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spine-js: keyable draw order, events, bounding boxes.

NathanSweet 12 anos atrás
pai
commit
51b98ca71e
2 arquivos alterados com 535 adições e 89 exclusões
  1. 528 86
      spine-js/spine.js
  2. 7 3
      spine-js/turbulenz/index.html

+ 528 - 86
spine-js/spine.js

@@ -184,17 +184,23 @@ spine.Animation = function (name, timelines, duration) {
 	this.duration = duration;
 };
 spine.Animation.prototype = {
-	apply: function (skeleton, time, loop) {
-		if (loop && this.duration != 0) time %= this.duration;
+	apply: function (skeleton, lastTime, time, loop, events) {
+		if (loop && this.duration != 0) {
+			time %= this.duration;
+			lastTime %= this.duration;
+		}
 		var timelines = this.timelines;
 		for (var i = 0, n = timelines.length; i < n; i++)
-			timelines[i].apply(skeleton, time, 1);
+			timelines[i].apply(skeleton, lastTime, time, events, 1);
 	},
-	mix: function (skeleton, time, loop, alpha) {
-		if (loop && this.duration != 0) time %= this.duration;
+	mix: function (skeleton, lastTime, time, loop, events, alpha) {
+		if (loop && this.duration != 0) {
+			time %= this.duration;
+			lastTime %= this.duration;
+		}
 		var timelines = this.timelines;
 		for (var i = 0, n = timelines.length; i < n; i++)
-			timelines[i].apply(skeleton, time, alpha);
+			timelines[i].apply(skeleton, lastTime, time, events, alpha);
 	}
 };
 
@@ -301,7 +307,7 @@ spine.RotateTimeline.prototype = {
 		this.frames[frameIndex] = time;
 		this.frames[frameIndex + 1] = angle;
 	},
-	apply: function (skeleton, time, alpha) {
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
 		var frames = this.frames;
 		if (time < frames[0]) return; // Time is before first frame.
 
@@ -354,7 +360,7 @@ spine.TranslateTimeline.prototype = {
 		this.frames[frameIndex + 1] = x;
 		this.frames[frameIndex + 2] = y;
 	},
-	apply: function (skeleton, time, alpha) {
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
 		var frames = this.frames;
 		if (time < frames[0]) return; // Time is before first frame.
 
@@ -395,7 +401,7 @@ spine.ScaleTimeline.prototype = {
 		this.frames[frameIndex + 1] = x;
 		this.frames[frameIndex + 2] = y;
 	},
-	apply: function (skeleton, time, alpha) {
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
 		var frames = this.frames;
 		if (time < frames[0]) return; // Time is before first frame.
 
@@ -438,7 +444,7 @@ spine.ColorTimeline.prototype = {
 		this.frames[frameIndex + 3] = b;
 		this.frames[frameIndex + 4] = a;
 	},
-	apply: function (skeleton, time, alpha) {
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
 		var frames = this.frames;
 		if (time < frames[0]) return; // Time is before first frame.
 
@@ -485,7 +491,7 @@ spine.AttachmentTimeline = function (frameCount) {
 	this.curves = new spine.Curves(frameCount);
 	this.frames = []; // time, ...
 	this.frames.length = frameCount;
-	this.attachmentNames = []; // time, ...
+	this.attachmentNames = [];
 	this.attachmentNames.length = frameCount;
 };
 spine.AttachmentTimeline.prototype = {
@@ -497,7 +503,7 @@ spine.AttachmentTimeline.prototype = {
 		this.frames[frameIndex] = time;
 		this.attachmentNames[frameIndex] = attachmentName;
 	},
-	apply: function (skeleton, time, alpha) {
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
 		var frames = this.frames;
 		if (time < frames[0]) return; // Time is before first frame.
 
