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[ts][threejs] Fixed THREE.JS integration, including z-offset against z-fighting. Tinting, blending modes and premultiplied alpha still to do.

badlogic 9 anos atrás
pai
commit
5b4af038b8

+ 44 - 0
spine-ts/build/spine-all.d.ts

@@ -899,6 +899,50 @@ declare module spine {
         updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
         updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
     }
     }
 }
 }
+declare module spine.threejs {
+    class AssetManager extends spine.AssetManager {
+        constructor();
+    }
+}
+declare module spine.threejs {
+    class MeshBatcher {
+        mesh: THREE.Mesh;
+        private static VERTEX_SIZE;
+        private _vertexBuffer;
+        private _vertices;
+        private _verticesLength;
+        private _indices;
+        private _indicesLength;
+        constructor(mesh: THREE.Mesh, maxVertices?: number);
+        begin(): void;
+        batch(vertices: ArrayLike<number>, indices: ArrayLike<number>, z?: number): void;
+        end(): void;
+    }
+}
+declare module spine.threejs {
+    class SkeletonMesh extends THREE.Mesh {
+        skeleton: Skeleton;
+        state: AnimationState;
+        zOffset: number;
+        private _batcher;
+        static QUAD_TRIANGLES: number[];
+        constructor(skeletonData: SkeletonData);
+        update(deltaTime: number): void;
+        private updateGeometry();
+        static createMesh(map: THREE.Texture): THREE.Mesh;
+    }
+}
+declare module spine.threejs {
+    class ThreeJsTexture extends Texture {
+        texture: THREE.Texture;
+        constructor(image: HTMLImageElement);
+        setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+        setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+        dispose(): void;
+        static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter;
+        static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping;
+    }
+}
 declare module spine.webgl {
 declare module spine.webgl {
     class AssetManager extends spine.AssetManager {
     class AssetManager extends spine.AssetManager {
         constructor(gl: WebGLRenderingContext);
         constructor(gl: WebGLRenderingContext);

+ 245 - 0
spine-ts/build/spine-all.js

@@ -4530,6 +4530,251 @@ var spine;
     spine.RegionAttachment = RegionAttachment;
     spine.RegionAttachment = RegionAttachment;
 })(spine || (spine = {}));
 })(spine || (spine = {}));
 var spine;
 var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var AssetManager = (function (_super) {
+            __extends(AssetManager, _super);
+            function AssetManager() {
+                _super.call(this, function (image) {
+                    return new threejs.ThreeJsTexture(image);
+                });
+            }
+            return AssetManager;
+        }(spine.AssetManager));
+        threejs.AssetManager = AssetManager;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var MeshBatcher = (function () {
+            function MeshBatcher(mesh, maxVertices) {
+                if (maxVertices === void 0) { maxVertices = 10920; }
+                this._verticesLength = 0;
+                this._indicesLength = 0;
+                if (maxVertices > 10920)
+                    throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+                var vertices = this._vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
+                var indices = this._indices = new Uint16Array(maxVertices * 3);
+                this.mesh = mesh;
+                var geo = new THREE.BufferGeometry();
+                var vertexBuffer = this._vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
+                vertexBuffer.dynamic = true;
+                geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
+                geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
+                geo.addAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
+                geo.setIndex(new THREE.BufferAttribute(indices, 1));
+                geo.getIndex().dynamic = true;
+                geo.drawRange.start = 0;
+                geo.drawRange.count = 0;
+                mesh.geometry = geo;
+            }
+            MeshBatcher.prototype.begin = function () {
+                this._verticesLength = 0;
+                this._indicesLength = 0;
+            };
+            MeshBatcher.prototype.batch = function (vertices, indices, z) {
+                if (z === void 0) { z = 0; }
+                var indexStart = this._verticesLength / MeshBatcher.VERTEX_SIZE;
+                var vertexBuffer = this._vertices;
+                var i = this._verticesLength;
+                var j = 0;
+                for (; j < vertices.length;) {
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = z;
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                }
+                this._verticesLength = i;
+                var indicesArray = this._indices;
+                for (i = this._indicesLength, j = 0; j < indices.length; i++, j++)
+                    indicesArray[i] = indices[j] + indexStart;
+                this._indicesLength += indices.length;
+            };
+            MeshBatcher.prototype.end = function () {
+                this._vertexBuffer.needsUpdate = true;
+                this._vertexBuffer.updateRange.offset = 0;
+                this._vertexBuffer.updateRange.count = this._verticesLength;
+                var geo = this.mesh.geometry;
+                geo.getIndex().needsUpdate = true;
+                geo.getIndex().updateRange.offset = 0;
+                geo.getIndex().updateRange.count = this._indicesLength;
+                geo.drawRange.start = 0;
+                geo.drawRange.count = this._indicesLength;
+            };
+            MeshBatcher.VERTEX_SIZE = 9;
+            return MeshBatcher;
+        }());
+        threejs.MeshBatcher = MeshBatcher;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var SkeletonMesh = (function (_super) {
+            __extends(SkeletonMesh, _super);
+            function SkeletonMesh(skeletonData) {
+                _super.call(this);
+                this.zOffset = 0.1;
+                this.skeleton = new spine.Skeleton(skeletonData);
+                var animData = new spine.AnimationStateData(skeletonData);
+                this.state = new spine.AnimationState(animData);
+                var material = this.material = new THREE.MeshBasicMaterial();
+                material.side = THREE.DoubleSide;
+                material.transparent = true;
+                material.alphaTest = 0.5;
+                this._batcher = new threejs.MeshBatcher(this);
+            }
+            SkeletonMesh.prototype.update = function (deltaTime) {
+                var state = this.state;
+                var skeleton = this.skeleton;
+                state.update(deltaTime);
+                state.apply(skeleton);
+                skeleton.updateWorldTransform();
+                this.updateGeometry();
+            };
+            SkeletonMesh.prototype.updateGeometry = function () {
+                var geometry = this.geometry;
+                var numVertices = 0;
+                var verticesLength = 0;
+                var indicesLength = 0;
+                var blendMode = null;
+                var vertices = null;
+                var triangles = null;
+                var drawOrder = this.skeleton.drawOrder;
+                var batcher = this._batcher;
+                batcher.begin();
+                var z = 0;
+                var zOffset = this.zOffset;
+                for (var i = 0, n = drawOrder.length; i < n; i++) {
+                    var slot = drawOrder[i];
+                    var attachment = slot.getAttachment();
+                    var texture = null;
+                    if (attachment instanceof spine.RegionAttachment) {
+                        var region = attachment;
+                        vertices = region.updateWorldVertices(slot, false);
+                        triangles = SkeletonMesh.QUAD_TRIANGLES;
+                        texture = region.region.renderObject.texture;
+                    }
+                    else if (attachment instanceof spine.MeshAttachment) {
+                        var mesh = attachment;
+                        vertices = mesh.updateWorldVertices(slot, false);
+                        triangles = mesh.triangles;
+                        texture = mesh.region.renderObject.texture;
+                    }
+                    else
+                        continue;
+                    if (texture != null) {
+                        if (!this.material.map) {
+                            var mat = this.material;
+                            mat.map = texture.texture;
+                            mat.needsUpdate = true;
+                        }
+                        this._batcher.batch(vertices, triangles, z);
+                        z += zOffset;
+                    }
+                }
+                batcher.end();
+            };
+            SkeletonMesh.createMesh = function (map) {
+                var geo = new THREE.BufferGeometry();
+                var vertices = new Float32Array(1024);
+                vertices.set([
+                    -200, -200, 1, 0, 0, 1, 0, 0,
+                    200, -200, 0, 1, 0, 1, 1, 0,
+                    200, 200, 0, 0, 1, 1, 1, 1,
+                    -200, 200, 1, 1, 0, 0.1, 0, 1
+                ], 0);
+                var vb = new THREE.InterleavedBuffer(vertices, 8);
+                var positions = new THREE.InterleavedBufferAttribute(vb, 2, 0, false);
+                geo.addAttribute("position", positions);
+                var colors = new THREE.InterleavedBufferAttribute(vb, 4, 2, false);
+                geo.addAttribute("color", colors);
+                var uvs = new THREE.InterleavedBufferAttribute(vb, 2, 6, false);
+                geo.addAttribute("uv", colors);
+                var indices = new Uint16Array(1024);
+                indices.set([0, 1, 2, 2, 3, 0], 0);
+                geo.setIndex(new THREE.BufferAttribute(indices, 1));
+                geo.drawRange.start = 0;
+                geo.drawRange.count = 6;
+                var mat = new THREE.MeshBasicMaterial();
+                mat.vertexColors = THREE.VertexColors;
+                mat.transparent = true;
+                mat.map = map;
+                var mesh = new THREE.Mesh(geo, mat);
+                return mesh;
+            };
+            SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
+            return SkeletonMesh;
+        }(THREE.Mesh));
+        threejs.SkeletonMesh = SkeletonMesh;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var ThreeJsTexture = (function (_super) {
+            __extends(ThreeJsTexture, _super);
+            function ThreeJsTexture(image) {
+                _super.call(this, image);
+                this.texture = new THREE.Texture(image);
+                this.texture.flipY = false;
+                this.texture.needsUpdate = true;
+            }
+            ThreeJsTexture.prototype.setFilters = function (minFilter, magFilter) {
+                this.texture.minFilter = ThreeJsTexture.toThreeJsTextureFilter(minFilter);
+                this.texture.magFilter = ThreeJsTexture.toThreeJsTextureFilter(magFilter);
+            };
+            ThreeJsTexture.prototype.setWraps = function (uWrap, vWrap) {
+                this.texture.wrapS = ThreeJsTexture.toThreeJsTextureWrap(uWrap);
+                this.texture.wrapT = ThreeJsTexture.toThreeJsTextureWrap(vWrap);
+            };
+            ThreeJsTexture.prototype.dispose = function () {
+                this.texture.dispose();
+            };
+            ThreeJsTexture.toThreeJsTextureFilter = function (filter) {
+                if (filter === spine.TextureFilter.Linear)
+                    return THREE.LinearFilter;
+                else if (filter === spine.TextureFilter.MipMap)
+                    return THREE.LinearMipMapLinearFilter;
+                else if (filter === spine.TextureFilter.MipMapLinearLinear)
+                    return THREE.LinearMipMapLinearFilter;
+                else if (filter === spine.TextureFilter.MipMapLinearNearest)
+                    return THREE.LinearMipMapNearestFilter;
+                else if (filter === spine.TextureFilter.MipMapNearestLinear)
+                    return THREE.NearestMipMapLinearFilter;
+                else if (filter === spine.TextureFilter.MipMapNearestNearest)
+                    return THREE.NearestMipMapNearestFilter;
+                else if (filter === spine.TextureFilter.Nearest)
+                    return THREE.NearestFilter;
+                else
+                    throw new Error("Unknown texture filter: " + filter);
+            };
+            ThreeJsTexture.toThreeJsTextureWrap = function (wrap) {
+                if (wrap === spine.TextureWrap.ClampToEdge)
+                    return THREE.ClampToEdgeWrapping;
+                else if (wrap === spine.TextureWrap.MirroredRepeat)
+                    return THREE.MirroredRepeatWrapping;
+                else if (wrap === spine.TextureWrap.Repeat)
+                    return THREE.RepeatWrapping;
+                else
+                    throw new Error("Unknown texture wrap: " + wrap);
+            };
+            return ThreeJsTexture;
+        }(spine.Texture));
+        threejs.ThreeJsTexture = ThreeJsTexture;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
 (function (spine) {
 (function (spine) {
     var webgl;
     var webgl;
     (function (webgl) {
     (function (webgl) {

Diferenças do arquivo suprimidas por serem muito extensas
+ 0 - 0
spine-ts/build/spine-all.js.map


+ 919 - 0
spine-ts/build/spine-threejs.d.ts

@@ -0,0 +1,919 @@
+declare module spine {
+    class Animation {
+        name: string;
+        timelines: Array<Timeline>;
+        duration: number;
+        constructor(name: string, timelines: Array<Timeline>, duration: number);
+        apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>): void;
+        mix(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>, alpha: number): void;
+        static binarySearch(values: ArrayLike<number>, target: number, step?: number): number;
+        static linearSearch(values: ArrayLike<number>, target: number, step: number): number;
+    }
+    interface Timeline {
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    abstract class CurveTimeline implements Timeline {
+        static LINEAR: number;
+        static STEPPED: number;
+        static BEZIER: number;
+        static BEZIER_SIZE: number;
+        private curves;
+        constructor(frameCount: number);
+        getFrameCount(): number;
+        setLinear(frameIndex: number): void;
+        setStepped(frameIndex: number): void;
+        getCurveType(frameIndex: number): number;
+        setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
+        getCurvePercent(frameIndex: number, percent: number): number;
+        abstract apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class RotateTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_ROTATION: number;
+        static ROTATION: number;
+        boneIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, degrees: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class TranslateTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_X: number;
+        static PREV_Y: number;
+        static X: number;
+        static Y: number;
+        boneIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, x: number, y: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class ScaleTimeline extends TranslateTimeline {
+        constructor(frameCount: number);
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class ShearTimeline extends TranslateTimeline {
+        constructor(frameCount: number);
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class ColorTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_R: number;
+        static PREV_G: number;
+        static PREV_B: number;
+        static PREV_A: number;
+        static R: number;
+        static G: number;
+        static B: number;
+        static A: number;
+        slotIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class AttachmentTimeline implements Timeline {
+        slotIndex: number;
+        frames: ArrayLike<number>;
+        attachmentNames: Array<string>;
+        constructor(frameCount: number);
+        getFrameCount(): number;
+        setFrame(frameIndex: number, time: number, attachmentName: string): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+    }
+    class EventTimeline implements Timeline {
+        frames: ArrayLike<number>;
+        events: Array<Event>;
+        constructor(frameCount: number);
+        getFrameCount(): number;
+        setFrame(frameIndex: number, event: Event): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class DrawOrderTimeline implements Timeline {
+        frames: ArrayLike<number>;
+        drawOrders: Array<Array<number>>;
+        constructor(frameCount: number);
+        getFrameCount(): number;
+        setFrame(frameIndex: number, time: number, drawOrder: Array<number>): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class DeformTimeline extends CurveTimeline {
+        frames: ArrayLike<number>;
+        frameVertices: Array<ArrayLike<number>>;
+        slotIndex: number;
+        attachment: VertexAttachment;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, vertices: ArrayLike<number>): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class IkConstraintTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_MIX: number;
+        static PREV_BEND_DIRECTION: number;
+        static MIX: number;
+        static BEND_DIRECTION: number;
+        ikConstraintIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, mix: number, bendDirection: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class TransformConstraintTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_ROTATE: number;
+        static PREV_TRANSLATE: number;
+        static PREV_SCALE: number;
+        static PREV_SHEAR: number;
+        static ROTATE: number;
+        static TRANSLATE: number;
+        static SCALE: number;
+        static SHEAR: number;
+        transformConstraintIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number, scaleMix: number, shearMix: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class PathConstraintPositionTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_VALUE: number;
+        static VALUE: number;
+        pathConstraintIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, value: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline {
+        constructor(frameCount: number);
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+    class PathConstraintMixTimeline extends CurveTimeline {
+        static ENTRIES: number;
+        static PREV_TIME: number;
+        static PREV_ROTATE: number;
+        static PREV_TRANSLATE: number;
+        static ROTATE: number;
+        static TRANSLATE: number;
+        pathConstraintIndex: number;
+        frames: ArrayLike<number>;
+        constructor(frameCount: number);
+        setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void;
+        apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+    }
+}
+declare module spine {
+    class AnimationState {
+        data: AnimationStateData;
+        tracks: TrackEntry[];
+        events: Event[];
+        listeners: AnimationStateListener[];
+        timeScale: number;
+        constructor(data?: AnimationStateData);
+        update(delta: number): void;
+        apply(skeleton: Skeleton): void;
+        clearTracks(): void;
+        clearTrack(trackIndex: number): void;
+        freeAll(entry: TrackEntry): void;
+        expandToIndex(index: number): TrackEntry;
+        setCurrent(index: number, entry: TrackEntry): void;
+        setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry;
+        setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry;
+        addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry;
+        addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry;
+        getCurrent(trackIndex: number): TrackEntry;
+        addListener(listener: AnimationStateListener): void;
+        removeListener(listener: AnimationStateListener): void;
+        clearListeners(): void;
+    }
+    class TrackEntry {
+        next: TrackEntry;
+        previous: TrackEntry;
+        animation: Animation;
+        loop: boolean;
+        delay: number;
+        time: number;
+        lastTime: number;
+        endTime: number;
+        timeScale: number;
+        mixTime: number;
+        mixDuration: number;
+        listener: AnimationStateListener;
+        mix: number;
+        reset(): void;
+        isComplete(): boolean;
+    }
+    abstract class AnimationStateAdapter implements AnimationStateListener {
+        event(trackIndex: number, event: Event): void;
+        complete(trackIndex: number, loopCount: number): void;
+        start(trackIndex: number): void;
+        end(trackIndex: number): void;
+    }
+    interface AnimationStateListener {
+        event(trackIndex: number, event: Event): void;
+        complete(trackIndex: number, loopCount: number): void;
+        start(trackIndex: number): void;
+        end(trackIndex: number): void;
+    }
+}
+declare module spine {
+    class AnimationStateData {
+        skeletonData: SkeletonData;
+        animationToMixTime: Map<number>;
+        defaultMix: number;
+        constructor(skeletonData: SkeletonData);
+        setMix(fromName: string, toName: string, duration: number): void;
+        setMixWith(from: Animation, to: Animation, duration: number): void;
+        getMix(from: Animation, to: Animation): number;
+    }
+}
+declare module spine {
+    class AssetManager implements Disposable {
+        private _textureLoader;
+        private _assets;
+        private _errors;
+        private _toLoad;
+        private _loaded;
+        constructor(textureLoader: (image: HTMLImageElement) => any);
+        loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
+        loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
+        get(path: string): any;
+        remove(path: string): void;
+        removeAll(): void;
+        isLoadingComplete(): boolean;
+        toLoad(): number;
+        loaded(): number;
+        dispose(): void;
+        hasErrors(): boolean;
+        errors(): Map<string>;
+    }
+}
+declare module spine {
+    enum BlendMode {
+        Normal = 0,
+        Additive = 1,
+        Multiply = 2,
+        Screen = 3,
+    }
+}
+declare module spine {
+    class Bone implements Updatable {
+        data: BoneData;
+        skeleton: Skeleton;
+        parent: Bone;
+        children: Bone[];
+        x: number;
+        y: number;
+        rotation: number;
+        scaleX: number;
+        scaleY: number;
+        shearX: number;
+        shearY: number;
+        appliedRotation: number;
+        a: number;
+        b: number;
+        worldX: number;
+        c: number;
+        d: number;
+        worldY: number;
+        worldSignX: number;
+        worldSignY: number;
+        sorted: boolean;
+        constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
+        update(): void;
+        updateWorldTransform(): void;
+        updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
+        setToSetupPose(): void;
+        getWorldRotationX(): number;
+        getWorldRotationY(): number;
+        getWorldScaleX(): number;
+        getWorldScaleY(): number;
+        worldToLocalRotationX(): number;
+        worldToLocalRotationY(): number;
+        rotateWorld(degrees: number): void;
+        updateLocalTransform(): void;
+        worldToLocal(world: Vector2): Vector2;
+        localToWorld(local: Vector2): Vector2;
+    }
+}
+declare module spine {
+    class BoneData {
+        index: number;
+        name: string;
+        parent: BoneData;
+        length: number;
+        x: number;
+        y: number;
+        rotation: number;
+        scaleX: number;
+        scaleY: number;
+        shearX: number;
+        shearY: number;
+        inheritRotation: boolean;
+        inheritScale: boolean;
+        constructor(index: number, name: string, parent: BoneData);
+    }
+}
+declare module spine {
+    class Event {
+        data: EventData;
+        intValue: number;
+        floatValue: number;
+        stringValue: string;
+        time: number;
+        constructor(time: number, data: EventData);
+    }
+}
+declare module spine {
+    class EventData {
+        name: string;
+        intValue: number;
+        floatValue: number;
+        stringValue: string;
+        constructor(name: string);
+    }
+}
+declare module spine {
+    class IkConstraint implements Updatable {
+        data: IkConstraintData;
+        bones: Array<Bone>;
+        target: Bone;
+        mix: number;
+        bendDirection: number;
+        level: number;
+        constructor(data: IkConstraintData, skeleton: Skeleton);
+        apply(): void;
+        update(): void;
+        apply1(bone: Bone, targetX: number, targetY: number, alpha: number): void;
+        apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, alpha: number): void;
+    }
+}
+declare module spine {
+    class IkConstraintData {
+        name: string;
+        bones: BoneData[];
+        target: BoneData;
+        bendDirection: number;
+        mix: number;
+        constructor(name: string);
+    }
+}
+declare module spine {
+    class PathConstraint implements Updatable {
+        static NONE: number;
+        static BEFORE: number;
+        static AFTER: number;
