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- "use strict";
- var spine = (() => {
- var __create = Object.create;
- var __defProp = Object.defineProperty;
- var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
- var __getOwnPropNames = Object.getOwnPropertyNames;
- var __getProtoOf = Object.getPrototypeOf;
- var __hasOwnProp = Object.prototype.hasOwnProperty;
- var __require = /* @__PURE__ */ ((x) => typeof require !== "undefined" ? require : typeof Proxy !== "undefined" ? new Proxy(x, {
- get: (a, b) => (typeof require !== "undefined" ? require : a)[b]
- }) : x)(function(x) {
- if (typeof require !== "undefined")
- return require.apply(this, arguments);
- throw new Error('Dynamic require of "' + x + '" is not supported');
- });
- var __export = (target, all) => {
- for (var name in all)
- __defProp(target, name, { get: all[name], enumerable: true });
- };
- var __copyProps = (to, from, except, desc) => {
- if (from && typeof from === "object" || typeof from === "function") {
- for (let key of __getOwnPropNames(from))
- if (!__hasOwnProp.call(to, key) && key !== except)
- __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
- }
- return to;
- };
- var __toESM = (mod, isNodeMode, target) => (target = mod != null ? __create(__getProtoOf(mod)) : {}, __copyProps(
- // If the importer is in node compatibility mode or this is not an ESM
- // file that has been converted to a CommonJS file using a Babel-
- // compatible transform (i.e. "__esModule" has not been set), then set
- // "default" to the CommonJS "module.exports" for node compatibility.
- isNodeMode || !mod || !mod.__esModule ? __defProp(target, "default", { value: mod, enumerable: true }) : target,
- mod
- ));
- var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
- // spine-phaser/src/index.ts
- var src_exports = {};
- __export(src_exports, {
- Alpha: () => Alpha,
- AlphaMixin: () => AlphaMixin,
- AlphaTimeline: () => AlphaTimeline,
- Animation: () => Animation,
- AnimationState: () => AnimationState,
- AnimationStateAdapter: () => AnimationStateAdapter,
- AnimationStateData: () => AnimationStateData,
- AssetManager: () => AssetManager,
- AssetManagerBase: () => AssetManagerBase,
- AtlasAttachmentLoader: () => AtlasAttachmentLoader,
- Attachment: () => Attachment,
- AttachmentTimeline: () => AttachmentTimeline,
- BinaryInput: () => BinaryInput,
- BlendMode: () => BlendMode,
- Bone: () => Bone,
- BoneData: () => BoneData,
- BoundingBoxAttachment: () => BoundingBoxAttachment,
- CURRENT: () => CURRENT,
- CameraController: () => CameraController,
- ClippingAttachment: () => ClippingAttachment,
- Color: () => Color,
- Color2Attribute: () => Color2Attribute,
- ColorAttribute: () => ColorAttribute,
- ComputedSize: () => ComputedSize,
- ComputedSizeMixin: () => ComputedSizeMixin,
- ConstraintData: () => ConstraintData,
- CurveTimeline: () => CurveTimeline,
- CurveTimeline1: () => CurveTimeline1,
- CurveTimeline2: () => CurveTimeline2,
- DebugUtils: () => DebugUtils,
- DeformTimeline: () => DeformTimeline,
- Depth: () => Depth,
- DepthMixin: () => DepthMixin,
- Downloader: () => Downloader,
- DrawOrderTimeline: () => DrawOrderTimeline,
- Event: () => Event,
- EventData: () => EventData,
- EventQueue: () => EventQueue,
- EventTimeline: () => EventTimeline,
- EventType: () => EventType,
- FIRST: () => FIRST,
- FakeTexture: () => FakeTexture,
- Flip: () => Flip,
- FlipMixin: () => FlipMixin,
- GLTexture: () => GLTexture,
- HOLD_FIRST: () => HOLD_FIRST,
- HOLD_MIX: () => HOLD_MIX,
- HOLD_SUBSEQUENT: () => HOLD_SUBSEQUENT,
- IkConstraint: () => IkConstraint,
- IkConstraintData: () => IkConstraintData,
- IkConstraintTimeline: () => IkConstraintTimeline,
- Input: () => Input,
- IntSet: () => IntSet,
- Interpolation: () => Interpolation,
- LoadingScreen: () => LoadingScreen,
- M00: () => M00,
- M01: () => M01,
- M02: () => M02,
- M03: () => M03,
- M10: () => M10,
- M11: () => M11,
- M12: () => M12,
- M13: () => M13,
- M20: () => M20,
- M21: () => M21,
- M22: () => M22,
- M23: () => M23,
- M30: () => M30,
- M31: () => M31,
- M32: () => M32,
- M33: () => M33,
- ManagedWebGLRenderingContext: () => ManagedWebGLRenderingContext,
- MathUtils: () => MathUtils,
- Matrix4: () => Matrix42,
- Mesh: () => Mesh,
- MeshAttachment: () => MeshAttachment,
- MixBlend: () => MixBlend,
- MixDirection: () => MixDirection,
- Origin: () => Origin,
- OriginMixin: () => OriginMixin,
- OrthoCamera: () => OrthoCamera,
- PathAttachment: () => PathAttachment,
- PathConstraint: () => PathConstraint,
- PathConstraintData: () => PathConstraintData,
- PathConstraintMixTimeline: () => PathConstraintMixTimeline,
- PathConstraintPositionTimeline: () => PathConstraintPositionTimeline,
- PathConstraintSpacingTimeline: () => PathConstraintSpacingTimeline,
- PointAttachment: () => PointAttachment,
- PolygonBatcher: () => PolygonBatcher,
- Pool: () => Pool,
- Position2Attribute: () => Position2Attribute,
- Position3Attribute: () => Position3Attribute,
- PositionMode: () => PositionMode,
- Pow: () => Pow,
- PowOut: () => PowOut,
- RGB2Timeline: () => RGB2Timeline,
- RGBA2Timeline: () => RGBA2Timeline,
- RGBATimeline: () => RGBATimeline,
- RGBTimeline: () => RGBTimeline,
- RegionAttachment: () => RegionAttachment,
- ResizeMode: () => ResizeMode,
- RotateMode: () => RotateMode,
- RotateTimeline: () => RotateTimeline,
- SETUP: () => SETUP,
- SUBSEQUENT: () => SUBSEQUENT,
- ScaleTimeline: () => ScaleTimeline,
- ScaleXTimeline: () => ScaleXTimeline,
- ScaleYTimeline: () => ScaleYTimeline,
- SceneRenderer: () => SceneRenderer,
- ScrollFactor: () => ScrollFactor,
- ScrollFactorMixin: () => ScrollFactorMixin,
- SequenceTimeline: () => SequenceTimeline,
- SetupPoseBoundsProvider: () => SetupPoseBoundsProvider,
- Shader: () => Shader,
- ShapeRenderer: () => ShapeRenderer,
- ShapeType: () => ShapeType,
- ShearTimeline: () => ShearTimeline,
- ShearXTimeline: () => ShearXTimeline,
- ShearYTimeline: () => ShearYTimeline,
- Skeleton: () => Skeleton,
- SkeletonBinary: () => SkeletonBinary,
- SkeletonBounds: () => SkeletonBounds,
- SkeletonClipping: () => SkeletonClipping,
- SkeletonData: () => SkeletonData,
- SkeletonDebugRenderer: () => SkeletonDebugRenderer,
- SkeletonJson: () => SkeletonJson,
- SkeletonRenderer: () => SkeletonRenderer,
- Skin: () => Skin,
- SkinEntry: () => SkinEntry,