@@ -512,10 +518,92 @@ spine.AttachmentTimeline.prototype = {
 	}
 };
 
+spine.EventTimeline = function (frameCount) {
+	this.frames = []; // time, ...
+	this.frames.length = frameCount;
+	this.events = [];
+	this.events.length = frameCount;
+};
+spine.EventTimeline.prototype = {
+	getFrameCount: function () {
+		return this.frames.length;
+	},
+	setFrame: function (frameIndex, time, event) {
+		this.frames[frameIndex] = time;
+		this.events[frameIndex] = event;
+	},
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
+		if (!firedEvents) return;
+
+		var frames = this.frames;
+		var frameCount = frames.length;
+		if (lastTime >= frames[frameCount - 1]) return; // Last time is after last frame.
+
+		if (lastTime > time) { // Fire events after last time for looped animations.
+			this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
+			lastTime = 0;
+		}
+
+		var frameIndex;
+		if (lastTime <= frames[0] || frameCount == 1)
+			frameIndex = 0;
+		else {
+			frameIndex = spine.binarySearch(frames, lastTime, 1);
+			var frame = frames[frameIndex];
+			while (frameIndex > 0) { // Fire multiple events with the same frame.
+				if (frames[frameIndex - 1] != frame) break;
+				frameIndex--;
+			}
+		}
+		var events = this.events;
+		for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
+			firedEvents.push(events[frameIndex]);
+	}
+};
+
+spine.DrawOrderTimeline = function (frameCount) {
+	this.frames = []; // time, ...
+	this.frames.length = frameCount;
+	this.drawOrders = [];
+	this.drawOrders.length = frameCount;
+};
+spine.DrawOrderTimeline.prototype = {
+	getFrameCount: function () {
+		return this.frames.length;
+	},
+	setFrame: function (frameIndex, time, drawOrder) {
+		this.frames[frameIndex] = time;
+		this.drawOrders[frameIndex] = drawOrder;
+	},
+	apply: function (skeleton, lastTime, time, firedEvents, alpha) {
+		var frames = this.frames;
+		if (time < frames[0]) return; // Time is before first frame.
+
+		var frameIndex;
+		if (time >= frames[frames.length - 1]) // Time is after last frame.
+			frameIndex = frames.length - 1;
+		else
+			frameIndex = spine.binarySearch(frames, time, 1) - 1;
+
+		var drawOrder = skeleton.drawOrder;
+		var slots = skeleton.slots;
+		var drawOrderToSetupIndex = this.drawOrders[frameIndex];
+		if (!drawOrderToSetupIndex) {
+			for (var i = 0, n = slots.length; i < n; i++)
+				drawOrder[i] = slots[i];
+		} else {
+			for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
+				drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]];
+		}
+
+	}
+};
+
 spine.SkeletonData = function () {
 	this.bones = [];
 	this.slots = [];
 	this.skins = [];
+	this.events = [];
 	this.animations = [];
 };
 spine.SkeletonData.prototype = {
@@ -557,6 +645,13 @@ spine.SkeletonData.prototype = {
 		return null;
 	},
 	/** @return May be null. */
+	findEvent: function (eventName) {
+		var events = this.events;
+		for (var i = 0, n = events.length; i < n; i++)
+			if (events[i].name == eventName) return events[i];
+		return null;
+	},
+	/** @return May be null. */
 	findAnimation: function (animationName) {
 		var animations = this.animations;
 		for (var i = 0, n = animations.length; i < n; i++)
@@ -680,7 +775,7 @@ spine.Skeleton.prototype = {
 				var attachment = null;
 				if (attachmentName) {
 					attachment = this.getAttachment(i, attachmentName);
-					if (attachment == null) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
+					if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
 				}
 				slot.setAttachment(attachment);
 				return;
@@ -693,18 +788,38 @@ spine.Skeleton.prototype = {
 	}
 };
 
+spine.EventData = function (name) {
+	this.name = name;
+}
+spine.EventData.prototype = {
+	intValue: 0,
+	floatValue: 0,
+	stringValue: null
+};
+
+spine.Event = function (data) {
+	this.data = data;
+}
+spine.Event.prototype = {
+	intValue: 0,
+	floatValue: 0,
+	stringValue: null
+};
+
 spine.AttachmentType = {
 	region: 0,
 	boundingbox: 1
 };
 
-spine.RegionAttachment = function () {
+spine.RegionAttachment = function (name) {
+	this.name = name;
 	this.offset = [];
 	this.offset.length = 8;
 	this.uvs = [];
 	this.uvs.length = 8;
 };
 spine.RegionAttachment.prototype = {
+	type: spine.AttachmentType.region,
 	x: 0, y: 0,
 	rotation: 0,
 	scaleX: 1, scaleY: 1,
@@ -782,6 +897,29 @@ spine.RegionAttachment.prototype = {
 	}
 };
 