+        data: PathConstraintData;
+        bones: Array<Bone>;
+        target: Slot;
+        position: number;
+        spacing: number;
+        rotateMix: number;
+        translateMix: number;
+        spaces: number[];
+        positions: number[];
+        world: number[];
+        curves: number[];
+        lengths: number[];
+        segments: number[];
+        constructor(data: PathConstraintData, skeleton: Skeleton);
+        apply(): void;
+        update(): void;
+        computeWorldPositions(path: PathAttachment, spacesCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): number[];
+        addBeforePosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
+        addAfterPosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
+        addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array<number>, o: number, tangents: boolean): void;
+    }
+}
+declare module spine {
+    class PathConstraintData {
+        name: string;
+        bones: BoneData[];
+        target: SlotData;
+        positionMode: PositionMode;
+        spacingMode: SpacingMode;
+        rotateMode: RotateMode;
+        offsetRotation: number;
+        position: number;
+        spacing: number;
+        rotateMix: number;
+        translateMix: number;
+        constructor(name: string);
+    }
+    enum PositionMode {
+        Fixed = 0,
+        Percent = 1,
+    }
+    enum SpacingMode {
+        Length = 0,
+        Fixed = 1,
+        Percent = 2,
+    }
+    enum RotateMode {
+        Tangent = 0,
+        Chain = 1,
+        ChainScale = 2,
+    }
+}
+declare module spine {
+    class Skeleton {
+        data: SkeletonData;
+        bones: Array<Bone>;
+        slots: Array<Slot>;
+        drawOrder: Array<Slot>;
+        ikConstraints: Array<IkConstraint>;
+        ikConstraintsSorted: Array<IkConstraint>;
+        transformConstraints: Array<TransformConstraint>;
+        pathConstraints: Array<PathConstraint>;
+        _updateCache: Updatable[];
+        skin: Skin;
+        color: Color;
+        time: number;
+        flipX: boolean;
+        flipY: boolean;
+        x: number;
+        y: number;
+        constructor(data: SkeletonData);
+        updateCache(): void;
+        sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
+        sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
+        sortBone(bone: Bone): void;
+        sortReset(bones: Array<Bone>): void;
+        updateWorldTransform(): void;
+        setToSetupPose(): void;
+        setBonesToSetupPose(): void;
+        setSlotsToSetupPose(): void;
+        getRootBone(): Bone;
+        findBone(boneName: string): Bone;
+        findBoneIndex(boneName: string): number;
+        findSlot(slotName: string): Slot;
+        findSlotIndex(slotName: string): number;
+        setSkinByName(skinName: string): void;
+        setSkin(newSkin: Skin): void;
+        getAttachmentByName(slotName: string, attachmentName: string): Attachment;
+        getAttachment(slotIndex: number, attachmentName: string): Attachment;
+        setAttachment(slotName: string, attachmentName: string): void;
+        findIkConstraint(constraintName: string): IkConstraint;
+        findTransformConstraint(constraintName: string): TransformConstraint;
+        findPathConstraint(constraintName: string): PathConstraint;
+        getBounds(offset: Vector2, size: Vector2): void;
+        update(delta: number): void;
+    }
+}
+declare module spine {
+    class SkeletonBounds {
+        minX: number;
+        minY: number;
+        maxX: number;
+        maxY: number;
+        boundingBoxes: BoundingBoxAttachment[];
+        polygons: ArrayLike<number>[];
+        private _polygonPool;
+        update(skeleton: Skeleton, updateAabb: boolean): void;
+        aabbCompute(): void;
+        aabbContainsPoint(x: number, y: number): boolean;
+        aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
+        aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
+        containsPoint(x: number, y: number): BoundingBoxAttachment;
+        containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean;
+        intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
+        intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean;
+        getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>;
+    }
+}
+declare module spine {
+    class SkeletonData {
+        name: string;
+        bones: BoneData[];
+        slots: SlotData[];
+        skins: Skin[];
+        defaultSkin: Skin;
+        events: EventData[];
+        animations: Animation[];
+        ikConstraints: IkConstraintData[];
+        transformConstraints: TransformConstraintData[];
+        pathConstraints: PathConstraintData[];
+        width: number;
+        height: number;
+        version: string;
+        hash: string;
+        imagesPath: string;
+        findBone(boneName: string): BoneData;
+        findBoneIndex(boneName: string): number;
+        findSlot(slotName: string): SlotData;
+        findSlotIndex(slotName: string): number;
+        findSkin(skinName: string): Skin;
+        findEvent(eventDataName: string): EventData;
+        findAnimation(animationName: string): Animation;
+        findIkConstraint(constraintName: string): IkConstraintData;
+        findTransformConstraint(constraintName: string): TransformConstraintData;
+        findPathConstraint(constraintName: string): PathConstraintData;
+        findPathConstraintIndex(pathConstraintName: string): number;
+    }
+}
+declare module spine {
+    class SkeletonJson {
+        attachmentLoader: AttachmentLoader;
+        scale: number;
+        private linkedMeshes;
+        constructor(attachmentLoader: AttachmentLoader);
+        readSkeletonData(json: string): SkeletonData;
+        readAttachment(map: any, skin: Skin, slotIndex: number, name: string): Attachment;
+        readVertices(map: any, attachment: VertexAttachment, verticesLength: number): void;
+        readAnimation(map: any, name: string, skeletonData: SkeletonData): void;
+        readCurve(map: any, timeline: CurveTimeline, frameIndex: number): void;
+        getValue(map: any, prop: string, defaultValue: any): any;
+        static blendModeFromString(str: string): BlendMode;
+        static positionModeFromString(str: string): PositionMode;
+        static spacingModeFromString(str: string): SpacingMode;
+        static rotateModeFromString(str: string): RotateMode;
+    }
+}
+declare module spine {
+    class Skin {
+        name: string;
+        attachments: Map<Attachment>[];
+        constructor(name: string);
+        addAttachment(slotIndex: number, name: string, attachment: Attachment): void;
+        getAttachment(slotIndex: number, name: string): Attachment;
+        attachAll(skeleton: Skeleton, oldSkin: Skin): void;
+    }
+}
+declare module spine {
+    class Slot {
+        data: SlotData;
+        bone: Bone;
+        color: Color;
+        private attachment;
+        private attachmentTime;
+        attachmentVertices: number[];
+        constructor(data: SlotData, bone: Bone);
+        getAttachment(): Attachment;
+        setAttachment(attachment: Attachment): void;
+        setAttachmentTime(time: number): void;
+        getAttachmentTime(): number;
+        setToSetupPose(): void;
+    }
+}
+declare module spine {
+    class SlotData {
+        index: number;
+        name: string;
+        boneData: BoneData;
+        color: Color;
+        attachmentName: string;
+        blendMode: BlendMode;
+        constructor(index: number, name: string, boneData: BoneData);
+    }
+}
+declare module spine {
+    abstract class Texture {
+        protected _image: HTMLImageElement;
+        constructor(image: HTMLImageElement);
+        getImage(): HTMLImageElement;
+        abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+        abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+        abstract dispose(): void;
+        static filterFromString(text: string): TextureFilter;
+        static wrapFromString(text: string): TextureWrap;
+    }
+    enum TextureFilter {
+        Nearest = 9728,
+        Linear = 9729,
+        MipMap = 9987,
+        MipMapNearestNearest = 9984,
+        MipMapLinearNearest = 9985,
+        MipMapNearestLinear = 9986,
+        MipMapLinearLinear = 9987,
+    }
+    enum TextureWrap {
+        MirroredRepeat = 33648,
+        ClampToEdge = 33071,
+        Repeat = 10497,
+    }
+    class TextureRegion {
+        renderObject: any;
+        u: number;
+        v: number;
+        u2: number;
+        v2: number;
+        width: number;
+        height: number;
+        rotate: boolean;
+        offsetX: number;
+        offsetY: number;
+        originalWidth: number;
+        originalHeight: number;
+    }
+}
+declare module spine {
+    class TextureAtlas implements Disposable {
+        pages: TextureAtlasPage[];
+        regions: TextureAtlasRegion[];
+        constructor(atlasText: string, textureLoader: (path: string) => any);
+        private load(atlasText, textureLoader);
+        findRegion(name: string): TextureAtlasRegion;
+        dispose(): void;
+    }
+    class TextureAtlasPage {
+        name: string;
+        minFilter: TextureFilter;
+        magFilter: TextureFilter;
+        uWrap: TextureWrap;
+        vWrap: TextureWrap;
+        texture: Texture;
+        width: number;
+        height: number;
+    }
+    class TextureAtlasRegion extends TextureRegion {
+        page: TextureAtlasPage;
+        name: string;
+        x: number;
+        y: number;
+        index: number;
+        rotate: boolean;
+        texture: Texture;
+    }
+}
+declare module spine {
+    class TextureAtlasAttachmentLoader implements AttachmentLoader {
+        atlas: TextureAtlas;
+        constructor(atlas: TextureAtlas);
+        newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+        newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+        newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+        newPathAttachment(skin: Skin, name: string): PathAttachment;
+    }
+}
+declare module spine {
+    class TransformConstraint implements Updatable {
+        data: TransformConstraintData;
+        bones: Array<Bone>;
+        target: Bone;
+        rotateMix: number;
+        translateMix: number;
+        scaleMix: number;
+        shearMix: number;
+        temp: Vector2;
+        constructor(data: TransformConstraintData, skeleton: Skeleton);
+        apply(): void;
+        update(): void;
+    }
+}
+declare module spine {
+    class TransformConstraintData {
+        name: string;
+        bones: BoneData[];
+        target: BoneData;
+        rotateMix: number;
+        translateMix: number;
+        scaleMix: number;
+        shearMix: number;
+        offsetRotation: number;
+        offsetX: number;
+        offsetY: number;
+        offsetScaleX: number;
+        offsetScaleY: number;
+        offsetShearY: number;
+        constructor(name: string);
+    }
+}
+declare module spine {
+    interface Updatable {
+        update(): void;
+    }
+}
+declare module spine {
+    interface Map<T> {
+        [key: string]: T;
+    }
+    interface Disposable {
+        dispose(): void;
+    }
+    class Color {
+        r: number;
+        g: number;
+        b: number;
+        a: number;
+        constructor(r?: number, g?: number, b?: number, a?: number);
+        set(r: number, g: number, b: number, a: number): void;
+        setFromColor(c: Color): void;
+        setFromString(hex: string): void;
+        add(r: number, g: number, b: number, a: number): void;
+        clamp(): this;
+    }
+    class MathUtils {
+        static PI: number;
+        static PI2: number;
+        static radiansToDegrees: number;
+        static radDeg: number;
+        static degreesToRadians: number;
+        static degRad: number;
+        static clamp(value: number, min: number, max: number): number;
+        static cosDeg(degrees: number): number;
+        static sinDeg(degrees: number): number;
+        static signum(value: number): number;
+        static toInt(x: number): number;
+    }
+    class Utils {
+        static SUPPORTS_TYPED_ARRAYS: boolean;
+        static arrayCopy<T>(source: ArrayLike<T>, sourceStart: number, dest: ArrayLike<T>, destStart: number, numElements: number): void;
+        static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
+        static newArray<T>(size: number, defaultValue: T): Array<T>;
+        static newFloatArray(size: number): ArrayLike<number>;
+        static toFloatArray(array: Array<number>): Float32Array | number[];
+    }
+    class Pool<T> {
+        private _items;
+        private _instantiator;
+        constructor(instantiator: () => T);
+        obtain(): T;
+        free(item: T): void;
+        freeAll(items: ArrayLike<T>): void;
+        clear(): void;
+    }
+    class Vector2 {
+        x: number;
+        y: number;
+        constructor(x?: number, y?: number);
+        set(x: number, y: number): Vector2;
+    }
+}
+declare module spine {
+    abstract class Attachment {
+        name: string;
+        constructor(name: string);
+    }
+    abstract class VertexAttachment extends Attachment {
+        bones: Array<number>;
+        vertices: ArrayLike<number>;
+        worldVerticesLength: number;
+        constructor(name: string);
+        computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
+        computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
+        applyDeform(sourceAttachment: VertexAttachment): boolean;
+    }
+}
+declare module spine {
+    interface AttachmentLoader {
+        newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+        newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+        newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+        newPathAttachment(skin: Skin, name: string): PathAttachment;
+    }
+}
+declare module spine {
+    enum AttachmentType {
+        Region = 0,
+        BoundingBox = 1,
+        Mesh = 2,
+        LinkedMesh = 3,
+        Path = 4,
+    }
+}
+declare module spine {
+    class BoundingBoxAttachment extends VertexAttachment {
+        constructor(name: string);
+    }
+}
+declare module spine {
+    class MeshAttachment extends VertexAttachment {
+        region: TextureRegion;
+        path: string;
+        regionUVs: ArrayLike<number>;
+        worldVertices: ArrayLike<number>;
+        triangles: Array<number>;
+        color: Color;
+        hullLength: number;
+        private _parentMesh;
+        inheritDeform: boolean;
+        tempColor: Color;
+        constructor(name: string);
+        updateUVs(): void;
+        updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
+        applyDeform(sourceAttachment: VertexAttachment): boolean;
+        getParentMesh(): MeshAttachment;
+        setParentMesh(parentMesh: MeshAttachment): void;
+    }
+}
+declare module spine {
+    class PathAttachment extends VertexAttachment {
+        lengths: Array<number>;
+        closed: boolean;
+        constantSpeed: boolean;
+        constructor(name: string);
+    }
+}
+declare module spine {
+    class RegionAttachment extends Attachment {
+        static OX1: number;
+        static OY1: number;
+        static OX2: number;
+        static OY2: number;
+        static OX3: number;
+        static OY3: number;
+        static OX4: number;
+        static OY4: number;
+        static X1: number;
+        static Y1: number;
+        static C1R: number;
+        static C1G: number;
+        static C1B: number;
+        static C1A: number;
+        static U1: number;
+        static V1: number;
+        static X2: number;
+        static Y2: number;
+        static C2R: number;
+        static C2G: number;
+        static C2B: number;
+        static C2A: number;
+        static U2: number;
+        static V2: number;
+        static X3: number;
+        static Y3: number;
+        static C3R: number;
+        static C3G: number;
+        static C3B: number;
+        static C3A: number;
+        static U3: number;
+        static V3: number;
+        static X4: number;
+        static Y4: number;
+        static C4R: number;
+        static C4G: number;
+        static C4B: number;
+        static C4A: number;
+        static U4: number;
+        static V4: number;
+        x: number;
+        y: number;
+        scaleX: number;
+        scaleY: number;
+        rotation: number;
+        width: number;
+        height: number;
+        color: Color;
+        path: string;
+        rendererObject: any;
+        region: TextureRegion;
+        offset: ArrayLike<number>;
+        vertices: ArrayLike<number>;
+        tempColor: Color;
+        constructor(name: string);
+        setRegion(region: TextureRegion): void;
+        updateOffset(): void;
+        updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
+    }
+}
+declare module spine.threejs {
+    class AssetManager extends spine.AssetManager {
+        constructor();
+    }
+}
+declare module spine.threejs {
+    class MeshBatcher {
+        mesh: THREE.Mesh;
+        private static VERTEX_SIZE;
+        private _vertexBuffer;
+        private _vertices;
+        private _verticesLength;
+        private _indices;
+        private _indicesLength;
+        constructor(mesh: THREE.Mesh, maxVertices?: number);
+        begin(): void;
+        batch(vertices: ArrayLike<number>, indices: ArrayLike<number>, z?: number): void;
+        end(): void;
+    }
+}
+declare module spine.threejs {
+    class SkeletonMesh extends THREE.Mesh {
+        skeleton: Skeleton;
+        state: AnimationState;
+        zOffset: number;
+        private _batcher;
+        static QUAD_TRIANGLES: number[];
+        constructor(skeletonData: SkeletonData);
+        update(deltaTime: number): void;
+        private updateGeometry();
+        static createMesh(map: THREE.Texture): THREE.Mesh;
+    }
+}
+declare module spine.threejs {
+    class ThreeJsTexture extends Texture {
+        texture: THREE.Texture;
+        constructor(image: HTMLImageElement);
+        setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+        setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+        dispose(): void;
+        static toThreeJsTextureFilter(filter: TextureFilter): THREE.TextureFilter;
+        static toThreeJsTextureWrap(wrap: TextureWrap): THREE.Wrapping;
+    }
+}

+ 4601 - 0
spine-ts/build/spine-threejs.js

@@ -0,0 +1,4601 @@
+var __extends = (this && this.__extends) || function (d, b) {
+    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
+    function __() { this.constructor = d; }
+    d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
+};
+var spine;
+(function (spine) {
+    var Animation = (function () {
+        function Animation(name, timelines, duration) {
+            if (name == null)
+                throw new Error("name cannot be null.");
+            if (timelines == null)
+                throw new Error("timelines cannot be null.");
+            this.name = name;
+            this.timelines = timelines;
+            this.duration = duration;
+        }
+        Animation.prototype.apply = function (skeleton, lastTime, time, loop, events) {
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            if (loop && this.duration != 0) {
+                time %= this.duration;
+                if (lastTime > 0)
+                    lastTime %= this.duration;
+            }
+            var timelines = this.timelines;
+            for (var i = 0, n = timelines.length; i < n; i++)
+                timelines[i].apply(skeleton, lastTime, time, events, 1);
+        };
+        Animation.prototype.mix = function (skeleton, lastTime, time, loop, events, alpha) {
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            if (loop && this.duration != 0) {
+                time %= this.duration;
+                if (lastTime > 0)
+                    lastTime %= this.duration;
+            }
+            var timelines = this.timelines;
+            for (var i = 0, n = timelines.length; i < n; i++)
+                timelines[i].apply(skeleton, lastTime, time, events, alpha);
+        };
+        Animation.binarySearch = function (values, target, step) {
+            if (step === void 0) { step = 1; }
+            var low = 0;
+            var high = values.length / step - 2;
+            if (high == 0)
+                return step;
+            var current = high >>> 1;
+            while (true) {
+                if (values[(current + 1) * step] <= target)
+                    low = current + 1;
+                else
+                    high = current;
+                if (low == high)
+                    return (low + 1) * step;
+                current = (low + high) >>> 1;
+            }
+        };
+        Animation.linearSearch = function (values, target, step) {
+            for (var i = 0, last = values.length - step; i <= last; i += step)
+                if (values[i] > target)
+                    return i;
+            return -1;
+        };
+        return Animation;
+    }());
+    spine.Animation = Animation;
+    var CurveTimeline = (function () {
+        function CurveTimeline(frameCount) {
+            if (frameCount <= 0)
+                throw new Error("frameCount must be > 0: " + frameCount);
+            this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
+        }
+        CurveTimeline.prototype.getFrameCount = function () {
+            return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
+        };
+        CurveTimeline.prototype.setLinear = function (frameIndex) {
+            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
+        };
+        CurveTimeline.prototype.setStepped = function (frameIndex) {
+            this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
+        };
+        CurveTimeline.prototype.getCurveType = function (frameIndex) {
+            var index = frameIndex * CurveTimeline.BEZIER_SIZE;
+            if (index == this.curves.length)
+                return CurveTimeline.LINEAR;
+            var type = this.curves[index];
+            if (type == CurveTimeline.LINEAR)
+                return CurveTimeline.LINEAR;
+            if (type == CurveTimeline.STEPPED)
+                return CurveTimeline.STEPPED;
+            return CurveTimeline.BEZIER;
+        };
+        CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
+            var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03;
+            var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
+            var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
+            var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
+            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
+            var curves = this.curves;
+            curves[i++] = CurveTimeline.BEZIER;
+            var x = dfx, y = dfy;
+            for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
+                curves[i] = x;
+                curves[i + 1] = y;
+                dfx += ddfx;
+                dfy += ddfy;
+                ddfx += dddfx;
+                ddfy += dddfy;
+                x += dfx;
+                y += dfy;
+            }
+        };
+        CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
+            percent = spine.MathUtils.clamp(percent, 0, 1);
+            var curves = this.curves;
+            var i = frameIndex * CurveTimeline.BEZIER_SIZE;
+            var type = curves[i];
+            if (type == CurveTimeline.LINEAR)
+                return percent;
+            if (type == CurveTimeline.STEPPED)
+                return 0;
+            i++;
+            var x = 0;
+            for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
+                x = curves[i];
+                if (x >= percent) {
+                    var prevX = void 0, prevY = void 0;
+                    if (i == start) {
+                        prevX = 0;
+                        prevY = 0;
+                    }
+                    else {
+                        prevX = curves[i - 2];
+                        prevY = curves[i - 1];
+                    }
+                    return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
+                }
+            }
+            var y = curves[i - 1];
+            return y + (1 - y) * (percent - x) / (1 - x);
+        };
+        CurveTimeline.LINEAR = 0;
+        CurveTimeline.STEPPED = 1;
+        CurveTimeline.BEZIER = 2;
+        CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
+        return CurveTimeline;
+    }());
+    spine.CurveTimeline = CurveTimeline;
+    var RotateTimeline = (function (_super) {
+        __extends(RotateTimeline, _super);
+        function RotateTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount << 1);
+        }
+        RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
+            frameIndex <<= 1;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
+        };
+        RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var bone = skeleton.bones[this.boneIndex];
+            if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
+                var amount_1 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
+                while (amount_1 > 180)
+                    amount_1 -= 360;
+                while (amount_1 < -180)
+                    amount_1 += 360;
+                bone.rotation += amount_1 * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
+            var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
+            var amount = frames[frame + RotateTimeline.ROTATION] - prevRotation;
+            while (amount > 180)
+                amount -= 360;
+            while (amount < -180)