- SkinsAndAnimationBoundsProvider: () => SkinsAndAnimationBoundsProvider,
- Slot: () => Slot,
- SlotData: () => SlotData,
- SpacingMode: () => SpacingMode,
- SpineCanvas: () => SpineCanvas,
- SpineGameObject: () => SpineGameObject,
- SpinePlugin: () => SpinePlugin,
- StringSet: () => StringSet,
- TexCoordAttribute: () => TexCoordAttribute,
- Texture: () => Texture,
- TextureAtlas: () => TextureAtlas,
- TextureAtlasPage: () => TextureAtlasPage,
- TextureAtlasRegion: () => TextureAtlasRegion,
- TextureFilter: () => TextureFilter,
- TextureRegion: () => TextureRegion,
- TextureWrap: () => TextureWrap,
- TimeKeeper: () => TimeKeeper,
- Timeline: () => Timeline,
- Touch: () => Touch,
- TrackEntry: () => TrackEntry,
- Transform: () => Transform,
- TransformConstraint: () => TransformConstraint,
- TransformConstraintData: () => TransformConstraintData,
- TransformConstraintTimeline: () => TransformConstraintTimeline,
- TransformMixin: () => TransformMixin,
- TransformMode: () => TransformMode,
- TranslateTimeline: () => TranslateTimeline,
- TranslateXTimeline: () => TranslateXTimeline,
- TranslateYTimeline: () => TranslateYTimeline,
- Triangulator: () => Triangulator,
- Utils: () => Utils,
- Vector2: () => Vector2,
- Vector3: () => Vector3,
- VertexAttachment: () => VertexAttachment,
- VertexAttribute: () => VertexAttribute,
- VertexAttributeType: () => VertexAttributeType,
- Visible: () => Visible,
- VisibleMixin: () => VisibleMixin,
- WebGLBlendModeConverter: () => WebGLBlendModeConverter,
- WindowedMean: () => WindowedMean,
- createMixin: () => createMixin
- });
- // spine-phaser/src/require-shim.ts
- if (window.Phaser) {
- let prevRequire = window.require;
- window.require = (x) => {
- if (prevRequire)
- return prevRequire(x);
- else if (x === "Phaser")
- return window.Phaser;
- };
- }
- // spine-phaser/src/SpinePlugin.ts
- var import_phaser = __toESM(__require("Phaser"));
- // spine-phaser/src/keys.ts
- var SPINE_SKELETON_FILE_CACHE_KEY = "esotericsoftware.spine.skeletonFile.cache";
- var SPINE_ATLAS_CACHE_KEY = "esotericsoftware.spine.atlas.cache";
- var SPINE_SKELETON_DATA_FILE_TYPE = "spineSkeletonData";
- var SPINE_ATLAS_FILE_TYPE = "spineAtlasData";
- var SPINE_GAME_OBJECT_TYPE = "spine";
- var SPINE_CONTAINER_TYPE = "spineContainer";
- // spine-core/src/Utils.ts
- var IntSet = class {
- constructor() {
- this.array = new Array();
- }
- add(value) {
- let contains = this.contains(value);
- this.array[value | 0] = value | 0;
- return !contains;
- }
- contains(value) {
- return this.array[value | 0] != void 0;
- }
- remove(value) {
- this.array[value | 0] = void 0;
- }
- clear() {
- this.array.length = 0;
- }
- };
- var StringSet = class {
- constructor() {
- this.entries = {};
- this.size = 0;
- }
- add(value) {
- let contains = this.entries[value];
- this.entries[value] = true;
- if (!contains) {
- this.size++;
- return true;
- }
- return false;
- }
- addAll(values) {
- let oldSize = this.size;
- for (var i = 0, n = values.length; i < n; i++)
- this.add(values[i]);
- return oldSize != this.size;
- }
- contains(value) {
- return this.entries[value];
- }
- clear() {
- this.entries = {};
- this.size = 0;
- }
- };
- var _Color = class {
- constructor(r = 0, g = 0, b = 0, a = 0) {
- this.r = r;
- this.g = g;
- this.b = b;
- this.a = a;
- }
- set(r, g, b, a) {
- this.r = r;
- this.g = g;
- this.b = b;
- this.a = a;
- return this.clamp();
- }
- setFromColor(c) {
- this.r = c.r;
- this.g = c.g;
- this.b = c.b;
- this.a = c.a;
- return this;
- }
- setFromString(hex) {
- hex = hex.charAt(0) == "#" ? hex.substr(1) : hex;
- this.r = parseInt(hex.substr(0, 2), 16) / 255;
- this.g = parseInt(hex.substr(2, 2), 16) / 255;
- this.b = parseInt(hex.substr(4, 2), 16) / 255;
- this.a = hex.length != 8 ? 1 : parseInt(hex.substr(6, 2), 16) / 255;
- return this;
- }
- add(r, g, b, a) {
- this.r += r;
- this.g += g;
- this.b += b;
- this.a += a;
- return this.clamp();
- }
- clamp() {
- if (this.r < 0)
- this.r = 0;
- else if (this.r > 1)
- this.r = 1;
- if (this.g < 0)
- this.g = 0;
- else if (this.g > 1)
- this.g = 1;
- if (this.b < 0)
- this.b = 0;
- else if (this.b > 1)
- this.b = 1;
- if (this.a < 0)
- this.a = 0;
- else if (this.a > 1)
- this.a = 1;
- return this;
- }
- static rgba8888ToColor(color, value) {
- color.r = ((value & 4278190080) >>> 24) / 255;
- color.g = ((value & 16711680) >>> 16) / 255;
- color.b = ((value & 65280) >>> 8) / 255;
- color.a = (value & 255) / 255;
- }
- static rgb888ToColor(color, value) {
- color.r = ((value & 16711680) >>> 16) / 255;
- color.g = ((value & 65280) >>> 8) / 255;
- color.b = (value & 255) / 255;
- }
- static fromString(hex) {
- return new _Color().setFromString(hex);
- }
- };
- var Color = _Color;
- Color.WHITE = new _Color(1, 1, 1, 1);
- Color.RED = new _Color(1, 0, 0, 1);
- Color.GREEN = new _Color(0, 1, 0, 1);
- Color.BLUE = new _Color(0, 0, 1, 1);
- Color.MAGENTA = new _Color(1, 0, 1, 1);
- var _MathUtils = class {
- static clamp(value, min, max) {
- if (value < min)
- return min;
- if (value > max)
- return max;
- return value;
- }
- static cosDeg(degrees) {
- return Math.cos(degrees * _MathUtils.degRad);
- }
- static sinDeg(degrees) {
- return Math.sin(degrees * _MathUtils.degRad);
- }
- static signum(value) {
- return value > 0 ? 1 : value < 0 ? -1 : 0;
- }
- static toInt(x) {
- return x > 0 ? Math.floor(x) : Math.ceil(x);
- }
- static cbrt(x) {
- let y = Math.pow(Math.abs(x), 1 / 3);
- return x < 0 ? -y : y;
- }
- static randomTriangular(min, max) {
- return _MathUtils.randomTriangularWith(min, max, (min + max) * 0.5);
- }
- static randomTriangularWith(min, max, mode) {
- let u = Math.random();
- let d = max - min;
- if (u <= (mode - min) / d)
- return min + Math.sqrt(u * d * (mode - min));
- return max - Math.sqrt((1 - u) * d * (max - mode));
- }
- static isPowerOfTwo(value) {
- return value && (value & value - 1) === 0;
- }
- };
- var MathUtils = _MathUtils;
- MathUtils.PI = 3.1415927;
- MathUtils.PI2 = _MathUtils.PI * 2;
- MathUtils.radiansToDegrees = 180 / _MathUtils.PI;
- MathUtils.radDeg = _MathUtils.radiansToDegrees;
- MathUtils.degreesToRadians = _MathUtils.PI / 180;
- MathUtils.degRad = _MathUtils.degreesToRadians;
- var Interpolation = class {
- apply(start, end, a) {
- return start + (end - start) * this.applyInternal(a);
- }
- };
- var Pow = class extends Interpolation {