+spine.BoundingBoxAttachment = function (name) {
+	this.name = name;
+	this.vertices = [];
+};
+spine.BoundingBoxAttachment.prototype = {
+	type: spine.AttachmentType.boundingBox,
+	computeWorldVertices: function (x, y, bone, worldVertices) {
+		x += bone.worldX;
+		y += bone.worldY;
+		var m00 = bone.m00;
+		var m01 = bone.m01;
+		var m10 = bone.m10;
+		var m11 = bone.m11;
+		var vertices = this.vertices;
+		for (var i = 0, n = vertices.length; i < n; i += 2) {
+			var px = vertices[i];
+			var py = vertices[i + 1];
+			worldVertices[i] = px * m00 + py * m01 + x;
+			worldVertices[i + 1] = px * m10 + py * m11 + y;
+		}
+	}
+};
+
 spine.AnimationStateData = function (skeletonData) {
 	this.skeletonData = skeletonData;
 	this.animationToMixTime = {};
@@ -804,104 +942,186 @@ spine.AnimationStateData.prototype = {
 	}
 };
 
+spine.TrackEntry = function () {};
+spine.TrackEntry.prototype = {
+	next: null, previous: null,
+	animation: null,
+	loop: false,
+	delay: 0, time: 0, lastTime: 0, endTime: 0,
+	timeScale: 1,
+	mixTime: 0, mixDuration: 0,
+	onStart: null, onEnd: null, onComplete: null, onEvent: null
+}
+
 spine.AnimationState = function (stateData) {
 	this.data = stateData;
-	this.queue = [];
+	this.tracks = [];
+	this.events = [];
 };
 spine.AnimationState.prototype = {
-	current: null,
-	previous: null,
-	currentTime: 0,
-	previousTime: 0,
-	currentLoop: false,
-	previousLoop: false,
-	mixTime: 0,
-	mixDuration: 0,
+	onStart: null,
+	onEnd: null,
+	onComplete: null,
+	onEvent: null,
+	timeScale: 1,
 	update: function (delta) {
-		this.currentTime += delta;
-		this.previousTime += delta;
-		this.mixTime += delta;
-
-		if (this.queue.length > 0) {
-			var entry = this.queue[0];
-			if (this.currentTime >= entry.delay) {
-				this._setAnimation(entry.animation, entry.loop);
-				this.queue.shift();
+		delta *= this.timeScale;
+		for (var i = 0; i < this.tracks.length; i++) {
+			var current = this.tracks[i];
+			if (!current) continue;
+			
+			var trackDelta = delta * current.timeScale;
+			var time = current.time + trackDelta;
+			var endTime = current.endTime;
+			
+			current.time = time;
+			if (current.previous) {
+				current.previous.time += trackDelta;
+				current.mixTime += trackDelta;
+			}
+			
+			// Check if completed the animation or a loop iteration.
+			if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
+				var count = Math.floor(time / endTime);
+				if (current.onComplete) current.onComplete(i, count);
+				if (this.onComplete) this.onComplete(i, count);
+			}
+			
+			var next = current.next;
+			if (next) {
+				if (time - trackDelta > next.delay) this.setCurrent(i, next);
+			} else {
+				// End non-looping animation when it reaches its end time and there is no next entry.
+				if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i);
 			}
 		}
 	},
 	apply: function (skeleton) {
-		if (!this.current) return;
-		if (this.previous) {
-			this.previous.apply(skeleton, this.previousTime, this.previousLoop);
-			var alpha = this.mixTime / this.mixDuration;
-			if (alpha >= 1) {
-				alpha = 1;
-				this.previous = null;
+		for (var i = 0; i < this.tracks.length; i++) {
+			var current = this.tracks[i];
+			if (!current) continue;
+			
+			this.events.length = 0;
+			
+			var time = current.time;
+			var loop = current.loop;
+			if (!loop && time > current.endTime) time = current.endTime;
+			
+			var previous = current.previous;
+			if (!previous)
+				current.animation.apply(skeleton, current.lastTime, time, loop, this.events);
+			else {
+				var previousTime = previous.time;
+				if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
+				previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
+				
+				var alpha = current.mixTime / current.mixDuration;
+				if (alpha >= 1) {
+					alpha = 1;
+					current.previous = null;
+				}
+				current.animation.mix(skeleton, current.lastTime, time, loop, this.events, alpha);
 			}
-			this.current.mix(skeleton, this.currentTime, this.currentLoop, alpha);
-		} else 
-			this.current.apply(skeleton, this.currentTime, this.currentLoop);
-	},
-	clearAnimation: function () {
-		this.previous = null;
-		this.current = null;
-		this.queue.length = 0;
-	},
-	_setAnimation: function (animation, loop) {
-		this.previous = null;
-		if (animation && this.current) {
-			this.mixDuration = this.data.getMix(this.current, animation);
-			if (this.mixDuration > 0) {
-				this.mixTime = 0;
-				this.previous = this.current;