+                amount += 360;
+            amount = bone.data.rotation + (prevRotation + amount * percent) - bone.rotation;
+            while (amount > 180)
+                amount -= 360;
+            while (amount < -180)
+                amount += 360;
+            bone.rotation += amount * alpha;
+        };
+        RotateTimeline.ENTRIES = 2;
+        RotateTimeline.PREV_TIME = -2;
+        RotateTimeline.PREV_ROTATION = -1;
+        RotateTimeline.ROTATION = 1;
+        return RotateTimeline;
+    }(CurveTimeline));
+    spine.RotateTimeline = RotateTimeline;
+    var TranslateTimeline = (function (_super) {
+        __extends(TranslateTimeline, _super);
+        function TranslateTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
+        }
+        TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
+            frameIndex *= TranslateTimeline.ENTRIES;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + TranslateTimeline.X] = x;
+            this.frames[frameIndex + TranslateTimeline.Y] = y;
+        };
+        TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var bone = skeleton.bones[this.boneIndex];
+            if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
+                bone.x += (bone.data.x + frames[frames.length + TranslateTimeline.PREV_X] - bone.x) * alpha;
+                bone.y += (bone.data.y + frames[frames.length + TranslateTimeline.PREV_Y] - bone.y) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
+            var prevX = frames[frame + TranslateTimeline.PREV_X];
+            var prevY = frames[frame + TranslateTimeline.PREV_Y];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
+            bone.x += (bone.data.x + prevX + (frames[frame + TranslateTimeline.X] - prevX) * percent - bone.x) * alpha;
+            bone.y += (bone.data.y + prevY + (frames[frame + TranslateTimeline.Y] - prevY) * percent - bone.y) * alpha;
+        };
+        TranslateTimeline.ENTRIES = 3;
+        TranslateTimeline.PREV_TIME = -3;
+        TranslateTimeline.PREV_X = -2;
+        TranslateTimeline.PREV_Y = -1;
+        TranslateTimeline.X = 1;
+        TranslateTimeline.Y = 2;
+        return TranslateTimeline;
+    }(CurveTimeline));
+    spine.TranslateTimeline = TranslateTimeline;
+    var ScaleTimeline = (function (_super) {
+        __extends(ScaleTimeline, _super);
+        function ScaleTimeline(frameCount) {
+            _super.call(this, frameCount);
+        }
+        ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var bone = skeleton.bones[this.boneIndex];
+            if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
+                bone.scaleX += (bone.data.scaleX * frames[frames.length + ScaleTimeline.PREV_X] - bone.scaleX) * alpha;
+                bone.scaleY += (bone.data.scaleY * frames[frames.length + ScaleTimeline.PREV_Y] - bone.scaleY) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
+            var prevX = frames[frame + ScaleTimeline.PREV_X];
+            var prevY = frames[frame + ScaleTimeline.PREV_Y];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
+            bone.scaleX += (bone.data.scaleX * (prevX + (frames[frame + ScaleTimeline.X] - prevX) * percent) - bone.scaleX) * alpha;
+            bone.scaleY += (bone.data.scaleY * (prevY + (frames[frame + ScaleTimeline.Y] - prevY) * percent) - bone.scaleY) * alpha;
+        };
+        return ScaleTimeline;
+    }(TranslateTimeline));
+    spine.ScaleTimeline = ScaleTimeline;
+    var ShearTimeline = (function (_super) {
+        __extends(ShearTimeline, _super);
+        function ShearTimeline(frameCount) {
+            _super.call(this, frameCount);
+        }
+        ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var bone = skeleton.bones[this.boneIndex];
+            if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
+                bone.shearX += (bone.data.shearX + frames[frames.length + ShearTimeline.PREV_X] - bone.shearX) * alpha;
+                bone.shearY += (bone.data.shearY + frames[frames.length + ShearTimeline.PREV_Y] - bone.shearY) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
+            var prevX = frames[frame + ShearTimeline.PREV_X];
+            var prevY = frames[frame + ShearTimeline.PREV_Y];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
+            bone.shearX += (bone.data.shearX + (prevX + (frames[frame + ShearTimeline.X] - prevX) * percent) - bone.shearX) * alpha;
+            bone.shearY += (bone.data.shearY + (prevY + (frames[frame + ShearTimeline.Y] - prevY) * percent) - bone.shearY) * alpha;
+        };
+        return ShearTimeline;
+    }(TranslateTimeline));
+    spine.ShearTimeline = ShearTimeline;
+    var ColorTimeline = (function (_super) {
+        __extends(ColorTimeline, _super);
+        function ColorTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
+        }
+        ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
+            frameIndex *= ColorTimeline.ENTRIES;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + ColorTimeline.R] = r;
+            this.frames[frameIndex + ColorTimeline.G] = g;
+            this.frames[frameIndex + ColorTimeline.B] = b;
+            this.frames[frameIndex + ColorTimeline.A] = a;
+        };
+        ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var r = 0, g = 0, b = 0, a = 0;
+            if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
+                var i = frames.length;
+                r = frames[i + ColorTimeline.PREV_R];
+                g = frames[i + ColorTimeline.PREV_G];
+                b = frames[i + ColorTimeline.PREV_B];
+                a = frames[i + ColorTimeline.PREV_A];
+            }
+            else {
+                var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
+                r = frames[frame + ColorTimeline.PREV_R];
+                g = frames[frame + ColorTimeline.PREV_G];
+                b = frames[frame + ColorTimeline.PREV_B];
+                a = frames[frame + ColorTimeline.PREV_A];
+                var frameTime = frames[frame];
+                var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
+                r += (frames[frame + ColorTimeline.R] - r) * percent;
+                g += (frames[frame + ColorTimeline.G] - g) * percent;
+                b += (frames[frame + ColorTimeline.B] - b) * percent;
+                a += (frames[frame + ColorTimeline.A] - a) * percent;
+            }
+            var color = skeleton.slots[this.slotIndex].color;
+            if (alpha < 1)
+                color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
+            else
+                color.set(r, g, b, a);
+        };
+        ColorTimeline.ENTRIES = 5;
+        ColorTimeline.PREV_TIME = -5;
+        ColorTimeline.PREV_R = -4;
+        ColorTimeline.PREV_G = -3;
+        ColorTimeline.PREV_B = -2;
+        ColorTimeline.PREV_A = -1;
+        ColorTimeline.R = 1;
+        ColorTimeline.G = 2;
+        ColorTimeline.B = 3;
+        ColorTimeline.A = 4;
+        return ColorTimeline;
+    }(CurveTimeline));
+    spine.ColorTimeline = ColorTimeline;
+    var AttachmentTimeline = (function () {
+        function AttachmentTimeline(frameCount) {
+            this.frames = spine.Utils.newFloatArray(frameCount);
+            this.attachmentNames = new Array(frameCount);
+        }
+        AttachmentTimeline.prototype.getFrameCount = function () {
+            return this.frames.length;
+        };
+        AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
+            this.frames[frameIndex] = time;
+            this.attachmentNames[frameIndex] = attachmentName;
+        };
+        AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var frameIndex = 0;
+            if (time >= frames[frames.length - 1])
+                frameIndex = frames.length - 1;
+            else
+                frameIndex = Animation.binarySearch(frames, time, 1) - 1;
+            var attachmentName = this.attachmentNames[frameIndex];
+            skeleton.slots[this.slotIndex]
+                .setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
+        };
+        return AttachmentTimeline;
+    }());
+    spine.AttachmentTimeline = AttachmentTimeline;
+    var EventTimeline = (function () {
+        function EventTimeline(frameCount) {
+            this.frames = spine.Utils.newFloatArray(frameCount);
+            this.events = new Array(frameCount);
+        }
+        EventTimeline.prototype.getFrameCount = function () {
+            return this.frames.length;
+        };
+        EventTimeline.prototype.setFrame = function (frameIndex, event) {
+            this.frames[frameIndex] = event.time;
+            this.events[frameIndex] = event;
+        };
+        EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            if (firedEvents == null)
+                return;
+            var frames = this.frames;
+            var frameCount = this.frames.length;
+            if (lastTime > time) {
+                this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
+                lastTime = -1;
+            }
+            else if (lastTime >= frames[frameCount - 1])
+                return;
+            if (time < frames[0])
+                return;
+            var frame = 0;
+            if (lastTime < frames[0])
+                frame = 0;
+            else {
+                frame = Animation.binarySearch(frames, lastTime);
+                var frameTime = frames[frame];
+                while (frame > 0) {
+                    if (frames[frame - 1] != frameTime)
+                        break;
+                    frame--;
+                }
+            }
+            for (; frame < frameCount && time >= frames[frame]; frame++)
+                firedEvents.push(this.events[frame]);
+        };
+        return EventTimeline;
+    }());
+    spine.EventTimeline = EventTimeline;
+    var DrawOrderTimeline = (function () {
+        function DrawOrderTimeline(frameCount) {
+            this.frames = spine.Utils.newFloatArray(frameCount);
+            this.drawOrders = new Array(frameCount);
+        }
+        DrawOrderTimeline.prototype.getFrameCount = function () {
+            return this.frames.length;
+        };
+        DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
+            this.frames[frameIndex] = time;
+            this.drawOrders[frameIndex] = drawOrder;
+        };
+        DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var frame = 0;
+            if (time >= frames[frames.length - 1])
+                frame = frames.length - 1;
+            else
+                frame = Animation.binarySearch(frames, time) - 1;
+            var drawOrder = skeleton.drawOrder;
+            var slots = skeleton.slots;
+            var drawOrderToSetupIndex = this.drawOrders[frame];
+            if (drawOrderToSetupIndex == null)
+                spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
+            else {
+                for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
+                    drawOrder[i] = slots[drawOrderToSetupIndex[i]];
+            }
+        };
+        return DrawOrderTimeline;
+    }());
+    spine.DrawOrderTimeline = DrawOrderTimeline;
+    var DeformTimeline = (function (_super) {
+        __extends(DeformTimeline, _super);
+        function DeformTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount);
+            this.frameVertices = new Array(frameCount);
+        }
+        DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
+            this.frames[frameIndex] = time;
+            this.frameVertices[frameIndex] = vertices;
+        };
+        DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var slot = skeleton.slots[this.slotIndex];
+            var slotAttachment = slot.getAttachment();
+            if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment))
+                return;
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var frameVertices = this.frameVertices;
+            var vertexCount = frameVertices[0].length;
+            var verticesArray = slot.attachmentVertices;
+            if (verticesArray.length != vertexCount)
+                alpha = 1;
+            var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
+            if (time >= frames[frames.length - 1]) {
+                var lastVertices = frameVertices[frames.length - 1];
+                if (alpha < 1) {
+                    for (var i = 0; i < vertexCount; i++)
+                        vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
+                }
+                else
+                    spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time);
+            var prevVertices = frameVertices[frame - 1];
+            var nextVertices = frameVertices[frame];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
+            if (alpha < 1) {
+                for (var i = 0; i < vertexCount; i++) {
+                    var prev = prevVertices[i];
+                    vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
+                }
+            }
+            else {
+                for (var i = 0; i < vertexCount; i++) {
+                    var prev = prevVertices[i];
+                    vertices[i] = prev + (nextVertices[i] - prev) * percent;
+                }
+            }
+        };
+        return DeformTimeline;
+    }(CurveTimeline));
+    spine.DeformTimeline = DeformTimeline;
+    var IkConstraintTimeline = (function (_super) {
+        __extends(IkConstraintTimeline, _super);
+        function IkConstraintTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
+        }
+        IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection) {
+            frameIndex *= IkConstraintTimeline.ENTRIES;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
+            this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
+        };
+        IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
+            if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
+                constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
+                constraint.bendDirection = Math.floor(frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
+            var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
+            constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
+            constraint.bendDirection = Math.floor(frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+        };
+        IkConstraintTimeline.ENTRIES = 3;
+        IkConstraintTimeline.PREV_TIME = -3;
+        IkConstraintTimeline.PREV_MIX = -2;
+        IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
+        IkConstraintTimeline.MIX = 1;
+        IkConstraintTimeline.BEND_DIRECTION = 2;
+        return IkConstraintTimeline;
+    }(CurveTimeline));
+    spine.IkConstraintTimeline = IkConstraintTimeline;
+    var TransformConstraintTimeline = (function (_super) {
+        __extends(TransformConstraintTimeline, _super);
+        function TransformConstraintTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
+        }
+        TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
+            frameIndex *= TransformConstraintTimeline.ENTRIES;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
+            this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
+            this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
+            this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
+        };
+        TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
+            if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
+                var i = frames.length;
+                constraint.rotateMix += (frames[i + TransformConstraintTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+                constraint.translateMix += (frames[i + TransformConstraintTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+                constraint.scaleMix += (frames[i + TransformConstraintTimeline.PREV_SCALE] - constraint.scaleMix) * alpha;
+                constraint.shearMix += (frames[i + TransformConstraintTimeline.PREV_SHEAR] - constraint.shearMix) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
+            var rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
+            var translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
+            var scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
+            var shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
+            constraint.rotateMix += (rotate + (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+            constraint.translateMix += (translate + (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent - constraint.translateMix)
+                * alpha;
+            constraint.scaleMix += (scale + (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent - constraint.scaleMix) * alpha;
+            constraint.shearMix += (shear + (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent - constraint.shearMix) * alpha;
+        };
+        TransformConstraintTimeline.ENTRIES = 5;
+        TransformConstraintTimeline.PREV_TIME = -5;
+        TransformConstraintTimeline.PREV_ROTATE = -4;
+        TransformConstraintTimeline.PREV_TRANSLATE = -3;
+        TransformConstraintTimeline.PREV_SCALE = -2;
+        TransformConstraintTimeline.PREV_SHEAR = -1;
+        TransformConstraintTimeline.ROTATE = 1;
+        TransformConstraintTimeline.TRANSLATE = 2;
+        TransformConstraintTimeline.SCALE = 3;
+        TransformConstraintTimeline.SHEAR = 4;
+        return TransformConstraintTimeline;
+    }(CurveTimeline));
+    spine.TransformConstraintTimeline = TransformConstraintTimeline;
+    var PathConstraintPositionTimeline = (function (_super) {
+        __extends(PathConstraintPositionTimeline, _super);
+        function PathConstraintPositionTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
+        }
+        PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
+            frameIndex *= PathConstraintPositionTimeline.ENTRIES;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
+        };
+        PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+            if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) {
+                var i = frames.length;
+                constraint.position += (frames[i + PathConstraintPositionTimeline.PREV_VALUE] - constraint.position) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
+            var position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime));
+            constraint.position += (position + (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent - constraint.position) * alpha;
+        };
+        PathConstraintPositionTimeline.ENTRIES = 2;
+        PathConstraintPositionTimeline.PREV_TIME = -2;
+        PathConstraintPositionTimeline.PREV_VALUE = -1;
+        PathConstraintPositionTimeline.VALUE = 1;
+        return PathConstraintPositionTimeline;
+    }(CurveTimeline));
+    spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
+    var PathConstraintSpacingTimeline = (function (_super) {
+        __extends(PathConstraintSpacingTimeline, _super);
+        function PathConstraintSpacingTimeline(frameCount) {
+            _super.call(this, frameCount);
+        }
+        PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+            if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) {
+                var i = frames.length;
+                constraint.spacing += (frames[i + PathConstraintSpacingTimeline.PREV_VALUE] - constraint.spacing) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
+            var spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime));
+            constraint.spacing += (spacing + (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent - constraint.spacing) * alpha;
+        };
+        return PathConstraintSpacingTimeline;
+    }(PathConstraintPositionTimeline));
+    spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
+    var PathConstraintMixTimeline = (function (_super) {
+        __extends(PathConstraintMixTimeline, _super);
+        function PathConstraintMixTimeline(frameCount) {
+            _super.call(this, frameCount);
+            this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
+        }
+        PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
+            frameIndex *= PathConstraintMixTimeline.ENTRIES;
+            this.frames[frameIndex] = time;
+            this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
+            this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
+        };
+        PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+            var frames = this.frames;
+            if (time < frames[0])
+                return;
+            var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+            if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
+                var i = frames.length;
+                constraint.rotateMix += (frames[i + PathConstraintMixTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+                constraint.translateMix += (frames[i + PathConstraintMixTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+                return;
+            }
+            var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
+            var rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
+            var translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
+            var frameTime = frames[frame];
+            var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
+            constraint.rotateMix += (rotate + (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+            constraint.translateMix += (translate + (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent - constraint.translateMix)
+                * alpha;
+        };
+        PathConstraintMixTimeline.ENTRIES = 3;
+        PathConstraintMixTimeline.PREV_TIME = -3;
+        PathConstraintMixTimeline.PREV_ROTATE = -2;
+        PathConstraintMixTimeline.PREV_TRANSLATE = -1;
+        PathConstraintMixTimeline.ROTATE = 1;
+        PathConstraintMixTimeline.TRANSLATE = 2;
+        return PathConstraintMixTimeline;
+    }(CurveTimeline));
+    spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var AnimationState = (function () {
+        function AnimationState(data) {
+            if (data === void 0) { data = null; }
+            this.tracks = new Array();
+            this.events = new Array();
+            this.listeners = new Array();
+            this.timeScale = 1;
+            if (data == null)
+                throw new Error("data cannot be null.");
+            this.data = data;
+        }
+        AnimationState.prototype.update = function (delta) {
+            delta *= this.timeScale;
+            for (var i = 0; i < this.tracks.length; i++) {
+                var current = this.tracks[i];
+                if (current == null)
+                    continue;
+                var next = current.next;
+                if (next != null) {
+                    var nextTime = current.lastTime - next.delay;
+                    if (nextTime >= 0) {
+                        var nextDelta = delta * next.timeScale;
+                        next.time = nextTime + nextDelta;
+                        current.time += delta * current.timeScale;
+                        this.setCurrent(i, next);
+                        next.time -= nextDelta;
+                        current = next;
+                    }
+                }
+                else if (!current.loop && current.lastTime >= current.endTime) {
+                    this.clearTrack(i);
+                    continue;
+                }
+                current.time += delta * current.timeScale;
+                if (current.previous != null) {
+                    var previousDelta = delta * current.previous.timeScale;
+                    current.previous.time += previousDelta;
+                    current.mixTime += previousDelta;
+                }
+            }
+        };
+        AnimationState.prototype.apply = function (skeleton) {
+            var events = this.events;
+            var listenerCount = this.listeners.length;
+            for (var i = 0; i < this.tracks.length; i++) {
+                var current = this.tracks[i];
+                if (current == null)
+                    continue;
+                events.length = 0;
+                var time = current.time;
+                var lastTime = current.lastTime;
+                var endTime = current.endTime;
+                var loop = current.loop;
+                if (!loop && time > endTime)
+                    time = endTime;
+                var previous = current.previous;
+                if (previous == null)
+                    current.animation.mix(skeleton, lastTime, time, loop, events, current.mix);
+                else {
+                    var previousTime = previous.time;
+                    if (!previous.loop && previousTime > previous.endTime)
+                        previousTime = previous.endTime;
+                    previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
+                    var alpha = current.mixTime / current.mixDuration * current.mix;
+                    if (alpha >= 1) {
+                        alpha = 1;
+                        current.previous = null;
+                    }
+                    current.animation.mix(skeleton, lastTime, time, loop, events, alpha);
+                }
+                for (var ii = 0, nn = events.length; ii < nn; ii++) {
+                    var event_1 = events[ii];
+                    if (current.listener != null)
+                        current.listener.event(i, event_1);