- constructor(power) {
- super();
- this.power = 2;
- this.power = power;
- }
- applyInternal(a) {
- if (a <= 0.5)
- return Math.pow(a * 2, this.power) / 2;
- return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1;
- }
- };
- var PowOut = class extends Pow {
- constructor(power) {
- super(power);
- }
- applyInternal(a) {
- return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1;
- }
- };
- var _Utils = class {
- static arrayCopy(source, sourceStart, dest, destStart, numElements) {
- for (let i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
- dest[j] = source[i];
- }
- }
- static arrayFill(array, fromIndex, toIndex, value) {
- for (let i = fromIndex; i < toIndex; i++)
- array[i] = value;
- }
- static setArraySize(array, size, value = 0) {
- let oldSize = array.length;
- if (oldSize == size)
- return array;
- array.length = size;
- if (oldSize < size) {
- for (let i = oldSize; i < size; i++)
- array[i] = value;
- }
- return array;
- }
- static ensureArrayCapacity(array, size, value = 0) {
- if (array.length >= size)
- return array;
- return _Utils.setArraySize(array, size, value);
- }
- static newArray(size, defaultValue) {
- let array = new Array(size);
- for (let i = 0; i < size; i++)
- array[i] = defaultValue;
- return array;
- }
- static newFloatArray(size) {
- if (_Utils.SUPPORTS_TYPED_ARRAYS)
- return new Float32Array(size);
- else {
- let array = new Array(size);
- for (let i = 0; i < array.length; i++)
- array[i] = 0;
- return array;
- }
- }
- static newShortArray(size) {
- if (_Utils.SUPPORTS_TYPED_ARRAYS)
- return new Int16Array(size);
- else {
- let array = new Array(size);
- for (let i = 0; i < array.length; i++)
- array[i] = 0;
- return array;
- }
- }
- static toFloatArray(array) {
- return _Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
- }
- static toSinglePrecision(value) {
- return _Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value;
- }
- // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109
- static webkit602BugfixHelper(alpha, blend) {
- }
- static contains(array, element, identity = true) {
- for (var i = 0; i < array.length; i++)
- if (array[i] == element)
- return true;
- return false;
- }
- static enumValue(type, name) {
- return type[name[0].toUpperCase() + name.slice(1)];
- }
- };
- var Utils = _Utils;
- Utils.SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined";
- var DebugUtils = class {
- static logBones(skeleton) {
- for (let i = 0; i < skeleton.bones.length; i++) {
- let bone = skeleton.bones[i];
- console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
- }
- }
- };
- var Pool = class {
- constructor(instantiator) {
- this.items = new Array();
- this.instantiator = instantiator;
- }
- obtain() {
- return this.items.length > 0 ? this.items.pop() : this.instantiator();
- }
- free(item) {
- if (item.reset)
- item.reset();
- this.items.push(item);
- }
- freeAll(items) {
- for (let i = 0; i < items.length; i++)
- this.free(items[i]);
- }
- clear() {
- this.items.length = 0;
- }
- };
- var Vector2 = class {
- constructor(x = 0, y = 0) {
- this.x = x;
- this.y = y;
- }
- set(x, y) {
- this.x = x;
- this.y = y;
- return this;
- }
- length() {
- let x = this.x;
- let y = this.y;
- return Math.sqrt(x * x + y * y);
- }
- normalize() {
- let len = this.length();
- if (len != 0) {
- this.x /= len;
- this.y /= len;
- }
- return this;
- }
- };
- var TimeKeeper = class {
- constructor() {
- this.maxDelta = 0.064;
- this.framesPerSecond = 0;
- this.delta = 0;
- this.totalTime = 0;
- this.lastTime = Date.now() / 1e3;
- this.frameCount = 0;
- this.frameTime = 0;
- }
- update() {
- let now = Date.now() / 1e3;
- this.delta = now - this.lastTime;
- this.frameTime += this.delta;
- this.totalTime += this.delta;
- if (this.delta > this.maxDelta)
- this.delta = this.maxDelta;
- this.lastTime = now;
- this.frameCount++;
- if (this.frameTime > 1) {
- this.framesPerSecond = this.frameCount / this.frameTime;
- this.frameTime = 0;
- this.frameCount = 0;
- }
- }
- };
- var WindowedMean = class {
- constructor(windowSize = 32) {
- this.addedValues = 0;
- this.lastValue = 0;
- this.mean = 0;
- this.dirty = true;
- this.values = new Array(windowSize);
- }
- hasEnoughData() {
- return this.addedValues >= this.values.length;
- }
- addValue(value) {
- if (this.addedValues < this.values.length)
- this.addedValues++;
- this.values[this.lastValue++] = value;
- if (this.lastValue > this.values.length - 1)
- this.lastValue = 0;
- this.dirty = true;
- }
- getMean() {
- if (this.hasEnoughData()) {
- if (this.dirty) {
- let mean = 0;
- for (let i = 0; i < this.values.length; i++)
- mean += this.values[i];
- this.mean = mean / this.values.length;
- this.dirty = false;
- }
- return this.mean;
- }
- return 0;
- }
- };
- // spine-core/src/attachments/Attachment.ts
- var Attachment = class {
- constructor(name) {
- if (!name)
- throw new Error("name cannot be null.");
- this.name = name;
- }
- };
- var _VertexAttachment = class extends Attachment {
- constructor(name) {
- super(name);
- /** The unique ID for this attachment. */
- this.id = _VertexAttachment.nextID++;
- /** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting
- * the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#bones}. Will be null
- * if this attachment has no weights. */
- this.bones = null;
- /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y`
- * entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting
- * each vertex. */
- this.vertices = [];
- /** The maximum number of world vertex values that can be output by
- * {@link #computeWorldVertices()} using the `count` parameter. */
- this.worldVerticesLength = 0;
- /** Timelines for the timeline attachment are also applied to this attachment.
- * May be null if no attachment-specific timelines should be applied. */
- this.timelineAttachment = this;
- }
- /** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link Slot#deform} is
- * not empty, it is used to deform the vertices.
- *
- * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
- * Runtimes Guide.
- * @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y.
- * @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`.
- * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` *
- * `stride` / 2.
- * @param offset The `worldVertices` index to begin writing values.