-				this.previousTime = this.currentTime;
-				this.previousLoop = this.currentLoop;
+			
+			for (var ii = 0, nn = this.events.length; ii < nn; ii++) {
+				var event = this.events[ii];
+				if (current.onEvent != null) current.onEvent(i, event);
+				if (this.onEvent != null) this.onEvent(i, event);
+			}
+			
+			current.lastTime = current.time;
+		}
+	},
+	clearTracks: function () {	
+		for (var i = 0, n = this.tracks.length; i < n; i++)
+			this.clearTrack(i);
+		this.tracks.length = 0; 
+	},
+	clearTrack: function (trackIndex) {
+		if (trackIndex >= this.tracks.length) return;
+		var current = this.tracks[trackIndex];
+		if (!current) return;
+
+		if (current.onEnd != null) current.onEnd(trackIndex);
+		if (this.onEnd != null) this.onEnd(trackIndex);
+
+		this.tracks[trackIndex] = null;
+	},
+	_expandToIndex: function (index) {
+		if (index < this.tracks.length) return this.tracks[index];
+		while (index >= this.tracks.length)
+			this.tracks.push(null);
+		return null;
+	},
+	setCurrent: function (index, entry) {
+		var current = this._expandToIndex(index);
+		if (current) {
+			current.previous = null;
+			
+			if (current.onEnd != null) current.onEnd(index);
+			if (this.onEnd != null) this.onEnd(index);
+			
+			entry.mixDuration = this.data.getMix(current.animation, entry.animation);
+			if (entry.mixDuration > 0) {
+				entry.mixTime = 0;
+				entry.previous = current;
 			}
 		}
-		this.current = animation;
-		this.currentLoop = loop;
-		this.currentTime = 0;
+		
+		this.tracks[index] = entry;
+		
+		if (entry.onStart != null) entry.onStart(index);
+		if (this.onStart != null) this.onStart(index);
 	},
-	/** @see #setAnimation(Animation, Boolean) */
-	setAnimationByName: function (animationName, loop) {
+	setAnimationByName: function (trackIndex, animationName, loop) {
 		var animation = this.data.skeletonData.findAnimation(animationName);
 		if (!animation) throw "Animation not found: " + animationName;
-		this.setAnimation(animation, loop);
+		return this.setAnimation(trackIndex, animation, loop);
 	},
-	/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
-	 * @param animation May be null. */
-	setAnimation: function (animation, loop) {
-		this.queue.length = 0;
-		this._setAnimation(animation, loop);
+	/** Set the current animation. Any queued animations are cleared. */
+	setAnimation: function (trackIndex, animation, loop) {
+		var entry = new spine.TrackEntry();
+		entry.animation = animation;
+		entry.loop = loop;
+		entry.endTime = animation.duration;
+		this.setCurrent(trackIndex, entry);
+		return entry;
 	},
-	/** @see #addAnimation(Animation, Boolean, Number) */
-	addAnimationByName: function (animationName, loop, delay) {
+	addAnimationByName: function (trackIndex, animationName, loop, delay) {
 		var animation = this.data.skeletonData.findAnimation(animationName);
 		if (!animation) throw "Animation not found: " + animationName;
-		this.addAnimation(animation, loop, delay);
+		return this.addAnimation(trackIndex, animation, loop, delay);
 	},
 	/** Adds an animation to be played delay seconds after the current or last queued animation.
 	 * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
-	addAnimation: function (animation, loop, delay) {
-		var entry = {};
+	addAnimation: function (trackIndex, animation, loop, delay) {
+		var entry = new spine.TrackEntry();
 		entry.animation = animation;
 		entry.loop = loop;
-
-		if (!delay || delay <= 0) {
-			var previousAnimation = this.queue.length == 0 ? this.current : this.queue[this.queue.length - 1].animation;
-			if (previousAnimation != null)
-				delay = previousAnimation.duration - this.data.getMix(previousAnimation, animation) + (delay || 0);
+		entry.endTime = animation.duration;
+		
+		var last = this._expandToIndex(trackIndex);
+		if (last) {
+			while (last.next)
+				last = last.next;
+			last.next = entry;
+		} else
+			this.tracks[trackIndex] = entry;
+		
+		if (delay <= 0) {
+			if (last)
+				delay += last.endTime - this.data.getMix(last.animation, animation);
 			else
 				delay = 0;
 		}
 		entry.delay = delay;
-
-		this.queue.push(entry);
-	},
-	/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
-	isComplete: function () {
-		return !this.current || this.currentTime >= this.current.duration;
+		
+		return entry;
+	},	
+	/** May be null. */
+	getCurrent: function (trackIndex) {
+		if (trackIndex >= this.tracks.length) return null;
+		return this.tracks[trackIndex];
 	}
 };
 