+                    for (var iii = 0; iii < listenerCount; iii++)
+                        this.listeners[iii].event(i, event_1);
+                }
+                if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
+                    var count = spine.MathUtils.toInt(time / endTime);
+                    if (current.listener != null)
+                        current.listener.complete(i, count);
+                    for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
+                        this.listeners[ii].complete(i, count);
+                }
+                current.lastTime = current.time;
+            }
+        };
+        AnimationState.prototype.clearTracks = function () {
+            for (var i = 0, n = this.tracks.length; i < n; i++)
+                this.clearTrack(i);
+            this.tracks.length = 0;
+        };
+        AnimationState.prototype.clearTrack = function (trackIndex) {
+            if (trackIndex >= this.tracks.length)
+                return;
+            var current = this.tracks[trackIndex];
+            if (current == null)
+                return;
+            if (current.listener != null)
+                current.listener.end(trackIndex);
+            for (var i = 0, n = this.listeners.length; i < n; i++)
+                this.listeners[i].end(trackIndex);
+            this.tracks[trackIndex] = null;
+            this.freeAll(current);
+        };
+        AnimationState.prototype.freeAll = function (entry) {
+            while (entry != null) {
+                var next = entry.next;
+                entry = next;
+            }
+        };
+        AnimationState.prototype.expandToIndex = function (index) {
+            if (index < this.tracks.length)
+                return this.tracks[index];
+            spine.Utils.setArraySize(this.tracks, index - this.tracks.length + 1, null);
+            this.tracks.length = index + 1;
+            return null;
+        };
+        AnimationState.prototype.setCurrent = function (index, entry) {
+            var current = this.expandToIndex(index);
+            if (current != null) {
+                var previous = current.previous;
+                current.previous = null;
+                if (current.listener != null)
+                    current.listener.end(index);
+                for (var i = 0, n = this.listeners.length; i < n; i++)
+                    this.listeners[i].end(index);
+                entry.mixDuration = this.data.getMix(current.animation, entry.animation);
+                if (entry.mixDuration > 0) {
+                    entry.mixTime = 0;
+                    if (previous != null && current.mixTime / current.mixDuration < 0.5) {
+                        entry.previous = previous;
+                        previous = current;
+                    }
+                    else
+                        entry.previous = current;
+                }
+            }
+            this.tracks[index] = entry;
+            if (entry.listener != null)
+                entry.listener.start(index);
+            for (var i = 0, n = this.listeners.length; i < n; i++)
+                this.listeners[i].start(index);
+        };
+        AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
+            var animation = this.data.skeletonData.findAnimation(animationName);
+            if (animation == null)
+                throw new Error("Animation not found: " + animationName);
+            return this.setAnimationWith(trackIndex, animation, loop);
+        };
+        AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
+            var current = this.expandToIndex(trackIndex);
+            if (current != null)
+                this.freeAll(current.next);
+            var entry = new TrackEntry();
+            entry.animation = animation;
+            entry.loop = loop;
+            entry.endTime = animation.duration;
+            this.setCurrent(trackIndex, entry);
+            return entry;
+        };
+        AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
+            var animation = this.data.skeletonData.findAnimation(animationName);
+            if (animation == null)
+                throw new Error("Animation not found: " + animationName);
+            return this.addAnimationWith(trackIndex, animation, loop, delay);
+        };
+        AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
+            var entry = new TrackEntry();
+            entry.animation = animation;
+            entry.loop = loop;
+            entry.endTime = animation.duration;
+            var last = this.expandToIndex(trackIndex);
+            if (last != null) {
+                while (last.next != null)
+                    last = last.next;
+                last.next = entry;
+            }
+            else
+                this.tracks[trackIndex] = entry;
+            if (delay <= 0) {
+                if (last != null)
+                    delay += last.endTime - this.data.getMix(last.animation, animation);
+                else
+                    delay = 0;
+            }
+            entry.delay = delay;
+            return entry;
+        };
+        AnimationState.prototype.getCurrent = function (trackIndex) {
+            if (trackIndex >= this.tracks.length)
+                return null;
+            return this.tracks[trackIndex];
+        };
+        AnimationState.prototype.addListener = function (listener) {
+            if (listener == null)
+                throw new Error("listener cannot be null.");
+            this.listeners.push(listener);
+        };
+        AnimationState.prototype.removeListener = function (listener) {
+            var index = this.listeners.indexOf(listener);
+            if (index >= 0)
+                this.listeners.splice(index, 1);
+        };
+        AnimationState.prototype.clearListeners = function () {
+            this.listeners.length = 0;
+        };
+        return AnimationState;
+    }());
+    spine.AnimationState = AnimationState;
+    var TrackEntry = (function () {
+        function TrackEntry() {
+            this.loop = false;
+            this.delay = 0;
+            this.time = 0;
+            this.lastTime = -1;
+            this.endTime = 0;
+            this.timeScale = 1;
+            this.mixTime = 0;
+            this.mixDuration = 0;
+            this.mix = 1;
+        }
+        TrackEntry.prototype.reset = function () {
+            this.next = null;
+            this.previous = null;
+            this.animation = null;
+            this.listener = null;
+            this.timeScale = 1;
+            this.lastTime = -1;
+            this.time = 0;
+        };
+        TrackEntry.prototype.isComplete = function () {
+            return this.time >= this.endTime;
+        };
+        return TrackEntry;
+    }());
+    spine.TrackEntry = TrackEntry;
+    var AnimationStateAdapter = (function () {
+        function AnimationStateAdapter() {
+        }
+        AnimationStateAdapter.prototype.event = function (trackIndex, event) {
+        };
+        AnimationStateAdapter.prototype.complete = function (trackIndex, loopCount) {
+        };
+        AnimationStateAdapter.prototype.start = function (trackIndex) {
+        };
+        AnimationStateAdapter.prototype.end = function (trackIndex) {
+        };
+        return AnimationStateAdapter;
+    }());
+    spine.AnimationStateAdapter = AnimationStateAdapter;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var AnimationStateData = (function () {
+        function AnimationStateData(skeletonData) {
+            this.animationToMixTime = {};
+            this.defaultMix = 0;
+            if (skeletonData == null)
+                throw new Error("skeletonData cannot be null.");
+            this.skeletonData = skeletonData;
+        }
+        AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
+            var from = this.skeletonData.findAnimation(fromName);
+            if (from == null)
+                throw new Error("Animation not found: " + fromName);
+            var to = this.skeletonData.findAnimation(toName);
+            if (to == null)
+                throw new Error("Animation not found: " + toName);
+            this.setMixWith(from, to, duration);
+        };
+        AnimationStateData.prototype.setMixWith = function (from, to, duration) {
+            if (from == null)
+                throw new Error("from cannot be null.");
+            if (to == null)
+                throw new Error("to cannot be null.");
+            var key = from.name + to.name;
+            this.animationToMixTime[key] = duration;
+        };
+        AnimationStateData.prototype.getMix = function (from, to) {
+            var key = from.name + to.name;
+            var value = this.animationToMixTime[key];
+            return value === undefined ? this.defaultMix : value;
+        };
+        return AnimationStateData;
+    }());
+    spine.AnimationStateData = AnimationStateData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var AssetManager = (function () {
+        function AssetManager(textureLoader) {
+            this._assets = {};
+            this._errors = {};
+            this._toLoad = 0;
+            this._loaded = 0;
+            this._textureLoader = textureLoader;
+        }
+        AssetManager.prototype.loadText = function (path, success, error) {
+            var _this = this;
+            if (success === void 0) { success = null; }
+            if (error === void 0) { error = null; }
+            this._toLoad++;
+            var request = new XMLHttpRequest();
+            request.onreadystatechange = function () {
+                if (request.readyState == XMLHttpRequest.DONE) {
+                    if (request.status >= 200 && request.status < 300) {
+                        if (success)
+                            success(path, request.responseText);
+                        _this._assets[path] = request.responseText;
+                    }
+                    else {
+                        if (error)
+                            error(path, "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText);
+                        _this._errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
+                    }
+                    _this._toLoad--;
+                    _this._loaded++;
+                }
+            };
+            request.open("GET", path, true);
+            request.send();
+        };
+        AssetManager.prototype.loadTexture = function (path, success, error) {
+            var _this = this;
+            if (success === void 0) { success = null; }
+            if (error === void 0) { error = null; }
+            this._toLoad++;
+            var img = new Image();
+            img.src = path;
+            img.onload = function (ev) {
+                if (success)
+                    success(path, img);
+                var texture = _this._textureLoader(img);
+                _this._assets[path] = texture;
+                _this._toLoad--;
+                _this._loaded++;
+            };
+            img.onerror = function (ev) {
+                if (error)
+                    error(path, "Couldn't load image " + path);
+                _this._errors[path] = "Couldn't load image " + path;
+                _this._toLoad--;
+                _this._loaded++;
+            };
+        };
+        AssetManager.prototype.get = function (path) {
+            return this._assets[path];
+        };
+        AssetManager.prototype.remove = function (path) {
+            var asset = this._assets[path];
+            if (asset.dispose)
+                asset.dispose();
+            this._assets[path] = null;
+        };
+        AssetManager.prototype.removeAll = function () {
+            for (var key in this._assets) {
+                var asset = this._assets[key];
+                if (asset.dispose)
+                    asset.dispose();
+            }
+            this._assets = {};
+        };
+        AssetManager.prototype.isLoadingComplete = function () {
+            return this._toLoad == 0;
+        };
+        AssetManager.prototype.toLoad = function () {
+            return this._toLoad;
+        };
+        AssetManager.prototype.loaded = function () {
+            return this._loaded;
+        };
+        AssetManager.prototype.dispose = function () {
+            this.removeAll();
+        };
+        AssetManager.prototype.hasErrors = function () {
+            return Object.keys(this._errors).length > 0;
+        };
+        AssetManager.prototype.errors = function () {
+            return this._errors;
+        };
+        return AssetManager;
+    }());
+    spine.AssetManager = AssetManager;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    (function (BlendMode) {
+        BlendMode[BlendMode["Normal"] = 0] = "Normal";
+        BlendMode[BlendMode["Additive"] = 1] = "Additive";
+        BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
+        BlendMode[BlendMode["Screen"] = 3] = "Screen";
+    })(spine.BlendMode || (spine.BlendMode = {}));
+    var BlendMode = spine.BlendMode;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Bone = (function () {
+        function Bone(data, skeleton, parent) {
+            this.children = new Array();
+            this.x = 0;
+            this.y = 0;
+            this.rotation = 0;
+            this.scaleX = 0;
+            this.scaleY = 0;
+            this.shearX = 0;
+            this.shearY = 0;
+            this.appliedRotation = 0;
+            this.a = 0;
+            this.b = 0;
+            this.worldX = 0;
+            this.c = 0;
+            this.d = 0;
+            this.worldY = 0;
+            this.worldSignX = 0;
+            this.worldSignY = 0;
+            this.sorted = false;
+            if (data == null)
+                throw new Error("data cannot be null.");
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            this.data = data;
+            this.skeleton = skeleton;
+            this.parent = parent;
+            this.setToSetupPose();
+        }
+        Bone.prototype.update = function () {
+            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+        };
+        Bone.prototype.updateWorldTransform = function () {
+            this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+        };
+        Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
+            this.appliedRotation = rotation;
+            var rotationY = rotation + 90 + shearY;
+            var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX, lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
+            var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX, ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
+            var parent = this.parent;
+            if (parent == null) {
+                var skeleton = this.skeleton;
+                if (skeleton.flipX) {
+                    x = -x;
+                    la = -la;
+                    lb = -lb;
+                }
+                if (skeleton.flipY) {
+                    y = -y;
+                    lc = -lc;
+                    ld = -ld;
+                }
+                this.a = la;
+                this.b = lb;
+                this.c = lc;
+                this.d = ld;
+                this.worldX = x;
+                this.worldY = y;
+                this.worldSignX = spine.MathUtils.signum(scaleX);
+                this.worldSignY = spine.MathUtils.signum(scaleY);
+                return;
+            }
+            var 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;
+            this.worldSignX = parent.worldSignX * spine.MathUtils.signum(scaleX);
+            this.worldSignY = parent.worldSignY * spine.MathUtils.signum(scaleY);
+            if (this.data.inheritRotation && this.data.inheritScale) {
+                this.a = pa * la + pb * lc;
+                this.b = pa * lb + pb * ld;
+                this.c = pc * la + pd * lc;
+                this.d = pc * lb + pd * ld;
+            }
+            else {
+                if (this.data.inheritRotation) {
+                    pa = 1;
+                    pb = 0;
+                    pc = 0;
+                    pd = 1;
+                    do {
+                        var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+                        var temp = pa * cos + pb * sin;
+                        pb = pb * cos - pa * sin;
+                        pa = temp;
+                        temp = pc * cos + pd * sin;
+                        pd = pd * cos - pc * sin;
+                        pc = temp;
+                        if (!parent.data.inheritRotation)
+                            break;
+                        parent = parent.parent;
+                    } while (parent != null);
+                    this.a = pa * la + pb * lc;
+                    this.b = pa * lb + pb * ld;
+                    this.c = pc * la + pd * lc;
+                    this.d = pc * lb + pd * ld;
+                }
+                else if (this.data.inheritScale) {
+                    pa = 1;
+                    pb = 0;
+                    pc = 0;
+                    pd = 1;
+                    do {
+                        var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+                        var psx = parent.scaleX, psy = parent.scaleY;
+                        var za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
+                        var temp = pa * za + pb * zc;
+                        pb = pb * zd - pa * zb;
+                        pa = temp;
+                        temp = pc * za + pd * zc;
+                        pd = pd * zd - pc * zb;
+                        pc = temp;
+                        if (psx >= 0)
+                            sin = -sin;
+                        temp = pa * cos + pb * sin;
+                        pb = pb * cos - pa * sin;
+                        pa = temp;
+                        temp = pc * cos + pd * sin;
+                        pd = pd * cos - pc * sin;
+                        pc = temp;
+                        if (!parent.data.inheritScale)
+                            break;
+                        parent = parent.parent;
+                    } while (parent != null);
+                    this.a = pa * la + pb * lc;
+                    this.b = pa * lb + pb * ld;
+                    this.c = pc * la + pd * lc;
+                    this.d = pc * lb + pd * ld;
+                }
+                else {
+                    this.a = la;
+                    this.b = lb;
+                    this.c = lc;
+                    this.d = ld;
+                }
+                if (this.skeleton.flipX) {
+                    this.a = -this.a;
+                    this.b = -this.b;
+                }
+                if (this.skeleton.flipY) {
+                    this.c = -this.c;
+                    this.d = -this.d;
+                }
+            }
+        };
+        Bone.prototype.setToSetupPose = function () {
+            var 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;
+        };
+        Bone.prototype.getWorldRotationX = function () {
+            return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
+        };
+        Bone.prototype.getWorldRotationY = function () {
+            return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
+        };
+        Bone.prototype.getWorldScaleX = function () {
+            return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX;
+        };
+        Bone.prototype.getWorldScaleY = function () {
+            return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
+        };
+        Bone.prototype.worldToLocalRotationX = function () {
+            var parent = this.parent;
+            if (parent == null)
+                return this.rotation;
+            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
+            return Math.atan2(pa * c - pc * a, pd * a - pb * c) * spine.MathUtils.radDeg;
+        };
+        Bone.prototype.worldToLocalRotationY = function () {
+            var parent = this.parent;
+            if (parent == null)
+                return this.rotation;
+            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
+            return Math.atan2(pa * d - pc * b, pd * b - pb * d) * spine.MathUtils.radDeg;
+        };
+        Bone.prototype.rotateWorld = function (degrees) {
+            var a = this.a, b = this.b, c = this.c, d = this.d;
+            var cos = spine.MathUtils.cosDeg(degrees), sin = spine.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;
+        };
+        Bone.prototype.updateLocalTransform = function () {
+            var parent = this.parent;
+            if (parent == null) {
+                this.x = this.worldX;
+                this.y = this.worldY;
+                this.rotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
+                this.scaleX = Math.sqrt(this.a * this.a + this.c * this.c);
+                this.scaleY = Math.sqrt(this.b * this.b + this.d * this.d);
+                var det = this.a * this.d - this.b * this.c;
+                this.shearX = 0;
+                this.shearY = Math.atan2(this.a * this.b + this.c * this.d, det) * spine.MathUtils.radDeg;
+                return;
+            }
+            var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+            var pid = 1 / (pa * pd - pb * pc);
+            var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
+            this.x = (dx * pd * pid - dy * pb * pid);
+            this.y = (dy * pa * pid - dx * pc * pid);
+            var ia = pid * pd;
+            var id = pid * pa;
+            var ib = pid * pb;
+            var ic = pid * pc;
+            var ra = ia * this.a - ib * this.c;
+            var rb = ia * this.b - ib * this.d;
+            var rc = id * this.c - ic * this.a;
+            var rd = id * this.d - ic * this.b;
+            this.shearX = 0;
+            this.scaleX = Math.sqrt(ra * ra + rc * rc);
+            if (this.scaleX > 0.0001) {
+                var det = ra * rd - rb * rc;
+                this.scaleY = det / this.scaleX;
+                this.shearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
+                this.rotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
+            }
+            else {
+                this.scaleX = 0;
+                this.scaleY = Math.sqrt(rb * rb + rd * rd);
+                this.shearY = 0;
+                this.rotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
+            }
+            this.appliedRotation = this.rotation;
+        };
+        Bone.prototype.worldToLocal = function (world) {
+            var a = this.a, b = this.b, c = this.c, d = this.d;
+            var invDet = 1 / (a * d - b * c);
+            var x = world.x - this.worldX, y = world.y - this.worldY;
+            world.x = (x * d * invDet - y * b * invDet);
+            world.y = (y * a * invDet - x * c * invDet);
+            return world;
+        };
+        Bone.prototype.localToWorld = function (local) {
+            var 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;
+        };
+        return Bone;
+    }());
+    spine.Bone = Bone;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var BoneData = (function () {
+        function BoneData(index, name, parent) {
+            this.x = 0;
+            this.y = 0;
+            this.rotation = 0;
+            this.scaleX = 1;
+            this.scaleY = 1;
+            this.shearX = 0;
+            this.shearY = 0;
+            this.inheritRotation = true;
+            this.inheritScale = true;
+            if (index < 0)
+                throw new Error("index must be >= 0.");
+            if (name == null)
+                throw new Error("name cannot be null.");
+            this.index = index;
+            this.name = name;
+            this.parent = parent;
+        }
+        return BoneData;
+    }());
+    spine.BoneData = BoneData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Event = (function () {
+        function Event(time, data) {
+            if (data == null)
+                throw new Error("data cannot be null.");
+            this.time = time;
+            this.data = data;
+        }
+        return Event;
+    }());
+    spine.Event = Event;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var EventData = (function () {
+        function EventData(name) {
+            this.name = name;
+        }
+        return EventData;
+    }());
+    spine.EventData = EventData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var IkConstraint = (function () {
+        function IkConstraint(data, skeleton) {
+            this.mix = 1;
+            this.bendDirection = 0;
+            this.level = 0;
+            if (data == null)
+                throw new Error("data cannot be null.");
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            this.data = data;
+            this.mix = data.mix;
+            this.bendDirection = data.bendDirection;
+            this.bones = new Array();
+            for (var i = 0; i < data.bones.length; i++)
+                this.bones.push(skeleton.findBone(data.bones[i].name));
+            this.target = skeleton.findBone(data.target.name);
+        }
+        IkConstraint.prototype.apply = function () {
+            this.update();
+        };
+        IkConstraint.prototype.update = function () {
+            var target = this.target;
+            var bones = this.bones;
+            switch (bones.length) {
+                case 1:
+                    this.apply1(bones[0], target.worldX, target.worldY, this.mix);
+                    break;
+                case 2:
+                    this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
+                    break;