- * @param stride The number of `worldVertices` entries between the value pairs written. */
- computeWorldVertices(slot, start, count, worldVertices2, offset, stride) {
- count = offset + (count >> 1) * stride;
- let skeleton = slot.bone.skeleton;
- let deformArray = slot.deform;
- let vertices = this.vertices;
- let bones = this.bones;
- if (!bones) {
- if (deformArray.length > 0)
- vertices = deformArray;
- let bone = slot.bone;
- let x = bone.worldX;
- let y = bone.worldY;
- let a = bone.a, b = bone.b, c = bone.c, d = bone.d;
- for (let v2 = start, w = offset; w < count; v2 += 2, w += stride) {
- let vx = vertices[v2], vy = vertices[v2 + 1];
- worldVertices2[w] = vx * a + vy * b + x;
- worldVertices2[w + 1] = vx * c + vy * d + y;
- }
- return;
- }
- let v = 0, skip = 0;
- for (let i = 0; i < start; i += 2) {
- let n = bones[v];
- v += n + 1;
- skip += n;
- }
- let skeletonBones = skeleton.bones;
- if (deformArray.length == 0) {
- for (let w = offset, b = skip * 3; w < count; w += stride) {
- let wx = 0, wy = 0;
- let n = bones[v++];
- n += v;
- for (; v < n; v++, b += 3) {
- let bone = skeletonBones[bones[v]];
- let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
- wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
- wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
- }
- worldVertices2[w] = wx;
- worldVertices2[w + 1] = wy;
- }
- } else {
- let deform = deformArray;
- for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) {
- let wx = 0, wy = 0;
- let n = bones[v++];
- n += v;
- for (; v < n; v++, b += 3, f += 2) {
- let bone = skeletonBones[bones[v]];
- let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
- wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
- wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
- }
- worldVertices2[w] = wx;
- worldVertices2[w + 1] = wy;
- }
- }
- }
- /** Does not copy id (generated) or name (set on construction). **/
- copyTo(attachment) {
- if (this.bones) {
- attachment.bones = new Array(this.bones.length);
- Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length);
- } else
- attachment.bones = null;
- if (this.vertices) {
- attachment.vertices = Utils.newFloatArray(this.vertices.length);
- Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length);
- }
- attachment.worldVerticesLength = this.worldVerticesLength;
- attachment.timelineAttachment = this.timelineAttachment;
- }
- };
- var VertexAttachment = _VertexAttachment;
- VertexAttachment.nextID = 0;
- // spine-core/src/attachments/Sequence.ts
- var _Sequence = class {
- constructor(count) {
- this.id = _Sequence.nextID();
- this.start = 0;
- this.digits = 0;
- /** The index of the region to show for the setup pose. */
- this.setupIndex = 0;
- this.regions = new Array(count);
- }
- copy() {
- let copy = new _Sequence(this.regions.length);
- Utils.arrayCopy(this.regions, 0, copy.regions, 0, this.regions.length);
- copy.start = this.start;
- copy.digits = this.digits;
- copy.setupIndex = this.setupIndex;
- return copy;
- }
- apply(slot, attachment) {
- let index = slot.sequenceIndex;
- if (index == -1)
- index = this.setupIndex;
- if (index >= this.regions.length)
- index = this.regions.length - 1;
- let region = this.regions[index];
- if (attachment.region != region) {
- attachment.region = region;
- attachment.updateRegion();
- }
- }
- getPath(basePath, index) {
- let result = basePath;
- let frame = (this.start + index).toString();
- for (let i = this.digits - frame.length; i > 0; i--)
- result += "0";
- result += frame;
- return result;
- }
- static nextID() {
- return _Sequence._nextID++;
- }
- };
- var Sequence = _Sequence;
- Sequence._nextID = 0;
- var SequenceMode = /* @__PURE__ */ ((SequenceMode2) => {
- SequenceMode2[SequenceMode2["hold"] = 0] = "hold";
- SequenceMode2[SequenceMode2["once"] = 1] = "once";
- SequenceMode2[SequenceMode2["loop"] = 2] = "loop";
- SequenceMode2[SequenceMode2["pingpong"] = 3] = "pingpong";
- SequenceMode2[SequenceMode2["onceReverse"] = 4] = "onceReverse";
- SequenceMode2[SequenceMode2["loopReverse"] = 5] = "loopReverse";
- SequenceMode2[SequenceMode2["pingpongReverse"] = 6] = "pingpongReverse";
- return SequenceMode2;
- })(SequenceMode || {});
- var SequenceModeValues = [
- 0 /* hold */,
- 1 /* once */,
- 2 /* loop */,
- 3 /* pingpong */,
- 4 /* onceReverse */,
- 5 /* loopReverse */,
- 6 /* pingpongReverse */
- ];
- // spine-core/src/Animation.ts
- var Animation = class {
- constructor(name, timelines, duration) {
- this.timelines = [];
- this.timelineIds = new StringSet();
- if (!name)
- throw new Error("name cannot be null.");
- this.name = name;
- this.setTimelines(timelines);
- this.duration = duration;
- }
- setTimelines(timelines) {
- if (!timelines)
- throw new Error("timelines cannot be null.");
- this.timelines = timelines;
- this.timelineIds.clear();
- for (var i = 0; i < timelines.length; i++)
- this.timelineIds.addAll(timelines[i].getPropertyIds());
- }
- hasTimeline(ids) {
- for (let i = 0; i < ids.length; i++)
- if (this.timelineIds.contains(ids[i]))
- return true;
- return false;
- }
- /** Applies all the animation's timelines to the specified skeleton.
- *
- * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}.
- * @param loop If true, the animation repeats after {@link #getDuration()}.
- * @param events May be null to ignore fired events. */
- apply(skeleton, lastTime, time, loop, events, alpha, blend, direction) {
- if (!skeleton)
- throw new Error("skeleton cannot be null.");
- if (loop && this.duration != 0) {
- time %= this.duration;
- if (lastTime > 0)
- lastTime %= this.duration;
- }
- let timelines = this.timelines;
- for (let i = 0, n = timelines.length; i < n; i++)
- timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction);
- }
- };
- var MixBlend = /* @__PURE__ */ ((MixBlend2) => {
- MixBlend2[MixBlend2["setup"] = 0] = "setup";
- MixBlend2[MixBlend2["first"] = 1] = "first";
- MixBlend2[MixBlend2["replace"] = 2] = "replace";
- MixBlend2[MixBlend2["add"] = 3] = "add";
- return MixBlend2;
- })(MixBlend || {});
- var MixDirection = /* @__PURE__ */ ((MixDirection2) => {
- MixDirection2[MixDirection2["mixIn"] = 0] = "mixIn";
- MixDirection2[MixDirection2["mixOut"] = 1] = "mixOut";
- return MixDirection2;
- })(MixDirection || {});
- var Property = {
- rotate: 0,
- x: 1,
- y: 2,
- scaleX: 3,
- scaleY: 4,
- shearX: 5,
- shearY: 6,
- rgb: 7,
- alpha: 8,
- rgb2: 9,
- attachment: 10,
- deform: 11,
- event: 12,
- drawOrder: 13,
- ikConstraint: 14,
- transformConstraint: 15,
- pathConstraintPosition: 16,
- pathConstraintSpacing: 17,
- pathConstraintMix: 18,
- sequence: 19
- };
- var Timeline = class {
- constructor(frameCount, propertyIds) {
- this.propertyIds = propertyIds;
- this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries());
- }
- getPropertyIds() {
- return this.propertyIds;
- }
- getFrameEntries() {
- return 1;
- }
- getFrameCount() {
- return this.frames.length / this.getFrameEntries();
- }
- getDuration() {
- return this.frames[this.frames.length - this.getFrameEntries()];
- }
- static search1(frames, time) {
- let n = frames.length;
- for (let i = 1; i < n; i++)
- if (frames[i] > time)
- return i - 1;
- return n - 1;
- }
- static search(frames, time, step) {
- let n = frames.length;
- for (let i = step; i < n; i += step)
- if (frames[i] > time)
- return i - step;
- return n - step;
- }
- };
- var CurveTimeline = class extends Timeline {
- // type, x, y, ...
- constructor(frameCount, bezierCount, propertyIds) {
- super(frameCount, propertyIds);
- this.curves = Utils.newFloatArray(
- frameCount + bezierCount * 18
- /*BEZIER_SIZE*/
- );
- this.curves[frameCount - 1] = 1;
- }
- /** Sets the specified key frame to linear interpolation. */
- setLinear(frame) {
- this.curves[frame] = 0;
- }
- /** Sets the specified key frame to stepped interpolation. */
- setStepped(frame) {
- this.curves[frame] = 1;
- }
- /** Shrinks the storage for Bezier curves, for use when <code>bezierCount</code> (specified in the constructor) was larger
- * than the actual number of Bezier curves. */
- shrink(bezierCount) {
- 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 <code>bezierCount - 1</code> (specified
- * in the constructor), inclusive.
- * @param frame Between 0 and <code>frameCount - 1</code>, inclusive.
- * @param value The index of the value for this frame that this curve is used for.
- * @param time1 The time for the first key.
- * @param value1 The value for the first key.
- * @param cx1 The time for the first Bezier handle.
- * @param cy1 The value for the first Bezier handle.
- * @param cx2 The time of the second Bezier handle.
