFrom(current, skeleton, blend);
else if (current.trackTime >= current.trackEnd && !current.next)
mix = 0;
let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
let applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
let timelines = current.animation.timelines;
let timelineCount = timelines.length;
if (i2 == 0 && mix == 1 || blend == 3 /* add */) {
for (let ii = 0; ii < timelineCount; ii++) {
Utils.webkit602BugfixHelper(mix, blend);
var timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, true);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, 0 /* mixIn */);
}
} else {
let timelineMode = current.timelineMode;
let shortestRotation = current.shortestRotation;
let firstFrame = !shortestRotation && current.timelinesRotation.length != timelineCount << 1;
if (firstFrame)
current.timelinesRotation.length = timelineCount << 1;
for (let ii = 0; ii < timelineCount; ii++) {
let timeline2 = timelines[ii];
let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : 0 /* setup */;
if (!shortestRotation && timeline2 instanceof RotateTimeline) {
this.applyRotateTimeline(timeline2, skeleton, applyTime, mix, timelineBlend, current.timelinesRotation, ii << 1, firstFrame);
} else if (timeline2 instanceof AttachmentTimeline) {
this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, true);
} else {
Utils.webkit602BugfixHelper(mix, blend);
timeline2.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, 0 /* mixIn */);
}
}
}
this.queueEvents(current, animationTime);
events.length = 0;
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
var setupState = this.unkeyedState + SETUP;
var slots = skeleton.slots;
for (var i = 0, n = skeleton.slots.length; i < n; i++) {
var slot = slots[i];
if (slot.attachmentState == setupState) {
var attachmentName = slot.data.attachmentName;
slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
this.unkeyedState += 2;
this.queue.drain();
return applied;
}
applyMixingFrom(to, skeleton, blend) {
let from = to.mixingFrom;
if (from.mixingFrom)
this.applyMixingFrom(from, skeleton, blend);
let mix = 0;
if (to.mixDuration == 0) {
mix = 1;
if (blend == 1 /* first */)
blend = 0 /* setup */;
} else {
mix = to.mixTime / to.mixDuration;
if (mix > 1)
mix = 1;
if (blend != 1 /* first */)
blend = from.mixBlend;
}
let attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
let timelines = from.animation.timelines;
let timelineCount = timelines.length;
let alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
let events = null;
if (from.reverse)
applyTime = from.animation.duration - applyTime;
else if (mix < from.eventThreshold)
events = this.events;
if (blend == 3 /* add */) {
for (let i = 0; i < timelineCount; i++)
timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, 1 /* mixOut */);
} else {
let timelineMode = from.timelineMode;
let timelineHoldMix = from.timelineHoldMix;
let shortestRotation = from.shortestRotation;
let firstFrame = !shortestRotation && from.timelinesRotation.length != timelineCount << 1;
if (firstFrame)
from.timelinesRotation.length = timelineCount << 1;
from.totalAlpha = 0;
for (let i = 0; i < timelineCount; i++) {
let timeline = timelines[i];
let direction = 1 /* mixOut */;
let timelineBlend;
let alpha = 0;
switch (timelineMode[i]) {
case SUBSEQUENT:
if (!drawOrder && timeline instanceof DrawOrderTimeline)
continue;
timelineBlend = blend;
alpha = alphaMix;
break;
case FIRST:
timelineBlend = 0 /* setup */;
alpha = alphaMix;
break;
case HOLD_SUBSEQUENT:
timelineBlend = blend;
alpha = alphaHold;
break;
case HOLD_FIRST:
timelineBlend = 0 /* setup */;
alpha = alphaHold;
break;
default:
timelineBlend = 0 /* setup */;
let holdMix = timelineHoldMix[i];
alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
break;
}
from.totalAlpha += alpha;
if (!shortestRotation && timeline instanceof RotateTimeline)
this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, from.timelinesRotation, i << 1, firstFrame);
else if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments);
else {
Utils.webkit602BugfixHelper(alpha, blend);
if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == 0 /* setup */)
direction = 0 /* mixIn */;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
}
}
}
if (to.mixDuration > 0)
this.queueEvents(from, animationTime);
this.events.length = 0;
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
applyAttachmentTimeline(timeline, skeleton, time, blend, attachments) {
var slot = skeleton.slots[timeline.slotIndex];
if (!slot.bone.active)
return;
if (time < timeline.frames[0]) {
if (blend == 0 /* setup */ || blend == 1 /* first */)
this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments);
} else
this.setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search1(timeline.frames, time)], attachments);
if (slot.attachmentState <= this.unkeyedState)
slot.attachmentState = this.unkeyedState + SETUP;
}
setAttachment(skeleton, slot, attachmentName, attachments) {
slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
if (attachments)
slot.attachmentState = this.unkeyedState + CURRENT;
}
applyRotateTimeline(timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) {
if (firstFrame)
timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, blend, 0 /* mixIn */);
return;
}
let bone = skeleton.bones[timeline.boneIndex];
if (!bone.active)
return;
let frames = timeline.frames;
let r1 = 0, r2 = 0;
if (time < frames[0]) {
switch (blend) {
case 0 /* setup */:
bone.rotation = bone.data.rotation;
default:
return;
case 1 /* first */:
r1 = bone.rotation;
r2 = bone.data.rotation;
}
} else {
r1 = blend == 0 /* setup */ ? bone.data.rotation : bone.rotation;
r2 = bone.data.rotation + timeline.getCurveValue(time);
}
let total = 0, diff = r2 - r1;
diff -= (16384 - (16384.499999999996 - diff / 360 | 0)) * 360;
if (diff == 0) {
total = timelinesRotation[i];
} else {
let lastTotal = 0, lastDiff = 0;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i];
lastDiff = timelinesRotation[i + 1];
}
let current = diff > 0, dir = lastTotal >= 0;
if (MathUtils.signum(lastDiff) != MathUtils.signum(diff) && Math.abs(lastDiff) <= 90) {
if (Math.abs(lastTotal) > 180)
lastTotal += 360 * MathUtils.signum(lastTotal);
dir = current;
}
total = diff + lastTotal - lastTotal % 360;
if (dir != current)
total += 360 * MathUtils.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
bone.rotation = r1 + total * alpha;
}
queueEvents(entry, animationTime) {
let animationStart = entry.animationStart, animationEnd = entry.animationEnd;
let duration = animationEnd - animationStart;
let trackLastWrapped = entry.trackLast % duration;
let events = this.events;
let i = 0, n = events.length;
for (; i < n; i++) {
let event = events[i];
if (event.time < trackLastWrapped)
break;
if (event.time > animationEnd)
continue;
this.queue.event(entry, event);
}
let complete = false;
if (entry.loop)
complete = duration == 0 || trackLastWrapped > entry.trackTime % duration;
else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete)
this.queue.complete(entry);
for (; i < n; i++) {
let event = events[i];
if (event.time < animationStart)
continue;
this.queue.event(entry, event);
}
}
/** Removes all animations from all tracks, leaving skeletons in their current pose.
*
* It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose. */
clearTracks() {
let oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++)
this.clearTrack(i);
this.tracks.length = 0;
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
/** Removes all animations from the track, leaving skeletons in their current pose.
*
* It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose,
* rather than leaving them in their current pose. */
clearTrack(trackIndex) {
if (trackIndex >= this.tracks.length)
return;
let current = this.tracks[trackIndex];
if (!current)
return;
this.queue.end(current);
this.clearNext(current);
let entry = current;
while (true) {
let from = entry.mixingFrom;
if (!from)
break;
this.queue.end(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
this.tracks[current.trackIndex] = null;
this.queue.drain();
}
setCurrent(index, current, interrupt) {
let from = this.expandToIndex(index);
this.tracks[index] = current;
current.previous = null;
if (from) {
if (interrupt)
this.queue.interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
if (from.mixingFrom && from.mixDuration > 0)
current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration);
from.timelinesRotation.length = 0;
}
this.queue.start(current);
}
/** Sets an animation by name.
*
* See {@link #setAnimationWith()}. */
setAnimation(trackIndex, animationName, loop = false) {
let animation = this.data.skeletonData.findAnimation(animationName);
if (!animation)
throw new Error("Animation not found: " + animationName);
return this.setAnimationWith(trackIndex, animation, loop);
}
/** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
* applied to a skeleton, it is replaced (not mixed from).
* @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared.
* @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
setAnimationWith(trackIndex, animation, loop = false) {
if (!animation)
throw new Error("animation cannot be null.");
let interrupt = true;
let current = this.expandToIndex(trackIndex);
if (current) {
if (current.nextTrackLast == -1) {
this.tracks[trackIndex] = current.mixingFrom;
this.queue.interrupt(current);
this.queue.end(current);
this.clearNext(current);
current = current.mixingFrom;
interrupt = false;
} else
this.clearNext(current);
}
let entry = this.trackEntry(trackIndex, animation, loop, current);
this.setCurrent(trackIndex, entry, interrupt);
this.queue.drain();
return entry;
}
/** Queues an animation by name.
*
* See {@link #addAnimationWith()}. */
addAnimation(trackIndex, animationName, loop = false, delay = 0) {
let animation = this.data.skeletonData.findAnimation(animationName);
if (!animation)
throw new Error("Animation not found: " + animationName);
return this.addAnimationWith(trackIndex, animation, loop, delay);
}
/** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
* equivalent to calling {@link #setAnimationWith()}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix
* ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the
* previous entry is looping, its next loop completion is used instead of its duration.
* @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
addAnimationWith(trackIndex, animation, loop = false, delay = 0) {
if (!animation)
throw new Error("animation cannot be null.");
let last = this.expandToIndex(trackIndex);
if (last) {
while (last.next)
last = last.next;
}
let entry = this.trackEntry(trackIndex, animation, loop, last);
if (!last) {
this.setCurrent(trackIndex, entry, true);
this.queue.drain();
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0)
delay += last.getTrackComplete() - entry.mixDuration;
}
entry.delay = delay;
return entry;
}
/** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
* {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
*
* Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()},
* {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes
* the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
* transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
* 0 still mixes out over one frame.
*
* Mixing in is done by first setting an empty animation, then adding an animation using
* {@link #addAnimation()} and on the returned track entry, set the
* {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and
* more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
* setup pose value if no lower tracks key the property to the value keyed in the new animation. */
setEmptyAnimation(trackIndex, mixDuration = 0) {
let entry = this.setAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
* {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling
* {@link #setEmptyAnimation()}.
*
* See {@link #setEmptyAnimation()}.
* @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry
* minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or
* before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next
* loop completion is used instead of its duration.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener#dispose()} event occurs. */
addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
let entry = this.addAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false, delay);
if (delay <= 0)
entry.delay += entry.mixDuration - mixDuration;
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
* duration. */
setEmptyAnimations(mixDuration = 0) {
let oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++) {
let current = this.tracks[i];
if (current)
this.setEmptyAnimation(current.trackIndex, mixDuration);
}
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
expandToIndex(index) {
if (index < this.tracks.length)
return this.tracks[index];
Utils.ensureArrayCapacity(this.tracks, index + 1, null);
this.tracks.length = index + 1;
return null;
}
/** @param last May be null. */
trackEntry(trackIndex, animation, loop, last) {
let entry = this.trackEntryPool.obtain();
entry.reset();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.holdPrevious = false;
entry.reverse = false;
entry.shortestRotation = false;
entry.eventThreshold = 0;
entry.attachmentThreshold = 0;
entry.drawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = Number.MAX_VALUE;
entry.timeScale = 1;
entry.alpha = 1;
entry.mixTime = 0;
entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation);
entry.interruptAlpha = 1;
entry.totalAlpha = 0;
entry.mixBlend = 2 /* replace */;
return entry;
}
/** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */
clearNext(entry) {
let next = entry.next;
while (next) {
this.queue.dispose(next);
next = next.next;
}
entry.next = null;
}
_animationsChanged() {
this.animationsChanged = false;
this.propertyIDs.clear();
let tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
let entry = tracks[i];
if (!entry)
continue;
while (entry.mixingFrom)
entry = entry.mixingFrom;
do {
if (!entry.mixingTo || entry.mixBlend != 3 /* add */)
this.computeHold(entry);
entry = entry.mixingTo;
} while (entry);
}
}
computeHold(entry) {
let to = entry.mixingTo;
let timelines = entry.animation.timelines;
let timelinesCount = entry.animation.timelines.length;
let timelineMode = entry.timelineMode;
timelineMode.length = timelinesCount;
let timelineHoldMix = entry.timelineHoldMix;
timelineHoldMix.length = 0;
let propertyIDs = this.propertyIDs;
if (to && to.holdPrevious) {
for (let i = 0; i < timelinesCount; i++)
timelineMode[i] = propertyIDs.addAll(timelines[i].getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT;
return;
}
outer:
for (let i = 0; i < timelinesCount; i++) {
let timeline = timelines[i];
let ids = timeline.getPropertyIds();
if (!propertyIDs.addAll(ids))
timelineMode[i] = SUBSEQUENT;
else if (!to || timeline instanceof AttachmentTimeline || timeline instanceof DrawOrderTimeline || timeline instanceof EventTimeline || !to.animation.hasTimeline(ids)) {
timelineMode[i] = FIRST;
} else {
for (let next = to.mixingTo; next; next = next.mixingTo) {
if (next.animation.hasTimeline(ids))
continue;
if (entry.mixDuration > 0) {
timelineMode[i] = HOLD_MIX;
timelineHoldMix[i] = next;
continue outer;
}
break;
}
timelineMode[i] = HOLD_FIRST;
}
}
}
/** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
getCurrent(trackIndex) {
if (trackIndex >= this.tracks.length)
return null;
return this.tracks[trackIndex];
}
/** Adds a listener to receive events for all track entries. */
addListener(listener) {
if (!listener)
throw new Error("listener cannot be null.");
this.listeners.push(listener);
}
/** Removes the listener added with {@link #addListener()}. */
removeListener(listener) {
let index = this.listeners.indexOf(listener);
if (index >= 0)
this.listeners.splice(index, 1);
}
/** Removes all listeners added with {@link #addListener()}. */
clearListeners() {
this.listeners.length = 0;
}
/** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
* {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
* are not wanted because new animations are being set. */
clearListenerNotifications() {
this.queue.clear();
}
};
var AnimationState = _AnimationState;
AnimationState._emptyAnimation = new Animation("x,y values that is the local position of the vertex.
*
* See {@link #updateOffset()}. */
this.offset = Utils.newFloatArray(8);
this.uvs = Utils.newFloatArray(8);
this.tempColor = new Color(1, 1, 1, 1);
this.path = path;
}
/** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */
updateRegion() {
if (!this.region)
throw new Error("Region not set.");
let region = this.region;
let uvs = this.uvs;
if (region == null) {
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
uvs[4] = 1;
uvs[5] = 1;
uvs[6] = 1;
uvs[7] = 0;
return;
}
let regionScaleX = this.width / this.region.originalWidth * this.scaleX;
let regionScaleY = this.height / this.region.originalHeight * this.scaleY;
let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
let localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
let localX2 = localX + this.region.width * regionScaleX;
let localY2 = localY + this.region.height * regionScaleY;
let radians = this.rotation * Math.PI / 180;
let cos = Math.cos(radians);
let sin = Math.sin(radians);
let x = this.x, y = this.y;
let localXCos = localX * cos + x;
let localXSin = localX * sin;
let localYCos = localY * cos + y;
let localYSin = localY * sin;
let localX2Cos = localX2 * cos + x;
let localX2Sin = localX2 * sin;
let localY2Cos = localY2 * cos + y;
let localY2Sin = localY2 * sin;
let offset = this.offset;
offset[0] = localXCos - localYSin;
offset[1] = localYCos + localXSin;
offset[2] = localXCos - localY2Sin;
offset[3] = localY2Cos + localXSin;
offset[4] = localX2Cos - localY2Sin;
offset[5] = localY2Cos + localX2Sin;
offset[6] = localX2Cos - localYSin;
offset[7] = localYCos + localX2Sin;
if (region.degrees == 90) {
uvs[0] = region.u2;
uvs[1] = region.v2;
uvs[2] = region.u;
uvs[3] = region.v2;
uvs[4] = region.u;
uvs[5] = region.v;
uvs[6] = region.u2;
uvs[7] = region.v;
} else {
uvs[0] = region.u;
uvs[1] = region.v2;
uvs[2] = region.u;
uvs[3] = region.v;
uvs[4] = region.u2;
uvs[5] = region.v;
uvs[6] = region.u2;
uvs[7] = region.v2;
}
}
/** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may
* be changed.
*
* See World transforms in the Spine
* Runtimes Guide.
* @param worldVertices The output world vertices. Must have a length >= offset + 8.
* @param offset The worldVertices index to begin writing values.
* @param stride The number of worldVertices entries between the value pairs written. */
computeWorldVertices(slot, worldVertices2, offset, stride) {
if (this.sequence != null)
this.sequence.apply(slot, this);
let bone = slot.bone;
let vertexOffset = this.offset;
let x = bone.worldX, y = bone.worldY;
let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
let offsetX = 0, offsetY = 0;
offsetX = vertexOffset[0];
offsetY = vertexOffset[1];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[2];
offsetY = vertexOffset[3];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[4];
offsetY = vertexOffset[5];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
offset += stride;
offsetX = vertexOffset[6];
offsetY = vertexOffset[7];
worldVertices2[offset] = offsetX * a + offsetY * b + x;
worldVertices2[offset + 1] = offsetX * c + offsetY * d + y;
}
copy() {
let copy = new _RegionAttachment(this.name, this.path);
copy.region = this.region;
copy.x = this.x;
copy.y = this.y;
copy.scaleX = this.scaleX;
copy.scaleY = this.scaleY;
copy.rotation = this.rotation;
copy.width = this.width;
copy.height = this.height;
Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8);
Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8);
copy.color.setFromColor(this.color);
copy.sequence = this.sequence != null ? this.sequence.copy() : null;
return copy;
}
};
var RegionAttachment = _RegionAttachment;
RegionAttachment.X1 = 0;
RegionAttachment.Y1 = 1;
RegionAttachment.C1R = 2;
RegionAttachment.C1G = 3;
RegionAttachment.C1B = 4;
RegionAttachment.C1A = 5;
RegionAttachment.U1 = 6;
RegionAttachment.V1 = 7;
RegionAttachment.X2 = 8;
RegionAttachment.Y2 = 9;
RegionAttachment.C2R = 10;
RegionAttachment.C2G = 11;
RegionAttachment.C2B = 12;
RegionAttachment.C2A = 13;
RegionAttachment.U2 = 14;
RegionAttachment.V2 = 15;
RegionAttachment.X3 = 16;
RegionAttachment.Y3 = 17;
RegionAttachment.C3R = 18;
RegionAttachment.C3G = 19;
RegionAttachment.C3B = 20;
RegionAttachment.C3A = 21;
RegionAttachment.U3 = 22;
RegionAttachment.V3 = 23;
RegionAttachment.X4 = 24;
RegionAttachment.Y4 = 25;
RegionAttachment.C4R = 26;
RegionAttachment.C4G = 27;
RegionAttachment.C4B = 28;
RegionAttachment.C4A = 29;
RegionAttachment.U4 = 30;
RegionAttachment.V4 = 31;
// spine-core/src/AtlasAttachmentLoader.ts
var AtlasAttachmentLoader = class {
constructor(atlas) {
this.atlas = atlas;
}
loadSequence(name, basePath, sequence) {
let regions = sequence.regions;
for (let i = 0, n = regions.length; i < n; i++) {
let path = sequence.getPath(basePath, i);
let region = this.atlas.findRegion(path);
if (region == null)
throw new Error("Region not found in atlas: " + path + " (sequence: " + name + ")");
regions[i] = region;
}
}
newRegionAttachment(skin, name, path, sequence) {
let attachment = new RegionAttachment(name, path);
if (sequence != null) {
this.loadSequence(name, path, sequence);
} else {
let region = this.atlas.findRegion(path);
if (!region)
throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
attachment.region = region;
}
return attachment;
}
newMeshAttachment(skin, name, path, sequence) {
let attachment = new MeshAttachment(name, path);
if (sequence != null) {
this.loadSequence(name, path, sequence);
} else {
let region = this.atlas.findRegion(path);
if (!region)
throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
attachment.region = region;
}
return attachment;
}
newBoundingBoxAttachment(skin, name) {
return new BoundingBoxAttachment(name);
}
newPathAttachment(skin, name) {
return new PathAttachment(name);
}
newPointAttachment(skin, name) {
return new PointAttachment(name);
}
newClippingAttachment(skin, name) {
return new ClippingAttachment(name);
}
};
// spine-core/src/BoneData.ts
var BoneData = class {
constructor(index, name, parent) {
/** The index of the bone in {@link Skeleton#getBones()}. */
this.index = 0;
/** @returns May be null. */
this.parent = null;
/** The bone's length. */
this.length = 0;
/** The local x translation. */
this.x = 0;
/** The local y translation. */
this.y = 0;
/** The local rotation. */
this.rotation = 0;
/** The local scaleX. */
this.scaleX = 1;
/** The local scaleY. */
this.scaleY = 1;
/** The local shearX. */
this.shearX = 0;
/** The local shearX. */
this.shearY = 0;
/** The transform mode for how parent world transforms affect this bone. */
this.transformMode = TransformMode.Normal;
/** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this
* bone.
* @see Skin#bones */
this.skinRequired = false;
/** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually
* rendered at runtime. */
this.color = new Color();
if (index < 0)
throw new Error("index must be >= 0.");
if (!name)
throw new Error("name cannot be null.");
this.index = index;
this.name = name;
this.parent = parent;
}
};
var TransformMode = /* @__PURE__ */ ((TransformMode2) => {
TransformMode2[TransformMode2["Normal"] = 0] = "Normal";
TransformMode2[TransformMode2["OnlyTranslation"] = 1] = "OnlyTranslation";
TransformMode2[TransformMode2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
TransformMode2[TransformMode2["NoScale"] = 3] = "NoScale";
TransformMode2[TransformMode2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
return TransformMode2;
})(TransformMode || {});
// spine-core/src/Bone.ts
var Bone = class {
/** @param parent May be null. */
constructor(data, skeleton, parent) {
/** The parent bone, or null if this is the root bone. */
this.parent = null;
/** The immediate children of this bone. */
this.children = new Array();
/** The local x translation. */
this.x = 0;
/** The local y translation. */
this.y = 0;
/** The local rotation in degrees, counter clockwise. */
this.rotation = 0;
/** The local scaleX. */
this.scaleX = 0;
/** The local scaleY. */
this.scaleY = 0;
/** The local shearX. */
this.shearX = 0;
/** The local shearY. */
this.shearY = 0;
/** The applied local x translation. */
this.ax = 0;
/** The applied local y translation. */
this.ay = 0;
/** The applied local rotation in degrees, counter clockwise. */
this.arotation = 0;
/** The applied local scaleX. */
this.ascaleX = 0;
/** The applied local scaleY. */
this.ascaleY = 0;
/** The applied local shearX. */
this.ashearX = 0;
/** The applied local shearY. */
this.ashearY = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
this.a = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
this.b = 0;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
this.c = 0;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
this.d = 0;
/** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
this.worldY = 0;
/** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
this.worldX = 0;
this.sorted = false;
this.active = false;
if (!data)
throw new Error("data cannot be null.");
if (!skeleton)
throw new Error("skeleton cannot be null.");
this.data = data;
this.skeleton = skeleton;
this.parent = parent;
this.setToSetupPose();
}
/** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
* {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
isActive() {
return this.active;
}
/** Computes the world transform using the parent bone and this bone's local applied transform. */
update() {
this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY);
}
/** Computes the world transform using the parent bone and this bone's local transform.
*
* See {@link #updateWorldTransformWith()}. */
updateWorldTransform() {
this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
}
/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
* specified local transform. Child bones are not updated.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide. */
updateWorldTransformWith(x, y, rotation, scaleX, scaleY, shearX, shearY) {
this.ax = x;
this.ay = y;
this.arotation = rotation;
this.ascaleX = scaleX;
this.ascaleY = scaleY;
this.ashearX = shearX;
this.ashearY = shearY;
let parent = this.parent;
if (!parent) {
let skeleton = this.skeleton;
let rotationY = rotation + 90 + shearY;
let sx = skeleton.scaleX;
let sy = skeleton.scaleY;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX * sx;
this.b = MathUtils.cosDeg(rotationY) * scaleY * sx;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX * sy;
this.d = MathUtils.sinDeg(rotationY) * scaleY * sy;
this.worldX = x * sx + skeleton.x;
this.worldY = y * sy + skeleton.y;
return;
}
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * x + pb * y + parent.worldX;
this.worldY = pc * x + pd * y + parent.worldY;
switch (this.data.transformMode) {
case 0 /* Normal */: {
let rotationY = rotation + 90 + shearY;
let la = MathUtils.cosDeg(rotation + shearX) * scaleX;
let lb = MathUtils.cosDeg(rotationY) * scaleY;
let lc = MathUtils.sinDeg(rotation + shearX) * scaleX;
let ld = MathUtils.sinDeg(rotationY) * scaleY;
this.a = pa * la + pb * lc;
this.b = pa * lb + pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
return;
}
case 1 /* OnlyTranslation */: {
let rotationY = rotation + 90 + shearY;
this.a = MathUtils.cosDeg(rotation + shearX) * scaleX;
this.b = MathUtils.cosDeg(rotationY) * scaleY;
this.c = MathUtils.sinDeg(rotation + shearX) * scaleX;
this.d = MathUtils.sinDeg(rotationY) * scaleY;
break;
}
case 2 /* NoRotationOrReflection */: {
let s = pa * pa + pc * pc;
let prx = 0;
if (s > 1e-4) {
s = Math.abs(pa * pd - pb * pc) / s;
pa /= this.skeleton.scaleX;
pc /= this.skeleton.scaleY;
pb = pc * s;
pd = pa * s;
prx = Math.atan2(pc, pa) * MathUtils.radDeg;
} else {
pa = 0;
pc = 0;
prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg;
}
let rx = rotation + shearX - prx;
let ry = rotation + shearY - prx + 90;
let la = MathUtils.cosDeg(rx) * scaleX;
let lb = MathUtils.cosDeg(ry) * scaleY;
let lc = MathUtils.sinDeg(rx) * scaleX;
let ld = MathUtils.sinDeg(ry) * scaleY;
this.a = pa * la - pb * lc;
this.b = pa * lb - pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
break;
}
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */: {
let cos = MathUtils.cosDeg(rotation);
let sin = MathUtils.sinDeg(rotation);
let za = (pa * cos + pb * sin) / this.skeleton.scaleX;
let zc = (pc * cos + pd * sin) / this.skeleton.scaleY;
let s = Math.sqrt(za * za + zc * zc);
if (s > 1e-5)
s = 1 / s;
za *= s;
zc *= s;
s = Math.sqrt(za * za + zc * zc);
if (this.data.transformMode == 3 /* NoScale */ && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0))
s = -s;
let r = Math.PI / 2 + Math.atan2(zc, za);
let zb = Math.cos(r) * s;
let zd = Math.sin(r) * s;
let la = MathUtils.cosDeg(shearX) * scaleX;
let lb = MathUtils.cosDeg(90 + shearY) * scaleY;
let lc = MathUtils.sinDeg(shearX) * scaleX;
let ld = MathUtils.sinDeg(90 + shearY) * scaleY;
this.a = za * la + zb * lc;
this.b = za * lb + zb * ld;
this.c = zc * la + zd * lc;
this.d = zc * lb + zd * ld;
break;
}
}
this.a *= this.skeleton.scaleX;
this.b *= this.skeleton.scaleX;
this.c *= this.skeleton.scaleY;
this.d *= this.skeleton.scaleY;
}
/** Sets this bone's local transform to the setup pose. */
setToSetupPose() {
let data = this.data;
this.x = data.x;
this.y = data.y;
this.rotation = data.rotation;
this.scaleX = data.scaleX;
this.scaleY = data.scaleY;
this.shearX = data.shearX;
this.shearY = data.shearY;
}
/** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
getWorldRotationX() {
return Math.atan2(this.c, this.a) * MathUtils.radDeg;
}
/** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
getWorldRotationY() {
return Math.atan2(this.d, this.b) * MathUtils.radDeg;
}
/** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
getWorldScaleX() {
return Math.sqrt(this.a * this.a + this.c * this.c);
}
/** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
getWorldScaleY() {
return Math.sqrt(this.b * this.b + this.d * this.d);
}
/** Computes the applied transform values from the world transform.
*
* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
* constraints).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateAppliedTransform() {
let parent = this.parent;
if (!parent) {
this.ax = this.worldX - this.skeleton.x;
this.ay = this.worldY - this.skeleton.y;
this.arotation = Math.atan2(this.c, this.a) * MathUtils.radDeg;
this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c);
this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d);
this.ashearX = 0;
this.ashearY = Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) * MathUtils.radDeg;
return;
}
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
let pid = 1 / (pa * pd - pb * pc);
let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.ax = dx * pd * pid - dy * pb * pid;
this.ay = dy * pa * pid - dx * pc * pid;
let ia = pid * pd;
let id = pid * pa;
let ib = pid * pb;
let ic = pid * pc;
let ra = ia * this.a - ib * this.c;
let rb = ia * this.b - ib * this.d;
let rc = id * this.c - ic * this.a;
let rd = id * this.d - ic * this.b;
this.ashearX = 0;
this.ascaleX = Math.sqrt(ra * ra + rc * rc);
if (this.ascaleX > 1e-4) {
let det = ra * rd - rb * rc;
this.ascaleY = det / this.ascaleX;
this.ashearY = Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg;
this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg;
} else {
this.ascaleX = 0;
this.ascaleY = Math.sqrt(rb * rb + rd * rd);
this.ashearY = 0;
this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg;
}
}
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world) {
let invDet = 1 / (this.a * this.d - this.b * this.c);
let x = world.x - this.worldX, y = world.y - this.worldY;
world.x = x * this.d * invDet - y * this.b * invDet;
world.y = y * this.a * invDet - x * this.c * invDet;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local) {
let x = local.x, y = local.y;
local.x = x * this.a + y * this.b + this.worldX;
local.y = x * this.c + y * this.d + this.worldY;
return local;
}
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation) {
let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation);
return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation) {
localRotation -= this.rotation - this.shearX;
let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation);
return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg;
}
/** Rotates the world transform the specified amount.