+            }
+        };
+        IkConstraint.prototype.apply1 = function (bone, targetX, targetY, alpha) {
+            var pp = bone.parent;
+            var id = 1 / (pp.a * pp.d - pp.b * pp.c);
+            var x = targetX - pp.worldX, y = targetY - pp.worldY;
+            var tx = (x * pp.d - y * pp.b) * id - bone.x, ty = (y * pp.a - x * pp.c) * id - bone.y;
+            var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.shearX - bone.rotation;
+            if (bone.scaleX < 0)
+                rotationIK += 180;
+            if (rotationIK > 180)
+                rotationIK -= 360;
+            else if (rotationIK < -180)
+                rotationIK += 360;
+            bone.updateWorldTransformWith(bone.x, bone.y, bone.rotation + rotationIK * alpha, bone.scaleX, bone.scaleY, bone.shearX, bone.shearY);
+        };
+        IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
+            if (alpha == 0) {
+                child.updateWorldTransform();
+                return;
+            }
+            var px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
+            var 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;
+            var cx = child.x, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
+            var u = Math.abs(psx - psy) <= 0.0001;
+            if (!u) {
+                cy = 0;
+                cwx = a * cx + parent.worldX;
+                cwy = c * cx + parent.worldY;
+            }
+            else {
+                cy = child.y;
+                cwx = a * cx + b * cy + parent.worldX;
+                cwy = c * cx + d * cy + parent.worldY;
+            }
+            var pp = parent.parent;
+            a = pp.a;
+            b = pp.b;
+            c = pp.c;
+            d = pp.d;
+            var id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
+            var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
+            x = cwx - pp.worldX;
+            y = cwy - pp.worldY;
+            var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
+            var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1 = 0, a2 = 0;
+            outer: if (u) {
+                l2 *= psx;
+                var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
+                if (cos < -1)
+                    cos = -1;
+                else if (cos > 1)
+                    cos = 1;
+                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;
+                var aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = Math.atan2(ty, tx);
+                c = bb * l1 * l1 + aa * dd - aa * bb;
+                var c1 = -2 * bb * l1, c2 = bb - aa;
+                d = c1 * c1 - 4 * c2 * c;
+                if (d >= 0) {
+                    var q = Math.sqrt(d);
+                    if (c1 < 0)
+                        q = -q;
+                    q = -(c1 + q) / 2;
+                    var r0 = q / c2, r1 = c / q;
+                    var 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;
+                    }
+                }
+                var minAngle = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
+                var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
+                x = l1 + a;
+                d = x * x;
+                if (d > maxDist) {
+                    maxAngle = 0;
+                    maxDist = d;
+                    maxX = x;
+                }
+                x = l1 - a;
+                d = x * x;
+                if (d < minDist) {
+                    minAngle = spine.MathUtils.PI;
+                    minDist = d;
+                    minX = x;
+                }
+                var angle = Math.acos(-a * l1 / (aa - bb));
+                x = a * Math.cos(angle) + l1;
+                y = b * Math.sin(angle);
+                d = x * x + y * y;
+                if (d < minDist) {
+                    minAngle = angle;
+                    minDist = d;
+                    minX = x;
+                    minY = y;
+                }
+                if (d > maxDist) {
+                    maxAngle = angle;
+                    maxDist = d;
+                    maxX = x;
+                    maxY = y;
+                }
+                if (dd <= (minDist + maxDist) / 2) {
+                    a1 = ta - Math.atan2(minY * bendDir, minX);
+                    a2 = minAngle * bendDir;
+                }
+                else {
+                    a1 = ta - Math.atan2(maxY * bendDir, maxX);
+                    a2 = maxAngle * bendDir;
+                }
+            }
+            var os = Math.atan2(cy, cx) * s2;
+            var rotation = parent.rotation;
+            a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
+            if (a1 > 180)
+                a1 -= 360;
+            else if (a1 < -180)
+                a1 += 360;
+            parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, parent.scaleX, parent.scaleY, 0, 0);
+            rotation = child.rotation;
+            a2 = ((a2 + os) * spine.MathUtils.radDeg - child.shearX) * s2 + os2 - rotation;
+            if (a2 > 180)
+                a2 -= 360;
+            else if (a2 < -180)
+                a2 += 360;
+            child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.scaleX, child.scaleY, child.shearX, child.shearY);
+        };
+        return IkConstraint;
+    }());
+    spine.IkConstraint = IkConstraint;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var IkConstraintData = (function () {
+        function IkConstraintData(name) {
+            this.bones = new Array();
+            this.bendDirection = 1;
+            this.mix = 1;
+            this.name = name;
+        }
+        return IkConstraintData;
+    }());
+    spine.IkConstraintData = IkConstraintData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var PathConstraint = (function () {
+        function PathConstraint(data, skeleton) {
+            this.position = 0;
+            this.spacing = 0;
+            this.rotateMix = 0;
+            this.translateMix = 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();
+            if (data == null)
+                throw new Error("data cannot be null.");
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            this.data = data;
+            this.bones = new Array();
+            for (var i = 0, n = data.bones.length; i < n; i++)
+                this.bones.push(skeleton.findBone(data.bones[i].name));
+            this.target = skeleton.findSlot(data.target.name);
+            this.position = data.position;
+            this.spacing = data.spacing;
+            this.rotateMix = data.rotateMix;
+            this.translateMix = data.translateMix;
+        }
+        PathConstraint.prototype.apply = function () {
+            this.update();
+        };
+        PathConstraint.prototype.update = function () {
+            var attachment = this.target.getAttachment();
+            if (!(attachment instanceof spine.PathAttachment))
+                return;
+            var rotateMix = this.rotateMix, translateMix = this.translateMix;
+            var translate = translateMix > 0, rotate = rotateMix > 0;
+            if (!translate && !rotate)
+                return;
+            var data = this.data;
+            var spacingMode = data.spacingMode;
+            var lengthSpacing = spacingMode == spine.SpacingMode.Length;
+            var rotateMode = data.rotateMode;
+            var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale;
+            var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
+            var bones = this.bones;
+            var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null;
+            var spacing = this.spacing;
+            if (scale || lengthSpacing) {
+                if (scale)
+                    lengths = spine.Utils.setArraySize(this.lengths, boneCount);
+                for (var i = 0, n = spacesCount - 1; i < n;) {
+                    var bone = bones[i];
+                    var length_1 = bone.data.length, x = length_1 * bone.a, y = length_1 * bone.c;
+                    length_1 = Math.sqrt(x * x + y * y);
+                    if (scale)
+                        lengths[i] = length_1;
+                    spaces[++i] = lengthSpacing ? Math.max(0, length_1 + spacing) : spacing;
+                }
+            }
+            else {
+                for (var i = 1; i < spacesCount; i++)
+                    spaces[i] = spacing;
+            }
+            var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, spacingMode == spine.SpacingMode.Percent);
+            var skeleton = this.target.bone.skeleton;
+            var skeletonX = skeleton.x, skeletonY = skeleton.y;
+            var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
+            var tip = rotateMode == spine.RotateMode.Chain && offsetRotation == 0;
+            for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
+                var bone = bones[i];
+                bone.worldX += (boneX - skeletonX - bone.worldX) * translateMix;
+                bone.worldY += (boneY - skeletonY - bone.worldY) * translateMix;
+                var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
+                if (scale) {
+                    var length_2 = lengths[i];
+                    if (length_2 != 0) {
+                        var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 1) * rotateMix + 1;
+                        bone.a *= s;
+                        bone.c *= s;
+                    }
+                }
+                boneX = x;
+                boneY = y;
+                if (rotate) {
+                    var 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) - offsetRotation * spine.MathUtils.degRad;
+                    if (tip) {
+                        cos = Math.cos(r);
+                        sin = Math.sin(r);
+                        var length_3 = bone.data.length;
+                        boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
+                        boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix;
+                    }
+                    if (r > spine.MathUtils.PI)
+                        r -= spine.MathUtils.PI2;
+                    else if (r < -spine.MathUtils.PI)
+                        r += spine.MathUtils.PI2;
+                    r *= rotateMix;
+                    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;
+                }
+            }
+        };
+        PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
+            var target = this.target;
+            var position = this.position;
+            var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null;
+            var closed = path.closed;
+            var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE;
+            if (!path.constantSpeed) {
+                var lengths = path.lengths;
+                curveCount -= closed ? 1 : 2;
+                var pathLength_1 = lengths[curveCount];
+                if (percentPosition)
+                    position *= pathLength_1;
+                if (percentSpacing) {
+                    for (var i = 0; i < spacesCount; i++)
+                        spaces[i] *= pathLength_1;
+                }
+                world = spine.Utils.setArraySize(this.world, 8);
+                for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
+                    var space = spaces[i];
+                    position += space;
+                    var p = position;
+                    if (closed) {
+                        p %= pathLength_1;
+                        if (p < 0)
+                            p += pathLength_1;
+                        curve = 0;
+                    }
+                    else if (p < 0) {
+                        if (prevCurve != PathConstraint.BEFORE) {
+                            prevCurve = PathConstraint.BEFORE;
+                            path.computeWorldVerticesWith(target, 2, 4, world, 0);
+                        }
+                        this.addBeforePosition(p, world, 0, out, o);
+                        continue;
+                    }
+                    else if (p > pathLength_1) {
+                        if (prevCurve != PathConstraint.AFTER) {
+                            prevCurve = PathConstraint.AFTER;
+                            path.computeWorldVerticesWith(target, verticesLength - 6, 4, world, 0);
+                        }
+                        this.addAfterPosition(p - pathLength_1, world, 0, out, o);
+                        continue;
+                    }
+                    for (;; curve++) {
+                        var length_4 = lengths[curve];
+                        if (p > length_4)
+                            continue;
+                        if (curve == 0)
+                            p /= length_4;
+                        else {
+                            var prev = lengths[curve - 1];
+                            p = (p - prev) / (length_4 - prev);
+                        }
+                        break;
+                    }
+                    if (curve != prevCurve) {
+                        prevCurve = curve;
+                        if (closed && curve == curveCount) {
+                            path.computeWorldVerticesWith(target, verticesLength - 4, 4, world, 0);
+                            path.computeWorldVerticesWith(target, 0, 4, world, 4);
+                        }
+                        else
+                            path.computeWorldVerticesWith(target, curve * 6 + 2, 8, world, 0);
+                    }
+                    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 (closed) {
+                verticesLength += 2;
+                world = spine.Utils.setArraySize(this.world, verticesLength);
+                path.computeWorldVerticesWith(target, 2, verticesLength - 4, world, 0);
+                path.computeWorldVerticesWith(target, 0, 2, world, verticesLength - 4);
+                world[verticesLength - 2] = world[0];
+                world[verticesLength - 1] = world[1];
+            }
+            else {
+                curveCount--;
+                verticesLength -= 4;
+                world = spine.Utils.setArraySize(this.world, verticesLength);
+                path.computeWorldVerticesWith(target, 2, verticesLength, world, 0);
+            }
+            var curves = spine.Utils.setArraySize(this.curves, curveCount);
+            var pathLength = 0;
+            var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
+            var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
+            for (var 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 (percentPosition)
+                position *= pathLength;
+            if (percentSpacing) {
+                for (var i = 0; i < spacesCount; i++)
+                    spaces[i] *= pathLength;
+            }
+            var segments = this.segments;
+            var curveLength = 0;
+            for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
+                var space = spaces[i];
+                position += space;
+                var p = position;
+                if (closed) {
+                    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++) {
+                    var length_5 = curves[curve];
+                    if (p > length_5)
+                        continue;
+                    if (curve == 0)
+                        p /= length_5;
+                    else {
+                        var prev = curves[curve - 1];
+                        p = (p - prev) / (length_5 - prev);
+                    }
+                    break;
+                }
+                if (curve != prevCurve) {
+                    prevCurve = curve;
+                    var 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) * 0.006;
+                    dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
+                    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++) {
+                    var length_6 = segments[segment];
+                    if (p > length_6)
+                        continue;
+                    if (segment == 0)
+                        p /= length_6;
+                    else {
+                        var prev = segments[segment - 1];
+                        p = segment + (p - prev) / (length_6 - prev);
+                    }
+                    break;
+                }
+                this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
+            }
+            return out;
+        };
+        PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
+            var 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;
+        };
+        PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
+            var 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;
+        };
+        PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
+            if (p == 0)
+                p = 0.0001;
+            var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
+            var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
+            var 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)
+                out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
+        };
+        PathConstraint.NONE = -1;
+        PathConstraint.BEFORE = -2;
+        PathConstraint.AFTER = -3;
+        return PathConstraint;
+    }());
+    spine.PathConstraint = PathConstraint;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var PathConstraintData = (function () {
+        function PathConstraintData(name) {
+            this.bones = new Array();
+            this.name = name;
+        }
+        return PathConstraintData;
+    }());
+    spine.PathConstraintData = PathConstraintData;
+    (function (PositionMode) {
+        PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
+        PositionMode[PositionMode["Percent"] = 1] = "Percent";
+    })(spine.PositionMode || (spine.PositionMode = {}));
+    var PositionMode = spine.PositionMode;
+    (function (SpacingMode) {
+        SpacingMode[SpacingMode["Length"] = 0] = "Length";
+        SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
+        SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
+    })(spine.SpacingMode || (spine.SpacingMode = {}));
+    var SpacingMode = spine.SpacingMode;
+    (function (RotateMode) {
+        RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
+        RotateMode[RotateMode["Chain"] = 1] = "Chain";
+        RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
+    })(spine.RotateMode || (spine.RotateMode = {}));
+    var RotateMode = spine.RotateMode;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Skeleton = (function () {
+        function Skeleton(data) {
+            this._updateCache = new Array();
+            this.time = 0;
+            this.flipX = false;
+            this.flipY = false;
+            this.x = 0;
+            this.y = 0;
+            if (data == null)
+                throw new Error("data cannot be null.");
+            this.data = data;
+            this.bones = new Array();
+            for (var i = 0; i < data.bones.length; i++) {
+                var boneData = data.bones[i];
+                var bone = void 0;
+                if (boneData.parent == null)
+                    bone = new spine.Bone(boneData, this, null);
+                else {
+                    var parent_1 = this.bones[boneData.parent.index];
+                    bone = new spine.Bone(boneData, this, parent_1);
+                    parent_1.children.push(bone);
+                }
+                this.bones.push(bone);
+            }
+            this.slots = new Array();
+            this.drawOrder = new Array();
+            for (var i = 0; i < data.slots.length; i++) {
+                var slotData = data.slots[i];
+                var bone = this.bones[slotData.boneData.index];
+                var slot = new spine.Slot(slotData, bone);
+                this.slots.push(slot);
+                this.drawOrder.push(slot);
+            }
+            this.ikConstraints = new Array();
+            this.ikConstraintsSorted = new Array();
+            for (var i = 0; i < data.ikConstraints.length; i++) {
+                var ikConstraintData = data.ikConstraints[i];
+                this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
+            }
+            this.transformConstraints = new Array();
+            for (var i = 0; i < data.transformConstraints.length; i++) {
+                var transformConstraintData = data.transformConstraints[i];
+                this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
+            }
+            this.pathConstraints = new Array();
+            for (var i = 0; i < data.pathConstraints.length; i++) {
+                var pathConstraintData = data.pathConstraints[i];
+                this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
+            }
+            this.color = new spine.Color(1, 1, 1, 1);
+            this.updateCache();
+        }
+        Skeleton.prototype.updateCache = function () {
+            var updateCache = this._updateCache;
+            updateCache.length = 0;
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++)
+                bones[i].sorted = false;
+            var ikConstraints = this.ikConstraintsSorted;
+            ikConstraints.length = 0;
+            for (var i = 0; i < this.ikConstraints.length; i++)
+                ikConstraints.push(this.ikConstraints[i]);
+            var ikCount = ikConstraints.length;
+            for (var i = 0, level = 0, n = ikCount; i < n; i++) {
+                var ik = ikConstraints[i];
+                var bone = ik.bones[0].parent;
+                for (level = 0; bone != null; level++)
+                    bone = bone.parent;
+                ik.level = level;
+            }
+            for (var i = 1, ii = 0; i < ikCount; i++) {
+                var ik = ikConstraints[i];
+                var level = ik.level;
+                for (ii = i - 1; ii >= 0; ii--) {
+                    var other = ikConstraints[ii];
+                    if (other.level < level)
+                        break;
+                    ikConstraints[ii + 1] = other;
+                }
+                ikConstraints[ii + 1] = ik;
+            }
+            for (var i = 0, n = ikConstraints.length; i < n; i++) {
+                var constraint = ikConstraints[i];
+                var target = constraint.target;
+                this.sortBone(target);
+                var constrained = constraint.bones;
+                var parent_2 = constrained[0];
+                this.sortBone(parent_2);
+                updateCache.push(constraint);
+                this.sortReset(parent_2.children);
+                constrained[constrained.length - 1].sorted = true;
+            }
+            var pathConstraints = this.pathConstraints;
+            for (var i = 0, n = pathConstraints.length; i < n; i++) {
+                var constraint = pathConstraints[i];
+                var slot = constraint.target;
+                var slotIndex = slot.data.index;
+                var slotBone = slot.bone;
+                if (this.skin != null)
+                    this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
+                if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
+                    this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
+                for (var ii = 0, nn = this.data.skins.length; ii < nn; ii++)
+                    this.sortPathConstraintAttachment(this.data.skins[ii], slotIndex, slotBone);
+                var attachment = slot.getAttachment();
+                if (attachment instanceof spine.PathAttachment)
+                    this.sortPathConstraintAttachmentWith(attachment, slotBone);
+                var constrained = constraint.bones;
+                var boneCount = constrained.length;
+                for (var ii = 0; ii < boneCount; ii++)
+                    this.sortBone(constrained[ii]);
+                updateCache.push(constraint);
+                for (var ii = 0; ii < boneCount; ii++)
+                    this.sortReset(constrained[ii].children);
+                for (var ii = 0; ii < boneCount; ii++)
+                    constrained[ii].sorted = true;
+            }
+            var transformConstraints = this.transformConstraints;
+            for (var i = 0, n = transformConstraints.length; i < n; i++) {
+                var constraint = transformConstraints[i];
+                this.sortBone(constraint.target);
+                var constrained = constraint.bones;
+                var boneCount = constrained.length;
+                for (var ii = 0; ii < boneCount; ii++)
+                    this.sortBone(constrained[ii]);
+                updateCache.push(constraint);
+                for (var ii = 0; ii < boneCount; ii++)
+                    this.sortReset(constrained[ii].children);
+                for (var ii = 0; ii < boneCount; ii++)
+                    constrained[ii].sorted = true;
+            }
+            for (var i = 0, n = bones.length; i < n; i++)
+                this.sortBone(bones[i]);
+        };
+        Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
+            var attachments = skin.attachments[slotIndex];
+            if (!attachments)
+                return;
+            for (var key in attachments) {
+                this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
+            }
+        };
+        Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
+            if (!(attachment instanceof spine.PathAttachment))
+                return;
+            var pathBones = attachment.bones;