- * @param cy2 The value for the second Bezier handle.
- * @param time2 The time for the second key.
- * @param value2 The value for the second key. */
- setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) {
- 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 <code>time</code>.
- * @param valueOffset The offset from <code>frameIndex</code> to the value this curve is used for.
- * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */
- getBezierValue(time, frameIndex, valueOffset, i) {
- 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 <code>frameCount</code>, inclusive.
- * @param time The frame time in seconds. */
- setFrame(frame, time, value) {
- frame <<= 1;
- this.frames[frame] = time;
- this.frames[
- frame + 1
- /*VALUE*/
- ] = value;
- }
- /** Returns the interpolated value for the specified time. */
- getCurveValue(time) {
- 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 <code>frameCount</code>, inclusive.
- * @param time The frame time in seconds. */
- setFrame(frame, time, value1, value2) {
- frame *= 3;
- this.frames[frame] = time;
- this.frames[
- frame + 1
- /*VALUE1*/
- ] = value1;
- this.frames[
- frame + 2
- /*VALUE2*/
- ] = value2;
- }
- };
- 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 <code>frameCount</code>, 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("<empty>", [], 0);
- var TrackEntry = class {
- constructor() {
- /** The animation to apply for this track entry. */
- this.animation = null;
- this.previous = null;
- /** The animation queued to start after this animation, or null. `next` makes up a linked list. */
- this.next = null;
- /** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
- * mixing is currently occuring. When mixing from multiple animations, `mixingFrom` makes up a linked list. */
- this.mixingFrom = null;
- /** The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
- * currently occuring. When mixing to multiple animations, `mixingTo` makes up a linked list. */
- this.mixingTo = null;
- /** The listener for events generated by this track entry, or null.
- *
- * A track entry returned from {@link AnimationState#setAnimation()} is already the current animation
- * for the track, so the track entry listener {@link AnimationStateListener#start()} will not be called. */
- this.listener = null;
- /** The index of the track where this track entry is either current or queued.
- *
- * See {@link AnimationState#getCurrent()}. */
- this.trackIndex = 0;
- /** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
- * duration. */
- this.loop = false;
- /** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
- * of being mixed out.
- *
- * When mixing between animations that key the same property, if a lower track also keys that property then the value will
- * briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
- * while the second animation mixes from 0% to 100%. Setting `holdPrevious` to true applies the first animation
- * at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
- * keys the property, only when a higher track also keys the property.
- *
- * Snapping will occur if `holdPrevious` is true and this animation does not key all the same properties as the
- * previous animation. */
- this.holdPrevious = false;
- this.reverse = false;
- this.shortestRotation = false;
- /** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
- * `eventThreshold`, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
- * timelines are not applied while this animation is being mixed out. */
- this.eventThreshold = 0;
- /** When the mix percentage ({@link #mixtime} / {@link #mixDuration}) is less than the
- * `attachmentThreshold`, attachment timelines are applied while this animation is being mixed out. Defaults to
- * 0, so attachment timelines are not applied while this animation is being mixed out. */
- this.attachmentThreshold = 0;
- /** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the
- * `drawOrderThreshold`, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
- * so draw order timelines are not applied while this animation is being mixed out. */
- this.drawOrderThreshold = 0;
- /** Seconds when this animation starts, both initially and after looping. Defaults to 0.
- *
- * When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same
- * value to prevent timeline keys before the start time from triggering. */
- this.animationStart = 0;
- /** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
- * loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */
- this.animationEnd = 0;
- /** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
- * animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and
- * `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
- * is applied. */
- this.animationLast = 0;
- this.nextAnimationLast = 0;
- /** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay`
- * postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from
- * the start of the previous animation to when this track entry will become the current track entry (ie when the previous
- * track entry {@link TrackEntry#trackTime} >= this track entry's `delay`).
- *
- * {@link #timeScale} affects the delay. */
- this.delay = 0;
- /** Current time in seconds this track entry has been the current track entry. The track time determines
- * {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting
- * looping. */
- this.trackTime = 0;
- this.trackLast = 0;
- this.nextTrackLast = 0;
- /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
- * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
- * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
- * properties keyed by the animation are set to the setup pose and the track is cleared.
- *
- * It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation
- * abruptly cease being applied. */
- this.trackEnd = 0;
- /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
- * faster. Defaults to 1.
- *
- * {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to
- * match the animation speed.
- *
- * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
- * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If
- * the time scale is not 1, the delay may need to be adjusted.
- *
- * See AnimationState {@link AnimationState#timeScale} for affecting all animations. */
- this.timeScale = 0;
- /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
- * to 1, which overwrites the skeleton's current pose with this animation.
- *
- * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
- * use alpha on track 0 if the skeleton pose is from the last frame render. */
- this.alpha = 0;
- /** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be
- * slightly more than `mixDuration` when the mix is complete. */
- this.mixTime = 0;
- /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
- * {@link AnimationStateData#getMix()} based on the animation before this animation (if any).
- *
- * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the
- * properties it was animating.
- *
- * The `mixDuration` can be set manually rather than use the value from
- * {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new
- * track entry only before {@link AnimationState#update(float)} is first called.
- *
- * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the
- * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set
- * afterward. */
- this.mixDuration = 0;
- this.interruptAlpha = 0;
- this.totalAlpha = 0;
- /** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
- * replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
- * the values from the lower tracks.
- *
- * The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first
- * called. */
- this.mixBlend = 2 /* replace */;
- this.timelineMode = new Array();
- this.timelineHoldMix = new Array();
- this.timelinesRotation = new Array();
- }
- reset() {
- this.next = null;
- this.previous = null;
- this.mixingFrom = null;
- this.mixingTo = null;
- this.animation = null;
- this.listener = null;
- this.timelineMode.length = 0;
- this.timelineHoldMix.length = 0;
- this.timelinesRotation.length = 0;
- }
- /** Uses {@link #trackTime} to compute the `animationTime`, which is between {@link #animationStart}
- * and {@link #animationEnd}. When the `trackTime` is 0, the `animationTime` is equal to the
- * `animationStart` time. */
- getAnimationTime() {
- if (this.loop) {
- let duration = this.animationEnd - this.animationStart;
- if (duration == 0)
- return this.animationStart;
- return this.trackTime % duration + this.animationStart;
- }
- return Math.min(this.trackTime + this.animationStart, this.animationEnd);
- }
- setAnimationLast(animationLast) {
- this.animationLast = animationLast;
- this.nextAnimationLast = animationLast;
- }
- /** Returns true if at least one loop has been completed.
- *
- * See {@link AnimationStateListener#complete()}. */
- isComplete() {
- return this.trackTime >= this.animationEnd - this.animationStart;
- }
- /** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
- * long way around when using {@link #alpha} and starting animations on other tracks.