*
* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and {@link #update()} will * need to be called on any child bones, recursively. */ rotateWorld(degrees) { let a = this.a, b = this.b, c = this.c, d = this.d; let cos = MathUtils.cosDeg(degrees), sin = MathUtils.sinDeg(degrees); this.a = cos * a - sin * c; this.b = cos * b - sin * d; this.c = sin * a + cos * c; this.d = sin * b + cos * d; } }; // spine-core/src/ConstraintData.ts var ConstraintData = class { constructor(name, order, skinRequired) { this.name = name; this.order = order; this.skinRequired = skinRequired; } }; // spine-core/src/AssetManagerBase.ts var AssetManagerBase = class { constructor(textureLoader, pathPrefix = "", downloader = new Downloader()) { this.pathPrefix = ""; this.assets = {}; this.errors = {}; this.toLoad = 0; this.loaded = 0; this.textureLoader = textureLoader; this.pathPrefix = pathPrefix; this.downloader = downloader; } start(path) { this.toLoad++; return this.pathPrefix + path; } success(callback, path, asset) { this.toLoad--; this.loaded++; this.assets[path] = asset; if (callback) callback(path, asset); } error(callback, path, message) { this.toLoad--; this.loaded++; this.errors[path] = message; if (callback) callback(path, message); } loadAll() { let promise = new Promise((resolve, reject) => { let check = () => { if (this.isLoadingComplete()) { if (this.hasErrors()) reject(this.errors); else resolve(this); return; } requestAnimationFrame(check); }; requestAnimationFrame(check); }); return promise; } setRawDataURI(path, data) { this.downloader.rawDataUris[this.pathPrefix + path] = data; } loadBinary(path, success = () => { }, error = () => { }) { path = this.start(path); this.downloader.downloadBinary(path, (data) => { this.success(success, path, data); }, (status, responseText) => { this.error(error, path, `Couldn't load binary ${path}: status ${status}, ${responseText}`); }); } loadText(path, success = () => { }, error = () => { }) { path = this.start(path); this.downloader.downloadText(path, (data) => { this.success(success, path, data); }, (status, responseText) => { this.error(error, path, `Couldn't load text ${path}: status ${status}, ${responseText}`); }); } loadJson(path, success = () => { }, error = () => { }) { path = this.start(path); this.downloader.downloadJson(path, (data) => { this.success(success, path, data); }, (status, responseText) => { this.error(error, path, `Couldn't load JSON ${path}: status ${status}, ${responseText}`); }); } loadTexture(path, success = () => { }, error = () => { }) { path = this.start(path); let isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document); let isWebWorker = !isBrowser; if (isWebWorker) { fetch(path, { mode: "cors" }).then((response) => { if (response.ok) return response.blob(); this.error(error, path, `Couldn't load image: ${path}`); return null; }).then((blob) => { return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null; }).then((bitmap) => { if (bitmap) this.success(success, path, this.textureLoader(bitmap)); }); } else { let image = new Image(); image.crossOrigin = "anonymous"; image.onload = () => { this.success(success, path, this.textureLoader(image)); }; image.onerror = () => { this.error(error, path, `Couldn't load image: ${path}`); }; if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path]; image.src = path; } } loadTextureAtlas(path, success = () => { }, error = () => { }, fileAlias) { let index = path.lastIndexOf("/"); let parent = index >= 0 ? path.substring(0, index + 1) : ""; path = this.start(path); this.downloader.downloadText(path, (atlasText) => { try { let atlas = new TextureAtlas(atlasText); let toLoad = atlas.pages.length, abort = false; for (let page of atlas.pages) { this.loadTexture( !fileAlias ? parent + page.name : fileAlias[page.name], (imagePath, texture) => { if (!abort) { page.setTexture(texture); if (--toLoad == 0) this.success(success, path, atlas); } }, (imagePath, message) => { if (!abort) this.error(error, path, `Couldn't load texture atlas ${path} page image: ${imagePath}`); abort = true; } ); } } catch (e) { this.error(error, path, `Couldn't parse texture atlas ${path}: ${e.message}`); } }, (status, responseText) => { this.error(error, path, `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`); }); } get(path) { return this.assets[this.pathPrefix + path]; } require(path) { path = this.pathPrefix + path; let asset = this.assets[path]; if (asset) return asset; let error = this.errors[path]; throw Error("Asset not found: " + path + (error ? "\n" + error : "")); } remove(path) { path = this.pathPrefix + path; let asset = this.assets[path]; if (asset.dispose) asset.dispose(); delete this.assets[path]; return asset; } removeAll() { for (let key in this.assets) { let asset = this.assets[key]; if (asset.dispose) asset.dispose(); } this.assets = {}; } isLoadingComplete() { return this.toLoad == 0; } getToLoad() { return this.toLoad; } getLoaded() { return this.loaded; } dispose() { this.removeAll(); } hasErrors() { return Object.keys(this.errors).length > 0; } getErrors() { return this.errors; } }; var Downloader = class { constructor() { this.callbacks = {}; this.rawDataUris = {}; } dataUriToString(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); } let base64Idx = dataUri.indexOf("base64,"); if (base64Idx != -1) { base64Idx += "base64,".length; return atob(dataUri.substr(base64Idx)); } else { return dataUri.substr(dataUri.indexOf(",") + 1); } } base64ToUint8Array(base64) { var binary_string = window.atob(base64); var len = binary_string.length; var bytes = new Uint8Array(len); for (var i = 0; i < len; i++) { bytes[i] = binary_string.charCodeAt(i); } return bytes; } dataUriToUint8Array(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); } let base64Idx = dataUri.indexOf("base64,"); if (base64Idx == -1) throw new Error("Not a binary data URI."); base64Idx += "base64,".length; return this.base64ToUint8Array(dataUri.substr(base64Idx)); } downloadText(url, success, error) { if (this.start(url, success, error)) return; if (this.rawDataUris[url]) { try { let dataUri = this.rawDataUris[url]; this.finish(url, 200, this.dataUriToString(dataUri)); } catch (e) { this.finish(url, 400, JSON.stringify(e)); } return; } let request = new XMLHttpRequest(); request.overrideMimeType("text/html"); request.open("GET", url, true); let done = () => { this.finish(url, request.status, request.responseText); }; request.onload = done; request.onerror = done; request.send(); } downloadJson(url, success, error) { this.downloadText(url, (data) => { success(JSON.parse(data)); }, error); } downloadBinary(url, success, error) { if (this.start(url, success, error)) return; if (this.rawDataUris[url]) { try { let dataUri = this.rawDataUris[url]; this.finish(url, 200, this.dataUriToUint8Array(dataUri)); } catch (e) { this.finish(url, 400, JSON.stringify(e)); } return; } let request = new XMLHttpRequest(); request.open("GET", url, true); request.responseType = "arraybuffer"; let onerror = () => { this.finish(url, request.status, request.response); }; request.onload = () => { if (request.status == 200 || request.status == 0) this.finish(url, 200, new Uint8Array(request.response)); else onerror(); }; request.onerror = onerror; request.send(); } start(url, success, error) { let callbacks = this.callbacks[url]; try { if (callbacks) return true; this.callbacks[url] = callbacks = []; } finally { callbacks.push(success, error); } } finish(url, status, data) { let callbacks = this.callbacks[url]; delete this.callbacks[url]; let args = status == 200 || status == 0 ? [data] : [status, data]; for (let i = args.length - 1, n = callbacks.length; i < n; i += 2) callbacks[i].apply(null, args); } }; // spine-core/src/Event.ts var Event = class { constructor(time, data) { this.intValue = 0; this.floatValue = 0; this.stringValue = null; this.time = 0; this.volume = 0; this.balance = 0; if (!data) throw new Error("data cannot be null."); this.time = time; this.data = data; } }; // spine-core/src/EventData.ts var EventData = class { constructor(name) { this.intValue = 0; this.floatValue = 0; this.stringValue = null; this.audioPath = null; this.volume = 0; this.balance = 0; this.name = name; } }; // spine-core/src/IkConstraint.ts var IkConstraint = class { constructor(data, skeleton) { /** Controls the bend direction of the IK bones, either 1 or -1. */ this.bendDirection = 0; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ this.compress = false; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ this.stretch = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ this.mix = 1; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ this.softness = 0; this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.mix = data.mix; this.softness = data.softness; this.bendDirection = data.bendDirection; this.compress = data.compress; this.stretch = data.stretch; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}`); this.bones.push(bone); } let target = skeleton.findBone(data.target.name); if (!target) throw new Error(`Couldn't find bone ${data.target.name}`); this.target = target; } isActive() { return this.active; } update() { if (this.mix == 0) return; let target = this.target; let bones = this.bones; switch (bones.length) { case 1: this.apply1(bones[0], target.worldX, target.worldY, this.compress, this.stretch, this.data.uniform, this.mix); break; case 2: this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.stretch, this.data.uniform, this.softness, this.mix); break; } } /** Applies 1 bone IK. The target is specified in the world coordinate system. */ apply1(bone, targetX, targetY, compress, stretch, uniform, alpha) { let p = bone.parent; if (!p) throw new Error("IK bone must have parent."); let pa = p.a, pb = p.b, pc = p.c, pd = p.d; let rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; switch (bone.data.transformMode) { case 1 /* OnlyTranslation */: tx = targetX - bone.worldX; ty = targetY - bone.worldY; break; case 2 /* NoRotationOrReflection */: let s = Math.abs(pa * pd - pb * pc) / Math.max(1e-4, pa * pa + pc * pc); let sa = pa / bone.skeleton.scaleX; let sc = pc / bone.skeleton.scaleY; pb = -sc * s * bone.skeleton.scaleX; pd = sa * s * bone.skeleton.scaleY; rotationIK += Math.atan2(sc, sa) * MathUtils.radDeg; default: let x = targetX - p.worldX, y = targetY - p.worldY; let d = pa * pd - pb * pc; if (Math.abs(d) <= 1e-4) { tx = 0; ty = 0; } else { tx = (x * pd - y * pb) / d - bone.ax; ty = (y * pa - x * pc) / d - bone.ay; } } rotationIK += Math.atan2(ty, tx) * MathUtils.radDeg; if (bone.ascaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; let sx = bone.ascaleX, sy = bone.ascaleY; if (compress || stretch) { switch (bone.data.transformMode) { case 3 /* NoScale */: case 4 /* NoScaleOrReflection */: tx = targetX - bone.worldX; ty = targetY - bone.worldY; } let b = bone.data.length * sx, dd = Math.sqrt(tx * tx + ty * ty); if (compress && dd < b || stretch && dd > b && b > 1e-4) { let s = (dd / b - 1) * alpha + 1; sx *= s; if (uniform) sy *= s; } } bone.updateWorldTransformWith( bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY ); } /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ apply2(parent, child, targetX, targetY, bendDir, stretch, uniform, softness, alpha) { let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX; let os1 = 0, os2 = 0, s2 = 0; if (psx < 0) { psx = -psx; os1 = 180; s2 = -1; } else { os1 = 0; s2 = 1; } if (psy < 0) { psy = -psy; s2 = -s2; } if (csx < 0) { csx = -csx; os2 = 180; } else os2 = 0; let cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; let u = Math.abs(psx - psy) <= 1e-4; if (!u || stretch) { cy = 0; cwx = a * cx + parent.worldX; cwy = c * cx + parent.worldY; } else { cy = child.ay; cwx = a * cx + b * cy + parent.worldX; cwy = c * cx + d * cy + parent.worldY; } let pp = parent.parent; if (!pp) throw new Error("IK parent must itself have a parent."); a = pp.a; b = pp.b; c = pp.c; d = pp.d; let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY; id = Math.abs(id) <= 1e-4 ? 0 : 1 / id; let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; if (l1 < 1e-4) { this.apply1(parent, targetX, targetY, false, stretch, false, alpha); child.updateWorldTransformWith(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); return; } x = targetX - pp.worldX; y = targetY - pp.worldY; let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; let dd = tx * tx + ty * ty; if (softness != 0) { softness *= psx * (csx + 1) * 0.5; let td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; if (sd > 0) { let p = Math.min(1, sd / (softness * 2)) - 1; p = (sd - softness * (1 - p * p)) / td; tx -= p * tx; ty -= p * ty; dd = tx * tx + ty * ty; } } outer: if (u) { l2 *= psx; let cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) { cos = -1; a2 = Math.PI * bendDir; } else if (cos > 1) { cos = 1; a2 = 0; if (stretch) { a = (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; sx *= a; if (uniform) sy *= a; } } else a2 = Math.acos(cos) * bendDir; a = l1 + l2 * cos; b = l2 * Math.sin(a2); a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b); } else { a = psx * l2; b = psy * l2; let aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); c = bb * l1 * l1 + aa * dd - aa * bb; let c1 = -2 * bb * l1, c2 = bb - aa; d = c1 * c1 - 4 * c2 * c; if (d >= 0) { let q = Math.sqrt(d); if (c1 < 0) q = -q; q = -(c1 + q) * 0.5; let r0 = q / c2, r1 = c / q; let r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; if (r * r <= dd) { y = Math.sqrt(dd - r * r) * bendDir; a1 = ta - Math.atan2(y, r); a2 = Math.atan2(y / psy, (r - l1) / psx); break outer; } } let minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; let maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0; c = -a * l1 / (aa - bb); if (c >= -1 && c <= 1) { c = Math.acos(c); x = a * Math.cos(c) + l1; y = b * Math.sin(c); d = x * x + y * y; if (d < minDist) { minAngle = c; minDist = d; minX = x; minY = y; } if (d > maxDist) { maxAngle = c; maxDist = d; maxX = x; maxY = y; } } if (dd <= (minDist + maxDist) * 0.5) { a1 = ta - Math.atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - Math.atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } let os = Math.atan2(cy, cx) * s2; let rotation = parent.arotation; a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, sy, 0, 0); rotation = child.arotation; a2 = ((a2 + os) * MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation; if (a2 > 180) a2 -= 360; else if (a2 < -180) a2 += 360; child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY); } }; // spine-core/src/IkConstraintData.ts var IkConstraintData = class extends ConstraintData { constructor(name) { super(name, 0, false); /** The bones that are constrained by this IK constraint. */ this.bones = new Array(); /** The bone that is the IK target. */ this._target = null; /** Controls the bend direction of the IK bones, either 1 or -1. */ this.bendDirection = 1; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ this.compress = false; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ this.stretch = false; /** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone * is scaled on both the X and Y axes. */ this.uniform = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ this.mix = 1; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ this.softness = 0; } set target(boneData) { this._target = boneData; } get target() { if (!this._target) throw new Error("BoneData not set."); else return this._target; } }; // spine-core/src/PathConstraintData.ts var PathConstraintData = class extends ConstraintData { constructor(name) { super(name, 0, false); /** The bones that will be modified by this path constraint. */ this.bones = new Array(); /** The slot whose path attachment will be used to constrained the bones. */ this._target = null; /** The mode for positioning the first bone on the path. */ this.positionMode = PositionMode.Fixed; /** The mode for positioning the bones after the first bone on the path. */ this.spacingMode = SpacingMode.Fixed; /** The mode for adjusting the rotation of the bones. */ this.rotateMode = RotateMode.Chain; /** An offset added to the constrained bone rotation. */ this.offsetRotation = 0; /** The position along the path. */ this.position = 0; /** The spacing between bones. */ this.spacing = 0; this.mixRotate = 0; this.mixX = 0; this.mixY = 0; } set target(slotData) { this._target = slotData; } get target() { if (!this._target) throw new Error("SlotData not set."); else return this._target; } }; var PositionMode = /* @__PURE__ */ ((PositionMode2) => { PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed"; PositionMode2[PositionMode2["Percent"] = 1] = "Percent"; return PositionMode2; })(PositionMode || {}); var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => { SpacingMode2[SpacingMode2["Length"] = 0] = "Length"; SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed"; SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent"; SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional"; return SpacingMode2; })(SpacingMode || {}); var RotateMode = /* @__PURE__ */ ((RotateMode2) => { RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent"; RotateMode2[RotateMode2["Chain"] = 1] = "Chain"; RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale"; return RotateMode2; })(RotateMode || {}); // spine-core/src/PathConstraint.ts var _PathConstraint = class { constructor(data, skeleton) { /** The position along the path. */ this.position = 0; /** The spacing between bones. */ this.spacing = 0; this.mixRotate = 0; this.mixX = 0; this.mixY = 0; this.spaces = new Array(); this.positions = new Array(); this.world = new Array(); this.curves = new Array(); this.lengths = new Array(); this.segments = new Array(); this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0, n = data.bones.length; i < n; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findSlot(data.target.name); if (!target) throw new Error(`Couldn't find target bone ${data.target.name}`); this.target = target; this.position = data.position; this.spacing = data.spacing; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; } isActive() { return this.active; } update() { let attachment = this.target.getAttachment(); if (!(attachment instanceof PathAttachment)) return; let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY; if (mixRotate == 0 && mixX == 0 && mixY == 0) return; let data = this.data; let tangents = data.rotateMode == 0 /* Tangent */, scale = data.rotateMode == 2 /* ChainScale */; let bones = this.bones; let boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1; let spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : []; let spacing = this.spacing; switch (data.spacingMode) { case 2 /* Percent */: if (scale) { for (let i = 0, n = spacesCount - 1; i < n; i++) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) lengths[i] = 0; else { let x = setupLength * bone.a, y = setupLength * bone.c; lengths[i] = Math.sqrt(x * x + y * y); } } } Utils.arrayFill(spaces, 1, spacesCount, spacing); break; case 3 /* Proportional */: let sum = 0; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = spacing; } else { let x = setupLength * bone.a, y = setupLength * bone.c; let length = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length; spaces[++i] = length; sum += length; } } if (sum > 0) { sum = spacesCount / sum * spacing; for (let i = 1; i < spacesCount; i++) spaces[i] *= sum; } break; default: let lengthSpacing = data.spacingMode == 0 /* Length */; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = spacing; } else { let x = setupLength * bone.a, y = setupLength * bone.c; let length = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length; spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength; } } } let positions = this.computeWorldPositions(attachment, spacesCount, tangents); let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; let tip = false; if (offsetRotation == 0) tip = data.rotateMode == 1 /* Chain */; else { tip = false; let p = this.target.bone; offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.degRad : -MathUtils.degRad; } for (let i = 0, p = 3; i < boneCount; i++, p += 3) { let bone = bones[i]; bone.worldX += (boneX - bone.worldX) * mixX; bone.worldY += (boneY - bone.worldY) * mixY; let x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; if (scale) { let length = lengths[i]; if (length != 0) { let s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1; bone.a *= s; bone.c *= s; } } boneX = x; boneY = y; if (mixRotate > 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0; if (tangents) r = positions[p - 1]; else if (spaces[i + 1] == 0) r = positions[p + 2]; else r = Math.atan2(dy, dx); r -= Math.atan2(c, a); if (tip) { cos = Math.cos(r); sin = Math.sin(r); let length = bone.data.length; boneX += (length * (cos * a - sin * c) - dx) * mixRotate; boneY += (length * (sin * a + cos * c) - dy) * mixRotate; } else { r += offsetRotation; } if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; cos = Math.cos(r); sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } bone.updateAppliedTransform(); } } computeWorldPositions(path, spacesCount, tangents) { let target = this.target; let position = this.position; let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world; let closed2 = path.closed; let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE; if (!path.constantSpeed) { let lengths = path.lengths; curveCount -= closed2 ? 1 : 2; let pathLength2 = lengths[curveCount]; if (this.data.positionMode == 1 /* Percent */) position *= pathLength2; let multiplier2; switch (this.data.spacingMode) { case 2 /* Percent */: multiplier2 = pathLength2; break; case 3 /* Proportional */: multiplier2 = pathLength2 / spacesCount; break; default: multiplier2 = 1; } world = Utils.setArraySize(this.world, 8); for (let i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { let space = spaces[i] * multiplier2; position += space; let p = position; if (closed2) { p %= pathLength2; if (p < 0) p += pathLength2; curve = 0; } else if (p < 0) { if (prevCurve != _PathConstraint.BEFORE) { prevCurve = _PathConstraint.BEFORE; path.computeWorldVertices(target, 2, 4, world, 0, 2); } this.addBeforePosition(p, world, 0, out, o); continue; } else if (p > pathLength2) { if (prevCurve != _PathConstraint.AFTER) { prevCurve = _PathConstraint.AFTER; path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); } this.addAfterPosition(p - pathLength2, world, 0, out, o); continue; } for (; ; curve++) { let length = lengths[curve]; if (p > length) continue; if (curve == 0) p /= length; else { let prev = lengths[curve - 1]; p = (p - prev) / (length - prev); } break; } if (curve != prevCurve) { prevCurve = curve; if (closed2 && curve == curveCount) { path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2); path.computeWorldVertices(target, 0, 4, world, 4, 2); } else path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2); } this.addCurvePosition( p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || i > 0 && space == 0 ); } return out; } if (closed2) { verticesLength += 2; world = Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2); path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2); world[verticesLength - 2] = world[0]; world[verticesLength - 1] = world[1]; } else { curveCount--; verticesLength -= 4; world = Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); } let curves = Utils.setArraySize(this.curves, curveCount); let pathLength = 0; let x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; let tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; for (let i = 0, w = 2; i < curveCount; i++, w += 6) { cx1 = world[w]; cy1 = world[w + 1]; cx2 = world[w + 2]; cy2 = world[w + 3]; x2 = world[w + 4]; y2 = world[w + 5]; tmpx = (x1 - cx1 * 2 + cx2) * 0.1875; tmpy = (y1 - cy1 * 2 + cy2) * 0.1875; dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375; ddfx = tmpx * 2 + dddfx; ddfy = tmpy * 2 + dddfy; dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667; dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx; dfy += ddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); dfx += ddfx + dddfx; dfy += ddfy + dddfy; pathLength += Math.sqrt(dfx * dfx + dfy * dfy); curves[i] = pathLength; x1 = x2; y1 = y2; } if (this.data.positionMode == 1 /* Percent */) position *= pathLength; let multiplier; switch (this.data.spacingMode) { case 2 /* Percent */: multiplier = pathLength; break; case 3 /* Proportional */: multiplier = pathLength / spacesCount; break; default: multiplier = 1; } let segments = this.segments; let curveLength = 0; for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { let space = spaces[i] * multiplier; position += space; let p = position; if (closed2) { p %= pathLength; if (p < 0) p += pathLength; curve = 0; } else if (p < 0) { this.addBeforePosition(p, world, 0, out, o); continue; } else if (p > pathLength) { this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o); continue; } for (; ; curve++) { let length = curves[curve]; if (p > length) continue; if (curve == 0) p /= length; else { let prev = curves[curve - 1]; p = (p - prev) / (length - prev); } break; } if (curve != prevCurve) { prevCurve = curve; let ii = curve * 6; x1 = world[ii]; y1 = world[ii + 1]; cx1 = world[ii + 2]; cy1 = world[ii + 3]; cx2 = world[ii + 4]; cy2 = world[ii + 5]; x2 = world[ii + 6]; y2 = world[ii + 7]; tmpx = (x1 - cx1 * 2 + cx2) * 0.03; tmpy = (y1 - cy1 * 2 + cy2) * 0.03; dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 6e-3; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 6e-3; ddfx = tmpx * 2 + dddfx; ddfy = tmpy * 2 + dddfy; dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667; dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667; curveLength = Math.sqrt(dfx * dfx + dfy * dfy); segments[0] = curveLength; for (ii = 1; ii < 8; ii++) { dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[ii] = curveLength; } dfx += ddfx; dfy += ddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[8] = curveLength; dfx += ddfx + dddfx; dfy += ddfy + dddfy; curveLength += Math.sqrt(dfx * dfx + dfy * dfy); segments[9] = curveLength; segment = 0; } p *= curveLength; for (; ; segment++) { let length = segments[segment]; if (p > length) continue; if (segment == 0) p /= length; else { let prev = segments[segment - 1]; p = segment + (p - prev) / (length - prev); } break; } this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || i > 0 && space == 0); } return out; } addBeforePosition(p, temp, i, out, o) { let x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx); out[o] = x1 + p * Math.cos(r); out[o + 1] = y1 + p * Math.sin(r); out[o + 2] = r; } addAfterPosition(p, temp, i, out, o) { let x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx); out[o] = x1 + p * Math.cos(r); out[o + 1] = y1 + p * Math.sin(r); out[o + 2] = r; } addCurvePosition(p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) { if (p == 0 || isNaN(p)) { out[o] = x1; out[o + 1] = y1; out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); return; } let tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; let ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; let x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt; out[o] = x; out[o + 1] = y; if (tangents) { if (p < 1e-3) out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1); else out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt)); } } }; var PathConstraint = _PathConstraint; PathConstraint.NONE = -1; PathConstraint.BEFORE = -2; PathConstraint.AFTER = -3; PathConstraint.epsilon = 1e-5; // spine-core/src/Slot.ts var Slot = class { constructor(data, bone) { /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ this.darkColor = null; this.attachment = null; this.attachmentState = 0; /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the * {@link Sequence#getSetupIndex()}. */ this.sequenceIndex = -1; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ this.deform = new Array(); if (!data) throw new Error("data cannot be null."); if (!bone) throw new Error("bone cannot be null."); this.data = data; this.bone = bone; this.color = new Color(); this.darkColor = !data.darkColor ? null : new Color(); this.setToSetupPose(); } /** The skeleton this slot belongs to. */ getSkeleton() { return this.bone.skeleton; } /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment() { return this.attachment; } /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the * specified attachment. */ setAttachment(attachment) { if (this.attachment == attachment) return; if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment != this.attachment.timelineAttachment) { this.deform.length = 0; } this.attachment = attachment; this.sequenceIndex = -1; } /** Sets this slot to the setup pose. */ setToSetupPose() { this.color.setFromColor(this.data.color); if (this.darkColor) this.darkColor.setFromColor(this.data.darkColor); if (!this.data.attachmentName) this.attachment = null; else { this.attachment = null; this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); } } }; // spine-core/src/TransformConstraint.ts var TransformConstraint = class { constructor(data, skeleton) { this.mixRotate = 0; this.mixX = 0; this.mixY = 0; this.mixScaleX = 0; this.mixScaleY = 0; this.mixShearY = 0; this.temp = new Vector2(); this.active = false; if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; this.mixScaleX = data.mixScaleX; this.mixScaleY = data.mixScaleY; this.mixShearY = data.mixShearY; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findBone(data.target.name); if (!target) throw new Error(`Couldn't find target bone ${data.target.name}.