@@ -976,6 +1196,18 @@ spine.SkeletonJson.prototype = {
 			if (skin.name == "default") skeletonData.defaultSkin = skin;
 		}
 
+		// Events.
+		var events = root["events"];
+		for (var eventName in events) {
+			if (!events.hasOwnProperty(eventName)) continue;
+			var eventMap = events[eventName];
+			var eventData = new spine.EventData(eventName);
+			eventData.intValue = eventMap["int"] || 0;
+			eventData.floatValue = eventMap["float"] || 0;
+			eventData.stringValue = eventMap["string"] || null;
+			skeletonData.events.push(eventData);
+		}
+
 		// Animations.
 		var animations = root["animations"];
 		for (var animationName in animations) {
@@ -1000,6 +1232,10 @@ spine.SkeletonJson.prototype = {
 			attachment.width = (map["width"] || 32) * this.scale;
 			attachment.height = (map["height"] || 32) * this.scale;
 			attachment.updateOffset();
+		} else if (type == spine.AttachmentType.boundingBox) {
+			var vertices = map["vertices"];
+			for (var i = 0, n = vertices.length; i < n; i++)
+				attachment.vertices.push(vertices[i] * scale);
 		}
 
 		return attachment;
@@ -1105,6 +1341,64 @@ spine.SkeletonJson.prototype = {
 			}
 		}
 