- *
- * Mixing with {@link MixBlend#replace} involves finding a rotation between two others, which has two possible solutions:
- * the short way or the long way around. The two rotations likely change over time, so which direction is the short or long
- * way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the
- * long way. TrackEntry chooses the short way the first time it is applied and remembers that direction. */
- resetRotationDirections() {
- this.timelinesRotation.length = 0;
- }
- getTrackComplete() {
- let duration = this.animationEnd - this.animationStart;
- if (duration != 0) {
- if (this.loop)
- return duration * (1 + (this.trackTime / duration | 0));
- if (this.trackTime < duration)
- return duration;
- }
- return this.trackTime;
- }
- };
- var EventQueue = class {
- constructor(animState) {
- this.objects = [];
- this.drainDisabled = false;
- this.animState = animState;
- }
- start(entry) {
- this.objects.push(EventType.start);
- this.objects.push(entry);
- this.animState.animationsChanged = true;
- }
- interrupt(entry) {
- this.objects.push(EventType.interrupt);
- this.objects.push(entry);
- }
- end(entry) {
- this.objects.push(EventType.end);
- this.objects.push(entry);
- this.animState.animationsChanged = true;
- }
- dispose(entry) {
- this.objects.push(EventType.dispose);
- this.objects.push(entry);
- }
- complete(entry) {
- this.objects.push(EventType.complete);
- this.objects.push(entry);
- }
- event(entry, event) {
- this.objects.push(EventType.event);
- this.objects.push(entry);
- this.objects.push(event);
- }
- drain() {
- if (this.drainDisabled)
- return;
- this.drainDisabled = true;
- let objects = this.objects;
- let listeners = this.animState.listeners;
- for (let i = 0; i < objects.length; i += 2) {
- let type = objects[i];
- let entry = objects[i + 1];
- switch (type) {
- case EventType.start:
- if (entry.listener && entry.listener.start)
- entry.listener.start(entry);
- for (let ii = 0; ii < listeners.length; ii++) {
- let listener = listeners[ii];
- if (listener.start)
- listener.start(entry);
- }
- break;
- case EventType.interrupt:
- if (entry.listener && entry.listener.interrupt)
- entry.listener.interrupt(entry);
- for (let ii = 0; ii < listeners.length; ii++) {
- let listener = listeners[ii];
- if (listener.interrupt)
- listener.interrupt(entry);
- }
- break;
- case EventType.end:
- if (entry.listener && entry.listener.end)
- entry.listener.end(entry);
- for (let ii = 0; ii < listeners.length; ii++) {
- let listener = listeners[ii];
- if (listener.end)
- listener.end(entry);
- }
- case EventType.dispose:
- if (entry.listener && entry.listener.dispose)
- entry.listener.dispose(entry);
- for (let ii = 0; ii < listeners.length; ii++) {
- let listener = listeners[ii];
- if (listener.dispose)
- listener.dispose(entry);
- }
- this.animState.trackEntryPool.free(entry);
- break;
- case EventType.complete:
- if (entry.listener && entry.listener.complete)
- entry.listener.complete(entry);
- for (let ii = 0; ii < listeners.length; ii++) {
- let listener = listeners[ii];
- if (listener.complete)
- listener.complete(entry);
- }
- break;
- case EventType.event:
- let event = objects[i++ + 2];
- if (entry.listener && entry.listener.event)
- entry.listener.event(entry, event);
- for (let ii = 0; ii < listeners.length; ii++) {
- let listener = listeners[ii];
- if (listener.event)
- listener.event(entry, event);
- }
- break;
- }
- }
- this.clear();
- this.drainDisabled = false;
- }
- clear() {
- this.objects.length = 0;
- }
- };
- var EventType = /* @__PURE__ */ ((EventType2) => {
- EventType2[EventType2["start"] = 0] = "start";
- EventType2[EventType2["interrupt"] = 1] = "interrupt";
- EventType2[EventType2["end"] = 2] = "end";
- EventType2[EventType2["dispose"] = 3] = "dispose";
- EventType2[EventType2["complete"] = 4] = "complete";
- EventType2[EventType2["event"] = 5] = "event";
- return EventType2;
- })(EventType || {});
- var AnimationStateAdapter = class {
- start(entry) {
- }
- interrupt(entry) {
- }
- end(entry) {
- }
- dispose(entry) {
- }
- complete(entry) {
- }
- event(entry, event) {
- }
- };
- var SUBSEQUENT = 0;
- var FIRST = 1;
- var HOLD_SUBSEQUENT = 2;
- var HOLD_FIRST = 3;
- var HOLD_MIX = 4;
- var SETUP = 1;
- var CURRENT = 2;
- // spine-core/src/AnimationStateData.ts
- var AnimationStateData = class {
- constructor(skeletonData) {
- this.animationToMixTime = {};
- /** The mix duration to use when no mix duration has been defined between two animations. */
- this.defaultMix = 0;
- if (!skeletonData)
- throw new Error("skeletonData cannot be null.");
- this.skeletonData = skeletonData;
- }
- /** Sets a mix duration by animation name.
- *
- * See {@link #setMixWith()}. */
- setMix(fromName, toName, duration) {
- let from = this.skeletonData.findAnimation(fromName);
- if (!from)
- throw new Error("Animation not found: " + fromName);
- let to = this.skeletonData.findAnimation(toName);
- if (!to)
- throw new Error("Animation not found: " + toName);
- this.setMixWith(from, to, duration);
- }
- /** Sets the mix duration when changing from the specified animation to the other.
- *
- * See {@link TrackEntry#mixDuration}. */
- setMixWith(from, to, duration) {
- if (!from)
- throw new Error("from cannot be null.");
- if (!to)
- throw new Error("to cannot be null.");
- let key = from.name + "." + to.name;
- this.animationToMixTime[key] = duration;
- }
- /** Returns the mix duration to use when changing from the specified animation to the other, or the {@link #defaultMix} if
- * no mix duration has been set. */
- getMix(from, to) {
- let key = from.name + "." + to.name;
- let value = this.animationToMixTime[key];
- return value === void 0 ? this.defaultMix : value;
- }
- };
- // spine-core/src/attachments/BoundingBoxAttachment.ts
- var BoundingBoxAttachment = class extends VertexAttachment {
- constructor(name) {
- super(name);
- this.color = new Color(1, 1, 1, 1);
- }
- copy() {
- let copy = new BoundingBoxAttachment(this.name);
- this.copyTo(copy);
- copy.color.setFromColor(this.color);
- return copy;
- }
- };
- // spine-core/src/attachments/ClippingAttachment.ts
- var ClippingAttachment = class extends VertexAttachment {
- // ce3a3aff
- constructor(name) {
- super(name);
- /** Clipping is performed between the clipping polygon's slot and the end slot. Returns null if clipping is done until the end of
- * the skeleton's rendering. */
- this.endSlot = null;
- // Nonessential.