`); this.target = target; } isActive() { return this.active; } update() { if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return; if (this.data.local) { if (this.data.relative) this.applyRelativeLocal(); else this.applyAbsoluteLocal(); } else { if (this.data.relative) this.applyRelativeWorld(); else this.applyAbsoluteWorld(); } } applyAbsoluteWorld() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let translate = mixX != 0 || mixY != 0; let target = this.target; let ta = target.a, tb = target.b, tc = target.c, td = target.d; let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; let offsetRotation = this.data.offsetRotation * degRadReflect; let offsetShearY = this.data.offsetShearY * degRadReflect; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (mixRotate != 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; let cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } if (translate) { let temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += (temp.x - bone.worldX) * mixX; bone.worldY += (temp.y - bone.worldY) * mixY; } if (mixScaleX != 0) { let s = Math.sqrt(bone.a * bone.a + bone.c * bone.c); if (s != 0) s = (s + (Math.sqrt(ta * ta + tc * tc) - s + this.data.offsetScaleX) * mixScaleX) / s; bone.a *= s; bone.c *= s; } if (mixScaleY != 0) { let s = Math.sqrt(bone.b * bone.b + bone.d * bone.d); if (s != 0) s = (s + (Math.sqrt(tb * tb + td * td) - s + this.data.offsetScaleY) * mixScaleY) / s; bone.b *= s; bone.d *= s; } if (mixShearY > 0) { let b = bone.b, d = bone.d; let by = Math.atan2(d, b); let r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a)); if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r = by + (r + offsetShearY) * mixShearY; let s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; } bone.updateAppliedTransform(); } } applyRelativeWorld() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let translate = mixX != 0 || mixY != 0; let target = this.target; let ta = target.a, tb = target.b, tc = target.c, td = target.d; let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; let offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (mixRotate != 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let r = Math.atan2(tc, ta) + offsetRotation; if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; let cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } if (translate) { let temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += temp.x * mixX; bone.worldY += temp.y * mixY; } if (mixScaleX != 0) { let s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * mixScaleX + 1; bone.a *= s; bone.c *= s; } if (mixScaleY != 0) { let s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * mixScaleY + 1; bone.b *= s; bone.d *= s; } if (mixShearY > 0) { let r = Math.atan2(td, tb) - Math.atan2(tc, ta); if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; let b = bone.b, d = bone.d; r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY; let s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; } bone.updateAppliedTransform(); } } applyAbsoluteLocal() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let target = this.target; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation; if (mixRotate != 0) { let r = target.arotation - rotation + this.data.offsetRotation; r -= (16384 - (16384.499999999996 - r / 360 | 0)) * 360; rotation += r * mixRotate; } let x = bone.ax, y = bone.ay; x += (target.ax - x + this.data.offsetX) * mixX; y += (target.ay - y + this.data.offsetY) * mixY; let scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (mixScaleX != 0 && scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * mixScaleX) / scaleX; if (mixScaleY != 0 && scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * mixScaleY) / scaleY; let shearY = bone.ashearY; if (mixShearY != 0) { let r = target.ashearY - shearY + this.data.offsetShearY; r -= (16384 - (16384.499999999996 - r / 360 | 0)) * 360; shearY += r * mixShearY; } bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } applyRelativeLocal() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let target = this.target; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation + (target.arotation + this.data.offsetRotation) * mixRotate; let x = bone.ax + (target.ax + this.data.offsetX) * mixX; let y = bone.ay + (target.ay + this.data.offsetY) * mixY; let scaleX = bone.ascaleX * ((target.ascaleX - 1 + this.data.offsetScaleX) * mixScaleX + 1); let scaleY = bone.ascaleY * ((target.ascaleY - 1 + this.data.offsetScaleY) * mixScaleY + 1); let shearY = bone.ashearY + (target.ashearY + this.data.offsetShearY) * mixShearY; bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } }; // spine-core/src/Skeleton.ts var _Skeleton = class { constructor(data) { /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */ this._updateCache = new Array(); /** The skeleton's current skin. May be null. */ this.skin = null; /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ this.scaleX = 1; /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ this._scaleY = 1; /** Sets the skeleton X position, which is added to the root bone worldX position. */ this.x = 0; /** Sets the skeleton Y position, which is added to the root bone worldY position. */ this.y = 0; if (!data) throw new Error("data cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let boneData = data.bones[i]; let bone; if (!boneData.parent) bone = new Bone(boneData, this, null); else { let parent = this.bones[boneData.parent.index]; bone = new Bone(boneData, this, parent); parent.children.push(bone); } this.bones.push(bone); } this.slots = new Array(); this.drawOrder = new Array(); for (let i = 0; i < data.slots.length; i++) { let slotData = data.slots[i]; let bone = this.bones[slotData.boneData.index]; let slot = new Slot(slotData, bone); this.slots.push(slot); this.drawOrder.push(slot); } this.ikConstraints = new Array(); for (let i = 0; i < data.ikConstraints.length; i++) { let ikConstraintData = data.ikConstraints[i]; this.ikConstraints.push(new IkConstraint(ikConstraintData, this)); } this.transformConstraints = new Array(); for (let i = 0; i < data.transformConstraints.length; i++) { let transformConstraintData = data.transformConstraints[i]; this.transformConstraints.push(new TransformConstraint(transformConstraintData, this)); } this.pathConstraints = new Array(); for (let i = 0; i < data.pathConstraints.length; i++) { let pathConstraintData = data.pathConstraints[i]; this.pathConstraints.push(new PathConstraint(pathConstraintData, this)); } this.color = new Color(1, 1, 1, 1); this.updateCache(); } get scaleY() { return _Skeleton.yDown ? -this._scaleY : this._scaleY; } set scaleY(scaleY) { this._scaleY = scaleY; } /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones, * constraints, or weighted path attachments are added or removed. */ updateCache() { let updateCache = this._updateCache; updateCache.length = 0; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; bone.sorted = bone.data.skinRequired; bone.active = !bone.sorted; } if (this.skin) { let skinBones = this.skin.bones; for (let i = 0, n = this.skin.bones.length; i < n; i++) { let bone = this.bones[skinBones[i].index]; do { bone.sorted = false; bone.active = true; bone = bone.parent; } while (bone); } } let ikConstraints = this.ikConstraints; let transformConstraints = this.transformConstraints; let pathConstraints = this.pathConstraints; let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length; let constraintCount = ikCount + transformCount + pathCount; outer: for (let i = 0; i < constraintCount; i++) { for (let ii = 0; ii < ikCount; ii++) { let constraint = ikConstraints[ii]; if (constraint.data.order == i) { this.sortIkConstraint(constraint); continue outer; } } for (let ii = 0; ii < transformCount; ii++) { let constraint = transformConstraints[ii]; if (constraint.data.order == i) { this.sortTransformConstraint(constraint); continue outer; } } for (let ii = 0; ii < pathCount; ii++) { let constraint = pathConstraints[ii]; if (constraint.data.order == i) { this.sortPathConstraint(constraint); continue outer; } } } for (let i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]); } sortIkConstraint(constraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; let target = constraint.target; this.sortBone(target); let constrained = constraint.bones; let parent = constrained[0]; this.sortBone(parent); if (constrained.length == 1) { this._updateCache.push(constraint); this.sortReset(parent.children); } else { let child = constrained[constrained.length - 1]; this.sortBone(child); this._updateCache.push(constraint); this.sortReset(parent.children); child.sorted = true; } } sortPathConstraint(constraint) { constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; let slot = constraint.target; let slotIndex = slot.data.index; let slotBone = slot.bone; if (this.skin) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); if (this.data.defaultSkin && this.data.defaultSkin != this.skin) this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); for (let i = 0, n = this.data.skins.length; i < n; i++) this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); let attachment = slot.getAttachment(); if (attachment instanceof PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone); let constrained = constraint.bones; let boneCount = constrained.length; for (let i = 0; i < boneCount; i++) this.sortBone(constrained[i]); this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortTransformConstraint(constraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; this.sortBone(constraint.target); let constrained = constraint.bones; let boneCount = constrained.length; if (constraint.data.local) { for (let i = 0; i < boneCount; i++) { let child = constrained[i]; this.sortBone(child.parent); this.sortBone(child); } } else { for (let i = 0; i < boneCount; i++) { this.sortBone(constrained[i]); } } this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortPathConstraintAttachment(skin, slotIndex, slotBone) { let attachments = skin.attachments[slotIndex]; if (!attachments) return; for (let key in attachments) { this.sortPathConstraintAttachmentWith(attachments[key], slotBone); } } sortPathConstraintAttachmentWith(attachment, slotBone) { if (!(attachment instanceof PathAttachment)) return; let pathBones = attachment.bones; if (!pathBones) this.sortBone(slotBone); else { let bones = this.bones; for (let i = 0, n = pathBones.length; i < n; ) { let nn = pathBones[i++]; nn += i; while (i < nn) this.sortBone(bones[pathBones[i++]]); } } } sortBone(bone) { if (!bone) return; if (bone.sorted) return; let parent = bone.parent; if (parent) this.sortBone(parent); bone.sorted = true; this._updateCache.push(bone); } sortReset(bones) { for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (!bone.active) continue; if (bone.sorted) this.sortReset(bone.children); bone.sorted = false; } } /** Updates the world transform for each bone and applies all constraints. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. */ updateWorldTransform() { let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; bone.ax = bone.x; bone.ay = bone.y; bone.arotation = bone.rotation; bone.ascaleX = bone.scaleX; bone.ascaleY = bone.scaleY; bone.ashearX = bone.shearX; bone.ashearY = bone.shearY; } let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) updateCache[i].update(); } updateWorldTransformWith(parent) { let rootBone = this.getRootBone(); if (!rootBone) throw new Error("Root bone must not be null."); let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; rootBone.worldX = pa * this.x + pb * this.y + parent.worldX; rootBone.worldY = pc * this.x + pd * this.y + parent.worldY; let rotationY = rootBone.rotation + 90 + rootBone.shearY; let la = MathUtils.cosDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX; let lb = MathUtils.cosDeg(rotationY) * rootBone.scaleY; let lc = MathUtils.sinDeg(rootBone.rotation + rootBone.shearX) * rootBone.scaleX; let ld = MathUtils.sinDeg(rotationY) * rootBone.scaleY; rootBone.a = (pa * la + pb * lc) * this.scaleX; rootBone.b = (pa * lb + pb * ld) * this.scaleX; rootBone.c = (pc * la + pd * lc) * this.scaleY; rootBone.d = (pc * lb + pd * ld) * this.scaleY; let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) { let updatable = updateCache[i]; if (updatable != rootBone) updatable.update(); } } /** Sets the bones, constraints, and slots to their setup pose values. */ setToSetupPose() { this.setBonesToSetupPose(); this.setSlotsToSetupPose(); } /** Sets the bones and constraints to their setup pose values. */ setBonesToSetupPose() { let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) bones[i].setToSetupPose(); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let constraint = ikConstraints[i]; constraint.mix = constraint.data.mix; constraint.softness = constraint.data.softness; constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; let data = constraint.data; constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; constraint.mixScaleX = data.mixScaleX; constraint.mixScaleY = data.mixScaleY; constraint.mixShearY = data.mixShearY; } let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; let data = constraint.data; constraint.position = data.position; constraint.spacing = data.spacing; constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; } } /** Sets the slots and draw order to their setup pose values. */ setSlotsToSetupPose() { let slots = this.slots; Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); for (let i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose(); } /** @returns May return null. */ getRootBone() { if (this.bones.length == 0) return null; return this.bones[0]; } /** @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.data.name == boneName) return bone; } return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * repeatedly. * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) return slot; } return null; } /** Sets a skin by name. * * See {@link #setSkin()}. */ setSkinByName(skinName) { let skin = this.data.findSkin(skinName); if (!skin) throw new Error("Skin not found: " + skinName); this.setSkin(skin); } /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the * skin is changed, {@link #updateCache()} is called. * * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no * old skin, each slot's setup mode attachment is attached from the new skin. * * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. * @param newSkin May be null. */ setSkin(newSkin) { if (newSkin == this.skin) return; if (newSkin) { if (this.skin) newSkin.attachAll(this, this.skin); else { let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; let name = slot.data.attachmentName; if (name) { let attachment = newSkin.getAttachment(i, name); if (attachment) slot.setAttachment(attachment); } } } } this.skin = newSkin; this.updateCache(); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment * name. * * See {@link #getAttachment()}. * @returns May be null. */ getAttachmentByName(slotName, attachmentName) { let slot = this.data.findSlot(slotName); if (!slot) throw new Error(`Can't find slot with name ${slotName}`); return this.getAttachment(slot.index, attachmentName); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. * * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. * @returns May be null. */ getAttachment(slotIndex, attachmentName) { if (!attachmentName) throw new Error("attachmentName cannot be null."); if (this.skin) { let attachment = this.skin.getAttachment(slotIndex, attachmentName); if (attachment) return attachment; } if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); return null; } /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}. * @param attachmentName May be null to clear the slot's attachment. */ setAttachment(slotName, attachmentName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) { let attachment = null; if (attachmentName) { attachment = this.getAttachment(i, attachmentName); if (!attachment) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); } slot.setAttachment(attachment); return; } } throw new Error("Slot not found: " + slotName); } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let ikConstraint = ikConstraints[i]; if (ikConstraint.data.name == constraintName) return ikConstraint; } return null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it repeatedly. * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; if (constraint.data.name == constraintName) return constraint; } return null; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`. * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */ getBoundsRect() { let offset = new Vector2(); let size = new Vector2(); this.getBounds(offset, size); return { x: offset.x, y: offset.y, width: size.x, height: size.y }; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. * @param size An output value, the width and height of the AABB. * @param temp Working memory to temporarily store attachments' computed world vertices. */ getBounds(offset, size, temp = new Array(2)) { if (!offset) throw new Error("offset cannot be null."); if (!size) throw new Error("size cannot be null."); let drawOrder = this.drawOrder; let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; if (!slot.bone.active) continue; let verticesLength = 0; let vertices = null; let attachment = slot.getAttachment(); if (attachment instanceof RegionAttachment) { verticesLength = 8; vertices = Utils.setArraySize(temp, verticesLength, 0); attachment.computeWorldVertices(slot, vertices, 0, 2); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; verticesLength = mesh.worldVerticesLength; vertices = Utils.setArraySize(temp, verticesLength, 0); mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); } if (vertices) { for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) { let x = vertices[ii], y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } } offset.set(minX, minY); size.set(maxX - minX, maxY - minY); } }; var Skeleton = _Skeleton; Skeleton.yDown = false; // spine-core/src/SkeletonData.ts var SkeletonData = class { constructor() { /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */ this.name = null; /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ this.bones = new Array(); // Ordered parents first. /** The skeleton's slots. */ this.slots = new Array(); // Setup pose draw order. this.skins = new Array(); /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. * * See {@link Skeleton#getAttachmentByName()}. * May be null. */ this.defaultSkin = null; /** The skeleton's events. */ this.events = new Array(); /** The skeleton's animations. */ this.animations = new Array(); /** The skeleton's IK constraints. */ this.ikConstraints = new Array(); /** The skeleton's transform constraints. */ this.transformConstraints = new Array(); /** The skeleton's path constraints. */ this.pathConstraints = new Array(); /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */ this.x = 0; /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */ this.y = 0; /** The width of the skeleton's axis aligned bounding box in the setup pose. */ this.width = 0; /** The height of the skeleton's axis aligned bounding box in the setup pose. */ this.height = 0; /** The Spine version used to export the skeleton data, or null. */ this.version = null; /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */ this.hash = null; // Nonessential /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */ this.fps = 0; /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */ this.imagesPath = null; /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */ this.audioPath = null; } /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.name == boneName) return bone; } return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.name == slotName) return slot; } return null; } /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSkin(skinName) { if (!skinName) throw new Error("skinName cannot be null."); let skins = this.skins; for (let i = 0, n = skins.length; i < n; i++) { let skin = skins[i]; if (skin.name == skinName) return skin; } return null; } /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findEvent(eventDataName) { if (!eventDataName) throw new Error("eventDataName cannot be null."); let events = this.events; for (let i = 0, n = events.length; i < n; i++) { let event = events[i]; if (event.name == eventDataName) return event; } return null; } /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to * call it multiple times. * @returns May be null. */ findAnimation(animationName) { if (!animationName) throw new Error("animationName cannot be null."); let animations = this.animations; for (let i = 0, n = animations.length; i < n; i++) { let animation = animations[i]; if (animation.name == animationName) return animation; } return null; } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { let constraint = ikConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it multiple times. * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { let constraint = transformConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); let pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { let constraint = pathConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } }; // spine-core/src/Skin.ts var SkinEntry = class { constructor(slotIndex = 0, name, attachment) { this.slotIndex = slotIndex; this.name = name; this.attachment = attachment; } }; var Skin = class { constructor(name) { this.attachments = new Array(); this.bones = Array(); this.constraints = new Array(); if (!name) throw new Error("name cannot be null."); this.name = name; } /** Adds an attachment to the skin for the specified slot index and name. */ setAttachment(slotIndex, name, attachment) { if (!attachment) throw new Error("attachment cannot be null."); let attachments = this.attachments; if (slotIndex >= attachments.length) attachments.length = slotIndex + 1; if (!attachments[slotIndex]) attachments[slotIndex] = {}; attachments[slotIndex][name] = attachment; } /** Adds all attachments, bones, and constraints from the specified skin to this skin. */ addSkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; let contained = false; for (let ii = 0; ii < this.bones.length; ii++) { if (this.bones[ii] == bone) { contained = true; break; } } if (!contained) this.bones.push(bone); } for (let i = 0; i < skin.constraints.length; i++) { let constraint = skin.constraints[i]; let contained = false; for (let ii = 0; ii < this.constraints.length; ii++) { if (this.constraints[ii] == constraint) { contained = true; break; } } if (!contained) this.constraints.push(constraint); } let attachments = skin.getAttachments(); for (let i = 0; i < attachments.length; i++) { var attachment = attachments[i]; this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } } /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */ copySkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; let contained = false; for (let ii = 0; ii < this.bones.length; ii++) { if (this.bones[ii] == bone) { contained = true; break; } } if (!contained) this.bones.push(bone); } for (let i = 0; i < skin.constraints.length; i++) { let constraint = skin.constraints[i]; let contained = false; for (let ii = 0; ii < this.constraints.length; ii++) { if (this.constraints[ii] == constraint) { contained = true; break; } } if (!contained) this.constraints.push(constraint); } let attachments = skin.getAttachments(); for (let i = 0; i < attachments.length; i++) { var attachment = attachments[i]; if (!attachment.attachment) continue; if (attachment.attachment instanceof MeshAttachment) { attachment.attachment = attachment.attachment.newLinkedMesh(); this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } else { attachment.attachment = attachment.attachment.copy(); this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } } } /** Returns the attachment for the specified slot index and name, or null. */ getAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; return dictionary ? dictionary[name] : null; } /** Removes the attachment in the skin for the specified slot index and name, if any. */ removeAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; if (dictionary) delete dictionary[name]; } /** Returns all attachments in this skin. */ getAttachments() { let entries = new Array(); for (var i = 0; i < this.attachments.length; i++) { let slotAttachments = this.attachments[i]; if (slotAttachments) { for (let name in slotAttachments) { let attachment = slotAttachments[name]; if (attachment) entries.push(new SkinEntry(i, name, attachment)); } } } return entries; } /** Returns all attachments in this skin for the specified slot index. */ getAttachmentsForSlot(slotIndex, attachments) { let slotAttachments = this.attachments[slotIndex]; if (slotAttachments) { for (let name in slotAttachments) { let attachment = slotAttachments[name]; if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment)); } } } /** Clears all attachments, bones, and constraints. */ clear() { this.attachments.length = 0; this.bones.length = 0; this.constraints.length = 0; } /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */ attachAll(skeleton, oldSkin) { let slotIndex = 0; for (let i = 0; i < skeleton.slots.length; i++) { let slot = skeleton.slots[i]; let slotAttachment = slot.getAttachment(); if (slotAttachment && slotIndex < oldSkin.attachments.length) { let dictionary = oldSkin.attachments[slotIndex]; for (let key in dictionary) { let skinAttachment = dictionary[key]; if (slotAttachment == skinAttachment) { let attachment = this.getAttachment(slotIndex, key); if (attachment) slot.setAttachment(attachment); break; } } } slotIndex++; } } }; // spine-core/src/SlotData.ts var SlotData = class { constructor(index, name, boneData) { /** The index of the slot in {@link Skeleton#getSlots()}. */ this.index = 0; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ this.color = new Color(1, 1, 1, 1); /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ this.darkColor = null; /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */ this.attachmentName = null; /** The blend mode for drawing the slot's attachment. */ this.blendMode = BlendMode.Normal; if (index < 0) throw new Error("index must be >= 0."); if (!name) throw new Error("name cannot be null."); if (!boneData) throw new Error("boneData cannot be null."); this.index = index; this.name = name; this.boneData = boneData; } }; var BlendMode = /* @__PURE__ */ ((BlendMode4) => { BlendMode4[BlendMode4["Normal"] = 0] = "Normal"; BlendMode4[BlendMode4["Additive"] = 1] = "Additive"; BlendMode4[BlendMode4["Multiply"] = 2] = "Multiply"; BlendMode4[BlendMode4["Screen"] = 3] = "Screen"; return BlendMode4; })(BlendMode || {}); // spine-core/src/TransformConstraintData.ts var TransformConstraintData = class extends ConstraintData { constructor(name) { super(name, 0, false); /** The bones that will be modified by this transform constraint. */ this.bones = new Array(); /** The target bone whose world transform will be copied to the constrained bones. */ this._target = null; this.mixRotate = 0; this.mixX = 0; this.mixY = 0; this.mixScaleX = 0; this.mixScaleY = 0; this.mixShearY = 0; /** An offset added to the constrained bone rotation. */ this.offsetRotation = 0; /** An offset added to the constrained bone X translation. */ this.offsetX = 0; /** An offset added to the constrained bone Y translation. */ this.offsetY = 0; /** An offset added to the constrained bone scaleX. */ this.offsetScaleX = 0; /** An offset added to the constrained bone scaleY. */ this.offsetScaleY = 0; /** An offset added to the constrained bone shearY. */ this.offsetShearY = 0; this.relative = false; this.local = false; } set target(boneData) { this._target = boneData; } get target() { if (!this._target) throw new Error("BoneData not set."); else return this._target; } }; // spine-core/src/SkeletonBinary.ts var SkeletonBinary = class { constructor(attachmentLoader) { /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at * runtime than were used in Spine. * * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ this.scale = 1; this.linkedMeshes = new Array(); this.attachmentLoader = attachmentLoader; } readSkeletonData(binary) { let scale = this.scale; let skeletonData = new SkeletonData(); skeletonData.name = ""; let input = new BinaryInput(binary); let lowHash = input.readInt32(); let highHash = input.readInt32(); skeletonData.hash = highHash == 0 && lowHash == 0 ? null : highHash.toString(16) + lowHash.toString(16); skeletonData.version = input.readString(); skeletonData.x = input.readFloat(); skeletonData.y = input.readFloat(); skeletonData.width = input.readFloat(); skeletonData.height = input.readFloat(); let nonessential = input.readBoolean(); if (nonessential) { skeletonData.fps = input.readFloat(); skeletonData.imagesPath = input.readString(); skeletonData.audioPath = input.readString(); } let n = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { let str = input.readString(); if (!str) throw new Error("String in string table must not be null."); input.strings.push(str); } n = input.readInt(true); for (let i = 0; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Bone name must not be null."); let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)]; let data = new BoneData(i, name, parent); data.rotation = input.readFloat(); data.x = input.readFloat() * scale; data.y = input.readFloat() * scale; data.scaleX = input.readFloat(); data.scaleY = input.readFloat(); data.shearX = input.readFloat(); data.shearY = input.readFloat(); data.length = input.readFloat() * scale; data.transformMode = input.readInt(true); data.skinRequired = input.readBoolean(); if (nonessential) Color.rgba8888ToColor(data.color, input.readInt32()); skeletonData.bones.push(data); } n = input.readInt(true); for (let i = 0; i < n; i++) { let slotName = input.readString(); if (!slotName) throw new Error("Slot name must not be null."); let boneData = skeletonData.bones[input.readInt(true)]; let data = new SlotData(i, slotName, boneData); Color.rgba8888ToColor(data.color, input.readInt32()); let darkColor = input.readInt32(); if (darkColor != -1) Color.rgb888ToColor(data.darkColor = new Color(), darkColor); data.attachmentName = input.readStringRef(); data.blendMode = input.readInt(true); skeletonData.slots.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("IK constraint data name must not be null."); let data = new IkConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; data.mix = input.readFloat(); data.softness = input.readFloat() * scale; data.bendDirection = input.readByte(); data.compress = input.readBoolean(); data.stretch = input.readBoolean(); data.uniform = input.readBoolean(); skeletonData.ikConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Transform constraint data name must not be null."); let data = new TransformConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; data.local = input.readBoolean(); data.relative = input.readBoolean(); data.offsetRotation = input.readFloat(); data.offsetX = input.readFloat() * scale; data.offsetY = input.readFloat() * scale; data.offsetScaleX = input.readFloat(); data.offsetScaleY = input.readFloat(); data.offsetShearY = input.readFloat(); data.mixRotate = input.readFloat(); data.mixX = input.readFloat(); data.mixY = input.readFloat(); data.mixScaleX = input.readFloat(); data.mixScaleY = input.readFloat(); data.mixShearY = input.readFloat(); skeletonData.transformConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Path constraint data name must not be null."); let data = new PathConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.slots[input.readInt(true)]; data.positionMode = input.readInt(true); data.spacingMode = input.readInt(true); data.rotateMode = input.readInt(true); data.offsetRotation = input.readFloat(); data.position = input.readFloat(); if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = input.readFloat(); if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = input.readFloat(); data.mixX = input.readFloat(); data.mixY = input.readFloat(); skeletonData.pathConstraints.push(data); } let defaultSkin = this.readSkin(input, skeletonData, true, nonessential); if (defaultSkin) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.push(defaultSkin); } { let i = skeletonData.skins.length; Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true)); for (; i < n; i++) { let skin = this.readSkin(input, skeletonData, false, nonessential); if (!skin) throw new Error("readSkin() should not have returned null."); skeletonData.skins[i] = skin; } } n = this.linkedMeshes.length; for (let i = 0; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); if (!skin) throw new Error("Not skin found for linked mesh."); if (!linkedMesh.parent) throw new Error("Linked mesh parent must not be null"); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (!parent) throw new Error(`Parent mesh not found: ${linkedMesh.parent}`); linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh; linkedMesh.mesh.setParentMesh(parent); if (linkedMesh.mesh.region != null) linkedMesh.mesh.updateRegion(); } this.linkedMeshes.length = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { let eventName = input.readStringRef(); if (!eventName) throw new Error(); let data = new EventData(eventName); data.intValue = input.readInt(false); data.floatValue = input.readFloat(); data.stringValue = input.readString(); data.audioPath = input.readString(); if (data.audioPath) { data.volume = input.readFloat(); data.balance = input.readFloat(); } skeletonData.events.push(data); } n = input.readInt(true); for (let i = 0; i < n; i++) { let animationName = input.readString(); if (!animationName) throw new Error("Animatio name must not be null."); skeletonData.animations.push(this.readAnimation(input, animationName, skeletonData)); } return skeletonData; } readSkin(input, skeletonData, defaultSkin, nonessential) { let skin = null; let slotCount = 0; if (defaultSkin) { slotCount = input.readInt(true); if (slotCount == 0) return null; skin = new Skin("default"); } else { let skinName = input.readStringRef(); if (!skinName) throw new Error("Skin name must not be null."); skin = new Skin(skinName); skin.bones.length = input.readInt(true); for (let i = 0, n = skin.bones.length; i < n; i++) skin.bones[i] = skeletonData.bones[input.readInt(true)]; for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]); slotCount = input.readInt(true); } for (let i = 0; i < slotCount; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let name = input.readStringRef(); if (!name) throw new Error("Attachment name must not be null"); let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential); if (attachment) skin.setAttachment(slotIndex, name, attachment); } } return skin; } readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) { let scale = this.scale; let name = input.readStringRef(); if (!name) name = attachmentName; switch (input.readByte()) { case AttachmentType.Region: { let path = input.readStringRef(); let rotation = input.readFloat(); let x = input.readFloat(); let y = input.readFloat(); let scaleX = input.readFloat(); let scaleY = input.readFloat(); let width = input.readFloat(); let height = input.readFloat(); let color = input.readInt32(); let sequence = this.readSequence(input); if (!path) path = name; let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); if (!region) return null; region.path = path; region.x = x * scale; region.y = y * scale; region.scaleX = scaleX; region.scaleY = scaleY; region.rotation = rotation; region.width = width * scale; region.height = height * scale; Color.rgba8888ToColor(region.color, color); region.sequence = sequence; if (sequence == null) region.updateRegion(); return region; } case AttachmentType.BoundingBox: { let vertexCount = input.readInt(true); let vertices = this.readVertices(input, vertexCount); let color = nonessential ? input.readInt32() : 0; let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; box.worldVerticesLength = vertexCount << 1; box.vertices = vertices.vertices; box.bones = vertices.bones; if (nonessential) Color.rgba8888ToColor(box.color, color); return box; } case AttachmentType.Mesh: { let path = input.readStringRef(); let color = input.readInt32(); let vertexCount = input.readInt(true); let uvs = this.readFloatArray(input, vertexCount << 1, 1); let triangles = this.readShortArray(input); let vertices = this.readVertices(input, vertexCount); let hullLength = input.readInt(true); let sequence = this.readSequence(input); let edges = []; let width = 0, height = 0; if (nonessential) { edges = this.readShortArray(input); width = input.readFloat(); height = input.readFloat(); } if (!path) path = name; let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; Color.rgba8888ToColor(mesh.color, color); mesh.bones = vertices.bones; mesh.vertices = vertices.vertices; mesh.worldVerticesLength = vertexCount << 1; mesh.triangles = triangles; mesh.regionUVs = uvs; if (sequence == null) mesh.updateRegion(); mesh.hullLength = hullLength << 1; mesh.sequence = sequence; if (nonessential) { mesh.edges = edges; mesh.width = width * scale; mesh.height = height * scale; } return mesh; } case AttachmentType.LinkedMesh: { let path = input.readStringRef(); let color = input.readInt32(); let skinName = input.readStringRef(); let parent = input.readStringRef(); let inheritTimelines = input.readBoolean(); let sequence = this.readSequence(input); let width = 0, height = 0; if (nonessential) { width = input.readFloat(); height = input.readFloat(); } if (!path) path = name; let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; Color.rgba8888ToColor(mesh.color, color); mesh.sequence = sequence; if (nonessential) { mesh.width = width * scale; mesh.height = height * scale; } this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent, inheritTimelines)); return mesh; } case AttachmentType.Path: { let closed2 = input.readBoolean(); let constantSpeed = input.readBoolean(); let vertexCount = input.readInt(true); let vertices = this.readVertices(input, vertexCount); let lengths = Utils.newArray(vertexCount / 3, 0); for (let i = 0, n = lengths.length; i < n; i++) lengths[i] = input.readFloat() * scale; let color = nonessential ? input.readInt32() : 0; let path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = closed2; path.constantSpeed = constantSpeed; path.worldVerticesLength = vertexCount << 1; path.vertices = vertices.vertices; path.bones = vertices.bones; path.lengths = lengths; if (nonessential) Color.rgba8888ToColor(path.color, color); return path; } case AttachmentType.Point: { let rotation = input.readFloat(); let x = input.readFloat(); let y = input.readFloat(); let color = nonessential ? input.readInt32() : 0; let point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = x * scale; point.y = y * scale; point.rotation = rotation; if (nonessential) Color.rgba8888ToColor(point.color, color); return point; } case AttachmentType.Clipping: { let endSlotIndex = input.readInt(true); let vertexCount = input.readInt(true); let vertices = this.readVertices(input, vertexCount); let color = nonessential ? input.readInt32() : 0; let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; clip.endSlot = skeletonData.slots[endSlotIndex]; clip.worldVerticesLength = vertexCount << 1; clip.vertices = vertices.vertices; clip.bones = vertices.bones; if (nonessential) Color.rgba8888ToColor(clip.color, color); return clip; } } return null; } readSequence(input) { if (!input.readBoolean()) return null; let sequence = new Sequence(input.readInt(true)); sequence.start = input.readInt(true); sequence.digits = input.readInt(true); sequence.setupIndex = input.readInt(true); return sequence; } readVertices(input, vertexCount) { let scale = this.scale; let verticesLength = vertexCount << 1; let vertices = new Vertices(); if (!input.readBoolean()) { vertices.vertices = this.readFloatArray(input, verticesLength, scale); return vertices; } let weights = new Array(); let bonesArray = new Array(); for (let i = 0; i < vertexCount; i++) { let boneCount = input.readInt(true); bonesArray.push(boneCount); for (let ii = 0; ii < boneCount; ii++) { bonesArray.push(input.readInt(true)); weights.push(input.readFloat() * scale); weights.push(input.readFloat() * scale); weights.push(input.readFloat()); } } vertices.vertices = Utils.toFloatArray(weights); vertices.bones = bonesArray; return vertices; } readFloatArray(input, n, scale) { let array = new Array(n); if (scale == 1) { for (let i = 0; i < n; i++) array[i] = input.readFloat(); } else { for (let i = 0; i < n; i++) array[i] = input.readFloat() * scale; } return array; } readShortArray(input) { let n = input.readInt(true); let array = new Array(n); for (let i = 0; i < n; i++) array[i] = input.readShort(); return array; } readAnimation(input, name, skeletonData) { input.readInt(true); let timelines = new Array(); let scale = this.scale; let tempColor1 = new Color(); let tempColor2 = new Color(); for (let i = 0, n = input.readInt(true); i < n; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let timelineType = input.readByte(); let frameCount = input.readInt(true); let frameLast = frameCount - 1; switch (timelineType) { case SLOT_ATTACHMENT: { let timeline = new AttachmentTimeline(frameCount, slotIndex); for (let frame = 0; frame < frameCount; frame++) timeline.setFrame(frame, input.readFloat(), input.readStringRef()); timelines.push(timeline); break; } case SLOT_RGBA: { let bezierCount = input.readInt(true); let timeline = new RGBATimeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let a = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, a); if (frame == frameLast) break; let time2 = input.readFloat(); let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; let a2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1); } time = time2; r = r2; g = g2; b = b2; a = a2; } timelines.push(timeline); break; } case SLOT_RGB: { let bezierCount = input.readInt(true); let timeline = new RGBTimeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b); if (frame == frameLast) break; let time2 = input.readFloat(); let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1); } time = time2; r = r2; g = g2; b = b2; } timelines.push(timeline); break; } case SLOT_RGBA2: { let bezierCount = input.readInt(true); let timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let a = input.readUnsignedByte() / 255; let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2); if (frame == frameLast) break; let time2 = input.readFloat(); let nr = input.readUnsignedByte() / 255; let ng = input.readUnsignedByte() / 255; let nb = input.readUnsignedByte() / 255; let na = input.readUnsignedByte() / 255; let nr2 = input.readUnsignedByte() / 255; let ng2 = input.readUnsignedByte() / 255; let nb2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1); setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1); } time = time2; r = nr; g = ng; b = nb; a = na; r2 = nr2; g2 = ng2; b2 = nb2; } timelines.push(timeline); break; } case SLOT_RGB2: { let bezierCount = input.readInt(true); let timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, r2, g2, b2); if (frame == frameLast) break; let time2 = input.readFloat(); let nr = input.readUnsignedByte() / 255; let ng = input.readUnsignedByte() / 255; let nb = input.readUnsignedByte() / 255; let nr2 = input.readUnsignedByte() / 255; let ng2 = input.readUnsignedByte() / 255; let nb2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1); } time = time2; r = nr; g = ng; b = nb; r2 = nr2; g2 = ng2; b2 = nb2; } timelines.push(timeline); break; } case SLOT_ALPHA: { let timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex); let time = input.readFloat(), a = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, a); if (frame == frameLast) break; let time2 = input.readFloat(); let a2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1); } time = time2; a = a2; } timelines.push(timeline); } } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let boneIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true); switch (type) { case BONE_ROTATE: timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_TRANSLATE: timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_TRANSLATEX: timelines.push(readTimeline1(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_TRANSLATEY: timelines.push(readTimeline1(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_SCALE: timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SCALEX: timelines.push(readTimeline1(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SCALEY: timelines.push(readTimeline1(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEAR: timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEARX: timelines.push(readTimeline1(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEARY: timelines.push(readTimeline1(input, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1)); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index); let time = input.readFloat(), mix = input.readFloat(), softness = input.readFloat() * scale; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mix, softness, input.readByte(), input.readBoolean(), input.readBoolean()); if (frame == frameLast) break; let time2 = input.readFloat(), mix2 = input.readFloat(), softness2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; softness = softness2; } timelines.push(timeline); } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat(); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY); if (frame == frameLast) break; let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; mixScaleX = mixScaleX2; mixScaleY = mixScaleY2; mixShearY = mixShearY2; } timelines.push(timeline); } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true); let data = skeletonData.pathConstraints[index]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { switch (input.readByte()) { case PATH_POSITION: timelines.push(readTimeline1( input, new PathConstraintPositionTimeline(input.readInt(true), input.readInt(true), index), data.positionMode == 0 /* Fixed */ ? scale : 1 )); break; case PATH_SPACING: timelines.push(readTimeline1( input, new PathConstraintSpacingTimeline(input.readInt(true), input.readInt(true), index), data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */ ? scale : 1 )); break; case PATH_MIX: let timeline = new PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(); for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); if (frame == frameLast) break; let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; } timelines.push(timeline); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let skin = skeletonData.skins[input.readInt(true)]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let slotIndex = input.readInt(true); for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) { let attachmentName = input.readStringRef(); if (!attachmentName) throw new Error("attachmentName must not be null."); let attachment = skin.getAttachment(slotIndex, attachmentName); let timelineType = input.readByte(); let frameCount = input.readInt(true); let frameLast = frameCount - 1; switch (timelineType) { case ATTACHMENT_DEFORM: { let vertexAttachment = attachment; let weighted = vertexAttachment.bones; let vertices = vertexAttachment.vertices; let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; let bezierCount = input.readInt(true); let timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment); let time = input.readFloat(); for (let frame = 0, bezier = 0; ; frame++) { let deform; let end = input.readInt(true); if (end == 0) deform = weighted ? Utils.newFloatArray(deformLength) : vertices; else { deform = Utils.newFloatArray(deformLength); let start = input.readInt(true); end += start; if (scale == 1) { for (let v = start; v < end; v++) deform[v] = input.readFloat(); } else { for (let v = start; v < end; v++) deform[v] = input.readFloat() * scale; } if (!weighted) { for (let v = 0, vn = deform.length; v < vn; v++) deform[v] += vertices[v]; } } timeline.setFrame(frame, time, deform); if (frame == frameLast) break; let time2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1); } time = time2; } timelines.push(timeline); break; } case ATTACHMENT_SEQUENCE: { let timeline = new SequenceTimeline(frameCount, slotIndex, attachment); for (let frame = 0; frame < frameCount; frame++) { let time = input.readFloat(); let modeAndIndex = input.readInt32(); timeline.setFrame( frame, time, SequenceModeValues[modeAndIndex & 15], modeAndIndex >> 4, input.readFloat() ); } timelines.push(timeline); break; } } } } } let drawOrderCount = input.readInt(true); if (drawOrderCount > 0) { let timeline = new DrawOrderTimeline(drawOrderCount); let slotCount = skeletonData.slots.length; for (let i = 0; i < drawOrderCount; i++) { let time = input.readFloat(); let offsetCount = input.readInt(true); let drawOrder = Utils.newArray(slotCount, 0); for (let ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1; let unchanged = Utils.newArray(slotCount - offsetCount, 0); let originalIndex = 0, unchangedIndex = 0; for (let ii = 0; ii < offsetCount; ii++) { let slotIndex = input.readInt(true); while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + input.readInt(true)] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (let ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; timeline.setFrame(i, time, drawOrder); } timelines.push(timeline); } let eventCount = input.readInt(true); if (eventCount > 0) { let timeline = new EventTimeline(eventCount); for (let i = 0; i < eventCount; i++) { let time = input.readFloat(); let eventData = skeletonData.events[input.readInt(true)]; let event = new Event(time, eventData); event.intValue = input.readInt(false); event.floatValue = input.readFloat(); event.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue; if (event.data.audioPath) { event.volume = input.readFloat(); event.balance = input.readFloat(); } timeline.setFrame(i, event); } timelines.push(timeline); } let duration = 0; for (let i = 0, n = timelines.length; i < n; i++) duration = Math.max(duration, timelines[i].getDuration()); return new Animation(name, timelines, duration); } }; var BinaryInput = class { constructor(data, strings = new Array(), index = 0, buffer = new DataView(data.buffer)) { this.strings = strings; this.index = index; this.buffer = buffer; } readByte() { return this.buffer.getInt8(this.index++); } readUnsignedByte() { return this.buffer.getUint8(this.index++); } readShort() { let value = this.buffer.getInt16(this.index); this.index += 2; return value; } readInt32() { let value = this.buffer.getInt32(this.index); this.index += 4; return value; } readInt(optimizePositive) { let b = this.readByte(); let result = b & 127; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 7; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 14; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 21; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 28; } } } } return optimizePositive ? result : result >>> 1 ^ -(result & 1); } readStringRef() { let index = this.readInt(true); return index == 0 ? null : this.strings[index - 1]; } readString() { let byteCount = this.readInt(true); switch (byteCount) { case 0: return null; case 1: return ""; } byteCount--; let chars = ""; let charCount = 0; for (let i = 0; i < byteCount; ) { let b = this.readUnsignedByte(); switch (b >> 4) { case 12: case 13: chars += String.fromCharCode((b & 31) << 6 | this.readByte() & 63); i += 2; break; case 14: chars += String.fromCharCode((b & 15) << 12 | (this.readByte() & 63) << 6 | this.readByte() & 63); i += 3; break; default: chars += String.fromCharCode(b); i++; } } return chars; } readFloat() { let value = this.buffer.getFloat32(this.index); this.index += 4; return value; } readBoolean() { return this.readByte() != 0; } }; var LinkedMesh = class { constructor(mesh, skin, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skin = skin; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; var Vertices = class { constructor(bones = null, vertices = null) { this.bones = bones; this.vertices = vertices; } }; var AttachmentType = /* @__PURE__ */ ((AttachmentType2) => { AttachmentType2[AttachmentType2["Region"] = 0] = "Region"; AttachmentType2[AttachmentType2["BoundingBox"] = 1] = "BoundingBox"; AttachmentType2[AttachmentType2["Mesh"] = 2] = "Mesh"; AttachmentType2[AttachmentType2["LinkedMesh"] = 3] = "LinkedMesh"; AttachmentType2[AttachmentType2["Path"] = 4] = "Path"; AttachmentType2[AttachmentType2["Point"] = 5] = "Point"; AttachmentType2[AttachmentType2["Clipping"] = 6] = "Clipping"; return AttachmentType2; })(AttachmentType || {}); function readTimeline1(input, timeline, scale) { let time = input.readFloat(), value = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, value); if (frame == frameLast) break; let time2 = input.readFloat(), value2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale); } time = time2; value = value2; } return timeline; } function readTimeline2(input, timeline, scale) { let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, value1, value2); if (frame == frameLast) break; let time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale); setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale); } time = time2; value1 = nvalue1; value2 = nvalue2; } return timeline; } function setBezier(input, timeline, bezier, frame, value, time1, time2, value1, value2, scale) { timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2); } var BONE_ROTATE = 0; var BONE_TRANSLATE = 1; var BONE_TRANSLATEX = 2; var BONE_TRANSLATEY = 3; var BONE_SCALE = 4; var BONE_SCALEX = 5; var BONE_SCALEY = 6; var BONE_SHEAR = 7; var BONE_SHEARX = 8; var BONE_SHEARY = 9; var SLOT_ATTACHMENT = 0; var SLOT_RGBA = 1; var SLOT_RGB = 2; var SLOT_RGBA2 = 3; var SLOT_RGB2 = 4; var SLOT_ALPHA = 5; var ATTACHMENT_DEFORM = 0; var ATTACHMENT_SEQUENCE = 1; var PATH_POSITION = 0; var PATH_SPACING = 1; var PATH_MIX = 2; var CURVE_STEPPED = 1; var CURVE_BEZIER = 2; // spine-core/src/SkeletonBounds.ts var SkeletonBounds = class { constructor() { /** The left edge of the axis aligned bounding box. */ this.minX = 0; /** The bottom edge of the axis aligned bounding box. */ this.minY = 0; /** The right edge of the axis aligned bounding box. */ this.maxX = 0; /** The top edge of the axis aligned bounding box. */ this.maxY = 0; /** The visible bounding boxes. */ this.boundingBoxes = new Array(); /** The world vertices for the bounding box polygons. */ this.polygons = new Array(); this.polygonPool = new Pool(() => { return Utils.newFloatArray(16); }); } /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding * box's polygon. * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the * SkeletonBounds AABB methods will always return true. */ update(skeleton, updateAabb) { if (!skeleton) throw new Error("skeleton cannot be null."); let boundingBoxes = this.boundingBoxes; let polygons = this.polygons; let polygonPool = this.polygonPool; let slots = skeleton.slots; let slotCount = slots.length; boundingBoxes.length = 0; polygonPool.freeAll(polygons); polygons.length = 0; for (let i = 0; i < slotCount; i++) { let slot = slots[i]; if (!slot.bone.active) continue; let attachment = slot.getAttachment(); if (attachment instanceof BoundingBoxAttachment) { let boundingBox = attachment; boundingBoxes.push(boundingBox); let polygon = polygonPool.obtain(); if (polygon.length != boundingBox.worldVerticesLength) { polygon = Utils.newFloatArray(boundingBox.worldVerticesLength); } polygons.push(polygon); boundingBox.computeWorldVertices(slot, 0, boundingBox.worldVerticesLength, polygon, 0, 2); } } if (updateAabb) { this.aabbCompute(); } else { this.minX = Number.POSITIVE_INFINITY; this.minY = Number.POSITIVE_INFINITY; this.maxX = Number.NEGATIVE_INFINITY; this.maxY = Number.NEGATIVE_INFINITY; } } aabbCompute() { let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) { let polygon = polygons[i]; let vertices = polygon; for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) { let x = vertices[ii]; let y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint(x, y) { return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; } /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment(x1, y1, x2, y2) { let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY) return false; let m = (y2 - y1) / (x2 - x1); let y = m * (minX - x1) + y1; if (y > minY && y < maxY) return true; y = m * (maxX - x1) + y1; if (y > minY && y < maxY) return true; let x = (minY - y1) / m + x1; if (x > minX && x < maxX) return true; x = (maxY - y1) / m + x1; if (x > minX && x < maxX) return true; return false; } /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ aabbIntersectsSkeleton(bounds) { return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; } /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ containsPoint(x, y) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains the point. */ containsPointPolygon(polygon, x, y) { let vertices = polygon; let nn = polygon.length; let prevIndex = nn - 2; let inside = false; for (let ii = 0; ii < nn; ii += 2) { let vertexY = vertices[ii + 1]; let prevY = vertices[prevIndex + 1]; if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) { let vertexX = vertices[ii]; if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; } prevIndex = ii; } return inside; } /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns * true. */ intersectsSegment(x1, y1, x2, y2) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon(polygon, x1, y1, x2, y2) { let vertices = polygon; let nn = polygon.length; let width12 = x1 - x2, height12 = y1 - y2; let det1 = x1 * y2 - y1 * x2; let x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (let ii = 0; ii < nn; ii += 2) { let x4 = vertices[ii], y4 = vertices[ii + 1]; let det2 = x3 * y4 - y3 * x4; let width34 = x3 - x4, height34 = y3 - y4; let det3 = width12 * height34 - height12 * width34; let x = (det1 * width34 - width12 * det2) / det3; if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) { let y = (det1 * height34 - height12 * det2) / det3; if ((y >= y3 && y <= y4 || y >= y4 && y <= y3) && (y >= y1 && y <= y2 || y >= y2 && y <= y1)) return true; } x3 = x4; y3 = y4; } return false; } /** Returns the polygon for the specified bounding box, or null. */ getPolygon(boundingBox) { if (!boundingBox) throw new Error("boundingBox cannot be null."); let index = this.boundingBoxes.indexOf(boundingBox); return index == -1 ? null : this.polygons[index]; } /** The width of the axis aligned bounding box. */ getWidth() { return this.maxX - this.minX; } /** The height of the axis aligned bounding box. */ getHeight() { return this.maxY - this.minY; } }; // spine-core/src/Triangulator.ts var Triangulator = class { constructor() { this.convexPolygons = new Array(); this.convexPolygonsIndices = new Array(); this.indicesArray = new Array(); this.isConcaveArray = new Array(); this.triangles = new Array(); this.polygonPool = new Pool(() => { return new Array(); }); this.polygonIndicesPool = new Pool(() => { return new Array(); }); } triangulate(verticesArray) { let vertices = verticesArray; let vertexCount = verticesArray.length >> 1; let indices = this.indicesArray; indices.length = 0; for (let i = 0; i < vertexCount; i++) indices[i] = i; let isConcave = this.isConcaveArray; isConcave.length = 0; for (let i = 0, n = vertexCount; i < n; ++i) isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices); let triangles = this.triangles; triangles.length = 0; while (vertexCount > 3) { let previous = vertexCount - 1, i = 0, next = 1; while (true) { outer: if (!isConcave[i]) { let p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; let p1x = vertices[p1], p1y = vertices[p1 + 1]; let p2x = vertices[p2], p2y = vertices[p2 + 1]; let p3x = vertices[p3], p3y = vertices[p3 + 1]; for (let ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { if (!isConcave[ii]) continue; let v = indices[ii] << 1; let vx = vertices[v], vy = vertices[v + 1]; if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) { if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) { if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer; } } } break; } if (next == 0) { do { if (!isConcave[i]) break; i--; } while (i > 0); break; } previous = i; i = next; next = (next + 1) % vertexCount; } triangles.push(indices[(vertexCount + i - 1) % vertexCount]); triangles.push(indices[i]); triangles.push(indices[(i + 1) % vertexCount]); indices.splice(i, 1); isConcave.splice(i, 1); vertexCount--; let previousIndex = (vertexCount + i - 1) % vertexCount; let nextIndex = i == vertexCount ? 0 : i; isConcave[previousIndex] = Triangulator.isConcave(previousIndex, vertexCount, vertices, indices); isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices); } if (vertexCount == 3) { triangles.push(indices[2]); triangles.push(indices[0]); triangles.push(indices[1]); } return triangles; } decompose(verticesArray, triangles) { let vertices = verticesArray; let convexPolygons = this.convexPolygons; this.polygonPool.freeAll(convexPolygons); convexPolygons.length = 0; let convexPolygonsIndices = this.convexPolygonsIndices; this.polygonIndicesPool.freeAll(convexPolygonsIndices); convexPolygonsIndices.length = 0; let polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; let polygon = this.polygonPool.obtain(); polygon.length = 0; let fanBaseIndex = -1, lastWinding = 0; for (let i = 0, n = triangles.length; i < n; i += 3) { let t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1; let x1 = vertices[t1], y1 = vertices[t1 + 1]; let x2 = vertices[t2], y2 = vertices[t2 + 1]; let x3 = vertices[t3], y3 = vertices[t3 + 1]; let merged = false; if (fanBaseIndex == t1) { let o = polygon.length - 4; let winding1 = Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); let winding2 = Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]); if (winding1 == lastWinding && winding2 == lastWinding) { polygon.push(x3); polygon.push(y3); polygonIndices.push(t3); merged = true; } } if (!merged) { if (polygon.length > 0) { convexPolygons.push(polygon); convexPolygonsIndices.push(polygonIndices); } else { this.polygonPool.free(polygon); this.polygonIndicesPool.free(polygonIndices); } polygon = this.polygonPool.obtain(); polygon.length = 0; polygon.push(x1); polygon.push(y1); polygon.push(x2); polygon.push(y2); polygon.push(x3); polygon.push(y3); polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; polygonIndices.push(t1); polygonIndices.push(t2); polygonIndices.push(t3); lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3); fanBaseIndex = t1; } } if (polygon.length > 0) { convexPolygons.push(polygon); convexPolygonsIndices.push(polygonIndices); } for (let i = 0, n = convexPolygons.length; i < n; i++) { polygonIndices = convexPolygonsIndices[i]; if (polygonIndices.length == 0) continue; let firstIndex = polygonIndices[0]; let lastIndex = polygonIndices[polygonIndices.length - 1]; polygon = convexPolygons[i]; let o = polygon.length - 4; let prevPrevX = polygon[o], prevPrevY = polygon[o + 1]; let prevX = polygon[o + 2], prevY = polygon[o + 3]; let firstX = polygon[0], firstY = polygon[1]; let secondX = polygon[2], secondY = polygon[3]; let winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); for (let ii = 0; ii < n; ii++) { if (ii == i) continue; let otherIndices = convexPolygonsIndices[ii]; if (otherIndices.length != 3) continue; let otherFirstIndex = otherIndices[0]; let otherSecondIndex = otherIndices[1]; let otherLastIndex = otherIndices[2]; let otherPoly = convexPolygons[ii]; let x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1]; if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; let winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); let winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY); if (winding1 == winding && winding2 == winding) { otherPoly.length = 0; otherIndices.length = 0; polygon.push(x3); polygon.push(y3); polygonIndices.push(otherLastIndex); prevPrevX = prevX; prevPrevY = prevY; prevX = x3; prevY = y3; ii = 0; } } } for (let i = convexPolygons.length - 1; i >= 0; i--) { polygon = convexPolygons[i]; if (polygon.length == 0) { convexPolygons.splice(i, 1); this.polygonPool.free(polygon); polygonIndices = convexPolygonsIndices[i]; convexPolygonsIndices.splice(i, 1); this.polygonIndicesPool.free(polygonIndices); } } return convexPolygons; } static isConcave(index, vertexCount, vertices, indices) { let previous = indices[(vertexCount + index - 1) % vertexCount] << 1; let current = indices[index] << 1; let next = indices[(index + 1) % vertexCount] << 1; return !this.positiveArea( vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1] ); } static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) { return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; } static winding(p1x, p1y, p2x, p2y, p3x, p3y) { let px = p2x - p1x, py = p2y - p1y; return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; } }; // spine-core/src/SkeletonClipping.ts var SkeletonClipping = class { constructor() { this.triangulator = new Triangulator(); this.clippingPolygon = new Array(); this.clipOutput = new Array(); this.clippedVertices = new Array(); this.clippedTriangles = new Array(); this.scratch = new Array(); this.clipAttachment = null; this.clippingPolygons = null; } clipStart(slot, clip) { if (this.clipAttachment) return 0; this.clipAttachment = clip; let n = clip.worldVerticesLength; let vertices = Utils.setArraySize(this.clippingPolygon, n); clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); let clippingPolygon = this.clippingPolygon; SkeletonClipping.makeClockwise(clippingPolygon); let clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)); for (let i = 0, n2 = clippingPolygons.length; i < n2; i++) { let polygon = clippingPolygons[i]; SkeletonClipping.makeClockwise(polygon); polygon.push(polygon[0]); polygon.push(polygon[1]); } return clippingPolygons.length; } clipEndWithSlot(slot) { if (this.clipAttachment && this.clipAttachment.endSlot == slot.data) this.clipEnd(); } clipEnd() { if (!this.clipAttachment) return; this.clipAttachment = null; this.clippingPolygons = null; this.clippedVertices.length = 0; this.clippedTriangles.length = 0; this.clippingPolygon.length = 0; } isClipping() { return this.clipAttachment != null; } clipTriangles(vertices, verticesLength, triangles, trianglesLength, uvs, light, dark, twoColor) { let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; let clippedTriangles = this.clippedTriangles; let polygons = this.clippingPolygons; let polygonsCount = polygons.length; let vertexSize = twoColor ? 