+		var events = map["events"];
+		if (events) {
+			var timeline = new spine.EventTimeline(events.length);
+			var frameIndex = 0;
+			for (var i = 0, n = events.length; i < n; i++) {
+				var eventMap = events[i];
+				var eventData = skeletonData.findEvent(eventMap["name"]);
+				if (!eventData) throw "Event not found: " + eventMap["name"];
+				var event = new spine.Event(eventData);
+				event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
+				event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
+				event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
+				timeline.setFrame(frameIndex++, eventMap["time"], event);
+			}
+			timelines.push(timeline);
+			duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+		}
+
+		var drawOrderValues = map["draworder"];
+		if (drawOrderValues) {
+			var timeline = new spine.DrawOrderTimeline(drawOrderValues.length);
+			var slotCount = skeletonData.slots.length;
+			var frameIndex = 0;
+			for (var i = 0, n = drawOrderValues.length; i < n; i++) {
+				var drawOrderMap = drawOrderValues[i];
+				var drawOrder = null;
+				if (drawOrderMap["offsets"]) {
+					drawOrder = [];
+					drawOrder.length = slotCount;
+					for (var ii = slotCount - 1; ii >= 0; ii--)
+						drawOrder[ii] = -1;
+					var offsets = drawOrderMap["offsets"];
+					var unchanged = [];
+					unchanged.length = slotCount - offsets.length;
+					var originalIndex = 0, unchangedIndex = 0;
+					for (var ii = 0, nn = offsets.length; ii < nn; ii++) {
+						var offsetMap = offsets[ii];
+						var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
+						if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"];
+						// Collect unchanged items.
+						while (originalIndex != slotIndex)
+							unchanged[unchangedIndex++] = originalIndex++;
+						// Set changed items.
+						drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++;
+					}
+					// Collect remaining unchanged items.
+					while (originalIndex < slotCount)
+						unchanged[unchangedIndex++] = originalIndex++;
+					// Fill in unchanged items.
+					for (var ii = slotCount - 1; ii >= 0; ii--)
+						if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
+				}
+				timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder);
+			}
+			timelines.push(timeline);
+			duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+		}
+
 		skeletonData.animations.push(new spine.Animation(name, timelines, duration));
 	}
 };
@@ -1118,7 +1412,7 @@ spine.SkeletonJson.readCurve = function (timeline, frameIndex, valueMap) {
 };
 spine.SkeletonJson.toColor = function (hexString, colorIndex) {
 	if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
-	return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2)+2), 16) / 255;
+	return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255;
 };
 