- /** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons
- * are not usually rendered at runtime. */
- this.color = new Color(0.2275, 0.2275, 0.8078, 1);
- }
- copy() {
- let copy = new ClippingAttachment(this.name);
- this.copyTo(copy);
- copy.endSlot = this.endSlot;
- copy.color.setFromColor(this.color);
- return copy;
- }
- };
- // spine-core/src/Texture.ts
- var Texture = class {
- constructor(image) {
- this._image = image;
- }
- getImage() {
- return this._image;
- }
- };
- var TextureFilter = /* @__PURE__ */ ((TextureFilter3) => {
- TextureFilter3[TextureFilter3["Nearest"] = 9728] = "Nearest";
- TextureFilter3[TextureFilter3["Linear"] = 9729] = "Linear";
- TextureFilter3[TextureFilter3["MipMap"] = 9987] = "MipMap";
- TextureFilter3[TextureFilter3["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
- TextureFilter3[TextureFilter3["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
- TextureFilter3[TextureFilter3["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
- TextureFilter3[TextureFilter3["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
- return TextureFilter3;
- })(TextureFilter || {});
- var TextureWrap = /* @__PURE__ */ ((TextureWrap4) => {
- TextureWrap4[TextureWrap4["MirroredRepeat"] = 33648] = "MirroredRepeat";
- TextureWrap4[TextureWrap4["ClampToEdge"] = 33071] = "ClampToEdge";
- TextureWrap4[TextureWrap4["Repeat"] = 10497] = "Repeat";
- return TextureWrap4;
- })(TextureWrap || {});
- var TextureRegion = class {
- constructor() {
- this.u = 0;
- this.v = 0;
- this.u2 = 0;
- this.v2 = 0;
- this.width = 0;
- this.height = 0;
- this.degrees = 0;
- this.offsetX = 0;
- this.offsetY = 0;
- this.originalWidth = 0;
- this.originalHeight = 0;
- }
- };
- var FakeTexture = class extends Texture {
- setFilters(minFilter, magFilter) {
- }
- setWraps(uWrap, vWrap) {
- }
- dispose() {
- }
- };
- // spine-core/src/TextureAtlas.ts
- var TextureAtlas = class {
- constructor(atlasText) {
- this.pages = new Array();
- this.regions = new Array();
- let reader = new TextureAtlasReader(atlasText);
- let entry = new Array(4);
- let pageFields = {};
- pageFields["size"] = (page2) => {
- page2.width = parseInt(entry[1]);
- page2.height = parseInt(entry[2]);
- };
- pageFields["format"] = () => {
- };
- pageFields["filter"] = (page2) => {
- page2.minFilter = Utils.enumValue(TextureFilter, entry[1]);
- page2.magFilter = Utils.enumValue(TextureFilter, entry[2]);
- };
- pageFields["repeat"] = (page2) => {
- if (entry[1].indexOf("x") != -1)
- page2.uWrap = 10497 /* Repeat */;
- if (entry[1].indexOf("y") != -1)
- page2.vWrap = 10497 /* Repeat */;
- };
- pageFields["pma"] = (page2) => {
- page2.pma = entry[1] == "true";
- };
- var regionFields = {};
- regionFields["xy"] = (region) => {
- region.x = parseInt(entry[1]);
- region.y = parseInt(entry[2]);
- };
- regionFields["size"] = (region) => {
- region.width = parseInt(entry[1]);
- region.height = parseInt(entry[2]);
- };
- regionFields["bounds"] = (region) => {
- region.x = parseInt(entry[1]);
- region.y = parseInt(entry[2]);
- region.width = parseInt(entry[3]);
- region.height = parseInt(entry[4]);
- };
- regionFields["offset"] = (region) => {
- region.offsetX = parseInt(entry[1]);
- region.offsetY = parseInt(entry[2]);
- };
- regionFields["orig"] = (region) => {
- region.originalWidth = parseInt(entry[1]);
- region.originalHeight = parseInt(entry[2]);
- };
- regionFields["offsets"] = (region) => {
- region.offsetX = parseInt(entry[1]);
- region.offsetY = parseInt(entry[2]);
- region.originalWidth = parseInt(entry[3]);
- region.originalHeight = parseInt(entry[4]);
- };
- regionFields["rotate"] = (region) => {
- let value = entry[1];
- if (value == "true")
- region.degrees = 90;
- else if (value != "false")
- region.degrees = parseInt(value);
- };
- regionFields["index"] = (region) => {
- region.index = parseInt(entry[1]);
- };
- let line = reader.readLine();
- while (line && line.trim().length == 0)
- line = reader.readLine();
- while (true) {
- if (!line || line.trim().length == 0)
- break;
- if (reader.readEntry(entry, line) == 0)
- break;
- line = reader.readLine();
- }
- let page = null;
- let names = null;
- let values = null;
- while (true) {
- if (line === null)
- break;
- if (line.trim().length == 0) {
- page = null;
- line = reader.readLine();
- } else if (!page) {
- page = new TextureAtlasPage(line.trim());
- while (true) {
- if (reader.readEntry(entry, line = reader.readLine()) == 0)
- break;
- let field = pageFields[entry[0]];
- if (field)
- field(page);
- }
- this.pages.push(page);
- } else {
- let region = new TextureAtlasRegion(page, line);
- while (true) {
- let count = reader.readEntry(entry, line = reader.readLine());
- if (count == 0)
- break;
- let field = regionFields[entry[0]];
- if (field)
- field(region);
- else {
- if (!names)
- names = [];
- if (!values)
- values = [];
- names.push(entry[0]);
- let entryValues = [];
- for (let i = 0; i < count; i++)
- entryValues.push(parseInt(entry[i + 1]));
- values.push(entryValues);
- }
- }
- if (region.originalWidth == 0 && region.originalHeight == 0) {
- region.originalWidth = region.width;
- region.originalHeight = region.height;
- }
- if (names && names.length > 0 && values && values.length > 0) {
- region.names = names;
- region.values = values;
- names = null;
- values = null;
- }
- region.u = region.x / page.width;
- region.v = region.y / page.height;
- if (region.degrees == 90) {
- region.u2 = (region.x + region.height) / page.width;
- region.v2 = (region.y + region.width) / page.height;
- } else {
- region.u2 = (region.x + region.width) / page.width;
- region.v2 = (region.y + region.height) / page.height;
- }
- this.regions.push(region);
- }
- }
- }
- findRegion(name) {
- for (let i = 0; i < this.regions.length; i++) {
- if (this.regions[i].name == name) {
- return this.regions[i];
- }
- }
- return null;
- }
- setTextures(assetManager, pathPrefix = "") {
- for (let page of this.pages)
- page.setTexture(assetManager.get(pathPrefix + page.name));
- }
- dispose() {
- var _a;
- for (let i = 0; i < this.pages.length; i++) {
- (_a = this.pages[i].texture) == null ? void 0 : _a.dispose();
- }
- }
- };
- var TextureAtlasReader = class {
- constructor(text) {
- this.index = 0;
- this.lines = text.split(/\r\n|\r|\n/);
- }
- readLine() {
- if (this.index >= this.lines.length)
- return null;
- return this.lines[this.index++];
- }
- readEntry(entry, line) {
- if (!line)
- return 0;
- line = line.trim();
- if (line.length == 0)
- return 0;
- let colon = line.indexOf(":");
- if (colon == -1)
- return 0;
- entry[0] = line.substr(0, colon).trim();
- for (let i = 1, lastMatch = colon + 1; ; i++) {
- let comma = line.indexOf(",", lastMatch);
- if (comma == -1) {
- entry[i] = line.substr(lastMatch).trim();
- return i;
- }
- entry[i] = line.substr(lastMatch, comma - lastMatch).trim();
- lastMatch = comma + 1;
- if (i == 4)
- return 4;
- }
- }
- };
- var TextureAtlasPage = class {
- constructor(name) {
- this.minFilter = 9728 /* Nearest */;
- this.magFilter = 9728 /* Nearest */;
- this.uWrap = 33071 /* ClampToEdge */;
- this.vWrap = 33071 /* ClampToEdge */;
- this.texture = null;
- this.width = 0;
- this.height = 0;
- this.pma = false;
- this.regions = new Array();
- this.name = name;
- }
- setTexture(texture) {
- this.texture = texture;
- texture.setFilters(this.minFilter, this.magFilter);
- texture.setWraps(this.uWrap, this.vWrap);
- for (let region of this.regions)
- region.texture = texture;
- }
- };
- var TextureAtlasRegion = class extends TextureRegion {
- constructor(page, name) {
- super();
- this.x = 0;
- this.y = 0;
- this.offsetX = 0;
- this.offsetY = 0;
- this.originalWidth = 0;
- this.originalHeight = 0;
- this.index = 0;
- this.degrees = 0;
- this.names = null;
- this.values = null;
- this.page = page;
- this.name = name;
- page.regions.push(this);
- }
- };
- // spine-core/src/attachments/MeshAttachment.ts
- var MeshAttachment = class extends VertexAttachment {
- constructor(name, path) {
- super(name);
- this.region = null;
- /** The UV pair for each vertex, normalized within the texture region. */
- this.regionUVs = [];
- /** The UV pair for each vertex, normalized within the entire texture.