12 : 8; let index = 0; clippedVertices.length = 0; clippedTriangles.length = 0; outer: for (let i = 0; i < trianglesLength; i += 3) { let vertexOffset = triangles[i] << 1; let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (let p = 0; p < polygonsCount; p++) { let s = clippedVertices.length; if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { let clipOutputLength = clipOutput.length; if (clipOutputLength == 0) continue; let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; let d = 1 / (d0 * d2 + d1 * (y1 - y3)); let clipOutputCount = clipOutputLength >> 1; let clipOutputItems = this.clipOutput; let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); for (let ii = 0; ii < clipOutputLength; ii += 2) { let x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; clippedVerticesItems[s + 2] = light.r; clippedVerticesItems[s + 3] = light.g; clippedVerticesItems[s + 4] = light.b; clippedVerticesItems[s + 5] = light.a; let c0 = x - x3, c1 = y - y3; let a = (d0 * c0 + d1 * c1) * d; let b = (d4 * c0 + d2 * c1) * d; let c = 1 - a - b; clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c; clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c; if (twoColor) { clippedVerticesItems[s + 8] = dark.r; clippedVerticesItems[s + 9] = dark.g; clippedVerticesItems[s + 10] = dark.b; clippedVerticesItems[s + 11] = dark.a; } s += vertexSize; } s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); clipOutputCount--; for (let ii = 1; ii < clipOutputCount; ii++) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + ii; clippedTrianglesItems[s + 2] = index + ii + 1; s += 3; } index += clipOutputCount + 1; } else { let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * vertexSize); clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = light.r; clippedVerticesItems[s + 3] = light.g; clippedVerticesItems[s + 4] = light.b; clippedVerticesItems[s + 5] = light.a; if (!twoColor) { clippedVerticesItems[s + 6] = u1; clippedVerticesItems[s + 7] = v1; clippedVerticesItems[s + 8] = x2; clippedVerticesItems[s + 9] = y2; clippedVerticesItems[s + 10] = light.r; clippedVerticesItems[s + 11] = light.g; clippedVerticesItems[s + 12] = light.b; clippedVerticesItems[s + 13] = light.a; clippedVerticesItems[s + 14] = u2; clippedVerticesItems[s + 15] = v2; clippedVerticesItems[s + 16] = x3; clippedVerticesItems[s + 17] = y3; clippedVerticesItems[s + 18] = light.r; clippedVerticesItems[s + 19] = light.g; clippedVerticesItems[s + 20] = light.b; clippedVerticesItems[s + 21] = light.a; clippedVerticesItems[s + 22] = u3; clippedVerticesItems[s + 23] = v3; } else { clippedVerticesItems[s + 6] = u1; clippedVerticesItems[s + 7] = v1; clippedVerticesItems[s + 8] = dark.r; clippedVerticesItems[s + 9] = dark.g; clippedVerticesItems[s + 10] = dark.b; clippedVerticesItems[s + 11] = dark.a; clippedVerticesItems[s + 12] = x2; clippedVerticesItems[s + 13] = y2; clippedVerticesItems[s + 14] = light.r; clippedVerticesItems[s + 15] = light.g; clippedVerticesItems[s + 16] = light.b; clippedVerticesItems[s + 17] = light.a; clippedVerticesItems[s + 18] = u2; clippedVerticesItems[s + 19] = v2; clippedVerticesItems[s + 20] = dark.r; clippedVerticesItems[s + 21] = dark.g; clippedVerticesItems[s + 22] = dark.b; clippedVerticesItems[s + 23] = dark.a; clippedVerticesItems[s + 24] = x3; clippedVerticesItems[s + 25] = y3; clippedVerticesItems[s + 26] = light.r; clippedVerticesItems[s + 27] = light.g; clippedVerticesItems[s + 28] = light.b; clippedVerticesItems[s + 29] = light.a; clippedVerticesItems[s + 30] = u3; clippedVerticesItems[s + 31] = v3; clippedVerticesItems[s + 32] = dark.r; clippedVerticesItems[s + 33] = dark.g; clippedVerticesItems[s + 34] = dark.b; clippedVerticesItems[s + 35] = dark.a; } s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3); clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + 1; clippedTrianglesItems[s + 2] = index + 2; index += 3; continue outer; } } } } /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */ clip(x1, y1, x2, y2, x3, y3, clippingArea, output) { let originalOutput = output; let clipped = false; let input; if (clippingArea.length % 4 >= 2) { input = output; output = this.scratch; } else input = this.scratch; input.length = 0; input.push(x1); input.push(y1); input.push(x2); input.push(y2); input.push(x3); input.push(y3); input.push(x1); input.push(y1); output.length = 0; let clippingVertices = clippingArea; let clippingVerticesLast = clippingArea.length - 4; for (let i = 0; ; i += 2) { let edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; let edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; let deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2; let inputVertices = input; let inputVerticesLength = input.length - 2, outputStart = output.length; for (let ii = 0; ii < inputVerticesLength; ii += 2) { let inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; let inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; let side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { if (side2) { output.push(inputX2); output.push(inputY2); continue; } let c0 = inputY2 - inputY, c2 = inputX2 - inputX; let s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (Math.abs(s) > 1e-6) { let ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; output.push(edgeX + (edgeX2 - edgeX) * ua); output.push(edgeY + (edgeY2 - edgeY) * ua); } else { output.push(edgeX); output.push(edgeY); } } else if (side2) { let c0 = inputY2 - inputY, c2 = inputX2 - inputX; let s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (Math.abs(s) > 1e-6) { let ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; output.push(edgeX + (edgeX2 - edgeX) * ua); output.push(edgeY + (edgeY2 - edgeY) * ua); } else { output.push(edgeX); output.push(edgeY); } output.push(inputX2); output.push(inputY2); } clipped = true; } if (outputStart == output.length) { originalOutput.length = 0; return true; } output.push(output[0]); output.push(output[1]); if (i == clippingVerticesLast) break; let temp = output; output = input; output.length = 0; input = temp; } if (originalOutput != output) { originalOutput.length = 0; for (let i = 0, n = output.length - 2; i < n; i++) originalOutput[i] = output[i]; } else originalOutput.length = originalOutput.length - 2; return clipped; } static makeClockwise(polygon) { let vertices = polygon; let verticeslength = polygon.length; let area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0; for (let i = 0, n = verticeslength - 3; i < n; i += 2) { p1x = vertices[i]; p1y = vertices[i + 1]; p2x = vertices[i + 2]; p2y = vertices[i + 3]; area += p1x * p2y - p2x * p1y; } if (area < 0) return; for (let i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { let x = vertices[i], y = vertices[i + 1]; let other = lastX - i; vertices[i] = vertices[other]; vertices[i + 1] = vertices[other + 1]; vertices[other] = x; vertices[other + 1] = y; } } }; // spine-core/src/SkeletonJson.ts var SkeletonJson = class { constructor(attachmentLoader) { /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at * runtime than were used in Spine. * * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ this.scale = 1; this.linkedMeshes = new Array(); this.attachmentLoader = attachmentLoader; } readSkeletonData(json) { let scale = this.scale; let skeletonData = new SkeletonData(); let root = typeof json === "string" ? JSON.parse(json) : json; let skeletonMap = root.skeleton; if (skeletonMap) { skeletonData.hash = skeletonMap.hash; skeletonData.version = skeletonMap.spine; skeletonData.x = skeletonMap.x; skeletonData.y = skeletonMap.y; skeletonData.width = skeletonMap.width; skeletonData.height = skeletonMap.height; skeletonData.fps = skeletonMap.fps; skeletonData.imagesPath = skeletonMap.images; } if (root.bones) { for (let i = 0; i < root.bones.length; i++) { let boneMap = root.bones[i]; let parent = null; let parentName = getValue(boneMap, "parent", null); if (parentName) parent = skeletonData.findBone(parentName); let data = new BoneData(skeletonData.bones.length, boneMap.name, parent); data.length = getValue(boneMap, "length", 0) * scale; data.x = getValue(boneMap, "x", 0) * scale; data.y = getValue(boneMap, "y", 0) * scale; data.rotation = getValue(boneMap, "rotation", 0); data.scaleX = getValue(boneMap, "scaleX", 1); data.scaleY = getValue(boneMap, "scaleY", 1); data.shearX = getValue(boneMap, "shearX", 0); data.shearY = getValue(boneMap, "shearY", 0); data.transformMode = Utils.enumValue(TransformMode, getValue(boneMap, "transform", "Normal")); data.skinRequired = getValue(boneMap, "skin", false); let color = getValue(boneMap, "color", null); if (color) data.color.setFromString(color); skeletonData.bones.push(data); } } if (root.slots) { for (let i = 0; i < root.slots.length; i++) { let slotMap = root.slots[i]; let boneData = skeletonData.findBone(slotMap.bone); if (!boneData) throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotMap.name}`); let data = new SlotData(skeletonData.slots.length, slotMap.name, boneData); let color = getValue(slotMap, "color", null); if (color) data.color.setFromString(color); let dark = getValue(slotMap, "dark", null); if (dark) data.darkColor = Color.fromString(dark); data.attachmentName = getValue(slotMap, "attachment", null); data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal")); skeletonData.slots.push(data); } } if (root.ik) { for (let i = 0; i < root.ik.length; i++) { let constraintMap = root.ik[i]; let data = new IkConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let bone = skeletonData.findBone(constraintMap.bones[ii]); if (!bone) throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${constraintMap.name}.`); data.bones.push(bone); } let target = skeletonData.findBone(constraintMap.target); ; if (!target) throw new Error(`Couldn't find target bone ${constraintMap.target} for IK constraint ${constraintMap.name}.`); data.target = target; data.mix = getValue(constraintMap, "mix", 1); data.softness = getValue(constraintMap, "softness", 0) * scale; data.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1; data.compress = getValue(constraintMap, "compress", false); data.stretch = getValue(constraintMap, "stretch", false); data.uniform = getValue(constraintMap, "uniform", false); skeletonData.ikConstraints.push(data); } } if (root.transform) { for (let i = 0; i < root.transform.length; i++) { let constraintMap = root.transform[i]; let data = new TransformConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let boneName = constraintMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`); data.bones.push(bone); } let targetName = constraintMap.target; let target = skeletonData.findBone(targetName); if (!target) throw new Error(`Couldn't find target bone ${targetName} for transform constraint ${constraintMap.name}.`); data.target = target; data.local = getValue(constraintMap, "local", false); data.relative = getValue(constraintMap, "relative", false); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.offsetX = getValue(constraintMap, "x", 0) * scale; data.offsetY = getValue(constraintMap, "y", 0) * scale; data.offsetScaleX = getValue(constraintMap, "scaleX", 0); data.offsetScaleY = getValue(constraintMap, "scaleY", 0); data.offsetShearY = getValue(constraintMap, "shearY", 0); data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); data.mixY = getValue(constraintMap, "mixY", data.mixX); data.mixScaleX = getValue(constraintMap, "mixScaleX", 1); data.mixScaleY = getValue(constraintMap, "mixScaleY", data.mixScaleX); data.mixShearY = getValue(constraintMap, "mixShearY", 1); skeletonData.transformConstraints.push(data); } } if (root.path) { for (let i = 0; i < root.path.length; i++) { let constraintMap = root.path[i]; let data = new PathConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let boneName = constraintMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`); data.bones.push(bone); } let targetName = constraintMap.target; let target = skeletonData.findSlot(targetName); if (!target) throw new Error(`Couldn't find target slot ${targetName} for path constraint ${constraintMap.name}.`); data.target = target; data.positionMode = Utils.enumValue(PositionMode, getValue(constraintMap, "positionMode", "Percent")); data.spacingMode = Utils.enumValue(SpacingMode, getValue(constraintMap, "spacingMode", "Length")); data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent")); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.position = getValue(constraintMap, "position", 0); if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = getValue(constraintMap, "spacing", 0); if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); data.mixY = getValue(constraintMap, "mixY", data.mixX); skeletonData.pathConstraints.push(data); } } if (root.skins) { for (let i = 0; i < root.skins.length; i++) { let skinMap = root.skins[i]; let skin = new Skin(skinMap.name); if (skinMap.bones) { for (let ii = 0; ii < skinMap.bones.length; ii++) { let boneName = skinMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for skin ${skinMap.name}.`); skin.bones.push(bone); } } if (skinMap.ik) { for (let ii = 0; ii < skinMap.ik.length; ii++) { let constraintName = skinMap.ik[ii]; let constraint = skeletonData.findIkConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find IK constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.transform) { for (let ii = 0; ii < skinMap.transform.length; ii++) { let constraintName = skinMap.transform[ii]; let constraint = skeletonData.findTransformConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find transform constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.path) { for (let ii = 0; ii < skinMap.path.length; ii++) { let constraintName = skinMap.path[ii]; let constraint = skeletonData.findPathConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find path constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } for (let slotName in skinMap.attachments) { let slot = skeletonData.findSlot(slotName); if (!slot) throw new Error(`Couldn't find slot ${slotName} for skin ${skinMap.name}.`); let slotMap = skinMap.attachments[slotName]; for (let entryName in slotMap) { let attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData); if (attachment) skin.setAttachment(slot.index, entryName, attachment); } } skeletonData.skins.push(skin); if (skin.name == "default") skeletonData.defaultSkin = skin; } } for (let i = 0, n = this.linkedMeshes.length; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); if (!skin) throw new Error(`Skin not found: ${linkedMesh.skin}`); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (!parent) throw new Error(`Parent mesh not found: ${linkedMesh.parent}`); linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh; linkedMesh.mesh.setParentMesh(parent); if (linkedMesh.mesh.region != null) linkedMesh.mesh.updateRegion(); } this.linkedMeshes.length = 0; if (root.events) { for (let eventName in root.events) { let eventMap = root.events[eventName]; let data = new EventData(eventName); data.intValue = getValue(eventMap, "int", 0); data.floatValue = getValue(eventMap, "float", 0); data.stringValue = getValue(eventMap, "string", ""); data.audioPath = getValue(eventMap, "audio", null); if (data.audioPath) { data.volume = getValue(eventMap, "volume", 1); data.balance = getValue(eventMap, "balance", 0); } skeletonData.events.push(data); } } if (root.animations) { for (let animationName in root.animations) { let animationMap = root.animations[animationName]; this.readAnimation(animationMap, animationName, skeletonData); } } return skeletonData; } readAttachment(map, skin, slotIndex, name, skeletonData) { let scale = this.scale; name = getValue(map, "name", name); switch (getValue(map, "type", "region")) { case "region": { let path = getValue(map, "path", name); let sequence = this.readSequence(getValue(map, "sequence", null)); let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); if (!region) return null; region.path = path; region.x = getValue(map, "x", 0) * scale; region.y = getValue(map, "y", 0) * scale; region.scaleX = getValue(map, "scaleX", 1); region.scaleY = getValue(map, "scaleY", 1); region.rotation = getValue(map, "rotation", 0); region.width = map.width * scale; region.height = map.height * scale; region.sequence = sequence; let color = getValue(map, "color", null); if (color) region.color.setFromString(color); if (region.region != null) region.updateRegion(); return region; } case "boundingbox": { let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; this.readVertices(map, box, map.vertexCount << 1); let color = getValue(map, "color", null); if (color) box.color.setFromString(color); return box; } case "mesh": case "linkedmesh": { let path = getValue(map, "path", name); let sequence = this.readSequence(getValue(map, "sequence", null)); let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; let color = getValue(map, "color", null); if (color) mesh.color.setFromString(color); mesh.width = getValue(map, "width", 0) * scale; mesh.height = getValue(map, "height", 0) * scale; mesh.sequence = sequence; let parent = getValue(map, "parent", null); if (parent) { this.linkedMeshes.push(new LinkedMesh2(mesh, getValue(map, "skin", null), slotIndex, parent, getValue(map, "timelines", true))); return mesh; } let uvs = map.uvs; this.readVertices(map, mesh, uvs.length); mesh.triangles = map.triangles; mesh.regionUVs = uvs; if (mesh.region != null) mesh.updateRegion(); mesh.edges = getValue(map, "edges", null); mesh.hullLength = getValue(map, "hull", 0) * 2; return mesh; } case "path": { let path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = getValue(map, "closed", false); path.constantSpeed = getValue(map, "constantSpeed", true); let vertexCount = map.vertexCount; this.readVertices(map, path, vertexCount << 1); let lengths = Utils.newArray(vertexCount / 3, 0); for (let i = 0; i < map.lengths.length; i++) lengths[i] = map.lengths[i] * scale; path.lengths = lengths; let color = getValue(map, "color", null); if (color) path.color.setFromString(color); return path; } case "point": { let point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = getValue(map, "x", 0) * scale; point.y = getValue(map, "y", 0) * scale; point.rotation = getValue(map, "rotation", 0); let color = getValue(map, "color", null); if (color) point.color.setFromString(color); return point; } case "clipping": { let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; let end = getValue(map, "end", null); if (end) clip.endSlot = skeletonData.findSlot(end); let vertexCount = map.vertexCount; this.readVertices(map, clip, vertexCount << 1); let color = getValue(map, "color", null); if (color) clip.color.setFromString(color); return clip; } } return null; } readSequence(map) { if (map == null) return null; let sequence = new Sequence(getValue(map, "count", 0)); sequence.start = getValue(map, "start", 1); sequence.digits = getValue(map, "digits", 0); sequence.setupIndex = getValue(map, "setup", 0); return sequence; } readVertices(map, attachment, verticesLength) { let scale = this.scale; attachment.worldVerticesLength = verticesLength; let vertices = map.vertices; if (verticesLength == vertices.length) { let scaledVertices = Utils.toFloatArray(vertices); if (scale != 1) { for (let i = 0, n = vertices.length; i < n; i++) scaledVertices[i] *= scale; } attachment.vertices = scaledVertices; return; } let weights = new Array(); let bones = new Array(); for (let i = 0, n = vertices.length; i < n; ) { let boneCount = vertices[i++]; bones.push(boneCount); for (let nn = i + boneCount * 4; i < nn; i += 4) { bones.push(vertices[i]); weights.push(vertices[i + 1] * scale); weights.push(vertices[i + 2] * scale); weights.push(vertices[i + 3]); } } attachment.bones = bones; attachment.vertices = Utils.toFloatArray(weights); } readAnimation(map, name, skeletonData) { let scale = this.scale; let timelines = new Array(); if (map.slots) { for (let slotName in map.slots) { let slotMap = map.slots[slotName]; let slot = skeletonData.findSlot(slotName); if (!slot) throw new Error("Slot not found: " + slotName); let slotIndex = slot.index; for (let timelineName in slotMap) { let timelineMap = slotMap[timelineName]; if (!timelineMap) continue; let frames = timelineMap.length; if (timelineName == "attachment") { let timeline = new AttachmentTimeline(frames, slotIndex); for (let frame = 0; frame < frames; frame++) { let keyMap = timelineMap[frame]; timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null)); } timelines.push(timeline); } else if (timelineName == "rgba") { let timeline = new RGBATimeline(frames, frames << 2, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.color); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color.a); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.color); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1); } time = time2; color = newColor; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "rgb") { let timeline = new RGBTimeline(frames, frames * 3, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.color); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.color); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); } time = time2; color = newColor; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "alpha") { timelines.push(readTimeline12(timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1)); } else if (timelineName == "rgba2") { let timeline = new RGBA2Timeline(frames, frames * 7, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.light); let color2 = Color.fromString(keyMap.dark); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color.a, color2.r, color2.g, color2.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.light); let newColor2 = Color.fromString(nextMap.dark); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.r, newColor2.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.g, newColor2.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 6, time, time2, color2.b, newColor2.b, 1); } time = time2; color = newColor; color2 = newColor2; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "rgb2") { let timeline = new RGB2Timeline(frames, frames * 6, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.light); let color2 = Color.fromString(keyMap.dark); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color2.r, color2.g, color2.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.light); let newColor2 = Color.fromString(nextMap.dark); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.r, newColor2.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.g, newColor2.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.b, newColor2.b, 1); } time = time2; color = newColor; color2 = newColor2; keyMap = nextMap; } timelines.push(timeline); } } } } if (map.bones) { for (let boneName in map.bones) { let boneMap = map.bones[boneName]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error("Bone not found: " + boneName); let boneIndex = bone.index; for (let timelineName in boneMap) { let timelineMap = boneMap[timelineName]; let frames = timelineMap.length; if (frames == 0) continue; if (timelineName === "rotate") { timelines.push(readTimeline12(timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1)); } else if (timelineName === "translate") { let timeline = new TranslateTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, scale)); } else if (timelineName === "translatex") { let timeline = new TranslateXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, scale)); } else if (timelineName === "translatey") { let timeline = new TranslateYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, scale)); } else if (timelineName === "scale") { let timeline = new ScaleTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 1, 1)); } else if (timelineName === "scalex") { let timeline = new ScaleXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 1, 1)); } else if (timelineName === "scaley") { let timeline = new ScaleYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 1, 1)); } else if (timelineName === "shear") { let timeline = new ShearTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, 1)); } else if (timelineName === "shearx") { let timeline = new ShearXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } else if (timelineName === "sheary") { let timeline = new ShearYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } } } } if (map.ik) { for (let constraintName in map.ik) { let constraintMap = map.ik[constraintName]; let keyMap = constraintMap[0]; if (!keyMap) continue; let constraint = skeletonData.findIkConstraint(constraintName); if (!constraint) throw new Error("IK Constraint not found: " + constraintName); let constraintIndex = skeletonData.ikConstraints.indexOf(constraint); let timeline = new IkConstraintTimeline(constraintMap.length, constraintMap.length << 1, constraintIndex); let time = getValue(keyMap, "time", 0); let mix = getValue(keyMap, "mix", 1); let softness = getValue(keyMap, "softness", 0) * scale; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mix, softness, getValue(keyMap, "bendPositive", true) ? 1 : -1, getValue(keyMap, "compress", false), getValue(keyMap, "stretch", false)); let nextMap = constraintMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mix2 = getValue(nextMap, "mix", 1); let softness2 = getValue(nextMap, "softness", 0) * scale; let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mix, mix2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; softness = softness2; keyMap = nextMap; } timelines.push(timeline); } } if (map.transform) { for (let constraintName in map.transform) { let timelineMap = map.transform[constraintName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let constraint = skeletonData.findTransformConstraint(constraintName); if (!constraint) throw new Error("Transform constraint not found: " + constraintName); let constraintIndex = skeletonData.transformConstraints.indexOf(constraint); let timeline = new TransformConstraintTimeline(timelineMap.length, timelineMap.length * 6, constraintIndex); let time = getValue(keyMap, "time", 0); let mixRotate = getValue(keyMap, "mixRotate", 1); let mixX = getValue(keyMap, "mixX", 1); let mixY = getValue(keyMap, "mixY", mixX); let mixScaleX = getValue(keyMap, "mixScaleX", 1); let mixScaleY = getValue(keyMap, "mixScaleY", mixScaleX); let mixShearY = getValue(keyMap, "mixShearY", 1); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mixRotate2 = getValue(nextMap, "mixRotate", 1); let mixX2 = getValue(nextMap, "mixX", 1); let mixY2 = getValue(nextMap, "mixY", mixX2); let mixScaleX2 = getValue(nextMap, "mixScaleX", 1); let mixScaleY2 = getValue(nextMap, "mixScaleY", mixScaleX2); let mixShearY2 = getValue(nextMap, "mixShearY", 1); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; mixScaleX = mixScaleX2; mixScaleY = mixScaleY2; mixScaleX = mixScaleX2; keyMap = nextMap; } timelines.push(timeline); } } if (map.path) { for (let constraintName in map.path) { let constraintMap = map.path[constraintName]; let constraint = skeletonData.findPathConstraint(constraintName); if (!constraint) throw new Error("Path constraint not found: " + constraintName); let constraintIndex = skeletonData.pathConstraints.indexOf(constraint); for (let timelineName in constraintMap) { let timelineMap = constraintMap[timelineName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let frames = timelineMap.length; if (timelineName === "position") { let timeline = new PathConstraintPositionTimeline(frames, frames, constraintIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == 0 /* Fixed */ ? scale : 1)); } else if (timelineName === "spacing") { let timeline = new PathConstraintSpacingTimeline(frames, frames, constraintIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == 0 /* Length */ || constraint.spacingMode == 1 /* Fixed */ ? scale : 1)); } else if (timelineName === "mix") { let timeline = new PathConstraintMixTimeline(frames, frames * 3, constraintIndex); let time = getValue(keyMap, "time", 0); let mixRotate = getValue(keyMap, "mixRotate", 1); let mixX = getValue(keyMap, "mixX", 1); let mixY = getValue(keyMap, "mixY", mixX); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mixRotate2 = getValue(nextMap, "mixRotate", 1); let mixX2 = getValue(nextMap, "mixX", 1); let mixY2 = getValue(nextMap, "mixY", mixX2); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; keyMap = nextMap; } timelines.push(timeline); } } } } if (map.attachments) { for (let attachmentsName in map.attachments) { let attachmentsMap = map.attachments[attachmentsName]; let skin = skeletonData.findSkin(attachmentsName); if (!skin) throw new Error("Skin not found: " + attachmentsName); for (let slotMapName in attachmentsMap) { let slotMap = attachmentsMap[slotMapName]; let slot = skeletonData.findSlot(slotMapName); if (!slot) throw new Error("Slot not found: " + slotMapName); let slotIndex = slot.index; for (let attachmentMapName in slotMap) { let attachmentMap = slotMap[attachmentMapName]; let attachment = skin.getAttachment(slotIndex, attachmentMapName); for (let timelineMapName in attachmentMap) { let timelineMap = attachmentMap[timelineMapName]; let keyMap = timelineMap[0]; if (!keyMap) continue; if (timelineMapName == "deform") { let weighted = attachment.bones; let vertices = attachment.vertices; let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; let timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment); let time = getValue(keyMap, "time", 0); for (let frame = 0, bezier = 0; ; frame++) { let deform; let verticesValue = getValue(keyMap, "vertices", null); if (!verticesValue) deform = weighted ? Utils.newFloatArray(deformLength) : vertices; else { deform = Utils.newFloatArray(deformLength); let start = getValue(keyMap, "offset", 0); Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length); if (scale != 1) { for (let i = start, n = i + verticesValue.length; i < n; i++) deform[i] *= scale; } if (!weighted) { for (let i = 0; i < deformLength; i++) deform[i] += vertices[i]; } } timeline.setFrame(frame, time, deform); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let curve = keyMap.curve; if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1); time = time2; keyMap = nextMap; } timelines.push(timeline); } else if (timelineMapName == "sequence") { let timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment); let lastDelay = 0; for (let frame = 0; frame < timelineMap.length; frame++) { let delay = getValue(keyMap, "delay", lastDelay); let time = getValue(keyMap, "time", 0); let mode = SequenceMode[getValue(keyMap, "mode", "hold")]; let index = getValue(keyMap, "index", 0); timeline.setFrame(frame, time, mode, index, delay); lastDelay = delay; keyMap = timelineMap[frame + 1]; } timelines.push(timeline); } } } } } } if (map.drawOrder) { let timeline = new DrawOrderTimeline(map.drawOrder.length); let slotCount = skeletonData.slots.length; let frame = 0; for (let i = 0; i < map.drawOrder.length; i++, frame++) { let drawOrderMap = map.drawOrder[i]; let drawOrder = null; let offsets = getValue(drawOrderMap, "offsets", null); if (offsets) { drawOrder = Utils.newArray(slotCount, -1); let unchanged = Utils.newArray(slotCount - offsets.length, 0); let originalIndex = 0, unchangedIndex = 0; for (let ii = 0; ii < offsets.length; ii++) { let offsetMap = offsets[ii]; let slot = skeletonData.findSlot(offsetMap.slot); if (!slot) throw new Error("Slot not found: " + slot); let slotIndex = slot.index; while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + offsetMap.offset] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (let ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; } timeline.setFrame(frame, getValue(drawOrderMap, "time", 0), drawOrder); } timelines.push(timeline); } if (map.events) { let timeline = new EventTimeline(map.events.length); let frame = 0; for (let i = 0; i < map.events.length; i++, frame++) { let eventMap = map.events[i]; let eventData = skeletonData.findEvent(eventMap.name); if (!eventData) throw new Error("Event not found: " + eventMap.name); let event = new Event(Utils.toSinglePrecision(getValue(eventMap, "time", 0)), eventData); event.intValue = getValue(eventMap, "int", eventData.intValue); event.floatValue = getValue(eventMap, "float", eventData.floatValue); event.stringValue = getValue(eventMap, "string", eventData.stringValue); if (event.data.audioPath) { event.volume = getValue(eventMap, "volume", 1); event.balance = getValue(eventMap, "balance", 0); } timeline.setFrame(frame, event); } timelines.push(timeline); } let duration = 0; for (let i = 0, n = timelines.length; i < n; i++) duration = Math.max(duration, timelines[i].getDuration()); skeletonData.animations.push(new Animation(name, timelines, duration)); } }; var LinkedMesh2 = class { constructor(mesh, skin, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skin = skin; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; function readTimeline12(keys, timeline, defaultValue, scale) { let keyMap = keys[0]; let time = getValue(keyMap, "time", 0); let value = getValue(keyMap, "value", defaultValue) * scale; let bezier = 0; for (let frame = 0; ; frame++) { timeline.setFrame(frame, time, value); let nextMap = keys[frame + 1]; if (!nextMap) { timeline.shrink(bezier); return timeline; } let time2 = getValue(nextMap, "time", 0); let value2 = getValue(nextMap, "value", defaultValue) * scale; if (keyMap.curve) bezier = readCurve(keyMap.curve, timeline, bezier, frame, 0, time, time2, value, value2, scale); time = time2; value = value2; keyMap = nextMap; } } function readTimeline22(keys, timeline, name1, name2, defaultValue, scale) { let keyMap = keys[0]; let time = getValue(keyMap, "time", 0); let value1 = getValue(keyMap, name1, defaultValue) * scale; let value2 = getValue(keyMap, name2, defaultValue) * scale; let bezier = 0; for (let frame = 0; ; frame++) { timeline.setFrame(frame, time, value1, value2); let nextMap = keys[frame + 1]; if (!nextMap) { timeline.shrink(bezier); return timeline; } let time2 = getValue(nextMap, "time", 0); let nvalue1 = getValue(nextMap, name1, defaultValue) * scale; let nvalue2 = getValue(nextMap, name2, defaultValue) * scale; let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, value1, nvalue1, scale); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, value2, nvalue2, scale); } time = time2; value1 = nvalue1; value2 = nvalue2; keyMap = nextMap; } } function readCurve(curve, timeline, bezier, frame, value, time1, time2, value1, value2, scale) { if (curve == "stepped") { timeline.setStepped(frame); return bezier; } let i = value << 2; let cx1 = curve[i]; let cy1 = curve[i + 1] * scale; let cx2 = curve[i + 2]; let cy2 = curve[i + 3] * scale; timeline.setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2); return bezier + 1; } function getValue(map, property, defaultValue) { return map[property] !== void 0 ? map[property] : defaultValue; } // spine-core/src/polyfills.ts (() => { if (typeof Math.fround === "undefined") { Math.fround = function(array) { return function(x) { return array[0] = x, array[0]; }; }(new Float32Array(1)); } })(); // spine-webgl/src/WebGL.ts var ManagedWebGLRenderingContext = class { constructor(canvasOrContext, contextConfig = { alpha: "true" }) { this.restorables = new Array(); if (!(canvasOrContext instanceof WebGLRenderingContext || typeof WebGL2RenderingContext !