 spine.Atlas = function (atlasText, textureLoader) {
@@ -1341,7 +1635,7 @@ spine.AtlasAttachmentLoader.prototype = {
 	newAttachment: function (skin, type, name) {
 		switch (type) {
 		case spine.AttachmentType.boundingbox:
-			return null; // BOZO - Implement bounding boxes.
+			return new spine.BoundingBoxAttachment(name);
 		case spine.AttachmentType.region:
 			var region = this.atlas.findRegion(name);
 			if (!region) throw "Region not found in atlas: " + name + " (" + type + ")";
@@ -1359,3 +1653,151 @@ spine.AtlasAttachmentLoader.prototype = {
 		throw "Unknown attachment type: " + type;
 	}
 };
+
+spine.SkeletonBounds = function () {
+	this.polygonPool = [];
+	this.polygons = [];
+	this.boundingBoxes = [];
+};
+spine.SkeletonBounds.prototype = {
+	minX: 0, minY: 0, maxX: 0, maxY: 0,
+	update: function (skeleton, updateAabb) {
+		var slots = skeleton.slots;
+		var slotCount = slots.length;
+		var x = skeleton.x, y = skeleton.y;
+		var boundingBoxes = this.boundingBoxes;
+		var polygonPool = this.polygonPool;
+		var polygons = this.polygons;
+		
+		boundingBoxes.length = 0;
+		for (var i = 0, n = polygons.length; i < n; i++)
+			polygonPool.push(polygons[i]);
+		polygons.length = 0;
+
+		for (var i = 0; i < slotCount; i++) {
+			var slot = slots[i];
+			var boundingBox = slot.attachment;
+			if (boundingBox.type != spine.AttachmentType.boundingBox) continue;
+			boundingBoxes.push(boundingBox);
+
+			var poolCount = polygonPool.length;
+			if (poolCount > 0) {
+				polygon = polygonPool[poolCount - 1];
+				polygonPool.splice(poolCount - 1, 1);
+			} else
+				polygon = [];
+			polygons.push(polygon);
+
+			polygon.length = boundingBox.vertices.length;
+			boundingBox.computeWorldVertices(x, y, slot.bone, polygon);
+		}
+
+		if (updateAabb) this.aabbCompute();
+	},
+	aabbCompute: function () {
+		var polygons = this.polygons;
+		var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = Number.MIN_VALUE, maxY = Number.MIN_VALUE;
+		for (var i = 0, n = polygons.length; i < n; i++) {
+			var vertices = polygons[i];
+			for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
+				var x = vertices[ii];
+				var y = vertices[ii + 1];
+				minX = Math.min(minX, x);
+				minY = Math.min(minY, y);
+				maxX = Math.max(maxX, x);
+				maxY = Math.max(maxY, y);
+			}
+		}
+		this.minX = minX;
+		this.minY = minY;
+		this.maxX = maxX;
+		this.maxY = maxY;
+	},
+	/** Returns true if the axis aligned bounding box contains the point. */
+	aabbContainsPoint: function (x, y) {
+		return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
+	},
+	/** Returns true if the axis aligned bounding box intersects the line segment. */
+	aabbIntersectsSegment: function (x1, y1, x2, y2) {
+		var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
+		if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
+			return false;
+		var m = (y2 - y1) / (x2 - x1);
+		var y = m * (minX - x1) + y1;
+		if (y > minY && y < maxY) return true;
+		y = m * (maxX - x1) + y1;
+		if (y > minY && y < maxY) return true;
+		var x = (minY - y1) / m + x1;
+		if (x > minX && x < maxX) return true;
+		x = (maxY - y1) / m + x1;
+		if (x > minX && x < maxX) return true;
+		return false;
+	},
+	/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
+	aabbIntersectsSkeleton: function (bounds) {
+		return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
+	},
+	/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
+	 * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
+	containsPoint: function (x, y) {
+		var polygons = this.polygons;
+		for (var i = 0, n = polygons.length; i < n; i++)
+			if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i];
+		return null;
+	},
+	/** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
+	 * more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
+	intersectsSegment: function (x1, y1, x2, y2) {
+		var polygons = this.polygons;
+		for (var i = 0, n = polygons.length; i < n; i++)
+			if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return boundingBoxes[i];
+		return null;
+	},
+	/** Returns true if the polygon contains the point. */
+	polygonContainsPoint: function (polygon, x, y) {
+		var nn = polygon.length;		
+		var prevIndex = nn - 2;
+		var inside = false;
+		for (var ii = 0; ii < nn; ii += 2) {
+			var vertexY = polygon[ii + 1];
+			var prevY = polygon[prevIndex + 1];
+			if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
+				var vertexX = polygon[ii];
+				if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside;
+			}
+			prevIndex = ii;
+		}
+		return inside;
+	},
+	/** Returns true if the polygon contains the line segment. */
+	intersectsSegment: function (polygon, x1, y1, x2, y2) {
+		var nn = polygon.length;
+		var width12 = x1 - x2, height12 = y1 - y2;
+		var det1 = x1 * y2 - y1 * x2;
+		var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
+		for (var ii = 0; ii < nn; ii += 2) {
+			var x4 = polygon[ii], y4 = polygon[ii + 1];
+			var det2 = x3 * y4 - y3 * x4;
+			var width34 = x3 - x4, height34 = y3 - y4;
+			var det3 = width12 * height34 - height12 * width34;
+			var x = (det1 * width34 - width12 * det2) / det3;
+			if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
+				var y = (det1 * height34 - height12 * det2) / det3;
+				if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
+			}
+			x3 = x4;
+			y3 = y4;
+		}
+		return false;
+	},
+	getPolygon: function (attachment) {
+		var index = this.boundingBoxes.indexOf(attachment);
+		return index == -1 ? null : this.polygons[index];
+	},
+	getWidth: function () {
+		return this.maxX - this.minX;
+	},
+	getHeight: function () {
+		return this.maxY - this.minY;
+	}
+};

+ 7 - 3
spine-js/turbulenz/index.html

@@ -85,11 +85,11 @@ function start () {
 	if (skeletonName == "spineboy") {
 		stateData.setMixByName("walk", "jump", 0.2);
 		stateData.setMixByName("jump", "walk", 0.4);
-		state.setAnimationByName("walk", true);
+		state.setAnimationByName(0, "drawOrder", true);
 
 		canvas.onmousedown = function () {
-			state.setAnimationByName("jump", false);
-			state.addAnimationByName("walk", true);
+			state.setAnimationByName(0, "jump", false);
+			state.addAnimationByName(0, "walk", true, 0);
 		}
 	} else {
 		skeleton.setSkinByName("goblingirl");
@@ -101,6 +101,10 @@ function start () {
 			skeleton.setSlotsToSetupPose();
 		}
 	}
+	
+	state.onEvent = function (trackIndex, event) {
+		// alert(trackIndex + " event: " + event.data.name)
+	}
 
 	var bgColor = [0.9, 0.9, 0.9, 1.0];
 	var batch = new SpriteBatch(draw2D);