+            if (pathBones == null)
+                this.sortBone(slotBone);
+            else {
+                var bones = this.bones;
+                for (var i = 0; i < pathBones.length; i++) {
+                    var boneIndex = pathBones[i];
+                    this.sortBone(bones[boneIndex]);
+                }
+            }
+        };
+        Skeleton.prototype.sortBone = function (bone) {
+            if (bone.sorted)
+                return;
+            var parent = bone.parent;
+            if (parent != null)
+                this.sortBone(parent);
+            bone.sorted = true;
+            this._updateCache.push(bone);
+        };
+        Skeleton.prototype.sortReset = function (bones) {
+            for (var i = 0, n = bones.length; i < n; i++) {
+                var bone = bones[i];
+                if (bone.sorted)
+                    this.sortReset(bone.children);
+                bone.sorted = false;
+            }
+        };
+        Skeleton.prototype.updateWorldTransform = function () {
+            var updateCache = this._updateCache;
+            for (var i = 0, n = updateCache.length; i < n; i++)
+                updateCache[i].update();
+        };
+        Skeleton.prototype.setToSetupPose = function () {
+            this.setBonesToSetupPose();
+            this.setSlotsToSetupPose();
+        };
+        Skeleton.prototype.setBonesToSetupPose = function () {
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++)
+                bones[i].setToSetupPose();
+            var ikConstraints = this.ikConstraints;
+            for (var i = 0, n = ikConstraints.length; i < n; i++) {
+                var constraint = ikConstraints[i];
+                constraint.bendDirection = constraint.data.bendDirection;
+                constraint.mix = constraint.data.mix;
+            }
+            var transformConstraints = this.transformConstraints;
+            for (var i = 0, n = transformConstraints.length; i < n; i++) {
+                var constraint = transformConstraints[i];
+                var data = constraint.data;
+                constraint.rotateMix = data.rotateMix;
+                constraint.translateMix = data.translateMix;
+                constraint.scaleMix = data.scaleMix;
+                constraint.shearMix = data.shearMix;
+            }
+            var pathConstraints = this.pathConstraints;
+            for (var i = 0, n = pathConstraints.length; i < n; i++) {
+                var constraint = pathConstraints[i];
+                var data = constraint.data;
+                constraint.position = data.position;
+                constraint.spacing = data.spacing;
+                constraint.rotateMix = data.rotateMix;
+                constraint.translateMix = data.translateMix;
+            }
+        };
+        Skeleton.prototype.setSlotsToSetupPose = function () {
+            var slots = this.slots;
+            spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
+            for (var i = 0, n = slots.length; i < n; i++)
+                slots[i].setToSetupPose();
+        };
+        Skeleton.prototype.getRootBone = function () {
+            if (this.bones.length == 0)
+                return null;
+            return this.bones[0];
+        };
+        Skeleton.prototype.findBone = function (boneName) {
+            if (boneName == null)
+                throw new Error("boneName cannot be null.");
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++) {
+                var bone = bones[i];
+                if (bone.data.name == boneName)
+                    return bone;
+            }
+            return null;
+        };
+        Skeleton.prototype.findBoneIndex = function (boneName) {
+            if (boneName == null)
+                throw new Error("boneName cannot be null.");
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++)
+                if (bones[i].data.name == boneName)
+                    return i;
+            return -1;
+        };
+        Skeleton.prototype.findSlot = function (slotName) {
+            if (slotName == null)
+                throw new Error("slotName cannot be null.");
+            var slots = this.slots;
+            for (var i = 0, n = slots.length; i < n; i++) {
+                var slot = slots[i];
+                if (slot.data.name == slotName)
+                    return slot;
+            }
+            return null;
+        };
+        Skeleton.prototype.findSlotIndex = function (slotName) {
+            if (slotName == null)
+                throw new Error("slotName cannot be null.");
+            var slots = this.slots;
+            for (var i = 0, n = slots.length; i < n; i++)
+                if (slots[i].data.name == slotName)
+                    return i;
+            return -1;
+        };
+        Skeleton.prototype.setSkinByName = function (skinName) {
+            var skin = this.data.findSkin(skinName);
+            if (skin == null)
+                throw new Error("Skin not found: " + skinName);
+            this.setSkin(skin);
+        };
+        Skeleton.prototype.setSkin = function (newSkin) {
+            if (newSkin != null) {
+                if (this.skin != null)
+                    newSkin.attachAll(this, this.skin);
+                else {
+                    var slots = this.slots;
+                    for (var i = 0, n = slots.length; i < n; i++) {
+                        var slot = slots[i];
+                        var name_1 = slot.data.attachmentName;
+                        if (name_1 != null) {
+                            var attachment = newSkin.getAttachment(i, name_1);
+                            if (attachment != null)
+                                slot.setAttachment(attachment);
+                        }
+                    }
+                }
+            }
+            this.skin = newSkin;
+        };
+        Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
+            return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
+        };
+        Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
+            if (attachmentName == null)
+                throw new Error("attachmentName cannot be null.");
+            if (this.skin != null) {
+                var attachment = this.skin.getAttachment(slotIndex, attachmentName);
+                if (attachment != null)
+                    return attachment;
+            }
+            if (this.data.defaultSkin != null)
+                return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
+            return null;
+        };
+        Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
+            if (slotName == null)
+                throw new Error("slotName cannot be null.");
+            var slots = this.slots;
+            for (var i = 0, n = slots.length; i < n; i++) {
+                var slot = slots[i];
+                if (slot.data.name == slotName) {
+                    var attachment = null;
+                    if (attachmentName != null) {
+                        attachment = this.getAttachment(i, attachmentName);
+                        if (attachment == null)
+                            throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
+                    }
+                    slot.setAttachment(attachment);
+                    return;
+                }
+            }
+            throw new Error("Slot not found: " + slotName);
+        };
+        Skeleton.prototype.findIkConstraint = function (constraintName) {
+            if (constraintName == null)
+                throw new Error("constraintName cannot be null.");
+            var ikConstraints = this.ikConstraints;
+            for (var i = 0, n = ikConstraints.length; i < n; i++) {
+                var ikConstraint = ikConstraints[i];
+                if (ikConstraint.data.name == constraintName)
+                    return ikConstraint;
+            }
+            return null;
+        };
+        Skeleton.prototype.findTransformConstraint = function (constraintName) {
+            if (constraintName == null)
+                throw new Error("constraintName cannot be null.");
+            var transformConstraints = this.transformConstraints;
+            for (var i = 0, n = transformConstraints.length; i < n; i++) {
+                var constraint = transformConstraints[i];
+                if (constraint.data.name == constraintName)
+                    return constraint;
+            }
+            return null;
+        };
+        Skeleton.prototype.findPathConstraint = function (constraintName) {
+            if (constraintName == null)
+                throw new Error("constraintName cannot be null.");
+            var pathConstraints = this.pathConstraints;
+            for (var i = 0, n = pathConstraints.length; i < n; i++) {
+                var constraint = pathConstraints[i];
+                if (constraint.data.name == constraintName)
+                    return constraint;
+            }
+            return null;
+        };
+        Skeleton.prototype.getBounds = function (offset, size) {
+            if (offset == null)
+                throw new Error("offset cannot be null.");
+            if (size == null)
+                throw new Error("size cannot be null.");
+            var drawOrder = this.drawOrder;
+            var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+            for (var i = 0, n = drawOrder.length; i < n; i++) {
+                var slot = drawOrder[i];
+                var vertices = null;
+                var attachment = slot.getAttachment();
+                if (attachment instanceof spine.RegionAttachment)
+                    vertices = attachment.updateWorldVertices(slot, false);
+                else if (attachment instanceof spine.MeshAttachment)
+                    vertices = attachment.updateWorldVertices(slot, true);
+                if (vertices != null) {
+                    for (var ii = 0, nn = vertices.length; ii < nn; ii += 5) {
+                        var 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);
+        };
+        Skeleton.prototype.update = function (delta) {
+            this.time += delta;
+        };
+        return Skeleton;
+    }());
+    spine.Skeleton = Skeleton;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var SkeletonBounds = (function () {
+        function SkeletonBounds() {
+            this.minX = 0;
+            this.minY = 0;
+            this.maxX = 0;
+            this.maxY = 0;
+            this.boundingBoxes = new Array();
+            this.polygons = new Array();
+            this._polygonPool = new spine.Pool(function () {
+                return spine.Utils.newFloatArray(16);
+            });
+        }
+        SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            var boundingBoxes = this.boundingBoxes;
+            var polygons = this.polygons;
+            var polygonPool = this._polygonPool;
+            var slots = skeleton.slots;
+            var slotCount = slots.length;
+            boundingBoxes.length = 0;
+            polygonPool.freeAll(polygons);
+            polygons.length = 0;
+            for (var i = 0; i < slotCount; i++) {
+                var slot = slots[i];
+                var attachment = slot.getAttachment();
+                if (attachment instanceof spine.BoundingBoxAttachment) {
+                    var boundingBox = attachment;
+                    boundingBoxes.push(boundingBox);
+                    var polygon = polygonPool.obtain();
+                    if (polygon.length != boundingBox.worldVerticesLength) {
+                        polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
+                    }
+                    polygons.push(polygon);
+                    boundingBox.computeWorldVertices(slot, polygon);
+                }
+            }
+            if (updateAabb)
+                this.aabbCompute();
+        };
+        SkeletonBounds.prototype.aabbCompute = function () {
+            var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+            var polygons = this.polygons;
+            for (var i = 0, n = polygons.length; i < n; i++) {
+                var polygon = polygons[i];
+                var vertices = polygon;
+                for (var ii = 0, nn = polygon.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;
+        };
+        SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
+            return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
+        };
+        SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
+            var minX = this.minX;
+            var minY = this.minY;
+            var maxX = this.maxX;
+            var 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;
+        };
+        SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
+            return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
+        };
+        SkeletonBounds.prototype.containsPoint = function (x, y) {
+            var polygons = this.polygons;
+            for (var i = 0, n = polygons.length; i < n; i++)
+                if (this.containsPointPolygon(polygons[i], x, y))
+                    return this.boundingBoxes[i];
+            return null;
+        };
+        SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
+            var vertices = polygon;
+            var nn = polygon.length;
+            var prevIndex = nn - 2;
+            var inside = false;
+            for (var ii = 0; ii < nn; ii += 2) {
+                var vertexY = vertices[ii + 1];
+                var prevY = vertices[prevIndex + 1];
+                if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
+                    var vertexX = vertices[ii];
+                    if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
+                        inside = !inside;
+                }
+                prevIndex = ii;
+            }
+            return inside;
+        };
+        SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
+            var polygons = this.polygons;
+            for (var i = 0, n = polygons.length; i < n; i++)
+                if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
+                    return this.boundingBoxes[i];
+            return null;
+        };
+        SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
+            var vertices = polygon;
+            var nn = polygon.length;
+            var width12 = x1 - x2, height12 = y1 - y2;
+            var det1 = x1 * y2 - y1 * x2;
+            var x3 = vertices[nn - 2], y3 = vertices[nn - 1];
+            for (var ii = 0; ii < nn; ii += 2) {
+                var x4 = vertices[ii], y4 = vertices[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;
+        };
+        SkeletonBounds.prototype.getPolygon = function (boundingBox) {
+            if (boundingBox == null)
+                throw new Error("boundingBox cannot be null.");
+            var index = this.boundingBoxes.indexOf(boundingBox);
+            return index == -1 ? null : this.polygons[index];
+        };
+        return SkeletonBounds;
+    }());
+    spine.SkeletonBounds = SkeletonBounds;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var SkeletonData = (function () {
+        function SkeletonData() {
+            this.bones = new Array();
+            this.slots = new Array();
+            this.skins = new Array();
+            this.events = new Array();
+            this.animations = new Array();
+            this.ikConstraints = new Array();
+            this.transformConstraints = new Array();
+            this.pathConstraints = new Array();
+        }
+        SkeletonData.prototype.findBone = function (boneName) {
+            if (boneName == null)
+                throw new Error("boneName cannot be null.");
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++) {
+                var bone = bones[i];
+                if (bone.name == boneName)
+                    return bone;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findBoneIndex = function (boneName) {
+            if (boneName == null)
+                throw new Error("boneName cannot be null.");
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++)
+                if (bones[i].name == boneName)
+                    return i;
+            return -1;
+        };
+        SkeletonData.prototype.findSlot = function (slotName) {
+            if (slotName == null)
+                throw new Error("slotName cannot be null.");
+            var slots = this.slots;
+            for (var i = 0, n = slots.length; i < n; i++) {
+                var slot = slots[i];
+                if (slot.name == slotName)
+                    return slot;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findSlotIndex = function (slotName) {
+            if (slotName == null)
+                throw new Error("slotName cannot be null.");
+            var slots = this.slots;
+            for (var i = 0, n = slots.length; i < n; i++)
+                if (slots[i].name == slotName)
+                    return i;
+            return -1;
+        };
+        SkeletonData.prototype.findSkin = function (skinName) {
+            if (skinName == null)
+                throw new Error("skinName cannot be null.");
+            var skins = this.skins;
+            for (var i = 0, n = skins.length; i < n; i++) {
+                var skin = skins[i];
+                if (skin.name == skinName)
+                    return skin;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findEvent = function (eventDataName) {
+            if (eventDataName == null)
+                throw new Error("eventDataName cannot be null.");
+            var events = this.events;
+            for (var i = 0, n = events.length; i < n; i++) {
+                var event_2 = events[i];
+                if (event_2.name == eventDataName)
+                    return event_2;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findAnimation = function (animationName) {
+            if (animationName == null)
+                throw new Error("animationName cannot be null.");
+            var animations = this.animations;
+            for (var i = 0, n = animations.length; i < n; i++) {
+                var animation = animations[i];
+                if (animation.name == animationName)
+                    return animation;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findIkConstraint = function (constraintName) {
+            if (constraintName == null)
+                throw new Error("constraintName cannot be null.");
+            var ikConstraints = this.ikConstraints;
+            for (var i = 0, n = ikConstraints.length; i < n; i++) {
+                var constraint = ikConstraints[i];
+                if (constraint.name == constraintName)
+                    return constraint;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findTransformConstraint = function (constraintName) {
+            if (constraintName == null)
+                throw new Error("constraintName cannot be null.");
+            var transformConstraints = this.transformConstraints;
+            for (var i = 0, n = transformConstraints.length; i < n; i++) {
+                var constraint = transformConstraints[i];
+                if (constraint.name == constraintName)
+                    return constraint;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findPathConstraint = function (constraintName) {
+            if (constraintName == null)
+                throw new Error("constraintName cannot be null.");
+            var pathConstraints = this.pathConstraints;
+            for (var i = 0, n = pathConstraints.length; i < n; i++) {
+                var constraint = pathConstraints[i];
+                if (constraint.name == constraintName)
+                    return constraint;
+            }
+            return null;
+        };
+        SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
+            if (pathConstraintName == null)
+                throw new Error("pathConstraintName cannot be null.");
+            var pathConstraints = this.pathConstraints;
+            for (var i = 0, n = pathConstraints.length; i < n; i++)
+                if (pathConstraints[i].name == pathConstraintName)
+                    return i;
+            return -1;
+        };
+        return SkeletonData;
+    }());
+    spine.SkeletonData = SkeletonData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var SkeletonJson = (function () {
+        function SkeletonJson(attachmentLoader) {
+            this.scale = 1;
+            this.linkedMeshes = new Array();
+            this.attachmentLoader = attachmentLoader;
+        }
+        SkeletonJson.prototype.readSkeletonData = function (json) {
+            var scale = this.scale;
+            var skeletonData = new spine.SkeletonData();
+            var root = JSON.parse(json);
+            var skeletonMap = root.skeleton;
+            if (skeletonMap != null) {
+                skeletonData.hash = skeletonMap.hash;
+                skeletonData.version = skeletonMap.spine;
+                skeletonData.width = skeletonMap.width;
+                skeletonData.height = skeletonMap.height;
+                skeletonData.imagesPath = skeletonMap.images;
+            }
+            if (root.bones) {
+                for (var i = 0; i < root.bones.length; i++) {
+                    var boneMap = root.bones[i];
+                    var parent_3 = null;
+                    var parentName = this.getValue(boneMap, "parent", null);
+                    if (parentName != null) {
+                        parent_3 = skeletonData.findBone(parentName);
+                        if (parent_3 == null)
+                            throw new Error("Parent bone not found: " + parentName);
+                    }
+                    var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_3);
+                    data.length = this.getValue(boneMap, "length", 0) * scale;
+                    data.x = this.getValue(boneMap, "x", 0) * scale;
+                    data.y = this.getValue(boneMap, "y", 0) * scale;
+                    data.rotation = this.getValue(boneMap, "rotation", 0);
+                    data.scaleX = this.getValue(boneMap, "scaleX", 1);
+                    data.scaleY = this.getValue(boneMap, "scaleY", 1);
+                    data.shearX = this.getValue(boneMap, "shearX", 0);
+                    data.shearY = this.getValue(boneMap, "shearY", 0);
+                    data.inheritRotation = this.getValue(boneMap, "inheritRotation", true);
+                    data.inheritScale = this.getValue(boneMap, "inheritScale", true);
+                    skeletonData.bones.push(data);
+                }
+            }
+            if (root.slots) {
+                for (var i = 0; i < root.slots.length; i++) {
+                    var slotMap = root.slots[i];
+                    var slotName = slotMap.name;
+                    var boneName = slotMap.bone;
+                    var boneData = skeletonData.findBone(boneName);
+                    if (boneData == null)
+                        throw new Error("Slot bone not found: " + boneName);
+                    var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
+                    var color = slotMap.color ? slotMap.color : null;
+                    if (color != null)
+                        data.color.setFromString(color);
+                    data.attachmentName = this.getValue(slotMap, "attachment", null);
+                    data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
+                    skeletonData.slots.push(data);
+                }
+            }
+            if (root.ik) {
+                for (var i = 0; i < root.ik.length; i++) {
+                    var constraintMap = root.ik[i];
+                    var data = new spine.IkConstraintData(constraintMap.name);
+                    for (var j = 0; j < constraintMap.bones.length; j++) {
+                        var boneName = constraintMap.bones[j];
+                        var bone = skeletonData.findBone(boneName);
+                        if (bone == null)
+                            throw new Error("IK bone not found: " + boneName);
+                        data.bones.push(bone);
+                    }
+                    var targetName = constraintMap.target;
+                    data.target = skeletonData.findBone(targetName);
+                    if (data.target == null)
+                        throw new Error("IK target bone not found: " + targetName);
+                    data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
+                    data.mix = constraintMap.mix ? constraintMap.mix : 1;
+                    skeletonData.ikConstraints.push(data);
+                }
+            }
+            if (root.transform) {
+                for (var i = 0; i < root.transform.length; i++) {
+                    var constraintMap = root.transform[i];
+                    var data = new spine.TransformConstraintData(constraintMap.name);
+                    for (var j = 0; j < constraintMap.bones.length; j++) {
+                        var boneName = constraintMap.bones[j];
+                        var bone = skeletonData.findBone(boneName);
+                        if (bone == null)
+                            throw new Error("Transform constraint bone not found: " + boneName);
+                        data.bones.push(bone);
+                    }
+                    var targetName = constraintMap.target;
+                    data.target = skeletonData.findBone(targetName);
+                    if (data.target == null)
+                        throw new Error("Transform constraint target bone not found: " + targetName);