== "undefined" && canvasOrContext instanceof WebGL2RenderingContext)) { let canvas = canvasOrContext; this.gl = canvas.getContext("webgl2", contextConfig) || canvas.getContext("webgl", contextConfig); this.canvas = canvas; canvas.addEventListener("webglcontextlost", (e) => { let event = e; if (e) e.preventDefault(); }); canvas.addEventListener("webglcontextrestored", (e) => { for (let i = 0, n = this.restorables.length; i < n; i++) this.restorables[i].restore(); }); } else { this.gl = canvasOrContext; this.canvas = this.gl.canvas; } } addRestorable(restorable) { this.restorables.push(restorable); } removeRestorable(restorable) { let index = this.restorables.indexOf(restorable); if (index > -1) this.restorables.splice(index, 1); } }; var ONE = 1; var ONE_MINUS_SRC_COLOR = 769; var SRC_ALPHA = 770; var ONE_MINUS_SRC_ALPHA = 771; var DST_COLOR = 774; var WebGLBlendModeConverter = class { static getDestGLBlendMode(blendMode) { switch (blendMode) { case 0 /* Normal */: return ONE_MINUS_SRC_ALPHA; case 1 /* Additive */: return ONE; case 2 /* Multiply */: return ONE_MINUS_SRC_ALPHA; case 3 /* Screen */: return ONE_MINUS_SRC_ALPHA; default: throw new Error("Unknown blend mode: " + blendMode); } } static getSourceColorGLBlendMode(blendMode, premultipliedAlpha = false) { switch (blendMode) { case 0 /* Normal */: return premultipliedAlpha ? ONE : SRC_ALPHA; case 1 /* Additive */: return premultipliedAlpha ? ONE : SRC_ALPHA; case 2 /* Multiply */: return DST_COLOR; case 3 /* Screen */: return ONE; default: throw new Error("Unknown blend mode: " + blendMode); } } static getSourceAlphaGLBlendMode(blendMode) { switch (blendMode) { case 0 /* Normal */: return ONE; case 1 /* Additive */: return ONE; case 2 /* Multiply */: return ONE_MINUS_SRC_ALPHA; case 3 /* Screen */: return ONE_MINUS_SRC_COLOR; default: throw new Error("Unknown blend mode: " + blendMode); } } }; // spine-webgl/src/GLTexture.ts var _GLTexture = class extends Texture { constructor(context, image, useMipMaps = false) { super(image); this.texture = null; this.boundUnit = 0; this.useMipMaps = false; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.useMipMaps = useMipMaps; this.restore(); this.context.addRestorable(this); } setFilters(minFilter, magFilter) { let gl = this.context.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, _GLTexture.validateMagFilter(magFilter)); this.useMipMaps = _GLTexture.usesMipMaps(minFilter); if (this.useMipMaps) gl.generateMipmap(gl.TEXTURE_2D); } static validateMagFilter(magFilter) { switch (magFilter) { case 9987 /* MipMap */: case 9987 /* MipMapLinearLinear */: case 9985 /* MipMapLinearNearest */: case 9986 /* MipMapNearestLinear */: case 9984 /* MipMapNearestNearest */: return 9729 /* Linear */; default: return magFilter; } } static usesMipMaps(filter) { switch (filter) { case 9987 /* MipMap */: case 9987 /* MipMapLinearLinear */: case 9985 /* MipMapLinearNearest */: case 9986 /* MipMapNearestLinear */: case 9984 /* MipMapNearestNearest */: return true; default: return false; } } setWraps(uWrap, vWrap) { let gl = this.context.gl; this.bind(); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap); } update(useMipMaps) { let gl = this.context.gl; if (!this.texture) this.texture = this.context.gl.createTexture(); this.bind(); if (_GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL) gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); if (useMipMaps) gl.generateMipmap(gl.TEXTURE_2D); } restore() { this.texture = null; this.update(this.useMipMaps); } bind(unit = 0) { let gl = this.context.gl; this.boundUnit = unit; gl.activeTexture(gl.TEXTURE0 + unit); gl.bindTexture(gl.TEXTURE_2D, this.texture); } unbind() { let gl = this.context.gl; gl.activeTexture(gl.TEXTURE0 + this.boundUnit); gl.bindTexture(gl.TEXTURE_2D, null); } dispose() { this.context.removeRestorable(this); let gl = this.context.gl; gl.deleteTexture(this.texture); } }; var GLTexture = _GLTexture; GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false; // spine-webgl/src/AssetManager.ts var AssetManager = class extends AssetManagerBase { constructor(context, pathPrefix = "", downloader = new Downloader()) { super((image) => { return new GLTexture(context, image); }, pathPrefix, downloader); } }; // spine-webgl/src/Vector3.ts var Vector3 = class { constructor(x = 0, y = 0, z = 0) { this.x = 0; this.y = 0; this.z = 0; this.x = x; this.y = y; this.z = z; } setFrom(v) { this.x = v.x; this.y = v.y; this.z = v.z; return this; } set(x, y, z) { this.x = x; this.y = y; this.z = z; return this; } add(v) { this.x += v.x; this.y += v.y; this.z += v.z; return this; } sub(v) { this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; } scale(s) { this.x *= s; this.y *= s; this.z *= s; return this; } normalize() { let len = this.length(); if (len == 0) return this; len = 1 / len; this.x *= len; this.y *= len; this.z *= len; return this; } cross(v) { return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x); } multiply(matrix) { let l_mat = matrix.values; return this.set( this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03], this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13], this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23] ); } project(matrix) { let l_mat = matrix.values; let l_w = 1 / (this.x * l_mat[M30] + this.y * l_mat[M31] + this.z * l_mat[M32] + l_mat[M33]); return this.set( (this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03]) * l_w, (this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13]) * l_w, (this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]) * l_w ); } dot(v) { return this.x * v.x + this.y * v.y + this.z * v.z; } length() { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); } distance(v) { let a = v.x - this.x; let b = v.y - this.y; let c = v.z - this.z; return Math.sqrt(a * a + b * b + c * c); } }; // spine-webgl/src/Matrix4.ts var M00 = 0; var M01 = 4; var M02 = 8; var M03 = 12; var M10 = 1; var M11 = 5; var M12 = 9; var M13 = 13; var M20 = 2; var M21 = 6; var M22 = 10; var M23 = 14; var M30 = 3; var M31 = 7; var M32 = 11; var M33 = 15; var _Matrix4 = class { constructor() { this.temp = new Float32Array(16); this.values = new Float32Array(16); let v = this.values; v[M00] = 1; v[M11] = 1; v[M22] = 1; v[M33] = 1; } set(values) { this.values.set(values); return this; } transpose() { let t = this.temp; let v = this.values; t[M00] = v[M00]; t[M01] = v[M10]; t[M02] = v[M20]; t[M03] = v[M30]; t[M10] = v[M01]; t[M11] = v[M11]; t[M12] = v[M21]; t[M13] = v[M31]; t[M20] = v[M02]; t[M21] = v[M12]; t[M22] = v[M22]; t[M23] = v[M32]; t[M30] = v[M03]; t[M31] = v[M13]; t[M32] = v[M23]; t[M33] = v[M33]; return this.set(t); } identity() { let v = this.values; v[M00] = 1; v[M01] = 0; v[M02] = 0; v[M03] = 0; v[M10] = 0; v[M11] = 1; v[M12] = 0; v[M13] = 0; v[M20] = 0; v[M21] = 0; v[M22] = 1; v[M23] = 0; v[M30] = 0; v[M31] = 0; v[M32] = 0; v[M33] = 1; return this; } invert() { let v = this.values; let t = this.temp; let l_det = v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03] + v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03] - v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13] - v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13] + v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23] + v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23] - v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33] - v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33]; if (l_det == 0) throw new Error("non-invertible matrix"); let inv_det = 1 / l_det; t[M00] = v[M12] * v[M23] * v[M31] - v[M13] * v[M22] * v[M31] + v[M13] * v[M21] * v[M32] - v[M11] * v[M23] * v[M32] - v[M12] * v[M21] * v[M33] + v[M11] * v[M22] * v[M33]; t[M01] = v[M03] * v[M22] * v[M31] - v[M02] * v[M23] * v[M31] - v[M03] * v[M21] * v[M32] + v[M01] * v[M23] * v[M32] + v[M02] * v[M21] * v[M33] - v[M01] * v[M22] * v[M33]; t[M02] = v[M02] * v[M13] * v[M31] - v[M03] * v[M12] * v[M31] + v[M03] * v[M11] * v[M32] - v[M01] * v[M13] * v[M32] - v[M02] * v[M11] * v[M33] + v[M01] * v[M12] * v[M33]; t[M03] = v[M03] * v[M12] * v[M21] - v[M02] * v[M13] * v[M21] - v[M03] * v[M11] * v[M22] + v[M01] * v[M13] * v[M22] + v[M02] * v[M11] * v[M23] - v[M01] * v[M12] * v[M23]; t[M10] = v[M13] * v[M22] * v[M30] - v[M12] * v[M23] * v[M30] - v[M13] * v[M20] * v[M32] + v[M10] * v[M23] * v[M32] + v[M12] * v[M20] * v[M33] - v[M10] * v[M22] * v[M33]; t[M11] = v[M02] * v[M23] * v[M30] - v[M03] * v[M22] * v[M30] + v[M03] * v[M20] * v[M32] - v[M00] * v[M23] * v[M32] - v[M02] * v[M20] * v[M33] + v[M00] * v[M22] * v[M33]; t[M12] = v[M03] * v[M12] * v[M30] - v[M02] * v[M13] * v[M30] - v[M03] * v[M10] * v[M32] + v[M00] * v[M13] * v[M32] + v[M02] * v[M10] * v[M33] - v[M00] * v[M12] * v[M33]; t[M13] = v[M02] * v[M13] * v[M20] - v[M03] * v[M12] * v[M20] + v[M03] * v[M10] * v[M22] - v[M00] * v[M13] * v[M22] - v[M02] * v[M10] * v[M23] + v[M00] * v[M12] * v[M23]; t[M20] = v[M11] * v[M23] * v[M30] - v[M13] * v[M21] * v[M30] + v[M13] * v[M20] * v[M31] - v[M10] * v[M23] * v[M31] - v[M11] * v[M20] * v[M33] + v[M10] * v[M21] * v[M33]; t[M21] = v[M03] * v[M21] * v[M30] - v[M01] * v[M23] * v[M30] - v[M03] * v[M20] * v[M31] + v[M00] * v[M23] * v[M31] + v[M01] * v[M20] * v[M33] - v[M00] * v[M21] * v[M33]; t[M22] = v[M01] * v[M13] * v[M30] - v[M03] * v[M11] * v[M30] + v[M03] * v[M10] * v[M31] - v[M00] * v[M13] * v[M31] - v[M01] * v[M10] * v[M33] + v[M00] * v[M11] * v[M33]; t[M23] = v[M03] * v[M11] * v[M20] - v[M01] * v[M13] * v[M20] - v[M03] * v[M10] * v[M21] + v[M00] * v[M13] * v[M21] + v[M01] * v[M10] * v[M23] - v[M00] * v[M11] * v[M23]; t[M30] = v[M12] * v[M21] * v[M30] - v[M11] * v[M22] * v[M30] - v[M12] * v[M20] * v[M31] + v[M10] * v[M22] * v[M31] + v[M11] * v[M20] * v[M32] - v[M10] * v[M21] * v[M32]; t[M31] = v[M01] * v[M22] * v[M30] - v[M02] * v[M21] * v[M30] + v[M02] * v[M20] * v[M31] - v[M00] * v[M22] * v[M31] - v[M01] * v[M20] * v[M32] + v[M00] * v[M21] * v[M32]; t[M32] = v[M02] * v[M11] * v[M30] - v[M01] * v[M12] * v[M30] - v[M02] * v[M10] * v[M31] + v[M00] * v[M12] * v[M31] + v[M01] * v[M10] * v[M32] - v[M00] * v[M11] * v[M32]; t[M33] = v[M01] * v[M12] * v[M20] - v[M02] * v[M11] * v[M20] + v[M02] * v[M10] * v[M21] - v[M00] * v[M12] * v[M21] - v[M01] * v[M10] * v[M22] + v[M00] * v[M11] * v[M22]; v[M00] = t[M00] * inv_det; v[M01] = t[M01] * inv_det; v[M02] = t[M02] * inv_det; v[M03] = t[M03] * inv_det; v[M10] = t[M10] * inv_det; v[M11] = t[M11] * inv_det; v[M12] = t[M12] * inv_det; v[M13] = t[M13] * inv_det; v[M20] = t[M20] * inv_det; v[M21] = t[M21] * inv_det; v[M22] = t[M22] * inv_det; v[M23] = t[M23] * inv_det; v[M30] = t[M30] * inv_det; v[M31] = t[M31] * inv_det; v[M32] = t[M32] * inv_det; v[M33] = t[M33] * inv_det; return this; } determinant() { let v = this.values; return v[M30] * v[M21] * v[M12] * v[M03] - v[M20] * v[M31] * v[M12] * v[M03] - v[M30] * v[M11] * v[M22] * v[M03] + v[M10] * v[M31] * v[M22] * v[M03] + v[M20] * v[M11] * v[M32] * v[M03] - v[M10] * v[M21] * v[M32] * v[M03] - v[M30] * v[M21] * v[M02] * v[M13] + v[M20] * v[M31] * v[M02] * v[M13] + v[M30] * v[M01] * v[M22] * v[M13] - v[M00] * v[M31] * v[M22] * v[M13] - v[M20] * v[M01] * v[M32] * v[M13] + v[M00] * v[M21] * v[M32] * v[M13] + v[M30] * v[M11] * v[M02] * v[M23] - v[M10] * v[M31] * v[M02] * v[M23] - v[M30] * v[M01] * v[M12] * v[M23] + v[M00] * v[M31] * v[M12] * v[M23] + v[M10] * v[M01] * v[M32] * v[M23] - v[M00] * v[M11] * v[M32] * v[M23] - v[M20] * v[M11] * v[M02] * v[M33] + v[M10] * v[M21] * v[M02] * v[M33] + v[M20] * v[M01] * v[M12] * v[M33] - v[M00] * v[M21] * v[M12] * v[M33] - v[M10] * v[M01] * v[M22] * v[M33] + v[M00] * v[M11] * v[M22] * v[M33]; } translate(x, y, z) { let v = this.values; v[M03] += x; v[M13] += y; v[M23] += z; return this; } copy() { return new _Matrix4().set(this.values); } projection(near, far, fovy, aspectRatio) { this.identity(); let l_fd = 1 / Math.tan(fovy * (Math.PI / 180) / 2); let l_a1 = (far + near) / (near - far); let l_a2 = 2 * far * near / (near - far); let v = this.values; v[M00] = l_fd / aspectRatio; v[M10] = 0; v[M20] = 0; v[M30] = 0; v[M01] = 0; v[M11] = l_fd; v[M21] = 0; v[M31] = 0; v[M02] = 0; v[M12] = 0; v[M22] = l_a1; v[M32] = -1; v[M03] = 0; v[M13] = 0; v[M23] = l_a2; v[M33] = 0; return this; } ortho2d(x, y, width, height) { return this.ortho(x, x + width, y, y + height, 0, 1); } ortho(left, right, bottom, top, near, far) { this.identity(); let x_orth = 2 / (right - left); let y_orth = 2 / (top - bottom); let z_orth = -2 / (far - near); let tx = -(right + left) / (right - left); let ty = -(top + bottom) / (top - bottom); let tz = -(far + near) / (far - near); let v = this.values; v[M00] = x_orth; v[M10] = 0; v[M20] = 0; v[M30] = 0; v[M01] = 0; v[M11] = y_orth; v[M21] = 0; v[M31] = 0; v[M02] = 0; v[M12] = 0; v[M22] = z_orth; v[M32] = 0; v[M03] = tx; v[M13] = ty; v[M23] = tz; v[M33] = 1; return this; } multiply(matrix) { let t = this.temp; let v = this.values; let m = matrix.values; t[M00] = v[M00] * m[M00] + v[M01] * m[M10] + v[M02] * m[M20] + v[M03] * m[M30]; t[M01] = v[M00] * m[M01] + v[M01] * m[M11] + v[M02] * m[M21] + v[M03] * m[M31]; t[M02] = v[M00] * m[M02] + v[M01] * m[M12] + v[M02] * m[M22] + v[M03] * m[M32]; t[M03] = v[M00] * m[M03] + v[M01] * m[M13] + v[M02] * m[M23] + v[M03] * m[M33]; t[M10] = v[M10] * m[M00] + v[M11] * m[M10] + v[M12] * m[M20] + v[M13] * m[M30]; t[M11] = v[M10] * m[M01] + v[M11] * m[M11] + v[M12] * m[M21] + v[M13] * m[M31]; t[M12] = v[M10] * m[M02] + v[M11] * m[M12] + v[M12] * m[M22] + v[M13] * m[M32]; t[M13] = v[M10] * m[M03] + v[M11] * m[M13] + v[M12] * m[M23] + v[M13] * m[M33]; t[M20] = v[M20] * m[M00] + v[M21] * m[M10] + v[M22] * m[M20] + v[M23] * m[M30]; t[M21] = v[M20] * m[M01] + v[M21] * m[M11] + v[M22] * m[M21] + v[M23] * m[M31]; t[M22] = v[M20] * m[M02] + v[M21] * m[M12] + v[M22] * m[M22] + v[M23] * m[M32]; t[M23] = v[M20] * m[M03] + v[M21] * m[M13] + v[M22] * m[M23] + v[M23] * m[M33]; t[M30] = v[M30] * m[M00] + v[M31] * m[M10] + v[M32] * m[M20] + v[M33] * m[M30]; t[M31] = v[M30] * m[M01] + v[M31] * m[M11] + v[M32] * m[M21] + v[M33] * m[M31]; t[M32] = v[M30] * m[M02] + v[M31] * m[M12] + v[M32] * m[M22] + v[M33] * m[M32]; t[M33] = v[M30] * m[M03] + v[M31] * m[M13] + v[M32] * m[M23] + v[M33] * m[M33]; return this.set(this.temp); } multiplyLeft(matrix) { let t = this.temp; let v = this.values; let m = matrix.values; t[M00] = m[M00] * v[M00] + m[M01] * v[M10] + m[M02] * v[M20] + m[M03] * v[M30]; t[M01] = m[M00] * v[M01] + m[M01] * v[M11] + m[M02] * v[M21] + m[M03] * v[M31]; t[M02] = m[M00] * v[M02] + m[M01] * v[M12] + m[M02] * v[M22] + m[M03] * v[M32]; t[M03] = m[M00] * v[M03] + m[M01] * v[M13] + m[M02] * v[M23] + m[M03] * v[M33]; t[M10] = m[M10] * v[M00] + m[M11] * v[M10] + m[M12] * v[M20] + m[M13] * v[M30]; t[M11] = m[M10] * v[M01] + m[M11] * v[M11] + m[M12] * v[M21] + m[M13] * v[M31]; t[M12] = m[M10] * v[M02] + m[M11] * v[M12] + m[M12] * v[M22] + m[M13] * v[M32]; t[M13] = m[M10] * v[M03] + m[M11] * v[M13] + m[M12] * v[M23] + m[M13] * v[M33]; t[M20] = m[M20] * v[M00] + m[M21] * v[M10] + m[M22] * v[M20] + m[M23] * v[M30]; t[M21] = m[M20] * v[M01] + m[M21] * v[M11] + m[M22] * v[M21] + m[M23] * v[M31]; t[M22] = m[M20] * v[M02] + m[M21] * v[M12] + m[M22] * v[M22] + m[M23] * v[M32]; t[M23] = m[M20] * v[M03] + m[M21] * v[M13] + m[M22] * v[M23] + m[M23] * v[M33]; t[M30] = m[M30] * v[M00] + m[M31] * v[M10] + m[M32] * v[M20] + m[M33] * v[M30]; t[M31] = m[M30] * v[M01] + m[M31] * v[M11] + m[M32] * v[M21] + m[M33] * v[M31]; t[M32] = m[M30] * v[M02] + m[M31] * v[M12] + m[M32] * v[M22] + m[M33] * v[M32]; t[M33] = m[M30] * v[M03] + m[M31] * v[M13] + m[M32] * v[M23] + m[M33] * v[M33]; return this.set(this.temp); } lookAt(position, direction, up) { let xAxis = _Matrix4.xAxis, yAxis = _Matrix4.yAxis, zAxis = _Matrix4.zAxis; zAxis.setFrom(direction).normalize(); xAxis.setFrom(direction).normalize(); xAxis.cross(up).normalize(); yAxis.setFrom(xAxis).cross(zAxis).normalize(); this.identity(); let val = this.values; val[M00] = xAxis.x; val[M01] = xAxis.y; val[M02] = xAxis.z; val[M10] = yAxis.x; val[M11] = yAxis.y; val[M12] = yAxis.z; val[M20] = -zAxis.x; val[M21] = -zAxis.y; val[M22] = -zAxis.z; _Matrix4.tmpMatrix.identity(); _Matrix4.tmpMatrix.values[M03] = -position.x; _Matrix4.tmpMatrix.values[M13] = -position.y; _Matrix4.tmpMatrix.values[M23] = -position.z; this.multiply(_Matrix4.tmpMatrix); return this; } }; var Matrix42 = _Matrix4; Matrix42.xAxis = new Vector3(); Matrix42.yAxis = new Vector3(); Matrix42.zAxis = new Vector3(); Matrix42.tmpMatrix = new _Matrix4(); // spine-webgl/src/Camera.ts var OrthoCamera = class { constructor(viewportWidth, viewportHeight) { this.position = new Vector3(0, 0, 0); this.direction = new Vector3(0, 0, -1); this.up = new Vector3(0, 1, 0); this.near = 0; this.far = 100; this.zoom = 1; this.viewportWidth = 0; this.viewportHeight = 0; this.projectionView = new Matrix42(); this.inverseProjectionView = new Matrix42(); this.projection = new Matrix42(); this.view = new Matrix42(); this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; this.update(); } update() { let projection = this.projection; let view = this.view; let projectionView = this.projectionView; let inverseProjectionView = this.inverseProjectionView; let zoom = this.zoom, viewportWidth = this.viewportWidth, viewportHeight = this.viewportHeight; projection.ortho( zoom * (-viewportWidth / 2), zoom * (viewportWidth / 2), zoom * (-viewportHeight / 2), zoom * (viewportHeight / 2), this.near, this.far ); view.lookAt(this.position, this.direction, this.up); projectionView.set(projection.values); projectionView.multiply(view); inverseProjectionView.set(projectionView.values).invert(); } screenToWorld(screenCoords, screenWidth, screenHeight) { let x = screenCoords.x, y = screenHeight - screenCoords.y - 1; screenCoords.x = 2 * x / screenWidth - 1; screenCoords.y = 2 * y / screenHeight - 1; screenCoords.z = 2 * screenCoords.z - 1; screenCoords.project(this.inverseProjectionView); return screenCoords; } worldToScreen(worldCoords, screenWidth, screenHeight) { worldCoords.project(this.projectionView); worldCoords.x = screenWidth * (worldCoords.x + 1) / 2; worldCoords.y = screenHeight * (worldCoords.y + 1) / 2; worldCoords.z = (worldCoords.z + 1) / 2; return worldCoords; } setViewport(viewportWidth, viewportHeight) { this.viewportWidth = viewportWidth; this.viewportHeight = viewportHeight; } }; // spine-webgl/src/Input.ts var Input = class { constructor(element) { this.mouseX = 0; this.mouseY = 0; this.buttonDown = false; this.touch0 = null; this.touch1 = null; this.initialPinchDistance = 0; this.listeners = new Array(); this.eventListeners = []; this.element = element; this.setupCallbacks(element); } setupCallbacks(element) { let mouseDown = (ev) => { if (ev instanceof MouseEvent) { let rect = element.getBoundingClientRect(); this.mouseX = ev.clientX - rect.left; ; this.mouseY = ev.clientY - rect.top; this.buttonDown = true; this.listeners.map((listener) => { if (listener.down) listener.down(this.mouseX, this.mouseY); }); document.addEventListener("mousemove", mouseMove); document.addEventListener("mouseup", mouseUp); } }; let mouseMove = (ev) => { if (ev instanceof MouseEvent) { let rect = element.getBoundingClientRect(); this.mouseX = ev.clientX - rect.left; ; this.mouseY = ev.clientY - rect.top; this.listeners.map((listener) => { if (this.buttonDown) { if (listener.dragged) listener.dragged(this.mouseX, this.mouseY); } else { if (listener.moved) listener.moved(this.mouseX, this.mouseY); } }); } }; let mouseUp = (ev) => { if (ev instanceof MouseEvent) { let rect = element.getBoundingClientRect(); this.mouseX = ev.clientX - rect.left; ; this.mouseY = ev.clientY - rect.top; this.buttonDown = false; this.listeners.map((listener) => { if (listener.up) listener.up(this.mouseX, this.mouseY); }); document.removeEventListener("mousemove", mouseMove); document.removeEventListener("mouseup", mouseUp); } }; let mouseWheel = (e) => { e.preventDefault(); let deltaY = e.deltaY; if (e.deltaMode == WheelEvent.DOM_DELTA_LINE) deltaY *= 8; if (e.deltaMode == WheelEvent.DOM_DELTA_PAGE) deltaY *= 24; this.listeners.map((listener) => { if (listener.wheel) listener.wheel(e.deltaY); }); }; element.addEventListener("mousedown", mouseDown, true); element.addEventListener("mousemove", mouseMove, true); element.addEventListener("mouseup", mouseUp, true); element.addEventListener("wheel", mouseWheel, true); element.addEventListener("touchstart", (ev) => { if (!this.touch0 || !this.touch1) { var touches = ev.changedTouches; let nativeTouch = touches.item(0); if (!nativeTouch) return; let rect = element.getBoundingClientRect(); let x = nativeTouch.clientX - rect.left; let y = nativeTouch.clientY - rect.top; let touch = new Touch(nativeTouch.identifier, x, y); this.mouseX = x; this.mouseY = y; this.buttonDown = true; if (!this.touch0) { this.touch0 = touch; this.listeners.map((listener) => { if (listener.down) listener.down(touch.x, touch.y); }); } else if (!this.touch1) { this.touch1 = touch; let dx = this.touch1.x - this.touch0.x; let dy = this.touch1.x - this.touch0.x; this.initialPinchDistance = Math.sqrt(dx * dx + dy * dy); this.listeners.map((listener) => { if (listener.zoom) listener.zoom(this.initialPinchDistance, this.initialPinchDistance); }); } } ev.preventDefault(); }, false); element.addEventListener("touchmove", (ev) => { if (this.touch0) { var touches = ev.changedTouches; let rect = element.getBoundingClientRect(); for (var i = 0; i < touches.length; i++) { var nativeTouch = touches[i]; let x = nativeTouch.clientX - rect.left; let y = nativeTouch.clientY - rect.top; if (this.touch0.identifier === nativeTouch.identifier) { this.touch0.x = this.mouseX = x; this.touch0.y = this.mouseY = y; this.listeners.map((listener) => { if (listener.dragged) listener.dragged(x, y); }); } if (this.touch1 && this.touch1.identifier === nativeTouch.identifier) { this.touch1.x = this.mouseX = x; this.touch1.y = this.mouseY = y; } } if (this.touch0 && this.touch1) { let dx = this.touch1.x - this.touch0.x; let dy = this.touch1.x - this.touch0.x; let distance = Math.sqrt(dx * dx + dy * dy); this.listeners.map((listener) => { if (listener.zoom) listener.zoom(this.initialPinchDistance, distance); }); } } ev.preventDefault(); }, false); let touchEnd = (ev) => { if (this.touch0) { var touches = ev.changedTouches; let rect = element.getBoundingClientRect(); for (var i = 0; i < touches.length; i++) { var nativeTouch = touches[i]; let x = nativeTouch.clientX - rect.left; let y = nativeTouch.clientY - rect.top; if (this.touch0.identifier === nativeTouch.identifier) { this.touch0 = null; this.mouseX = x; this.mouseY = y; this.listeners.map((listener) => { if (listener.up) listener.up(x, y); }); if (!this.touch1) { this.buttonDown = false; break; } else { this.touch0 = this.touch1; this.touch1 = null; this.mouseX = this.touch0.x; this.mouseX = this.touch0.x; this.buttonDown = true; this.listeners.map((listener) => { if (listener.down) listener.down(this.touch0.x, this.touch0.y); }); } } if (this.touch1 && this.touch1.identifier) { this.touch1 = null; } } } ev.preventDefault(); }; element.addEventListener("touchend", touchEnd, false); element.addEventListener("touchcancel", touchEnd); } addListener(listener) { this.listeners.push(listener); } removeListener(listener) { let idx = this.listeners.indexOf(listener); if (idx > -1) { this.listeners.splice(idx, 1); } } }; var Touch = class { constructor(identifier, x, y) { this.identifier = identifier; this.x = x; this.y = y; } }; // spine-webgl/src/CameraController.ts var CameraController = class { constructor(canvas, camera) { this.canvas = canvas; this.camera = camera; let cameraX = 0, cameraY = 0, cameraZoom = 0; let mouseX = 0, mouseY = 0; let lastX = 0, lastY = 0; let initialZoom = 0; new Input(canvas).addListener({ down: (x, y) => { cameraX = camera.position.x; cameraY = camera.position.y; mouseX = lastX = x; mouseY = lastY = y; initialZoom = camera.zoom; }, dragged: (x, y) => { let deltaX = x - mouseX; let deltaY = y - mouseY; let originWorld = camera.screenToWorld(new Vector3(0, 0), canvas.clientWidth, canvas.clientHeight); let deltaWorld = camera.screenToWorld(new Vector3(deltaX, deltaY), canvas.clientWidth, canvas.clientHeight).sub(originWorld); camera.position.set(cameraX - deltaWorld.x, cameraY - deltaWorld.y, 0); camera.update(); lastX = x; lastY = y; }, wheel: (delta) => { let zoomAmount = delta / 200 * camera.zoom; let newZoom = camera.zoom + zoomAmount; if (newZoom > 0) { let x = 0, y = 0; if (delta < 0) { x = lastX; y = lastY; } else { let viewCenter = new Vector3(canvas.clientWidth / 2 + 15, canvas.clientHeight / 2); let mouseToCenterX = lastX - viewCenter.x; let mouseToCenterY = canvas.clientHeight - 1 - lastY - viewCenter.y; x = viewCenter.x - mouseToCenterX; y = canvas.clientHeight - 1 - viewCenter.y + mouseToCenterY; } let oldDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight); camera.zoom = newZoom; camera.update(); let newDistance = camera.screenToWorld(new Vector3(x, y), canvas.clientWidth, canvas.clientHeight); camera.position.add(oldDistance.sub(newDistance)); camera.update(); } }, zoom: (initialDistance, distance) => { let newZoom = initialDistance / distance; camera.zoom = initialZoom * newZoom; }, up: (x, y) => { lastX = x; lastY = y; }, moved: (x, y) => { lastX = x; lastY = y; } }); } }; // spine-webgl/src/Shader.ts var _Shader = class { constructor(context, vertexShader, fragmentShader) { this.vertexShader = vertexShader; this.fragmentShader = fragmentShader; this.vs = null; this.fs = null; this.program = null; this.tmp2x2 = new Float32Array(2 * 2); this.tmp3x3 = new Float32Array(3 * 3); this.tmp4x4 = new Float32Array(4 * 4); this.vsSource = vertexShader; this.fsSource = fragmentShader; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.context.addRestorable(this); this.compile(); } getProgram() { return this.program; } getVertexShader() { return this.vertexShader; } getFragmentShader() { return this.fragmentShader; } getVertexShaderSource() { return this.vsSource; } getFragmentSource() { return this.fsSource; } compile() { let gl = this.context.gl; try { this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader); if (!this.vs) throw new Error("Couldn't compile vertex shader."); this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader); if (!this.fs) throw new Error("Couldn#t compile fragment shader."); this.program = this.compileProgram(this.vs, this.fs); } catch (e) { this.dispose(); throw e; } } compileShader(type, source) { let gl = this.context.gl; let shader = gl.createShader(type); if (!shader) throw new Error("Couldn't create shader."); gl.shaderSource(shader, source); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { let error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader); gl.deleteShader(shader); if (!gl.isContextLost()) throw new Error(error); } return shader; } compileProgram(vs, fs) { let gl = this.context.gl; let program = gl.createProgram(); if (!program) throw new Error("Couldn't compile program."); gl.attachShader(program, vs); gl.attachShader(program, fs); gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { let error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program); gl.deleteProgram(program); if (!gl.isContextLost()) throw new Error(error); } return program; } restore() { this.compile(); } bind() { this.context.gl.useProgram(this.program); } unbind() { this.context.gl.useProgram(null); } setUniformi(uniform, value) { this.context.gl.uniform1i(this.getUniformLocation(uniform), value); } setUniformf(uniform, value) { this.context.gl.uniform1f(this.getUniformLocation(uniform), value); } setUniform2f(uniform, value, value2) { this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2); } setUniform3f(uniform, value, value2, value3) { this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3); } setUniform4f(uniform, value, value2, value3, value4) { this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4); } setUniform2x2f(uniform, value) { let gl = this.context.gl; this.tmp2x2.set(value); gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2); } setUniform3x3f(uniform, value) { let gl = this.context.gl; this.tmp3x3.set(value); gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3); } setUniform4x4f(uniform, value) { let gl = this.context.gl; this.tmp4x4.set(value); gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4); } getUniformLocation(uniform) { let gl = this.context.gl; if (!this.program) throw new Error("Shader not compiled."); let location = gl.getUniformLocation(this.program, uniform); if (!location && !gl.isContextLost()) throw new Error(`Couldn't find location for uniform ${uniform}`); return location; } getAttributeLocation(attribute) { let gl = this.context.gl; if (!this.program) throw new Error("Shader not compiled."); let location = gl.getAttribLocation(this.program, attribute); if (location == -1 && !gl.isContextLost()) throw new Error(`Couldn't find location for attribute ${attribute}`); return location; } dispose() { this.context.removeRestorable(this); let gl = this.context.gl; if (this.vs) { gl.deleteShader(this.vs); this.vs = null; } if (this.fs) { gl.deleteShader(this.fs); this.fs = null; } if (this.program) { gl.deleteProgram(this.program); this.program = null; } } static newColoredTextured(context) { let vs = ` attribute vec4 ${_Shader.POSITION}; attribute vec4 ${_Shader.COLOR}; attribute vec2 ${_Shader.TEXCOORDS}; uniform mat4 ${_Shader.MVP_MATRIX}; varying vec4 v_color; varying vec2 v_texCoords; void main () { v_color = ${_Shader.COLOR}; v_texCoords = ${_Shader.TEXCOORDS}; gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION}; } `; let fs = ` #ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying LOWP vec4 v_color; varying vec2 v_texCoords; uniform sampler2D u_texture; void main () { gl_FragColor = v_color * texture2D(u_texture, v_texCoords); } `; return new _Shader(context, vs, fs); } static newTwoColoredTextured(context) { let vs = ` attribute vec4 ${_Shader.POSITION}; attribute vec4 ${_Shader.COLOR}; attribute vec4 ${_Shader.COLOR2}; attribute vec2 ${_Shader.TEXCOORDS}; uniform mat4 ${_Shader.MVP_MATRIX}; varying vec4 v_light; varying vec4 v_dark; varying vec2 v_texCoords; void main () { v_light = ${_Shader.COLOR}; v_dark = ${_Shader.COLOR2}; v_texCoords = ${_Shader.TEXCOORDS}; gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION}; } `; let fs = ` #ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying LOWP vec4 v_light; varying LOWP vec4 v_dark; varying vec2 v_texCoords; uniform sampler2D u_texture; void main () { vec4 texColor = texture2D(u_texture, v_texCoords); gl_FragColor.a = texColor.a * v_light.a; gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; } `; return new _Shader(context, vs, fs); } static newColored(context) { let vs = ` attribute vec4 ${_Shader.POSITION}; attribute vec4 ${_Shader.COLOR}; uniform mat4 ${_Shader.MVP_MATRIX}; varying vec4 v_color; void main () { v_color = ${_Shader.COLOR}; gl_Position = ${_Shader.MVP_MATRIX} * ${_Shader.POSITION}; } `; let fs = ` #ifdef GL_ES #define LOWP lowp precision mediump float; #else #define LOWP #endif varying LOWP vec4 v_color; void main () { gl_FragColor = v_color; } `; return new _Shader(context, vs, fs); } }; var Shader = _Shader; Shader.MVP_MATRIX = "u_projTrans"; Shader.POSITION = "a_position"; Shader.COLOR = "a_color"; Shader.COLOR2 = "a_color2"; Shader.TEXCOORDS = "a_texCoords"; Shader.SAMPLER = "u_texture"; // spine-webgl/src/Mesh.ts var Mesh = class { constructor(context, attributes, maxVertices, maxIndices) { this.attributes = attributes; this.verticesBuffer = null; this.verticesLength = 0; this.dirtyVertices = false; this.indicesBuffer = null; this.indicesLength = 0; this.dirtyIndices = false; this.elementsPerVertex = 0; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.elementsPerVertex = 0; for (let i = 0; i < attributes.length; i++) { this.elementsPerVertex += attributes[i].numElements; } this.vertices = new Float32Array(maxVertices * this.elementsPerVertex); this.indices = new Uint16Array(maxIndices); this.context.addRestorable(this); } getAttributes() { return this.attributes; } maxVertices() { return this.vertices.length / this.elementsPerVertex; } numVertices() { return this.verticesLength / this.elementsPerVertex; } setVerticesLength(length) { this.dirtyVertices = true; this.verticesLength = length; } getVertices() { return this.vertices; } maxIndices() { return this.indices.length; } numIndices() { return this.indicesLength; } setIndicesLength(length) { this.dirtyIndices = true; this.indicesLength = length; } getIndices() { return this.indices; } getVertexSizeInFloats() { let size = 0; for (var i = 0; i < this.attributes.length; i++) { let attribute = this.attributes[i]; size += attribute.numElements; } return size; } setVertices(vertices) { this.dirtyVertices = true; if (vertices.length > this.vertices.length) throw Error("Mesh can't store more than " + this.maxVertices() + " vertices"); this.vertices.set(vertices, 0); this.verticesLength = vertices.length; } setIndices(indices) { this.dirtyIndices = true; if (indices.length > this.indices.length) throw Error("Mesh can't store more than " + this.maxIndices() + " indices"); this.indices.set(indices, 0); this.indicesLength = indices.length; } draw(shader, primitiveType) { this.drawWithOffset(shader, primitiveType, 0, this.indicesLength > 0 ? this.indicesLength : this.verticesLength / this.elementsPerVertex); } drawWithOffset(shader, primitiveType, offset, count) { let gl = this.context.gl; if (this.dirtyVertices || this.dirtyIndices) this.update(); this.bind(shader); if (this.indicesLength > 0) { gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2); } else { gl.drawArrays(primitiveType, offset, count); } this.unbind(shader); } bind(shader) { let gl = this.context.gl; gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); let offset = 0; for (let i = 0; i < this.attributes.length; i++) { let attrib = this.attributes[i]; let location = shader.getAttributeLocation(attrib.name); gl.enableVertexAttribArray(location); gl.vertexAttribPointer(location, attrib.numElements, gl.FLOAT, false, this.elementsPerVertex * 4, offset * 4); offset += attrib.numElements; } if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); } unbind(shader) { let gl = this.context.gl; for (let i = 0; i < this.attributes.length; i++) { let attrib = this.attributes[i]; let location = shader.getAttributeLocation(attrib.name); gl.disableVertexAttribArray(location); } gl.bindBuffer(gl.ARRAY_BUFFER, null); if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null); } update() { let gl = this.context.gl; if (this.dirtyVertices) { if (!this.verticesBuffer) { this.verticesBuffer = gl.createBuffer(); } gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer); gl.bufferData(gl.ARRAY_BUFFER, this.vertices.subarray(0, this.verticesLength), gl.DYNAMIC_DRAW); this.dirtyVertices = false; } if (this.dirtyIndices) { if (!this.indicesBuffer) { this.indicesBuffer = gl.createBuffer(); } gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices.subarray(0, this.indicesLength), gl.DYNAMIC_DRAW); this.dirtyIndices = false; } } restore() { this.verticesBuffer = null; this.indicesBuffer = null; this.update(); } dispose() { this.context.removeRestorable(this); let gl = this.context.gl; gl.deleteBuffer(this.verticesBuffer); gl.deleteBuffer(this.indicesBuffer); } }; var VertexAttribute = class { constructor(name, type, numElements) { this.name = name; this.type = type; this.numElements = numElements; } }; var Position2Attribute = class extends VertexAttribute { constructor() { super(Shader.POSITION, VertexAttributeType.Float, 2); } }; var Position3Attribute = class extends VertexAttribute { constructor() { super(Shader.POSITION, VertexAttributeType.Float, 3); } }; var TexCoordAttribute = class extends VertexAttribute { constructor(unit = 0) { super(Shader.TEXCOORDS + (unit == 0 ? "" : unit), VertexAttributeType.Float, 2); } }; var ColorAttribute = class extends VertexAttribute { constructor() { super(Shader.COLOR, VertexAttributeType.Float, 4); } }; var Color2Attribute = class extends VertexAttribute { constructor() { super(Shader.COLOR2, VertexAttributeType.Float, 4); } }; var VertexAttributeType = /* @__PURE__ */ ((VertexAttributeType2) => { VertexAttributeType2[VertexAttributeType2["Float"] = 0] = "Float"; return VertexAttributeType2; })(VertexAttributeType || {}); // spine-webgl/src/PolygonBatcher.ts var _PolygonBatcher = class { constructor(context, twoColorTint = true, maxVertices = 10920) { this.drawCalls = 0; this.isDrawing = false; this.shader = null; this.lastTexture = null; this.verticesLength = 0; this.indicesLength = 0; this.cullWasEnabled = false; if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); let attributes = twoColorTint ? [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute(), new Color2Attribute()] : [new Position2Attribute(), new ColorAttribute(), new TexCoordAttribute()]; this.mesh = new Mesh(context, attributes, maxVertices, maxVertices * 3); let gl = this.context.gl; this.srcColorBlend = gl.SRC_ALPHA; this.srcAlphaBlend = gl.ONE; this.dstBlend = gl.ONE_MINUS_SRC_ALPHA; } begin(shader) { if (this.isDrawing) throw new Error("PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()"); this.drawCalls = 0; this.shader = shader; this.lastTexture = null; this.isDrawing = true; let gl = this.context.gl; gl.enable(gl.BLEND); gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend); if (_PolygonBatcher.disableCulling) { this.cullWasEnabled = gl.isEnabled(gl.CULL_FACE); if (this.cullWasEnabled) gl.disable(gl.CULL_FACE); } } setBlendMode(srcColorBlend, srcAlphaBlend, dstBlend) { if (this.srcColorBlend == srcColorBlend && this.srcAlphaBlend == srcAlphaBlend && this.dstBlend == dstBlend) return; this.srcColorBlend = srcColorBlend; this.srcAlphaBlend = srcAlphaBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); let gl = this.context.gl; gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend); } } draw(texture, vertices, indices) { if (texture != this.lastTexture) { this.flush(); this.lastTexture = texture; } else if (this.verticesLength + vertices.length > this.mesh.getVertices().length || this.indicesLength + indices.length > this.mesh.getIndices().length) { this.flush(); } let indexStart = this.mesh.numVertices(); this.mesh.getVertices().set(vertices, this.verticesLength); this.verticesLength += vertices.length; this.mesh.setVerticesLength(this.verticesLength); let indicesArray = this.mesh.getIndices(); for (let i = this.indicesLength, j = 0; j < indices.length; i++, j++) indicesArray[i] = indices[j] + indexStart; this.indicesLength += indices.length; this.mesh.setIndicesLength(this.indicesLength); } flush() { if (this.verticesLength == 0) return; if (!this.lastTexture) throw new Error("No texture set."); if (!this.shader) throw new Error("No shader set."); this.lastTexture.bind(); this.mesh.draw(this.shader, this.context.gl.TRIANGLES); this.verticesLength = 0; this.indicesLength = 0; this.mesh.setVerticesLength(0); this.mesh.setIndicesLength(0); this.drawCalls++; _PolygonBatcher.globalDrawCalls++; } end() { if (!this.isDrawing) throw new Error("PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()"); if (this.verticesLength > 0 || this.indicesLength > 0) this.flush(); this.shader = null; this.lastTexture = null; this.isDrawing = false; let gl = this.context.gl; gl.disable(gl.BLEND); if (_PolygonBatcher.disableCulling) { if (this.cullWasEnabled) gl.enable(gl.CULL_FACE); } } getDrawCalls() { return this.drawCalls; } static getAndResetGlobalDrawCalls() { let result = _PolygonBatcher.globalDrawCalls; _PolygonBatcher.globalDrawCalls = 0; return result; } dispose() { this.mesh.dispose(); } }; var PolygonBatcher = _PolygonBatcher; PolygonBatcher.disableCulling = false; PolygonBatcher.globalDrawCalls = 0; // spine-webgl/src/ShapeRenderer.ts var ShapeRenderer = class { constructor(context, maxVertices = 10920) { this.isDrawing = false; this.shapeType = ShapeType.Filled; this.color = new Color(1, 1, 1, 1); this.shader = null; this.vertexIndex = 0; this.tmp = new Vector2(); if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices); this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.mesh = new Mesh(context, [new Position2Attribute(), new ColorAttribute()], maxVertices, 0); let gl = this.context.gl; this.srcColorBlend = gl.SRC_ALPHA; this.srcAlphaBlend = gl.ONE; this.dstBlend = gl.ONE_MINUS_SRC_ALPHA; } begin(shader) { if (this.isDrawing) throw new Error("ShapeRenderer.begin() has already been called"); this.shader = shader; this.vertexIndex = 0; this.isDrawing = true; let gl = this.context.gl; gl.enable(gl.BLEND); gl.blendFuncSeparate(this.srcColorBlend, this.dstBlend, this.srcAlphaBlend, this.dstBlend); } setBlendMode(srcColorBlend, srcAlphaBlend, dstBlend) { this.srcColorBlend = srcColorBlend; this.srcAlphaBlend = srcAlphaBlend; this.dstBlend = dstBlend; if (this.isDrawing) { this.flush(); let gl = this.context.gl; gl.blendFuncSeparate(srcColorBlend, dstBlend, srcAlphaBlend, dstBlend); } } setColor(color) { this.color.setFromColor(color); } setColorWith(r, g, b, a) { this.color.set(r, g, b, a); } point(x, y, color) { this.check(ShapeType.Point, 1); if (!color) color = this.color; this.vertex(x, y, color); } line(x, y, x2, y2, color) { this.check(ShapeType.Line, 2); let vertices = this.mesh.getVertices(); let idx = this.vertexIndex; if (!color) color = this.color; this.vertex(x, y, color); this.vertex(x2, y2, color); } triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) { this.check(filled ? ShapeType.Filled : ShapeType.Line, 3); let vertices = this.mesh.getVertices(); let idx = this.vertexIndex; if (!color) color = this.color; if (!color2) color2 = this.color; if (!color3) color3 = this.color; if (filled) { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3); } else { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x2, y2, color); this.vertex(x3, y3, color2); this.vertex(x3, y3, color); this.vertex(x, y, color2); } } quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) { this.check(filled ? ShapeType.Filled : ShapeType.Line, 3); let vertices = this.mesh.getVertices(); let idx = this.vertexIndex; if (!color) color = this.color; if (!color2) color2 = this.color; if (!color3) color3 = this.color; if (!color4) color4 = this.color; if (filled) { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3); this.vertex(x3, y3, color3); this.vertex(x4, y4, color4); this.vertex(x, y, color); } else { this.vertex(x, y, color); this.vertex(x2, y2, color2); this.vertex(x2, y2, color2); this.vertex(x3, y3, color3); this.vertex(x3, y3, color3); this.vertex(x4, y4, color4); this.vertex(x4, y4, color4); this.vertex(x, y, color); } } rect(filled, x, y, width, height, color) { this.quad(filled, x, y, x + width, y, x + width, y + height, x, y + height, color, color, color, color); } rectLine(filled, x1, y1, x2, y2, width, color) { this.check(filled ? ShapeType.Filled : ShapeType.Line, 8); if (!color) color = this.color; let t = this.tmp.set(y2 - y1, x1 - x2); t.normalize(); width *= 0.5; let tx = t.x * width; let ty = t.y * width; if (!filled) { this.vertex(x1 + tx, y1 + ty, color); this.vertex(x1 - tx, y1 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x2 - tx, y2 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x1 + tx, y1 + ty, color); this.vertex(x2 - tx, y2 - ty, color); this.vertex(x1 - tx, y1 - ty, color); } else { this.vertex(x1 + tx, y1 + ty, color); this.vertex(x1 - tx, y1 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x2 - tx, y2 - ty, color); this.vertex(x2 + tx, y2 + ty, color); this.vertex(x1 - tx, y1 - ty, color); } } x(x, y, size) { this.line(x - size, y - size, x + size, y + size); this.line(x - size, y + size, x + size, y - size); } polygon(polygonVertices, offset, count, color) { if (count < 3) throw new Error("Polygon must contain at least 3 vertices"); this.check(ShapeType.Line, count * 2); if (!color) color = this.color; let vertices = this.mesh.getVertices(); let idx = this.vertexIndex; offset <<= 1; count <<= 1; let firstX = polygonVertices[offset]; let firstY = polygonVertices[offset + 1]; let last = offset + count; for (let i = offset, n = offset + count - 2; i < n; i += 2) { let x1 = polygonVertices[i]; let y1 = polygonVertices[i + 1]; let x2 = 0; let y2 = 0; if (i + 2 >= last) { x2 = firstX; y2 = firstY; } else { x2 = polygonVertices[i + 2]; y2 = polygonVertices[i + 3]; } this.vertex(x1, y1, color); this.vertex(x2, y2, color); } } circle(filled, x, y, radius, color, segments = 0) { if (segments == 0) segments = Math.max(1, 6 * MathUtils.cbrt(radius) | 0); if (segments <= 0) throw new Error("segments must be > 0."); if (!color) color = this.color; let angle = 2 * MathUtils.PI / segments; let cos = Math.cos(angle); let sin = Math.sin(angle); let cx = radius, cy = 0; if (!filled) { this.check(ShapeType.Line, segments * 2 + 2); for (let i = 0; i < segments; i++) { this.vertex(x + cx, y + cy, color); let temp2 = cx; cx = cos * cx - sin * cy; cy = sin * temp2 + cos * cy; this.vertex(x + cx, y + cy, color); } this.vertex(x + cx, y + cy, color); } else { this.check(ShapeType.Filled, segments * 3 + 3); segments--; for (let i = 0; i < segments; i++) { this.vertex(x, y, color); this.vertex(x + cx, y + cy, color); let temp2 = cx; cx = cos * cx - sin * cy; cy = sin * temp2 + cos * cy; this.vertex(x + cx, y + cy, color); } this.vertex(x, y, color); this.vertex(x + cx, y + cy, color); } let temp = cx; cx = radius; cy = 0; this.vertex(x + cx, y + cy, color); } curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { this.check(ShapeType.Line, segments * 2 + 2); if (!color) color = this.color; let subdiv_step = 1 / segments; let subdiv_step2 = subdiv_step * subdiv_step; let subdiv_step3 = subdiv_step * subdiv_step * subdiv_step; let pre1 = 3 * subdiv_step; let pre2 = 3 * subdiv_step2; let pre4 = 6 * subdiv_step2; let pre5 = 6 * subdiv_step3; let tmp1x = x1 - cx1 * 2 + cx2; let tmp1y = y1 - cy1 * 2 + cy2; let tmp2x = (cx1 - cx2) * 3 - x1 + x2; let tmp2y = (cy1 - cy2) * 3 - y1 + y2; let fx = x1; let fy = y1; let dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3; let dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3; let ddfx = tmp1x * pre4 + tmp2x * pre5; let ddfy = tmp1y * pre4 + tmp2y * pre5; let dddfx = tmp2x * pre5; let dddfy = tmp2y * pre5; while (segments-- > 0) { this.vertex(fx, fy, color); fx += dfx; fy += dfy; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; this.vertex(fx, fy, color); } this.vertex(fx, fy, color); this.vertex(x2, y2, color); } vertex(x, y, color) { let idx = this.vertexIndex; let vertices = this.mesh.getVertices(); vertices[idx++] = x; vertices[idx++] = y; vertices[idx++] = color.r; vertices[idx++] = color.g; vertices[idx++] = color.b; vertices[idx++] = color.a; this.vertexIndex = idx; } end() { if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called"); this.flush(); let gl = this.context.gl; gl.disable(gl.BLEND); this.isDrawing = false; } flush() { if (this.vertexIndex == 0) return; if (!this.shader) throw new Error("No shader set."); this.mesh.setVerticesLength(this.vertexIndex); this.mesh.draw(this.shader, this.shapeType); this.vertexIndex = 0; } check(shapeType, numVertices) { if (!this.isDrawing) throw new Error("ShapeRenderer.begin() has not been called"); if (this.shapeType == shapeType) { if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices) this.flush(); else return; } else { this.flush(); this.shapeType = shapeType; } } dispose() { this.mesh.dispose(); } }; var ShapeType = /* @__PURE__ */ ((ShapeType2) => { ShapeType2[ShapeType2["Point"] = 0] = "Point"; ShapeType2[ShapeType2["Line"] = 1] = "Line"; ShapeType2[ShapeType2["Filled"] = 4] = "Filled"; return ShapeType2; })(ShapeType || {}); // spine-webgl/src/SkeletonDebugRenderer.ts var _SkeletonDebugRenderer = class { constructor(context) { this.boneLineColor = new Color(1, 0, 0, 1); this.boneOriginColor = new Color(0, 1, 0, 1); this.attachmentLineColor = new Color(0, 0, 1, 0.5); this.triangleLineColor = new Color(1, 0.64, 0, 0.5); this.pathColor = new Color().setFromString("FF7F00"); this.clipColor = new Color(0.8, 0, 0, 2); this.aabbColor = new Color(0, 1, 0, 0.5); this.drawBones = true; this.drawRegionAttachments = true; this.drawBoundingBoxes = true; this.drawMeshHull = true; this.drawMeshTriangles = true; this.drawPaths = true; this.drawSkeletonXY = false; this.drawClipping = true; this.premultipliedAlpha = false; this.scale = 1; this.boneWidth = 2; this.bounds = new SkeletonBounds(); this.temp = new Array(); this.vertices = Utils.newFloatArray(2 * 1024); this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); } draw(shapes, skeleton, ignoredBones) { let skeletonX = skeleton.x; let skeletonY = skeleton.y; let gl = this.context.gl; let srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA; shapes.setBlendMode(srcFunc, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); let bones = skeleton.bones; if (this.drawBones) { shapes.setColor(this.boneLineColor); for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue; if (!bone.parent) continue; let x = bone.data.length * bone.a + bone.worldX; let y = bone.data.length * bone.c + bone.worldY; shapes.rectLine(true, bone.worldX, bone.worldY, x, y, this.boneWidth * this.scale); } if (this.drawSkeletonXY) shapes.x(skeletonX, skeletonY, 4 * this.scale); } if (this.drawRegionAttachments) { shapes.setColor(this.attachmentLineColor); let slots = skeleton.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; let attachment = slot.getAttachment(); if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; let vertices = this.vertices; regionAttachment.computeWorldVertices(slot, vertices, 0, 2); shapes.line(vertices[0], vertices[1], vertices[2], vertices[3]); shapes.line(vertices[2], vertices[3], vertices[4], vertices[5]); shapes.line(vertices[4], vertices[5], vertices[6], vertices[7]); shapes.line(vertices[6], vertices[7], vertices[0], vertices[1]); } } } if (this.drawMeshHull || this.drawMeshTriangles) { let slots = skeleton.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (!slot.bone.active) continue; let attachment = slot.getAttachment(); if (!(attachment instanceof MeshAttachment)) continue; let mesh = attachment; let vertices = this.vertices; mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2); let triangles = mesh.triangles; let hullLength = mesh.hullLength; if (this.drawMeshTriangles) { shapes.setColor(this.triangleLineColor); for (let ii = 0, nn = triangles.length; ii < nn; ii += 3) { let v1 = triangles[ii] * 2, v2 = triangles[ii + 1] * 2, v3 = triangles[ii + 2] * 2; shapes.triangle( false, vertices[v1], vertices[v1 + 1], // vertices[v2], vertices[v2 + 1], // vertices[v3], vertices[v3 + 1] // ); } } if (this.drawMeshHull && hullLength > 0) { shapes.setColor(this.attachmentLineColor); hullLength = (hullLength >> 1) * 2; let lastX = vertices[hullLength - 2], lastY = vertices[hullLength - 1]; for (let ii = 0, nn = hullLength; ii < nn; ii += 2) { let x = vertices[ii], y = vertices[ii + 1]; shapes.line(x, y, lastX, lastY); lastX = x; lastY = y; } } } } if (this.drawBoundingBoxes) { let bounds = this.bounds; bounds.update(skeleton, true); shapes.setColor(this.aabbColor); shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight()); let polygons = bounds.polygons; let boxes = bounds.boundingBoxes; for (let i = 0, n = polygons.length; i < n; i++) { let polygon = polygons[i]; shapes.setColor(boxes[i].color); shapes.polygon(polygon, 0, polygon.length); } } if (this.drawPaths) { let slots = skeleton.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (!slot.bone.active) continue; let attachment = slot.getAttachment(); if (!(attachment instanceof PathAttachment)) continue; let path = attachment; let nn = path.worldVerticesLength; let world = this.temp = Utils.setArraySize(this.temp, nn, 0); path.computeWorldVertices(slot, 0, nn, world, 0, 2); let color = this.pathColor; let x1 = world[2], y1 = world[3], x2 = 0, y2 = 0; if (path.closed) { shapes.setColor(color); let cx1 = world[0], cy1 = world[1], cx2 = world[nn - 2], cy2 = world[nn - 1]; x2 = world[nn - 4]; y2 = world[nn - 3]; shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32); shapes.setColor(_SkeletonDebugRenderer.LIGHT_GRAY); shapes.line(x1, y1, cx1, cy1); shapes.line(x2, y2, cx2, cy2); } nn -= 4; for (let ii = 4; ii < nn; ii += 6) { let cx1 = world[ii], cy1 = world[ii + 1], cx2 = world[ii + 2], cy2 = world[ii + 3]; x2 = world[ii + 4]; y2 = world[ii + 5]; shapes.setColor(color); shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32); shapes.setColor(_SkeletonDebugRenderer.LIGHT_GRAY); shapes.line(x1, y1, cx1, cy1); shapes.line(x2, y2, cx2, cy2); x1 = x2; y1 = y2; } } } if (this.drawBones) { shapes.setColor(this.boneOriginColor); for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue; shapes.circle(true, bone.worldX, bone.worldY, 3 * this.scale, this.boneOriginColor, 8); } } if (this.drawClipping) { let slots = skeleton.slots; shapes.setColor(this.clipColor); for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (!slot.bone.active) continue; let attachment = slot.getAttachment(); if (!(attachment instanceof ClippingAttachment)) continue; let clip = attachment; let nn = clip.worldVerticesLength; let world = this.temp = Utils.setArraySize(this.temp, nn, 0); clip.computeWorldVertices(slot, 0, nn, world, 0, 2); for (let i2 = 0, n2 = world.length; i2 < n2; i2 += 2) { let x = world[i2]; let y = world[i2 + 1]; let x2 = world[(i2 + 2) % world.length]; let y2 = world[(i2 + 3) % world.length]; shapes.line(x, y, x2, y2); } } } } dispose() { } }; var SkeletonDebugRenderer = _SkeletonDebugRenderer; SkeletonDebugRenderer.LIGHT_GRAY = new Color(192 / 255, 192 / 255, 192 / 255, 1); SkeletonDebugRenderer.GREEN = new Color(0, 1, 0, 1); // spine-webgl/src/SkeletonRenderer.ts var Renderable = class { constructor(vertices, numVertices, numFloats) { this.vertices = vertices; this.numVertices = numVertices; this.numFloats = numFloats; } }; var _SkeletonRenderer = class { constructor(context, twoColorTint = true) { this.premultipliedAlpha = false; this.tempColor = new Color(); this.tempColor2 = new Color(); this.vertexSize = 2 + 2 + 4; this.twoColorTint = false; this.renderable = new Renderable([], 0, 0); this.clipper = new SkeletonClipping(); this.temp = new Vector2(); this.temp2 = new Vector2(); this.temp3 = new Color(); this.temp4 = new Color(); this.twoColorTint = twoColorTint; if (twoColorTint) this.vertexSize += 4; this.vertices = Utils.newFloatArray(this.vertexSize * 1024); } draw(batcher, skeleton, slotRangeStart = -1, slotRangeEnd = -1, transformer = null) { let clipper = this.clipper; let premultipliedAlpha = this.premultipliedAlpha; let twoColorTint = this.twoColorTint; let blendMode = null; let tempPos = this.temp; let tempUv = this.temp2; let tempLight = this.temp3; let tempDark = this.temp4; let renderable = this.renderable; let uvs; let triangles; let drawOrder = skeleton.drawOrder; let attachmentColor; let skeletonColor = skeleton.color; let vertexSize = twoColorTint ? 12 : 8; let inRange = false; if (slotRangeStart == -1) inRange = true; for (let i = 0, n = drawOrder.length; i < n; i++) { let clippedVertexSize = clipper.isClipping() ? 2 : vertexSize; let slot = drawOrder[i]; if (!slot.bone.active) { clipper.clipEndWithSlot(slot); continue; } if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) { inRange = true; } if (!inRange) { clipper.clipEndWithSlot(slot); continue; } if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) { inRange = false; } let attachment = slot.getAttachment(); let texture; if (attachment instanceof RegionAttachment) { let region = attachment; renderable.vertices = this.vertices; renderable.numVertices = 4; renderable.numFloats = clippedVertexSize << 2; region.computeWorldVertices(slot, renderable.vertices, 0, clippedVertexSize); triangles = _SkeletonRenderer.QUAD_TRIANGLES; uvs = region.uvs; texture = region.region.texture; attachmentColor = region.color; } else if (attachment instanceof MeshAttachment) { let mesh = attachment; renderable.vertices = this.vertices; renderable.numVertices = mesh.worldVerticesLength >> 1; renderable.numFloats = renderable.numVertices * clippedVertexSize; if (renderable.numFloats > renderable.vertices.length) { renderable.vertices = this.vertices = Utils.newFloatArray(renderable.numFloats); } mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, renderable.vertices, 0, clippedVertexSize); triangles = mesh.triangles; texture = mesh.region.texture; uvs = mesh.uvs; attachmentColor = mesh.color; } else if (attachment instanceof ClippingAttachment) { let clip = attachment; clipper.clipStart(slot, clip); continue; } else { clipper.clipEndWithSlot(slot); continue; } if (texture) { let slotColor = slot.color; let finalColor = this.tempColor; finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r; finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g; finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b; finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a; if (premultipliedAlpha) { finalColor.r *= finalColor.a; finalColor.g *= finalColor.a; finalColor.b *= finalColor.a; } let darkColor = this.tempColor2; if (!slot.darkColor) darkColor.set(0, 0, 0, 1); else { if (premultipliedAlpha) { darkColor.r = slot.darkColor.r * finalColor.a; darkColor.g = slot.darkColor.g * finalColor.a; darkColor.b = slot.darkColor.b * finalColor.a; } else { darkColor.setFromColor(slot.darkColor); } darkColor.a = premultipliedAlpha ? 1 : 0; } let slotBlendMode = slot.data.blendMode; if (slotBlendMode != blendMode) { blendMode = slotBlendMode; batcher.setBlendMode( WebGLBlendModeConverter.getSourceColorGLBlendMode(blendMode, premultipliedAlpha), WebGLBlendModeConverter.getSourceAlphaGLBlendMode(blendMode), WebGLBlendModeConverter.getDestGLBlendMode(blendMode) ); } if (clipper.isClipping()) { clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint); let clippedVertices = new Float32Array(clipper.clippedVertices); let clippedTriangles = clipper.clippedTriangles; if (transformer) transformer(clippedVertices, clippedVertices.length, vertexSize); batcher.draw(texture, clippedVertices, clippedTriangles); } else { let verts = renderable.vertices; if (!twoColorTint) { for (let v = 2, u = 0, n2 = renderable.numFloats; v < n2; v += vertexSize, u += 2) { verts[v] = finalColor.r; verts[v + 1] = finalColor.g; verts[v + 2] = finalColor.b; verts[v + 3] = finalColor.a; verts[v + 4] = uvs[u]; verts[v + 5] = uvs[u + 1]; } } else { for (let v = 2, u = 0, n2 = renderable.numFloats; v < n2; v += vertexSize, u += 2) { verts[v] = finalColor.r; verts[v + 1] = finalColor.g; verts[v + 2] = finalColor.b; verts[v + 3] = finalColor.a; verts[v + 4] = uvs[u]; verts[v + 5] = uvs[u + 1]; verts[v + 6] = darkColor.r; verts[v + 7] = darkColor.g; verts[v + 8] = darkColor.b; verts[v + 9] = darkColor.a; } } let view = renderable.vertices.subarray(0, renderable.numFloats); if (transformer) transformer(renderable.vertices, renderable.numFloats, vertexSize); batcher.draw(texture, view, triangles); } } clipper.clipEndWithSlot(slot); } clipper.clipEnd(); } }; var SkeletonRenderer = _SkeletonRenderer; SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; // spine-webgl/src/SceneRenderer.ts var quad = [ 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0 ]; var QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; var WHITE = new Color(1, 1, 1, 1); var SceneRenderer = class { constructor(canvas, context, twoColorTint = true) { this.twoColorTint = false; this.activeRenderer = null; this.canvas = canvas; this.context = context instanceof ManagedWebGLRenderingContext ? context : new ManagedWebGLRenderingContext(context); this.twoColorTint = twoColorTint; this.camera = new OrthoCamera(canvas.width, canvas.height); this.batcherShader = twoColorTint ? Shader.newTwoColoredTextured(this.context) : Shader.newColoredTextured(this.context); this.batcher = new PolygonBatcher(this.context, twoColorTint); this.shapesShader = Shader.newColored(this.context); this.shapes = new ShapeRenderer(this.context); this.skeletonRenderer = new SkeletonRenderer(this.context, twoColorTint); this.skeletonDebugRenderer = new SkeletonDebugRenderer(this.context); } dispose() { this.batcher.dispose(); this.batcherShader.dispose(); this.shapes.dispose(); this.shapesShader.dispose(); this.skeletonDebugRenderer.dispose(); } begin() { this.camera.update(); this.enableRenderer(this.batcher); } drawSkeleton(skeleton, premultipliedAlpha = false, slotRangeStart = -1, slotRangeEnd = -1, transform = null) { this.enableRenderer(this.batcher); this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha; this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd, transform); } drawSkeletonDebug(skeleton, premultipliedAlpha = false, ignoredBones) { this.enableRenderer(this.shapes); this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha; this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones); } drawTexture(texture, x, y, width, height, color) { this.enableRenderer(this.batcher); if (!color) color = WHITE; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i] = 0; } this.batcher.draw(texture, quad, QUAD_TRIANGLES); } drawTextureUV(texture, x, y, width, height, u, v, u2, v2, color) { this.enableRenderer(this.batcher); if (!color) color = WHITE; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u; quad[i++] = v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u2; quad[i++] = v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u2; quad[i++] = v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = u; quad[i++] = v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i] = 0; } this.batcher.draw(texture, quad, QUAD_TRIANGLES); } drawTextureRotated(texture, x, y, width, height, pivotX, pivotY, angle, color) { this.enableRenderer(this.batcher); if (!color) color = WHITE; let worldOriginX = x + pivotX; let worldOriginY = y + pivotY; let fx = -pivotX; let fy = -pivotY; let fx2 = width - pivotX; let fy2 = height - pivotY; let p1x = fx; let p1y = fy; let p2x = fx; let p2y = fy2; let p3x = fx2; let p3y = fy2; let p4x = fx2; let p4y = fy; let x1 = 0; let y1 = 0; let x2 = 0; let y2 = 0; let x3 = 0; let y3 = 0; let x4 = 0; let y4 = 0; if (angle != 0) { let cos = MathUtils.cosDeg(angle); let sin = MathUtils.sinDeg(angle); x1 = cos * p1x - sin * p1y; y1 = sin * p1x + cos * p1y; x4 = cos * p2x - sin * p2y; y4 = sin * p2x + cos * p2y; x3 = cos * p3x - sin * p3y; y3 = sin * p3x + cos * p3y; x2 = x3 + (x1 - x4); y2 = y3 + (y1 - y4); } else { x1 = p1x; y1 = p1y; x4 = p2x; y4 = p2y; x3 = p3x; y3 = p3y; x2 = p4x; y2 = p4y; } x1 += worldOriginX; y1 += worldOriginY; x2 += worldOriginX; y2 += worldOriginY; x3 += worldOriginX; y3 += worldOriginY; x4 += worldOriginX; y4 += worldOriginY; var i = 0; quad[i++] = x1; quad[i++] = y1; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x2; quad[i++] = y2; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 1; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x3; quad[i++] = y3; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 1; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x4; quad[i++] = y4; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = 0; quad[i++] = 0; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i] = 0; } this.batcher.draw(texture, quad, QUAD_TRIANGLES); } drawRegion(region, x, y, width, height, color) { this.enableRenderer(this.batcher); if (!color) color = WHITE; var i = 0; quad[i++] = x; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u; quad[i++] = region.v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u2; quad[i++] = region.v2; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x + width; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u2; quad[i++] = region.v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; } quad[i++] = x; quad[i++] = y + height; quad[i++] = color.r; quad[i++] = color.g; quad[i++] = color.b; quad[i++] = color.a; quad[i++] = region.u; quad[i++] = region.v; if (this.twoColorTint) { quad[i++] = 0; quad[i++] = 0; quad[i++] = 0; quad[i] = 0; } this.batcher.draw(region.page.texture, quad, QUAD_TRIANGLES); } line(x, y, x2, y2, color, color2) { this.enableRenderer(this.shapes); this.shapes.line(x, y, x2, y2, color); } triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3) { this.enableRenderer(this.shapes); this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3); } quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4) { this.enableRenderer(this.shapes); this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4); } rect(filled, x, y, width, height, color) { this.enableRenderer(this.shapes); this.shapes.rect(filled, x, y, width, height, color); } rectLine(filled, x1, y1, x2, y2, width, color) { this.enableRenderer(this.shapes); this.shapes.rectLine(filled, x1, y1, x2, y2, width, color); } polygon(polygonVertices, offset, count, color) { this.enableRenderer(this.shapes); this.shapes.polygon(polygonVertices, offset, count, color); } circle(filled, x, y, radius, color, segments = 0) { this.enableRenderer(this.shapes); this.shapes.circle(filled, x, y, radius, color, segments); } curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color) { this.enableRenderer(this.shapes); this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color); } end() { if (this.activeRenderer === this.batcher) this.batcher.end(); else if (this.activeRenderer === this.shapes) this.shapes.end(); this.activeRenderer = null; } resize(resizeMode) { let canvas = this.canvas; var dpr = window.devicePixelRatio || 1; var w = Math.round(canvas.clientWidth * dpr); var h = Math.round(canvas.clientHeight * dpr); if (canvas.width != w || canvas.height != h) { canvas.width = w; canvas.height = h; } this.context.gl.viewport(0, 0, canvas.width, canvas.height); if (resizeMode === ResizeMode.Expand) this.camera.setViewport(w, h); else if (resizeMode === ResizeMode.Fit) { let sourceWidth = canvas.width, sourceHeight = canvas.height; let targetWidth = this.camera.viewportWidth, targetHeight = this.camera.viewportHeight; let targetRatio = targetHeight / targetWidth; let sourceRatio = sourceHeight / sourceWidth; let scale = targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight; this.camera.setViewport(sourceWidth * scale, sourceHeight * scale); } this.camera.update(); } enableRenderer(renderer) { if (this.activeRenderer === renderer) return; this.end(); if (renderer instanceof PolygonBatcher) { this.batcherShader.bind(); this.batcherShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values); this.batcherShader.setUniformi("u_texture", 0); this.batcher.begin(this.batcherShader); this.activeRenderer = this.batcher; } else if (renderer instanceof ShapeRenderer) { this.shapesShader.bind(); this.shapesShader.setUniform4x4f(Shader.MVP_MATRIX, this.camera.projectionView.values); this.shapes.begin(this.shapesShader); this.activeRenderer = this.shapes; } else this.activeRenderer = this.skeletonDebugRenderer; } }; var ResizeMode = /* @__PURE__ */ ((ResizeMode2) => { ResizeMode2[ResizeMode2["Stretch"] = 0] = "Stretch"; ResizeMode2[ResizeMode2["Expand"] = 1] = "Expand"; ResizeMode2[ResizeMode2["Fit"] = 2] = "Fit"; return ResizeMode2; })(ResizeMode || {}); // spine-webgl/src/LoadingScreen.ts var spinnerImage; var logoImage; var loaded = 0; var FADE_IN = 1; var FADE_OUT = 1; var