- *
- * See {@link #updateUVs}. */
- this.uvs = [];
- /** Triplets of vertex indices which describe the mesh's triangulation. */
- this.triangles = [];
- /** The color to tint the mesh. */
- this.color = new Color(1, 1, 1, 1);
- /** The width of the mesh's image. Available only when nonessential data was exported. */
- this.width = 0;
- /** The height of the mesh's image. Available only when nonessential data was exported. */
- this.height = 0;
- /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */
- this.hullLength = 0;
- /** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if
- * nonessential data was exported. Triangulation is not performed at runtime. */
- this.edges = [];
- this.parentMesh = null;
- this.sequence = null;
- this.tempColor = new Color(0, 0, 0, 0);
- this.path = path;
- }
- /** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or
- * the {@link #regionUVs} are changed. */
- updateRegion() {
- if (!this.region)
- throw new Error("Region not set.");
- let regionUVs = this.regionUVs;
- if (!this.uvs || this.uvs.length != regionUVs.length)
- this.uvs = Utils.newFloatArray(regionUVs.length);
- let uvs = this.uvs;
- let n = this.uvs.length;
- let u = this.region.u, v = this.region.v, width = 0, height = 0;
- if (this.region instanceof TextureAtlasRegion) {
- let region = this.region, image = region.page.texture.getImage();
- let textureWidth = image.width, textureHeight = image.height;
- switch (region.degrees) {
- case 90:
- u -= (region.originalHeight - region.offsetY - region.height) / textureWidth;
- v -= (region.originalWidth - region.offsetX - region.width) / textureHeight;
- width = region.originalHeight / textureWidth;
- height = region.originalWidth / textureHeight;
- for (let i = 0; i < n; i += 2) {
- uvs[i] = u + regionUVs[i + 1] * width;
- uvs[i + 1] = v + (1 - regionUVs[i]) * height;
- }
- return;
- case 180:
- u -= (region.originalWidth - region.offsetX - region.width) / textureWidth;
- v -= region.offsetY / textureHeight;
- width = region.originalWidth / textureWidth;
- height = region.originalHeight / textureHeight;
- for (let i = 0; i < n; i += 2) {
- uvs[i] = u + (1 - regionUVs[i]) * width;
- uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
- }
- return;
- case 270:
- u -= region.offsetY / textureWidth;
- v -= region.offsetX / textureHeight;
- width = region.originalHeight / textureWidth;
- height = region.originalWidth / textureHeight;
- for (let i = 0; i < n; i += 2) {
- uvs[i] = u + (1 - regionUVs[i + 1]) * width;
- uvs[i + 1] = v + regionUVs[i] * height;
- }
- return;
- }
- u -= region.offsetX / textureWidth;
- v -= (region.originalHeight - region.offsetY - region.height) / textureHeight;
- width = region.originalWidth / textureWidth;
- height = region.originalHeight / textureHeight;
- } else if (!this.region) {
- u = v = 0;
- width = height = 1;
- } else {
- width = this.region.u2 - u;
- height = this.region.v2 - v;
- }
- for (let i = 0; i < n; i += 2) {
- uvs[i] = u + regionUVs[i] * width;
- uvs[i + 1] = v + regionUVs[i + 1] * height;
- }
- }
- /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices},
- * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the
- * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */
- getParentMesh() {
- return this.parentMesh;
- }
- /** @param parentMesh May be null. */
- setParentMesh(parentMesh) {
- this.parentMesh = parentMesh;
- if (parentMesh) {
- this.bones = parentMesh.bones;
- this.vertices = parentMesh.vertices;
- this.worldVerticesLength = parentMesh.worldVerticesLength;
- this.regionUVs = parentMesh.regionUVs;
- this.triangles = parentMesh.triangles;
- this.hullLength = parentMesh.hullLength;
- this.worldVerticesLength = parentMesh.worldVerticesLength;
- }
- }
- copy() {
- if (this.parentMesh)
- return this.newLinkedMesh();
- let copy = new MeshAttachment(this.name, this.path);
- copy.region = this.region;
- copy.color.setFromColor(this.color);
- this.copyTo(copy);
- copy.regionUVs = new Array(this.regionUVs.length);
- Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length);
- copy.uvs = new Array(this.uvs.length);
- Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length);
- copy.triangles = new Array(this.triangles.length);
- Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length);
- copy.hullLength = this.hullLength;
- copy.sequence = this.sequence != null ? this.sequence.copy() : null;
- if (this.edges) {
- copy.edges = new Array(this.edges.length);
- Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length);
- }
- copy.width = this.width;
- copy.height = this.height;
- return copy;
- }
- computeWorldVertices(slot, start, count, worldVertices2, offset, stride) {
- if (this.sequence != null)
- this.sequence.apply(slot, this);
- super.computeWorldVertices(slot, start, count, worldVertices2, offset, stride);
- }
- /** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/
- newLinkedMesh() {
- let copy = new MeshAttachment(this.name, this.path);
- copy.region = this.region;
- copy.color.setFromColor(this.color);
- copy.timelineAttachment = this.timelineAttachment;
- copy.setParentMesh(this.parentMesh ? this.parentMesh : this);
- if (copy.region != null)
- copy.updateRegion();
- return copy;
- }
- };
- // spine-core/src/attachments/PathAttachment.ts
- var PathAttachment = class extends VertexAttachment {
- constructor(name) {
- super(name);
- /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */
- this.lengths = [];
- /** If true, the start and end knots are connected. */
- this.closed = false;
- /** If true, additional calculations are performed to make calculating positions along the path more accurate. If false, fewer
- * calculations are performed but calculating positions along the path is less accurate. */
- this.constantSpeed = false;
- /** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually
- * rendered at runtime. */
- this.color = new Color(1, 1, 1, 1);
- }
- copy() {
- let copy = new PathAttachment(this.name);
- this.copyTo(copy);
- copy.lengths = new Array(this.lengths.length);
- Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
- copy.closed = closed;
- copy.constantSpeed = this.constantSpeed;
- copy.color.setFromColor(this.color);
- return copy;
- }
- };
- // spine-core/src/attachments/PointAttachment.ts
- var PointAttachment = class extends VertexAttachment {
- constructor(name) {
- super(name);
- this.x = 0;
- this.y = 0;
- this.rotation = 0;
- /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
- * are not usually rendered at runtime. */
- this.color = new Color(0.38, 0.94, 0, 1);
- }
- computeWorldPosition(bone, point) {
- point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
- point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
- return point;
- }
- computeWorldRotation(bone) {
- let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation);
- let x = cos * bone.a + sin * bone.b;
- let y = cos * bone.c + sin * bone.d;
- return Math.atan2(y, x) * MathUtils.radDeg;
- }
- copy() {
- let copy = new PointAttachment(this.name);
- copy.x = this.x;
- copy.y = this.y;
- copy.rotation = this.rotation;
- copy.color.setFromColor(this.color);
- return copy;
- }
- };
- // spine-core/src/attachments/RegionAttachment.ts
- var _RegionAttachment = class extends Attachment {
- constructor(name, path) {
- super(name);
- /** The local x translation. */
- this.x = 0;
- /** The local y translation. */
- this.y = 0;
- /** The local scaleX. */
- this.scaleX = 1;
- /** The local scaleY. */
- this.scaleY = 1;
- /** The local rotation. */
- this.rotation = 0;
- /** The width of the region attachment in Spine. */
- this.width = 0;
- /** The height of the region attachment in Spine. */
- this.height = 0;
- /** The color to tint the region attachment. */
- this.color = new Color(1, 1, 1, 1);
- this.region = null;
- this.sequence = null;
- /** For each of the 4 vertices, a pair of <code>x,y</code> values that is the local position of the vertex.
- *
- * See {@link #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.
- * <p>
- * See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
- * Runtimes Guide.
- * @param worldVertices The output world vertices. Must have a length >= <code>offset</code> + 8.
- * @param offset The <code>worldVertices</code> index to begin writing values.
- * @param stride The number of <code>worldVertices</code> entries between the value pairs written. */
- computeWorldVertices(slot, 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.
- * <p>
- * 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,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";
- // spine-webgl/src/SpineCanvas.ts
- var SpineCanvas = class {
- /** Constructs a new spine canvas, rendering to the provided HTML canvas. */
- constructor(canvas, config) {
- /** 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
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