+                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
+                    data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
+                    data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
+                    data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
+                    data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
+                    data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
+                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
+                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
+                    data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
+                    data.shearMix = this.getValue(constraintMap, "shearMix", 1);
+                    skeletonData.transformConstraints.push(data);
+                }
+            }
+            if (root.path) {
+                for (var i = 0; i < root.path.length; i++) {
+                    var constraintMap = root.path[i];
+                    var data = new spine.PathConstraintData(constraintMap.name);
+                    for (var j = 0; j < constraintMap.bones.length; j++) {
+                        var boneName = constraintMap.bones[j];
+                        var bone = skeletonData.findBone(boneName);
+                        if (bone == null)
+                            throw new Error("Transform constraint bone not found: " + boneName);
+                        data.bones.push(bone);
+                    }
+                    var targetName = constraintMap.target;
+                    data.target = skeletonData.findSlot(targetName);
+                    if (data.target == null)
+                        throw new Error("Path target slot not found: " + targetName);
+                    data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
+                    data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
+                    data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
+                    data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
+                    data.position = this.getValue(constraintMap, "position", 0);
+                    if (data.positionMode == spine.PositionMode.Fixed)
+                        data.position *= scale;
+                    data.spacing = this.getValue(constraintMap, "spacing", 0);
+                    if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
+                        data.spacing *= scale;
+                    data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
+                    data.translateMix = this.getValue(constraintMap, "translateMix", 1);
+                    skeletonData.pathConstraints.push(data);
+                }
+            }
+            if (root.skins) {
+                for (var skinName in root.skins) {
+                    var skinMap = root.skins[skinName];
+                    var skin = new spine.Skin(skinName);
+                    for (var slotName in skinMap) {
+                        var slotIndex = skeletonData.findSlotIndex(slotName);
+                        if (slotIndex == -1)
+                            throw new Error("Slot not found: " + slotName);
+                        var slotMap = skinMap[slotName];
+                        for (var entryName in slotMap) {
+                            var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName);
+                            if (attachment != null)
+                                skin.addAttachment(slotIndex, entryName, attachment);
+                        }
+                    }
+                    skeletonData.skins.push(skin);
+                    if (skin.name == "default")
+                        skeletonData.defaultSkin = skin;
+                }
+            }
+            for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
+                var linkedMesh = this.linkedMeshes[i];
+                var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
+                if (skin == null)
+                    throw new Error("Skin not found: " + linkedMesh.skin);
+                var parent_4 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
+                if (parent_4 == null)
+                    throw new Error("Parent mesh not found: " + linkedMesh.parent);
+                linkedMesh.mesh.setParentMesh(parent_4);
+                linkedMesh.mesh.updateUVs();
+            }
+            this.linkedMeshes.length = 0;
+            if (root.events) {
+                for (var eventName in root.events) {
+                    var eventMap = root.events[eventName];
+                    var data = new spine.EventData(eventName);
+                    data.intValue = this.getValue(eventMap, "int", 0);
+                    data.floatValue = this.getValue(eventMap, "float", 0);
+                    data.stringValue = this.getValue(eventMap, "string", null);
+                    skeletonData.events.push(data);
+                }
+            }
+            if (root.animations) {
+                for (var animationName in root.animations) {
+                    var animationMap = root.animations[animationName];
+                    this.readAnimation(animationMap, animationName, skeletonData);
+                }
+            }
+            return skeletonData;
+        };
+        SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name) {
+            var scale = this.scale;
+            name = this.getValue(map, "name", name);
+            var type = this.getValue(map, "type", "region");
+            switch (type) {
+                case "region": {
+                    var path = this.getValue(map, "path", name);
+                    var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
+                    if (region == null)
+                        return null;
+                    region.path = path;
+                    region.x = this.getValue(map, "x", 0) * scale;
+                    region.y = this.getValue(map, "y", 0) * scale;
+                    region.scaleX = this.getValue(map, "scaleX", 1);
+                    region.scaleY = this.getValue(map, "scaleY", 1);
+                    region.rotation = this.getValue(map, "rotation", 0);
+                    region.width = map.width * scale;
+                    region.height = map.height * scale;
+                    var color = this.getValue(map, "color", null);
+                    if (color != null)
+                        region.color.setFromString(color);
+                    region.updateOffset();
+                    return region;
+                }
+                case "boundingbox": {
+                    var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
+                    if (box == null)
+                        return null;
+                    this.readVertices(map, box, map.vertexCount << 1);
+                    return box;
+                }
+                case "mesh":
+                case "linkedmesh": {
+                    var path = this.getValue(map, "path", name);
+                    var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
+                    if (mesh == null)
+                        return null;
+                    mesh.path = path;
+                    var color = this.getValue(map, "color", null);
+                    if (color != null)
+                        mesh.color.setFromString(color);
+                    var parent_5 = this.getValue(map, "parent", null);
+                    if (parent_5 != null) {
+                        mesh.inheritDeform = this.getValue(map, "deform", true);
+                        this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_5));
+                        return mesh;
+                    }
+                    var uvs = map.uvs;
+                    this.readVertices(map, mesh, uvs.length);
+                    mesh.triangles = map.triangles;
+                    mesh.regionUVs = uvs;
+                    mesh.updateUVs();
+                    mesh.hullLength = this.getValue(map, "hull", 0) * 2;
+                    return mesh;
+                }
+                case "path": {
+                    var path = this.attachmentLoader.newPathAttachment(skin, name);
+                    if (path == null)
+                        return null;
+                    path.closed = this.getValue(map, "closed", false);
+                    path.constantSpeed = this.getValue(map, "constantSpeed", true);
+                    var vertexCount = map.vertexCount;
+                    this.readVertices(map, path, vertexCount << 1);
+                    var lengths = spine.Utils.newArray(vertexCount / 3, 0);
+                    for (var i = 0; i < map.lengths.length; i++)
+                        lengths[i++] = map.lengths[i] * scale;
+                    path.lengths = lengths;
+                    return path;
+                }
+            }
+            return null;
+        };
+        SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
+            var scale = this.scale;
+            attachment.worldVerticesLength = verticesLength;
+            var vertices = map.vertices;
+            if (verticesLength == vertices.length) {
+                if (scale != 1) {
+                    for (var i = 0, n = vertices.length; i < n; i++)
+                        vertices[i] *= scale;
+                }
+                attachment.vertices = spine.Utils.toFloatArray(vertices);
+                return;
+            }
+            var weights = new Array();
+            var bones = new Array();
+            for (var i = 0, n = vertices.length; i < n;) {
+                var boneCount = vertices[i++];
+                bones.push(boneCount);
+                for (var 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 = spine.Utils.toFloatArray(weights);
+        };
+        SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
+            var scale = this.scale;
+            var timelines = new Array();
+            var duration = 0;
+            if (map.slots) {
+                for (var slotName in map.slots) {
+                    var slotMap = map.slots[slotName];
+                    var slotIndex = skeletonData.findSlotIndex(slotName);
+                    if (slotIndex == -1)
+                        throw new Error("Slot not found: " + slotName);
+                    for (var timelineName in slotMap) {
+                        var timelineMap = slotMap[timelineName];
+                        if (timelineName == "color") {
+                            var timeline = new spine.ColorTimeline(timelineMap.length);
+                            timeline.slotIndex = slotIndex;
+                            var frameIndex = 0;
+                            for (var i = 0; i < timelineMap.length; i++) {
+                                var valueMap = timelineMap[i];
+                                var color = new spine.Color();
+                                color.setFromString(valueMap.color);
+                                timeline.setFrame(frameIndex, valueMap.time, color.r, color.g, color.b, color.a);
+                                this.readCurve(valueMap, timeline, frameIndex);
+                                frameIndex++;
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
+                        }
+                        else if (timelineName = "attachment") {
+                            var timeline = new spine.AttachmentTimeline(timelineMap.length);
+                            timeline.slotIndex = slotIndex;
+                            var frameIndex = 0;
+                            for (var i = 0; i < timelineMap.length; i++) {
+                                var valueMap = timelineMap[i];
+                                timeline.setFrame(frameIndex++, valueMap.time, valueMap.name);
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+                        }
+                        else
+                            throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
+                    }
+                }
+            }
+            if (map.bones) {
+                for (var boneName in map.bones) {
+                    var boneMap = map.bones[boneName];
+                    var boneIndex = skeletonData.findBoneIndex(boneName);
+                    if (boneIndex == -1)
+                        throw new Error("Bone not found: " + boneName);
+                    for (var timelineName in boneMap) {
+                        var timelineMap = boneMap[timelineName];
+                        if (timelineName === "rotate") {
+                            var timeline = new spine.RotateTimeline(timelineMap.length);
+                            timeline.boneIndex = boneIndex;
+                            var frameIndex = 0;
+                            for (var i = 0; i < timelineMap.length; i++) {
+                                var valueMap = timelineMap[i];
+                                timeline.setFrame(frameIndex, valueMap.time, valueMap.angle);
+                                this.readCurve(valueMap, timeline, frameIndex);
+                                frameIndex++;
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
+                        }
+                        else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
+                            var timeline = null;
+                            var timelineScale = 1;
+                            if (timelineName === "scale")
+                                timeline = new spine.ScaleTimeline(timelineMap.length);
+                            else if (timelineName === "shear")
+                                timeline = new spine.ShearTimeline(timelineMap.length);
+                            else {
+                                timeline = new spine.TranslateTimeline(timelineMap.length);
+                                timelineScale = scale;
+                            }
+                            timeline.boneIndex = boneIndex;
+                            var frameIndex = 0;
+                            for (var i = 0; i < timelineMap.length; i++) {
+                                var valueMap = timelineMap[i];
+                                var x = this.getValue(valueMap, "x", 0), y = this.getValue(valueMap, "y", 0);
+                                timeline.setFrame(frameIndex, valueMap.time, x * timelineScale, y * timelineScale);
+                                this.readCurve(valueMap, timeline, frameIndex);
+                                frameIndex++;
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
+                        }
+                        else
+                            throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
+                    }
+                }
+            }
+            if (map.ik) {
+                for (var constraintName in map.ik) {
+                    var constraintMap = map.ik[constraintName];
+                    var constraint = skeletonData.findIkConstraint(constraintName);
+                    var timeline = new spine.IkConstraintTimeline(constraintMap.length);
+                    timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
+                    var frameIndex = 0;
+                    for (var i = 0; i < constraintMap.length; i++) {
+                        var valueMap = constraintMap[i];
+                        timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1);
+                        this.readCurve(valueMap, timeline, frameIndex);
+                        frameIndex++;
+                    }
+                    timelines.push(timeline);
+                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
+                }
+            }
+            if (map.transform) {
+                for (var constraintName in map.transform) {
+                    var constraintMap = map.transform[constraintName];
+                    var constraint = skeletonData.findTransformConstraint(constraintName);
+                    var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
+                    timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
+                    var frameIndex = 0;
+                    for (var i = 0; i < constraintMap.length; i++) {
+                        var valueMap = constraintMap[i];
+                        timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
+                        this.readCurve(valueMap, timeline, frameIndex);
+                        frameIndex++;
+                    }
+                    timelines.push(timeline);
+                    duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
+                }
+            }
+            if (map.paths) {
+                for (var constraintName in map.paths) {
+                    var constraintMap = map.paths[constraintName];
+                    var index = skeletonData.findPathConstraintIndex(constraintName);
+                    if (index == -1)
+                        throw new Error("Path constraint not found: " + constraintName);
+                    var data = skeletonData.pathConstraints[index];
+                    for (var timelineName in constraintMap) {
+                        var timelineMap = constraintMap[timelineName];
+                        if (timelineName === "position" || timelineName === "spacing") {
+                            var timeline = null;
+                            var timelineScale = 1;
+                            if (timelineName === "spacing") {
+                                timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
+                                if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
+                                    timelineScale = scale;
+                            }
+                            else {
+                                timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
+                                if (data.positionMode == spine.PositionMode.Fixed)
+                                    timelineScale = scale;
+                            }
+                            timeline.pathConstraintIndex = index;
+                            var frameIndex = 0;
+                            for (var i = 0; i < timelineMap.length; i++) {
+                                var valueMap = timelineMap[i];
+                                timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, timelineName, 0) * timelineScale);
+                                this.readCurve(valueMap, timeline, frameIndex);
+                                frameIndex++;
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
+                        }
+                        else if (timelineName === "mix") {
+                            var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
+                            timeline.pathConstraintIndex = index;
+                            var frameIndex = 0;
+                            for (var i = 0; i < timelineMap.length; i++) {
+                                var valueMap = timelineMap[i];
+                                timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
+                                this.readCurve(valueMap, timeline, frameIndex);
+                                frameIndex++;
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
+                        }
+                    }
+                }
+            }
+            if (map.deform) {
+                for (var deformName in map.deform) {
+                    var deformMap = map.deform[deformName];
+                    var skin = skeletonData.findSkin(deformName);
+                    if (skin == null)
+                        throw new Error("Skin not found: " + deformName);
+                    for (var slotName in deformMap) {
+                        var slotMap = deformMap[slotName];
+                        var slotIndex = skeletonData.findSlotIndex(slotName);
+                        if (slotIndex == -1)
+                            throw new Error("Slot not found: " + slotMap.name);
+                        for (var timelineName in slotMap) {
+                            var timelineMap = slotMap[timelineName];
+                            var attachment = skin.getAttachment(slotIndex, timelineName);
+                            if (attachment == null)
+                                throw new Error("Deform attachment not found: " + timelineMap.name);
+                            var weighted = attachment.bones != null;
+                            var vertices = attachment.vertices;
+                            var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
+                            var timeline = new spine.DeformTimeline(timelineMap.length);
+                            timeline.slotIndex = slotIndex;
+                            timeline.attachment = attachment;
+                            var frameIndex = 0;
+                            for (var j = 0; j < timelineMap.length; j++) {
+                                var valueMap = timelineMap[j];
+                                var deform = void 0;
+                                var verticesValue = this.getValue(valueMap, "vertices", null);
+                                if (verticesValue == null)
+                                    deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
+                                else {
+                                    deform = spine.Utils.newFloatArray(deformLength);
+                                    var start = this.getValue(valueMap, "offset", 0);
+                                    spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
+                                    if (scale != 1) {
+                                        for (var i = start, n = i + verticesValue.length; i < n; i++)
+                                            deform[i] *= scale;
+                                    }
+                                    if (!weighted) {
+                                        for (var i = 0; i < deformLength; i++)
+                                            deform[i] += vertices[i];
+                                    }
+                                }
+                                timeline.setFrame(frameIndex, valueMap.time, deform);
+                                this.readCurve(valueMap, timeline, frameIndex);
+                                frameIndex++;
+                            }
+                            timelines.push(timeline);
+                            duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+                        }
+                    }
+                }
+            }
+            var drawOrderNode = map.drawOrder;
+            if (drawOrderNode == null)
+                drawOrderNode = map.draworder;
+            if (drawOrderNode != null) {
+                var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
+                var slotCount = skeletonData.slots.length;
+                var frameIndex = 0;
+                for (var j = 0; j < drawOrderNode.length; j++) {
+                    var drawOrderMap = drawOrderNode[j];
+                    var drawOrder = null;
+                    var offsets = this.getValue(drawOrderMap, "offsets", null);
+                    if (offsets != null) {
+                        drawOrder = spine.Utils.newArray(slotCount, -1);
+                        var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
+                        var originalIndex = 0, unchangedIndex = 0;
+                        for (var i = 0; i < offsets.length; i++) {
+                            var offsetMap = offsets[i];
+                            var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
+                            if (slotIndex == -1)
+                                throw new Error("Slot not found: " + offsetMap.slot);
+                            while (originalIndex != slotIndex)
+                                unchanged[unchangedIndex++] = originalIndex++;
+                            drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
+                        }
+                        while (originalIndex < slotCount)
+                            unchanged[unchangedIndex++] = originalIndex++;
+                        for (var i = slotCount - 1; i >= 0; i--)
+                            if (drawOrder[i] == -1)
+                                drawOrder[i] = unchanged[--unchangedIndex];
+                    }
+                    timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
+                }
+                timelines.push(timeline);
+                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+            }
+            if (map.events) {
+                var timeline = new spine.EventTimeline(map.events.length);
+                var frameIndex = 0;
+                for (var i = 0; i < map.events.length; i++) {
+                    var eventMap = map.events[i];
+                    var eventData = skeletonData.findEvent(eventMap.name);
+                    if (eventData == null)
+                        throw new Error("Event not found: " + eventMap.name);
+                    var event_3 = new spine.Event(eventMap.time, eventData);
+                    event_3.intValue = this.getValue(eventMap, "int", eventData.intValue);
+                    event_3.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
+                    event_3.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
+                    timeline.setFrame(frameIndex++, event_3);
+                }
+                timelines.push(timeline);
+                duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+            }