logoWidth = 165; var logoHeight = 108; var spinnerSize = 163; var LoadingScreen = class { constructor(renderer) { this.logo = null; this.spinner = null; this.angle = 0; this.fadeOut = 0; this.fadeIn = 0; this.timeKeeper = new TimeKeeper(); this.backgroundColor = new Color(0.135, 0.135, 0.135, 1); this.tempColor = new Color(); this.renderer = renderer; this.timeKeeper.maxDelta = 9; if (!logoImage) { let isSafari = navigator.userAgent.indexOf("Safari") > -1; let onload = () => loaded++; logoImage = new Image(); logoImage.src = SPINE_LOGO_DATA; if (!isSafari) logoImage.crossOrigin = "anonymous"; logoImage.onload = onload; spinnerImage = new Image(); spinnerImage.src = SPINNER_DATA; if (!isSafari) spinnerImage.crossOrigin = "anonymous"; spinnerImage.onload = onload; } } dispose() { var _a, _b; (_a = this.logo) == null ? void 0 : _a.dispose(); (_b = this.spinner) == null ? void 0 : _b.dispose(); } draw(complete = false) { if (loaded < 2 || complete && this.fadeOut > FADE_OUT) return; this.timeKeeper.update(); let a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.25)); this.angle -= this.timeKeeper.delta * 200 * (1 + 1.5 * Math.pow(a, 5)); let tempColor = this.tempColor; let renderer = this.renderer; let canvas = renderer.canvas; let gl = renderer.context.gl; renderer.resize(1 /* Expand */); renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0); renderer.batcher.setBlendMode(gl.ONE, gl.ONE, gl.ONE_MINUS_SRC_ALPHA); if (complete) { this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1); if (this.fadeOut > FADE_OUT) return; tempColor.setFromColor(this.backgroundColor); a = 1 - this.fadeOut / FADE_OUT; a = 1 - (a - 1) * (a - 1); tempColor.a *= a; if (tempColor.a > 0) { renderer.camera.zoom = 1; renderer.begin(); renderer.quad( true, 0, 0, canvas.width, 0, canvas.width, canvas.height, 0, canvas.height, tempColor, tempColor, tempColor, tempColor ); renderer.end(); } } else { this.fadeIn += this.timeKeeper.delta; if (this.backgroundColor.a > 0) { gl.clearColor(this.backgroundColor.r, this.backgroundColor.g, this.backgroundColor.b, this.backgroundColor.a); gl.clear(gl.COLOR_BUFFER_BIT); } a = 1; } a *= Math.min(this.fadeIn / FADE_IN, 1); tempColor.set(a, a, a, a); if (!this.logo) { this.logo = new GLTexture(renderer.context, logoImage); this.spinner = new GLTexture(renderer.context, spinnerImage); } renderer.camera.zoom = Math.max(1, spinnerSize / canvas.height); renderer.begin(); renderer.drawTexture(this.logo, (canvas.width - logoWidth) / 2, (canvas.height - logoHeight) / 2, logoWidth, logoHeight, tempColor); if (this.spinner) renderer.drawTextureRotated(this.spinner, (canvas.width - spinnerSize) / 2, (canvas.height - spinnerSize) / 2, spinnerSize, spinnerSize, spinnerSize / 2, spinnerSize / 2, this.angle, tempColor); renderer.end(); } }; var SPINNER_DATA = "data:image/png;base64,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"; var SPINE_LOGO_DATA = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAKUAAABsCAYAAAALzHKmAAAQ7klEQVR42u3da4xdVRUA4D0zd2Y6nZY59DVtZ1puS9+lzC0YAi2UQ8AAQczFpPgA9VIeIQbirRqJ0cBUBVGjDr/QCKSNRSMmpuODxAdxqhgwxkhFjf6Sxh/+UUNVNGJCzR7uTvas7LXX2q9zzp3em6y0gTN3Zu75utZe5+yztxC9V+/Ve5X9En1Vjd7J6SFbLNF7naPw+l2jh7YHMBWssqMHtlsRdim4qsLtIawaPiHEQOLoNrA9iIkQDnRrVA1qD2LZ8ISoxYqKo13sQAtBWBayQWZUAXGRQM9JjCngDVY0UqJNDbQrMcaGmArdUKpIjbYiQLsCZCyIMQBy8QwnilR4Q5AuCpxFYvRFmBLbEiwKwpsSaWycVQGZBKMrwBjA9BhxDe57u2L2hOoKNCbOrgAZitEVYUxoKSMErQvSxYIzCkguRg5EF4AUhqUlhy/YUKSxcRaKsioYOQhD4I0yYxkR3PcJBcuFysmgsXAWBTMJyBCMIQh9kGGxXIXvexCQXbHGAMrBWTbM2CCpMSMLIxehC77lSJwXGth7M0FzoVJIXXDWQnGmhOkL0ic7YhhtWdGGkAuPAjUWGoF4faCmwBkbZmyUqUCyMqMLRA4+E6IsdTjidUHKBYrh9CnpRcH0ypKxsyOGEYNIIeTCOz91OIJ1QYoB5eAMyZo+MFNnyVTZ0YiRC9EGEMOyAgshxErHsL2XK1gOUgwohtM1a5YNM7Rsu4K0ZkcbRm4mpPBRwFZ5hg9eCqkrUB+csWGGogzNkqEgrdnRhpGLkINudaLgwvVB6oqzCjCTZElb2Y4B0gUjBtEG0ARnDRLjjoG9DwcshtQGlIPTljVjwUySLWNkyRCQVHa0ZUUTRAwgF91a33BEy0VKAcVwwqwZC2bqbOlUurllOxQkJzNyINoAYqjWhYYjWg5SCiiG05Q1U8FMjTIoS8YE6YORi1BHtJ4KIcQEEtTXUWAxpK44YVlPBdO1jCdFWTZIE8bVGEYMIRPcZGBw4HKQcoBiOE1ZMzbMgVQwU6JMAdKEEcuIJogUvg1YCCE2gsCO42DlIIVAKZwpYJaSLVNnSU6XjYHUmxhTmXaFaMO3EYkLqMC+FsLlIoVAKZzMrEnBhJeLfLNlKMrYWRIDCbOkFSSVHbHM6AKRC6/ODUewNqQ+OLlZkxpjUmV8MBbMUJSxyzY3Q1IgTRgxiBRCHdem0KDAUkBh9sRwwjEnAXMMgTnKhFlUtiwkS5rGka4g9SaGgxFmRC7AzTCEEBcyA36dDSsXqAtOLkysjGMwY5XxVChjZ0kuSCo7YlkRQsQQYtDEFsegsLoCxUp7Kpgps2UslFGzJGccSYHUmxhOZqwzEZqAbfUMCisHKIZzgsCpl3MTzMwTpi1bYp2477gyFKUxS7qWbdjY2EBS2dGE0QQRA7gNCyHEdhjE8RhUDlBT9tzgmjWZMFNlSy+Urk1OzCyJlW0XkK4YOQh1cDtcgwBrQmoDWkdgboBZE8mYsJSHlnFbJ+5bwmOPJ7lZkirbC8aRsMvmgtTHjBhGE0QbwJ2egUE1ITVlUC5OmDVdYNrKuN70xM6WoShjlW4464dbtiFIWK6x7GjESEHUUe0iYncnbMdQSE0Z1ITTNOb0hRmjjLtmS9dmJ2rp1jtuKktyyrb6YLEMCUHq2dGG0QQRQ7f72kzc+cJecerne8Wvv7JNPHPvenEkz8Sh3UtFc92QyGt9Yko/HgOLAIUZlItTz5ouMF3KuE+2jFLCQ1D6lm6fLMkBacuOJowYRBUXyfjuHjF3NhdnsfjvAfH6E9vFt9XxKgikEKgJZyyYalzOLeMu2bLbULI6bh+QGwmQ+rgRlumdGEQAao+K56bEL2woVUwOiev0r8OAUjiJrMmFCbvykGxZRAmPitK1dHM7bohyMsuyi/I8f0+e57fJYIKEZXpXo9E4mOf5XTKyLLvCBLETF8uY2SKepkC+dpX4T02Ivepr4HvZcOZ5fmee54fyPL+DmTUhzAs6n4n8bN5dr9f3YdkSg8nsxG0lPBVKVpNjG0/aGhzfLDmRZdnumZmZp8+c+cdZPV555fSr7Xb7s0jJ3i5Pcue4MxKkPPkvvXTqz/B92u32l0wYOzG1fkhcd/py8Rcbyq/vFM/KY1WA95h/3zzP71bfU6JsNpsfgj+P/FlbrdaDGExYyuXvLz8H+DudODH700ajcSM3W6Yu4alQ1spCOTd38jcKocTZbh9+9NixY99XJ8AEUkcpo9W64yH197m5k7+bnZ19QT+J09NHntQhwji/Jg58qi6++ofLxJ8gSFneVw2Ka4QQDfh1Ok4dZavVmtZ/nrm5k7/Vf55O1tRhboUw5+ZOvqyOl5+R/FyOHj32PYVU/tloNG5IXcKrhJIzngwp3fNjomazea/64BuNxts646f50lWv169utw9/DmtqdJQyZFaSJVuV6nq9fqMEof5/vV6/CYBqgJDlee+yAbF/+4i4ZWqZeNfaIfHWzn+Hx0KcEuU9+s8jv3ej0bhVlXOZydX/k0iRMeb8P0D5e6tj8zy/Xb9UJIc56h/yqVOnXul8lmuZ2bJslKmbHG7XrbpCmCXFRLvdfqQD6jTS3Jiy5I4OykM6ADV+1Eu1DmV6evopBORexzDi1L+X/HnGxsb2w3Hm9PSRJ9QxWPOTZdmlKht2hi+w6dkox5bqffI8fye3hDteGqKaHVsHXihKl0tB+h0cY+lute54AGRKDCW89LNTRynHb7ChUWVVjetOnJh9EYBUyPZeNCoOtsbFQwdXi4/esELcd+tq8cCHJ8UXp+viy9efLz7AgamjlKXc1AA1m83DoIRDlFubzeb96hhZLVTlgJ24gttutx+ONa50bHZKRenaeTs1OfpAfnr6yOOdE7EZdNwmlKocntXLNkA5JTGq47Ds+Lf94lWsyfnXleLfnIwJUN4DOnNYwuUxh2A3Ln9XULrfK8t3J27Tu3BVwiOjXJqoAy8UZej1yclGo3GTLN+gu3w+z/P3YaWbQqk3Ne12e4ZC+c8rxWsYytcPiP9RpZxCqWDKnxOiBNlyAUpOnGsoh4tA2Rm8X9xqtT6md5wyZmYe+0YRKL+1S/wYQ3n8zctBl5SBUv5djivfjMOPduIzcizeiYfr9foVvUwZG+XCuzibZKnSceZ5/v4QlKp8y7ElhnJlTeTP7BI/kllRYfzrfvHqFy4UX1vaL/aVlSmROzwbwdS29T2UcEwZF+V8ozM2lu1VY812u/15akypGh3TmFJesJbHHD167IdUxz3YJy5bNySuX1mbvy55CbMLtzU6tjGlsdFptVqfUMc0Go23F4wy1l2dSnbfvpMwVPe9WWVLDsrOJaF9MFu2Wq1PqmNkGce67xiXhTjdNwdlvV6/BgxfbPfBfVCetxi6b9/rlCup65QzM48dl2OjLMv26CibzeZ96sTIzEFdpwQXz9U1yrtVlpR/Zll2Fec65Y6l4pbbx8XHH9kknvzJlPjlHy8Tp29eKT5ou0aJoIT3w3dBlLDzVpfAJEZ1XOdaJZxnOSlvPMjPzxFljIvng914RwebsjYO7uhMyHu46sOfnf3Oz2TXDW6vvYxdFoIXz3Wc8J5zs9n8iOn2IrxTc2BM3Glqdp7dI553uaOjxrhwcob+MyuUpjs6WZZdon8OcigjPx8V+u+GTWFTSWEx3WYcdJ225jNDSE4q0GHCzlueHOyujn6bUWYgeb9ZZUaQPe+GzQ+Gc8+oOGhC+c1d4gfI16n3XDAhQ7+9qE9l01E2Go132GYKyXE1NiFDTcpoNpv3LOYJGWXNErJNW9sEp63p2RKiVPMn1bS1DgxsyhoGdGpmizj+xtXiDYnx7/vFmce3iWdW1cTVGEY4hQ2ZW0nNq8Qm/M6XbXm3S100lwGedFybuvNOibLI+ZS2ceU4eAxiEuvCkfmU8ycToDxETe6FgCBQHeqyAbFvfEhcO7BwDuXFCEbTZF840XeHK0jYcbs2OIGle0mVJ/mmnClEPQqxyTY5I8/zFhif7fSZee4bnrPOU4AssnRXHaVTCTd14dRDY3UbTIiSeFhsN/aMjgnqthFx880rxX3yATL5p3y4LPXzOaBkUyBjZMlYpbtQlIOBD475ZEusjMNSvkXe6VEoJVDkeZ2dzIfIFsRzU+JF2OyM9M9fTC/6SUYOyFQPjQ2nWiUjxnPfw5EeHqMWIqAeIFsAU847lJM2JM6xsewt1OIDLs99P7ZFHNdB/upS8XtPiD7PfLuCXJNolYyyFiNI/Zit65ItrOVafFbHcFohY7hPTN21Tjz4uc3iqfsnxKdX1MTl1OoYRFaMsToGB6Trw2JFP/OdZC2hJZ7ZkrMoAbbSGmelDJ91hFKuJeS7jlBMkJnrAqqJlgMUZS/dArPlGHNdSg5M3xXXtvquuEatvIYtDRhpxbUJuIgqsU5lGWtUploK0KuEU9mSW8YpmFQ556xNuYW7NiW13B+FkMiKHIy+C6eGgBxJvMR0oSv5hi6+z4HJyZoU0M2RVvDlrOQbcxVfX5AhZbuqy0v7ZstYMLHlAVlLTF9ALLbvu9Y5Zylpn/XOsd0ibIvxr2KCLHpp6SCUIdnSZSF+WzfOhem6GD+1KwR3Z4jNjrtDpNoZwmWd8yrupZN6Hx3fbMmFSe0Swdq2ZIPjxk1112Duo8OBGLrBkw/IoncdK2XHsdC9dHz204m50xh3tzFq1zFqtzHXrfCw7OgDsqyNnZLszVijsmXgrmNcmGtS78lIoMX2aJz03fKO2sDJddPQSCDPiQ1DfWBycY6XtXstc2PQKuxgG2McmXTPb9/9vmuJYXKyJrWjbeg+3xPM4O73nWqvbyw7xgZZSJbEUBa157cNJjdr2vb+5iA1YV3HxYscj30PDCEHIgcjtfm8K8hSsmRotkwFk5s1TTghUAopB6xrjHMBBkI0YYTZ0dZlxwLpkiWDULpmy5gwqayZgZNkA7oKQQCxctByYg0XIIEQQuRitGVHblMTA2ShKGPDpC6wu+DEgJqg2rDGDBtAF4Q6RAojp1xXGmSMbImVcR+YWNY04eQCtUG1ofUJ2/uvcETIgUhhdAE5GAlkKShjwHTNmhhODKgJqQ2sC14uOgyfD0IbRF+MlQaZAiZWyn2yJsTJATqGnHQO2Jhh+xlsACFCG0QbRtdyzQFZCZSxYPpmTS7Q5cjJHYNBYIkZpu99HoUQ/o4QIYSIZUZfjJ4ZMjZI32wZBDMU5yhy8pZTULl4XYP5fagMyEVoy4oupTpGduwnkloSlKEwY+AcQU4MhRTD6ovXBRwFzwWgCSEF0QVjJUGmgEllTS5OLlCIlIN1mS9mx/cZ5eLDALpCTI2RAhkTZQqYoTgpoCPECbaBHQ2ETL3PUl98ECAXYijG0OyYAmQoTG7W5ODkAF1CnVgm2JQx4okPA+gCMTbGskBGgRmaOblAh5GTORIrfKFx4VH4EIAxIXIxlg2SBbMvECY3e7oApbDaIgQu5/2HmeEKEINYiwSRi7EQkLFgumZOCuggctKGI4ULZN/vMeSLj0AYMytWEqMLzFg4fYDaoKaC6wvOFR4FkIPQFaILxrJAOsHsc/zlfYDWXE8qF22s8Pz5KHxcgEVALBtjJXBSSEOwFhk1Zgy4hitCT4hVw+gFs8/zwxqIBbUgyK7fcyA0PD9XX4iVxhiC0xdof6STWCsoBmKF7+cVCWFXQYyBMxRpf+STX1b0x45AhN0OMSrOGEirhrY/dfQAdjvS7oy+WCF6r1RIFxXWvlTRg1YVqFWBmxZbD99ig9pt0YPQw9rD1nstVri9V+/Ve3XrS/wfim4P5fIFxLoAAAAASUVORK5CYII="; // spine-webgl/src/SpineCanvas.ts var SpineCanvas = class { /** Constructs a new spine canvas, rendering to the provided HTML canvas. */ constructor(canvas, config) { /** Tracks the current time, delta, and other time related statistics. */ this.time = new TimeKeeper(); if (!config.pathPrefix) config.pathPrefix = ""; if (!config.app) config.app = { loadAssets: () => { }, initialize: () => { }, update: () => { }, render: () => { }, error: () => { } }; if (config.webglConfig) config.webglConfig = { alpha: true }; this.htmlCanvas = canvas; this.context = new ManagedWebGLRenderingContext(canvas, config.webglConfig); this.renderer = new SceneRenderer(canvas, this.context); this.gl = this.context.gl; this.assetManager = new AssetManager(this.context, config.pathPrefix); this.input = new Input(canvas); if (config.app.loadAssets) config.app.loadAssets(this); let loop = () => { requestAnimationFrame(loop); this.time.update(); if (config.app.update) config.app.update(this, this.time.delta); if (config.app.render) config.app.render(this); }; let waitForAssets = () => { if (this.assetManager.isLoadingComplete()) { if (this.assetManager.hasErrors()) { if (config.app.error) config.app.error(this, this.assetManager.getErrors()); } else { if (config.app.initialize) config.app.initialize(this); loop(); } return; } requestAnimationFrame(waitForAssets); }; requestAnimationFrame(waitForAssets); } /** Clears the canvas with the given color. The color values are given in the range [0,1]. */ clear(r, g, b, a) { this.gl.clearColor(r, g, b, a); this.gl.clear(this.gl.COLOR_BUFFER_BIT); } }; // spine-phaser/src/mixins.ts var components = Phaser.GameObjects.Components; var ComputedSize = components.ComputedSize; var Depth = components.Depth; var Flip = components.Flip; var ScrollFactor = components.ScrollFactor; var Transform = components.Transform; var Visible = components.Visible; var Origin = components.Origin; var Alpha = components.Alpha; function createMixin(...component) { return (BaseGameObject) => { Phaser.Class.mixin(BaseGameObject, component); return BaseGameObject; }; } var ComputedSizeMixin = createMixin(ComputedSize); var DepthMixin = createMixin(Depth); var FlipMixin = createMixin(Flip); var ScrollFactorMixin = createMixin(ScrollFactor); var TransformMixin = createMixin(Transform); var VisibleMixin = createMixin(Visible); var OriginMixin = createMixin(Origin); var AlphaMixin = createMixin(Alpha); // spine-phaser/src/SpineGameObject.ts var BaseSpineGameObject = class extends Phaser.GameObjects.GameObject { constructor(scene, type) { super(scene, type); } }; var SetupPoseBoundsProvider = class { calculateBounds(gameObject) { if (!gameObject.skeleton) return { x: 0, y: 0, width: 0, height: 0 }; const skeleton = new Skeleton(gameObject.skeleton.data); skeleton.setToSetupPose(); skeleton.updateWorldTransform(); const bounds = skeleton.getBoundsRect(); return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds; } }; var SkinsAndAnimationBoundsProvider = class { /** * @param animation The animation to use for calculating the bounds. If null, the setup pose is used. * @param skins The skins to use for calculating the bounds. If empty, the default skin is used. * @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation. */ constructor(animation, skins = [], timeStep = 0.05) { this.animation = animation; this.skins = skins; this.timeStep = timeStep; } calculateBounds(gameObject) { if (!gameObject.skeleton || !gameObject.animationState) return { x: 0, y: 0, width: 0, height: 0 }; const animationState = new AnimationState(gameObject.animationState.data); const skeleton = new Skeleton(gameObject.skeleton.data); const data = skeleton.data; if (this.skins.length > 0) { let customSkin = new Skin("custom-skin"); for (const skinName of this.skins) { const skin = data.findSkin(skinName); if (skin == null) continue; customSkin.addSkin(skin); } skeleton.setSkin(customSkin); } skeleton.setToSetupPose(); const animation = this.animation != null ? data.findAnimation(this.animation) : null; if (animation == null) { skeleton.updateWorldTransform(); const bounds = skeleton.getBoundsRect(); return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds; } else { let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; animationState.clearTracks(); animationState.setAnimationWith(0, animation, false); const steps = Math.max(animation.duration / this.timeStep, 1); for (let i = 0; i < steps; i++) { animationState.update(i > 0 ? this.timeStep : 0); animationState.apply(skeleton); skeleton.updateWorldTransform(); const bounds2 = skeleton.getBoundsRect(); minX = Math.min(minX, bounds2.x); minY = Math.min(minY, bounds2.y); maxX = Math.max(maxX, minX + bounds2.width); maxY = Math.max(maxY, minY + bounds2.height); } const bounds = { x: minX, y: minY, width: maxX - minX, height: maxY - minY }; return bounds.width == Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds; } } }; var SpineGameObject = class extends DepthMixin(OriginMixin(ComputedSizeMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject)))))))) { constructor(scene, plugin, x, y, dataKey, atlasKey, boundsProvider = new SetupPoseBoundsProvider()) { super(scene, SPINE_GAME_OBJECT_TYPE); this.plugin = plugin; this.boundsProvider = boundsProvider; this.blendMode = -1; this.beforeUpdateWorldTransforms = () => { }; this.afterUpdateWorldTransforms = () => { }; this.premultipliedAlpha = false; this.setPosition(x, y); this.premultipliedAlpha = this.plugin.isAtlasPremultiplied(atlasKey); this.skeleton = this.plugin.createSkeleton(dataKey, atlasKey); this.animationStateData = new AnimationStateData(this.skeleton.data); this.animationState = new AnimationState(this.animationStateData); this.skeleton.updateWorldTransform(); this.updateSize(); } updateSize() { if (!this.skeleton) return; let bounds = this.boundsProvider.calculateBounds(this); let self = this; self.width = bounds.width; self.height = bounds.height; this.displayOriginX = -bounds.x; this.displayOriginY = -bounds.y; } /** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */ skeletonToPhaserWorldCoordinates(point) { let transform = this.getWorldTransformMatrix(); let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty; let x = point.x; let y = point.y; point.x = x * a + y * c + tx; point.y = x * b + y * d + ty; } /** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */ phaserWorldCoordinatesToSkeleton(point) { let transform = this.getWorldTransformMatrix(); transform = transform.invert(); let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty; let x = point.x; let y = point.y; point.x = x * a + y * c + tx; point.y = x * b + y * d + ty; } /** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */ phaserWorldCoordinatesToBone(point, bone) { this.phaserWorldCoordinatesToSkeleton(point); if (bone.parent) { bone.parent.worldToLocal(point); } else { bone.worldToLocal(point); } } /** * Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones. * @param delta The time delta in milliseconds */ updatePose(delta) { this.animationState.update(delta / 1e3); this.animationState.apply(this.skeleton); this.beforeUpdateWorldTransforms(this); this.skeleton.updateWorldTransform(); this.afterUpdateWorldTransforms(this); } preUpdate(time, delta) { if (!this.skeleton || !this.animationState) return; this.updatePose(delta); } preDestroy() { } willRender(camera) { if (!this.visible) return false; var GameObjectRenderMask = 15; var result = !this.skeleton || !(GameObjectRenderMask !== this.renderFlags || this.cameraFilter !== 0 && this.cameraFilter & camera.id); return result; } renderWebGL(renderer, src, camera, parentMatrix) { if (!this.skeleton || !this.animationState || !this.plugin.webGLRenderer) return; let sceneRenderer = this.plugin.webGLRenderer; if (renderer.newType) { renderer.pipelines.clear(); sceneRenderer.begin(); } camera.addToRenderList(src); let transform = Phaser.GameObjects.GetCalcMatrix(src, camera, parentMatrix).calc; let a = transform.a, b = transform.b, c = transform.c, d = transform.d, tx = transform.tx, ty = transform.ty; sceneRenderer.drawSkeleton(this.skeleton, this.premultipliedAlpha, -1, -1, (vertices, numVertices, stride) => { for (let i = 0; i < numVertices; i += stride) { let vx = vertices[i]; let vy = vertices[i + 1]; vertices[i] = vx * a + vy * c + tx; vertices[i + 1] = vx * b + vy * d + ty; } }); if (!renderer.nextTypeMatch) { sceneRenderer.end(); renderer.pipelines.rebind(); } } renderCanvas(renderer, src, camera, parentMatrix) { if (!this.skeleton || !this.animationState || !this.plugin.canvasRenderer) return; let context = renderer.currentContext; let skeletonRenderer = this.plugin.canvasRenderer; skeletonRenderer.ctx = context; camera.addToRenderList(src); let transform = Phaser.GameObjects.GetCalcMatrix(src, camera, parentMatrix).calc; let skeleton = this.skeleton; skeleton.x = transform.tx; skeleton.y = transform.ty; skeleton.scaleX = transform.scaleX; skeleton.scaleY = transform.scaleY; let root = skeleton.getRootBone(); root.rotation = -MathUtils.radiansToDegrees * transform.rotationNormalized; this.skeleton.updateWorldTransform(); context.save(); skeletonRenderer.draw(skeleton); context.restore(); } }; // spine-canvas/src/CanvasTexture.ts var CanvasTexture = class extends Texture { constructor(image) { super(image); } setFilters(minFilter, magFilter) { } setWraps(uWrap, vWrap) { } dispose() { } }; // spine-canvas/src/SkeletonRenderer.ts var worldVertices = Utils.newFloatArray(8); var _SkeletonRenderer2 = class { constructor(context) { this.triangleRendering = false; this.debugRendering = false; this.vertices = Utils.newFloatArray(8 * 1024); this.tempColor = new Color(); this.ctx = context; } draw(skeleton) { if (this.triangleRendering) this.drawTriangles(skeleton); else this.drawImages(skeleton); } drawImages(skeleton) { let ctx = this.ctx; let color = this.tempColor; let skeletonColor = skeleton.color; let drawOrder = skeleton.drawOrder; if (this.debugRendering) ctx.strokeStyle = "green"; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let bone = slot.bone; if (!bone.active) continue; let attachment = slot.getAttachment(); if (!(attachment instanceof RegionAttachment)) continue; attachment.computeWorldVertices(slot, worldVertices, 0, 2); let region = attachment.region; let image = region.texture.getImage(); let slotColor = slot.color; let regionColor = attachment.color; color.set( skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, skeletonColor.a * slotColor.a * regionColor.a ); ctx.save(); ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY); ctx.translate(attachment.offset[0], attachment.offset[1]); ctx.rotate(attachment.rotation * Math.PI / 180); let atlasScale = attachment.width / region.originalWidth; ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY); let w = region.width, h = region.height; ctx.translate(w / 2, h / 2); if (attachment.region.degrees == 90) { let t = w; w = h; h = t; ctx.rotate(-Math.PI / 2); } ctx.scale(1, -1); ctx.translate(-w / 2, -h / 2); ctx.globalAlpha = color.a; ctx.drawImage(image, image.width * region.u, image.height * region.v, w, h, 0, 0, w, h); if (this.debugRendering) ctx.strokeRect(0, 0, w, h); ctx.restore(); } } drawTriangles(skeleton) { let ctx = this.ctx; let color = this.tempColor; let skeletonColor = skeleton.color; let drawOrder = skeleton.drawOrder; let blendMode = null; let vertices = this.vertices; let triangles = null; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture; let region; if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; vertices = this.computeRegionVertices(slot, regionAttachment, false); triangles = _SkeletonRenderer2.QUAD_TRIANGLES; texture = regionAttachment.region.texture.getImage(); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = this.computeMeshVertices(slot, mesh, false); triangles = mesh.triangles; texture = mesh.region.texture.getImage(); } else continue; if (texture) { if (slot.data.blendMode != blendMode) blendMode = slot.data.blendMode; let slotColor = slot.color; let attachmentColor = attachment.color; color.set( skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, skeletonColor.a * slotColor.a * attachmentColor.a ); ctx.globalAlpha = color.a; for (var j = 0; j < triangles.length; j += 3) { let t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8; let x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; let x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; let x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); if (this.debugRendering) { ctx.strokeStyle = "green"; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x0, y0); ctx.stroke(); } } } } this.ctx.globalAlpha = 1; } // Adapted from http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 // Apache 2 licensed drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) { let ctx = this.ctx; u0 *= img.width; v0 *= img.height; u1 *= img.width; v1 *= img.height; u2 *= img.width; v2 *= img.height; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; var det = 1 / (u1 * v2 - u2 * v1), a = (v2 * x1 - v1 * x2) * det, b = (v2 * y1 - v1 * y2) * det, c = (u1 * x2 - u2 * x1) * det, d = (u1 * y2 - u2 * y1) * det, e = x0 - a * u0 - c * v0, f = y0 - b * u0 - d * v0; ctx.save(); ctx.transform(a, b, c, d, e, f); ctx.clip(); ctx.drawImage(img, 0, 0); ctx.restore(); } computeRegionVertices(slot, region, pma) { let skeletonColor = slot.bone.skeleton.color; let slotColor = slot.color; let regionColor = region.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set( skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha ); region.computeWorldVertices(slot, this.vertices, 0, _SkeletonRenderer2.VERTEX_SIZE); let vertices = this.vertices; let uvs = region.uvs; vertices[RegionAttachment.C1R] = color.r; vertices[RegionAttachment.C1G] = color.g; vertices[RegionAttachment.C1B] = color.b; vertices[RegionAttachment.C1A] = color.a; vertices[RegionAttachment.U1] = uvs[0]; vertices[RegionAttachment.V1] = uvs[1]; vertices[RegionAttachment.C2R] = color.r; vertices[RegionAttachment.C2G] = color.g; vertices[RegionAttachment.C2B] = color.b; vertices[RegionAttachment.C2A] = color.a; vertices[RegionAttachment.U2] = uvs[2]; vertices[RegionAttachment.V2] = uvs[3]; vertices[RegionAttachment.C3R] = color.r; vertices[RegionAttachment.C3G] = color.g; vertices[RegionAttachment.C3B] = color.b; vertices[RegionAttachment.C3A] = color.a; vertices[RegionAttachment.U3] = uvs[4]; vertices[RegionAttachment.V3] = uvs[5]; vertices[RegionAttachment.C4R] = color.r; vertices[RegionAttachment.C4G] = color.g; vertices[RegionAttachment.C4B] = color.b; vertices[RegionAttachment.C4A] = color.a; vertices[RegionAttachment.U4] = uvs[6]; vertices[RegionAttachment.V4] = uvs[7]; return vertices; } computeMeshVertices(slot, mesh, pma) { let skeletonColor = slot.bone.skeleton.color; let slotColor = slot.color; let regionColor = mesh.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set( skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha ); let vertexCount = mesh.worldVerticesLength / 2; let vertices = this.vertices; if (vertices.length < mesh.worldVerticesLength) this.vertices = vertices = Utils.newFloatArray(mesh.worldVerticesLength); mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, _SkeletonRenderer2.VERTEX_SIZE); let uvs = mesh.uvs; for (let i = 0, u = 0, v = 2; i < vertexCount; i++) { vertices[v++] = color.r; vertices[v++] = color.g; vertices[v++] = color.b; vertices[v++] = color.a; vertices[v++] = uvs[u++]; vertices[v++] = uvs[u++]; v += 2; } return vertices; } }; var SkeletonRenderer2 = _SkeletonRenderer2; SkeletonRenderer2.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; SkeletonRenderer2.VERTEX_SIZE = 2 + 2 + 4; // spine-phaser/src/SpinePlugin.ts var SpinePlugin = class extends import_phaser.default.Plugins.ScenePlugin { constructor(scene, pluginManager, pluginKey) { super(scene, pluginManager, pluginKey); this.game = pluginManager.game; this.isWebGL = this.game.config.renderType === 2; this.gl = this.isWebGL ? this.game.renderer.gl : null; this.webGLRenderer = null; this.canvasRenderer = null; this.skeletonDataCache = this.game.cache.addCustom(SPINE_SKELETON_FILE_CACHE_KEY); this.atlasCache = this.game.cache.addCustom(SPINE_ATLAS_CACHE_KEY); let skeletonJsonFileCallback = function(key, url, xhrSettings) { let file = new SpineSkeletonDataFile(this, key, url, SpineSkeletonDataFileType.json, xhrSettings); this.addFile(file.files); return this; }; pluginManager.registerFileType("spineJson", skeletonJsonFileCallback, scene); let skeletonBinaryFileCallback = function(key, url, xhrSettings) { let file = new SpineSkeletonDataFile(this, key, url, SpineSkeletonDataFileType.binary, xhrSettings); this.addFile(file.files); return this; }; pluginManager.registerFileType("spineBinary", skeletonBinaryFileCallback, scene); let atlasFileCallback = function(key, url, premultipliedAlpha, xhrSettings) { let file = new SpineAtlasFile(this, key, url, premultipliedAlpha, xhrSettings); this.addFile(file.files); return this; }; pluginManager.registerFileType("spineAtlas", atlasFileCallback, scene); let self = this; let addSpineGameObject = function(x, y, dataKey, atlasKey, boundsProvider) { let gameObject = new SpineGameObject(scene, self, x, y, dataKey, atlasKey, boundsProvider); this.displayList.add(gameObject); this.updateList.add(gameObject); return gameObject; }; let makeSpineGameObject = function(config, addToScene = false) { let x = config.x ? config.x : 0; let y = config.y ? config.y : 0; let boundsProvider = config.boundsProvider ? config.boundsProvider : void 0; let gameObject = new SpineGameObject(this.scene, self, x, y, config.dataKey, config.atlasKey, boundsProvider); if (addToScene !== void 0) { config.add = addToScene; } return import_phaser.default.GameObjects.BuildGameObject(this.scene, gameObject, config); }; pluginManager.registerGameObject(SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject); } boot() { Skeleton.yDown = true; if (this.isWebGL) { if (!this.webGLRenderer) { this.webGLRenderer = new SceneRenderer(this.game.renderer.canvas, this.gl, true); } this.onResize(); this.game.scale.on(import_phaser.default.Scale.Events.RESIZE, this.onResize, this); } else { if (!this.canvasRenderer) { this.canvasRenderer = new SkeletonRenderer2(this.scene.sys.context); } } var eventEmitter = this.systems.events; eventEmitter.once("shutdown", this.shutdown, this); eventEmitter.once("destroy", this.destroy, this); this.game.events.once("destroy", this.gameDestroy, this); } onResize() { var phaserRenderer = this.game.renderer; var sceneRenderer = this.webGLRenderer; if (phaserRenderer && sceneRenderer) { var viewportWidth = phaserRenderer.width; var viewportHeight = phaserRenderer.height; sceneRenderer.camera.position.x = viewportWidth / 2; sceneRenderer.camera.position.y = viewportHeight / 2; sceneRenderer.camera.up.y = -1; sceneRenderer.camera.direction.z = 1; sceneRenderer.camera.setViewport(viewportWidth, viewportHeight); } } shutdown() { this.systems.events.off("shutdown", this.shutdown, this); if (this.isWebGL) { this.game.scale.off(import_phaser.default.Scale.Events.RESIZE, this.onResize, this); } } destroy() { this.shutdown(); } gameDestroy() { this.pluginManager.removeGameObject(SPINE_GAME_OBJECT_TYPE, true, true); this.pluginManager.removeGameObject(SPINE_CONTAINER_TYPE, true, true); if (this.webGLRenderer) this.webGLRenderer.dispose(); } /** Returns the TextureAtlas instance for the given key */ getAtlas(atlasKey) { let atlas; if (this.atlasCache.exists(atlasKey)) { atlas = this.atlasCache.get(atlasKey); } else { let atlasFile = this.game.cache.text.get(atlasKey); atlas = new TextureAtlas(atlasFile.data); if (this.isWebGL) { let gl = this.gl; gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false); for (let atlasPage of atlas.pages) { atlasPage.setTexture(new GLTexture(gl, this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage(), false)); } } else { for (let atlasPage of atlas.pages) { atlasPage.setTexture(new CanvasTexture(this.game.textures.get(atlasKey + "!" + atlasPage.name).getSourceImage())); } } this.atlasCache.add(atlasKey, atlas); } return atlas; } /** Returns whether the TextureAtlas uses premultiplied alpha */ isAtlasPremultiplied(atlasKey) { let atlasFile = this.game.cache.text.get(atlasKey); if (!atlasFile) return false; return atlasFile.premultipliedAlpha; } /** Returns the SkeletonData instance for the given data and atlas key */ getSkeletonData(dataKey, atlasKey) { const atlas = this.getAtlas(atlasKey); const combinedKey = dataKey + atlasKey; let skeletonData; if (this.skeletonDataCache.exists(combinedKey)) { skeletonData = this.skeletonDataCache.get(combinedKey); } else { if (this.game.cache.json.exists(dataKey)) { let jsonFile = this.game.cache.json.get(dataKey); let json = new SkeletonJson(new AtlasAttachmentLoader(atlas)); skeletonData = json.readSkeletonData(jsonFile); } else { let binaryFile = this.game.cache.binary.get(dataKey); let binary = new SkeletonBinary(new AtlasAttachmentLoader(atlas)); skeletonData = binary.readSkeletonData(new Uint8Array(binaryFile)); } this.skeletonDataCache.add(combinedKey, skeletonData); } return skeletonData; } /** Creates a new Skeleton instance from the data and atlas. */ createSkeleton(dataKey, atlasKey) { return new Skeleton(this.getSkeletonData(dataKey, atlasKey)); } }; var SpineSkeletonDataFileType = /* @__PURE__ */ ((SpineSkeletonDataFileType2) => { SpineSkeletonDataFileType2[SpineSkeletonDataFileType2["json"] = 0] = "json"; SpineSkeletonDataFileType2[SpineSkeletonDataFileType2["binary"] = 1] = "binary"; return SpineSkeletonDataFileType2; })(SpineSkeletonDataFileType || {}); var SpineSkeletonDataFile = class extends import_phaser.default.Loader.MultiFile { constructor(loader, key, url, fileType, xhrSettings) { if (typeof key !== "string") { const config = key; key = config.key; url = config.url; fileType = config.type === "spineJson" ? 0 /* json */ : 1 /* binary */; xhrSettings = config.xhrSettings; } let file = null; let isJson = fileType == 0 /* json */; if (isJson) { file = new import_phaser.default.Loader.FileTypes.JSONFile(loader, { key, url, extension: "json", xhrSettings }); } else { file = new import_phaser.default.Loader.FileTypes.BinaryFile(loader, { key, url, extension: "skel", xhrSettings }); } super(loader, SPINE_SKELETON_DATA_FILE_TYPE, key, [file]); this.fileType = fileType; } onFileComplete(file) { this.pending--; } addToCache() { if (this.isReadyToProcess()) this.files[0].addToCache(); } }; var SpineAtlasFile = class extends import_phaser.default.Loader.MultiFile { constructor(loader, key, url, premultipliedAlpha = true, xhrSettings) { var _a; if (typeof key !== "string") { const config = key; key = config.key; url = config.url; premultipliedAlpha = (_a = config.premultipliedAlpha) != null ? _a : true; xhrSettings = config.xhrSettings; } super(loader, SPINE_ATLAS_FILE_TYPE, key, [ new import_phaser.default.Loader.FileTypes.TextFile(loader, { key, url, xhrSettings, extension: "atlas" }) ]); this.premultipliedAlpha = premultipliedAlpha; this.premultipliedAlpha = premultipliedAlpha; } onFileComplete(file) { if (this.files.indexOf(file) != -1) { this.pending--; if (file.type == "text") { var lines = file.data.split(/\r\n|\r|\n/); let textures = []; textures.push(lines[0]); for (var t = 1; t < lines.length; t++) { var line = lines[t]; if (line.trim() === "" && t < lines.length - 1) { line = lines[t + 1]; textures.push(line); } } let basePath = file.src.match(/^.*\//); for (var i = 0; i < textures.length; i++) { var url = basePath + textures[i]; var key = file.key + "!" + textures[i]; var image = new import_phaser.default.Loader.FileTypes.ImageFile(this.loader, key, url); if (!this.loader.keyExists(image)) { this.addToMultiFile(image); this.loader.addFile(image); } } } } } addToCache() { if (this.isReadyToProcess()) { let textureManager = this.loader.textureManager; for (let file of this.files) { if (file.type == "image") { if (!textureManager.exists(file.key)) { textureManager.addImage(file.key, file.data); } } else { file.data = { data: file.data, premultipliedAlpha: this.premultipliedAlpha || file.data.indexOf("pma: true") >= 0 }; file.addToCache(); } } } } }; // spine-phaser/src/index.ts window.spine = { SpinePlugin }; window["spine.SpinePlugin"] = SpinePlugin; return __toCommonJS(src_exports); })(); //# sourceMappingURL=spine-phaser.js.map