+            if (isNaN(duration)) {
+                throw new Error("Error while parsing animation, duration is NaN");
+            }
+            skeletonData.animations.push(new spine.Animation(name, timelines, duration));
+        };
+        SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
+            if (!map.curve)
+                return;
+            if (map.curve === "stepped")
+                timeline.setStepped(frameIndex);
+            else if (Object.prototype.toString.call(map.curve) === '[object Array]') {
+                var curve = map.curve;
+                timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
+            }
+        };
+        SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
+            return map[prop] !== undefined ? map[prop] : defaultValue;
+        };
+        SkeletonJson.blendModeFromString = function (str) {
+            str = str.toLowerCase();
+            if (str == "normal")
+                return spine.BlendMode.Normal;
+            if (str == "additive")
+                return spine.BlendMode.Additive;
+            if (str == "multiply")
+                return spine.BlendMode.Multiply;
+            if (str == "screen")
+                return spine.BlendMode.Screen;
+            throw new Error("Unknown blend mode: " + str);
+        };
+        SkeletonJson.positionModeFromString = function (str) {
+            str = str.toLowerCase();
+            if (str == "fixed")
+                return spine.PositionMode.Fixed;
+            if (str == "percent")
+                return spine.PositionMode.Percent;
+            throw new Error("Unknown position mode: " + str);
+        };
+        SkeletonJson.spacingModeFromString = function (str) {
+            str = str.toLowerCase();
+            if (str == "length")
+                return spine.SpacingMode.Length;
+            if (str == "fixed")
+                return spine.SpacingMode.Fixed;
+            if (str == "percent")
+                return spine.SpacingMode.Percent;
+            throw new Error("Unknown position mode: " + str);
+        };
+        SkeletonJson.rotateModeFromString = function (str) {
+            str = str.toLowerCase();
+            if (str == "tangent")
+                return spine.RotateMode.Tangent;
+            if (str == "chain")
+                return spine.RotateMode.Chain;
+            if (str == "chainscale")
+                return spine.RotateMode.ChainScale;
+            throw new Error("Unknown rotate mode: " + str);
+        };
+        return SkeletonJson;
+    }());
+    spine.SkeletonJson = SkeletonJson;
+    var LinkedMesh = (function () {
+        function LinkedMesh(mesh, skin, slotIndex, parent) {
+            this.mesh = mesh;
+            this.skin = skin;
+            this.slotIndex = slotIndex;
+            this.parent = parent;
+        }
+        return LinkedMesh;
+    }());
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Skin = (function () {
+        function Skin(name) {
+            this.attachments = new Array();
+            if (name == null)
+                throw new Error("name cannot be null.");
+            this.name = name;
+        }
+        Skin.prototype.addAttachment = function (slotIndex, name, attachment) {
+            if (attachment == null)
+                throw new Error("attachment cannot be null.");
+            var attachments = this.attachments;
+            if (slotIndex >= attachments.length)
+                attachments.length = slotIndex + 1;
+            if (!attachments[slotIndex])
+                attachments[slotIndex] = {};
+            attachments[slotIndex][name] = attachment;
+        };
+        Skin.prototype.getAttachment = function (slotIndex, name) {
+            var dictionary = this.attachments[slotIndex];
+            return dictionary ? dictionary[name] : null;
+        };
+        Skin.prototype.attachAll = function (skeleton, oldSkin) {
+            var slotIndex = 0;
+            for (var i = 0; i < skeleton.slots.length; i++) {
+                var slot = skeleton.slots[i];
+                var slotAttachment = slot.getAttachment();
+                if (slotAttachment && slotIndex < oldSkin.attachments.length) {
+                    var dictionary = oldSkin.attachments[slotIndex];
+                    for (var key in dictionary) {
+                        var skinAttachment = dictionary[key];
+                        if (slotAttachment == skinAttachment) {
+                            var attachment = this.getAttachment(slotIndex, name);
+                            if (attachment != null)
+                                slot.setAttachment(attachment);
+                            break;
+                        }
+                    }
+                }
+                slotIndex++;
+            }
+        };
+        return Skin;
+    }());
+    spine.Skin = Skin;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Slot = (function () {
+        function Slot(data, bone) {
+            this.attachmentVertices = new Array();
+            if (data == null)
+                throw new Error("data cannot be null.");
+            if (bone == null)
+                throw new Error("bone cannot be null.");
+            this.data = data;
+            this.bone = bone;
+            this.color = new spine.Color();
+            this.setToSetupPose();
+        }
+        Slot.prototype.getAttachment = function () {
+            return this.attachment;
+        };
+        Slot.prototype.setAttachment = function (attachment) {
+            if (this.attachment == attachment)
+                return;
+            this.attachment = attachment;
+            this.attachmentTime = this.bone.skeleton.time;
+            this.attachmentVertices.length = 0;
+        };
+        Slot.prototype.setAttachmentTime = function (time) {
+            this.attachmentTime = this.bone.skeleton.time - time;
+        };
+        Slot.prototype.getAttachmentTime = function () {
+            return this.bone.skeleton.time - this.attachmentTime;
+        };
+        Slot.prototype.setToSetupPose = function () {
+            this.color.setFromColor(this.data.color);
+            if (this.data.attachmentName == null)
+                this.attachment = null;
+            else {
+                this.attachment = null;
+                this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
+            }
+        };
+        return Slot;
+    }());
+    spine.Slot = Slot;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var SlotData = (function () {
+        function SlotData(index, name, boneData) {
+            this.color = new spine.Color(1, 1, 1, 1);
+            if (index < 0)
+                throw new Error("index must be >= 0.");
+            if (name == null)
+                throw new Error("name cannot be null.");
+            if (boneData == null)
+                throw new Error("boneData cannot be null.");
+            this.index = index;
+            this.name = name;
+            this.boneData = boneData;
+        }
+        return SlotData;
+    }());
+    spine.SlotData = SlotData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Texture = (function () {
+        function Texture(image) {
+            this._image = image;
+        }
+        Texture.prototype.getImage = function () {
+            return this._image;
+        };
+        Texture.filterFromString = function (text) {
+            switch (text.toLowerCase()) {
+                case "nearest": return TextureFilter.Nearest;
+                case "linear": return TextureFilter.Linear;
+                case "mipmap": return TextureFilter.MipMap;
+                case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest;
+                case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest;
+                case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear;
+                case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear;
+                default: throw new Error("Unknown texture filter " + text);
+            }
+        };
+        Texture.wrapFromString = function (text) {
+            switch (text.toLowerCase()) {
+                case "mirroredtepeat": return TextureWrap.MirroredRepeat;
+                case "clamptoedge": return TextureWrap.ClampToEdge;
+                case "repeat": return TextureWrap.Repeat;
+                default: throw new Error("Unknown texture wrap " + text);
+            }
+        };
+        return Texture;
+    }());
+    spine.Texture = Texture;
+    (function (TextureFilter) {
+        TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest";
+        TextureFilter[TextureFilter["Linear"] = 9729] = "Linear";
+        TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap";
+        TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
+        TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
+        TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
+        TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
+    })(spine.TextureFilter || (spine.TextureFilter = {}));
+    var TextureFilter = spine.TextureFilter;
+    (function (TextureWrap) {
+        TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat";
+        TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge";
+        TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat";
+    })(spine.TextureWrap || (spine.TextureWrap = {}));
+    var TextureWrap = spine.TextureWrap;
+    var TextureRegion = (function () {
+        function TextureRegion() {
+            this.u = 0;
+            this.v = 0;
+            this.u2 = 0;
+            this.v2 = 0;
+            this.width = 0;
+            this.height = 0;
+            this.rotate = false;
+            this.offsetX = 0;
+            this.offsetY = 0;
+            this.originalWidth = 0;
+            this.originalHeight = 0;
+        }
+        return TextureRegion;
+    }());
+    spine.TextureRegion = TextureRegion;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var TextureAtlas = (function () {
+        function TextureAtlas(atlasText, textureLoader) {
+            this.pages = new Array();
+            this.regions = new Array();
+            this.load(atlasText, textureLoader);
+        }
+        TextureAtlas.prototype.load = function (atlasText, textureLoader) {
+            if (textureLoader == null)
+                throw new Error("textureLoader cannot be null.");
+            var reader = new TextureAtlasReader(atlasText);
+            var tuple = new Array(4);
+            var page = null;
+            while (true) {
+                var line = reader.readLine();
+                if (line == null)
+                    break;
+                line = line.trim();
+                if (line.length == 0)
+                    page = null;
+                else if (!page) {
+                    page = new TextureAtlasPage();
+                    page.name = line;
+                    if (reader.readTuple(tuple) == 2) {
+                        page.width = parseInt(tuple[0]);
+                        page.height = parseInt(tuple[1]);
+                        reader.readTuple(tuple);
+                    }
+                    reader.readTuple(tuple);
+                    page.minFilter = spine.Texture.filterFromString(tuple[0]);
+                    page.magFilter = spine.Texture.filterFromString(tuple[1]);
+                    var direction = reader.readValue();
+                    page.uWrap = spine.TextureWrap.ClampToEdge;
+                    page.vWrap = spine.TextureWrap.ClampToEdge;
+                    if (direction == "x")
+                        page.uWrap = spine.TextureWrap.Repeat;
+                    else if (direction == "y")
+                        page.vWrap = spine.TextureWrap.Repeat;
+                    else if (direction == "xy")
+                        page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
+                    page.texture = textureLoader(line);
+                    page.texture.setFilters(page.minFilter, page.magFilter);
+                    page.texture.setWraps(page.uWrap, page.vWrap);
+                    page.width = page.texture.getImage().width;
+                    page.height = page.texture.getImage().height;
+                    this.pages.push(page);
+                }
+                else {
+                    var region = new TextureAtlasRegion();
+                    region.name = line;
+                    region.page = page;
+                    region.rotate = reader.readValue() == "true";
+                    reader.readTuple(tuple);
+                    var x = parseInt(tuple[0]);
+                    var y = parseInt(tuple[1]);
+                    reader.readTuple(tuple);
+                    var width = parseInt(tuple[0]);
+                    var height = parseInt(tuple[1]);
+                    region.u = x / page.width;
+                    region.v = y / page.height;
+                    if (region.rotate) {
+                        region.u2 = (x + height) / page.width;
+                        region.v2 = (y + width) / page.height;
+                    }
+                    else {
+                        region.u2 = (x + width) / page.width;
+                        region.v2 = (y + height) / page.height;
+                    }
+                    region.x = x;
+                    region.y = y;
+                    region.width = Math.abs(width);
+                    region.height = Math.abs(height);
+                    if (reader.readTuple(tuple) == 4) {
+                        if (reader.readTuple(tuple) == 4) {
+                            reader.readTuple(tuple);
+                        }
+                    }
+                    region.originalWidth = parseInt(tuple[0]);
+                    region.originalHeight = parseInt(tuple[1]);
+                    reader.readTuple(tuple);
+                    region.offsetX = parseInt(tuple[0]);
+                    region.offsetY = parseInt(tuple[1]);
+                    region.index = parseInt(reader.readValue());
+                    region.texture = page.texture;
+                    this.regions.push(region);
+                }
+            }
+        };
+        TextureAtlas.prototype.findRegion = function (name) {
+            for (var i = 0; i < this.regions.length; i++) {
+                if (this.regions[i].name == name) {
+                    return this.regions[i];
+                }
+            }
+            return null;
+        };
+        TextureAtlas.prototype.dispose = function () {
+            for (var i = 0; i < this.pages.length; i++) {
+                this.pages[i].texture.dispose();
+            }
+        };
+        return TextureAtlas;
+    }());
+    spine.TextureAtlas = TextureAtlas;
+    var TextureAtlasReader = (function () {
+        function TextureAtlasReader(text) {
+            this.index = 0;
+            this.lines = text.split(/\r\n|\r|\n/);
+        }
+        TextureAtlasReader.prototype.readLine = function () {
+            if (this.index >= this.lines.length)
+                return null;
+            return this.lines[this.index++];
+        };
+        TextureAtlasReader.prototype.readValue = function () {
+            var line = this.readLine();
+            var colon = line.indexOf(":");
+            if (colon == -1)
+                throw new Error("Invalid line: " + line);
+            return line.substring(colon + 1).trim();
+        };
+        TextureAtlasReader.prototype.readTuple = function (tuple) {
+            var line = this.readLine();
+            var colon = line.indexOf(":");
+            if (colon == -1)
+                throw new Error("Invalid line: " + line);
+            var i = 0, lastMatch = colon + 1;
+            for (; i < 3; i++) {
+                var comma = line.indexOf(",", lastMatch);
+                if (comma == -1)
+                    break;
+                tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
+                lastMatch = comma + 1;
+            }
+            tuple[i] = line.substring(lastMatch).trim();
+            return i + 1;
+        };
+        return TextureAtlasReader;
+    }());
+    var TextureAtlasPage = (function () {
+        function TextureAtlasPage() {
+        }
+        return TextureAtlasPage;
+    }());
+    spine.TextureAtlasPage = TextureAtlasPage;
+    var TextureAtlasRegion = (function (_super) {
+        __extends(TextureAtlasRegion, _super);
+        function TextureAtlasRegion() {
+            _super.apply(this, arguments);
+        }
+        return TextureAtlasRegion;
+    }(spine.TextureRegion));
+    spine.TextureAtlasRegion = TextureAtlasRegion;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var TextureAtlasAttachmentLoader = (function () {
+        function TextureAtlasAttachmentLoader(atlas) {
+            this.atlas = atlas;
+        }
+        TextureAtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
+            var region = this.atlas.findRegion(path);
+            region.renderObject = region;
+            if (region == null)
+                throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
+            var attachment = new spine.RegionAttachment(name);
+            attachment.setRegion(region);
+            attachment.region = region;
+            return attachment;
+        };
+        TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
+            var region = this.atlas.findRegion(path);
+            region.renderObject = region;
+            if (region == null)
+                throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
+            var attachment = new spine.MeshAttachment(name);
+            attachment.region = region;
+            return attachment;
+        };
+        TextureAtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
+            return new spine.BoundingBoxAttachment(name);
+        };
+        TextureAtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
+            return new spine.PathAttachment(name);
+        };
+        return TextureAtlasAttachmentLoader;
+    }());
+    spine.TextureAtlasAttachmentLoader = TextureAtlasAttachmentLoader;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var TransformConstraint = (function () {
+        function TransformConstraint(data, skeleton) {
+            this.rotateMix = 0;
+            this.translateMix = 0;
+            this.scaleMix = 0;
+            this.shearMix = 0;
+            this.temp = new spine.Vector2();
+            if (data == null)
+                throw new Error("data cannot be null.");
+            if (skeleton == null)
+                throw new Error("skeleton cannot be null.");
+            this.data = data;
+            this.rotateMix = data.rotateMix;
+            this.translateMix = data.translateMix;
+            this.scaleMix = data.scaleMix;
+            this.shearMix = data.shearMix;
+            this.bones = new Array();
+            for (var i = 0; i < data.bones.length; i++)
+                this.bones.push(skeleton.findBone(data.bones[i].name));
+            this.target = skeleton.findBone(data.target.name);
+        }
+        TransformConstraint.prototype.apply = function () {
+            this.update();
+        };
+        TransformConstraint.prototype.update = function () {
+            var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
+            var target = this.target;
+            var ta = target.a, tb = target.b, tc = target.c, td = target.d;
+            var bones = this.bones;
+            for (var i = 0, n = bones.length; i < n; i++) {
+                var bone = bones[i];
+                if (rotateMix > 0) {
+                    var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+                    var r = Math.atan2(tc, ta) - Math.atan2(c, a) + this.data.offsetRotation * spine.MathUtils.degRad;
+                    if (r > spine.MathUtils.PI)
+                        r -= spine.MathUtils.PI2;
+                    else if (r < -spine.MathUtils.PI)
+                        r += spine.MathUtils.PI2;
+                    r *= rotateMix;
+                    var 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 (translateMix > 0) {
+                    var temp = this.temp;
+                    target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
+                    bone.worldX += (temp.x - bone.worldX) * translateMix;
+                    bone.worldY += (temp.y - bone.worldY) * translateMix;
+                }
+                if (scaleMix > 0) {
+                    var bs = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
+                    var ts = Math.sqrt(ta * ta + tc * tc);
+                    var s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleX) * scaleMix) / bs : 0;
+                    bone.a *= s;
+                    bone.c *= s;
+                    bs = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
+                    ts = Math.sqrt(tb * tb + td * td);
+                    s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleY) * scaleMix) / bs : 0;
+                    bone.b *= s;
+                    bone.d *= s;
+                }
+                if (shearMix > 0) {
+                    var b = bone.b, d = bone.d;
+                    var by = Math.atan2(d, b);
+                    var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
+                    if (r > spine.MathUtils.PI)
+                        r -= spine.MathUtils.PI2;
+                    else if (r < -spine.MathUtils.PI)
+                        r += spine.MathUtils.PI2;
+                    r = by + (r + this.data.offsetShearY * spine.MathUtils.degRad) * shearMix;
+                    var s = Math.sqrt(b * b + d * d);
+                    bone.b = Math.cos(r) * s;
+                    bone.d = Math.sin(r) * s;
+                }
+            }
+        };
+        return TransformConstraint;
+    }());
+    spine.TransformConstraint = TransformConstraint;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var TransformConstraintData = (function () {
+        function TransformConstraintData(name) {
+            this.bones = new Array();
+            this.rotateMix = 0;
+            this.translateMix = 0;
+            this.scaleMix = 0;
+            this.shearMix = 0;
+            this.offsetRotation = 0;
+            this.offsetX = 0;
+            this.offsetY = 0;
+            this.offsetScaleX = 0;
+            this.offsetScaleY = 0;
+            this.offsetShearY = 0;
+            if (name == null)
+                throw new Error("name cannot be null.");
+            this.name = name;
+        }
+        return TransformConstraintData;
+    }());
+    spine.TransformConstraintData = TransformConstraintData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Color = (function () {
+        function Color(r, g, b, a) {
+            if (r === void 0) { r = 0; }
+            if (g === void 0) { g = 0; }
+            if (b === void 0) { b = 0; }
+            if (a === void 0) { a = 0; }
+            this.r = r;
+            this.g = g;
+            this.b = b;
+            this.a = a;
+        }
+        Color.prototype.set = function (r, g, b, a) {
+            this.r = r;
+            this.g = g;
+            this.b = b;
+            this.a = a;
+            this.clamp();
+        };
+        Color.prototype.setFromColor = function (c) {
+            this.r = c.r;
+            this.g = c.g;
+            this.b = c.b;
+            this.a = c.a;
+        };
+        Color.prototype.setFromString = function (hex) {
+            hex = hex.charAt(0) == '#' ? hex.substr(1) : hex;
+            this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
+            this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
+            this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
+            this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
+        };
+        Color.prototype.add = function (r, g, b, a) {
+            this.r += r;
+            this.g += g;
+            this.b += b;
+            this.a += a;
+            this.clamp();
+        };
+        Color.prototype.clamp = function () {
+            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;
+        };
+        return Color;
+    }());
+    spine.Color = Color;
+    var MathUtils = (function () {
+        function MathUtils() {
+        }
+        MathUtils.clamp = function (value, min, max) {
+            if (value < min)
+                return min;
+            if (value > max)
+                return max;
+            return value;
+        };
+        MathUtils.cosDeg = function (degrees) {
+            return Math.cos(degrees * MathUtils.degRad);
+        };
+        MathUtils.sinDeg = function (degrees) {
+            return Math.sin(degrees * MathUtils.degRad);
+        };
+        MathUtils.signum = function (value) {
+            return value >= 0 ? 1 : -1;
+        };
+        MathUtils.toInt = function (x) {
+            return x > 0 ? Math.floor(x) : Math.ceil(x);
+        };
+        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;
+        return MathUtils;
+    }());
+    spine.MathUtils = MathUtils;
+    var Utils = (function () {
+        function Utils() {
+        }
+        Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
+            for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
+                dest[j] = source[i];
+            }
+        };
+        Utils.setArraySize = function (array, size, value) {
+            if (value === void 0) { value = 0; }
+            var oldSize = array.length;
+            if (oldSize == size)
+                return array;
+            array.length = size;
+            if (oldSize < size) {
+                for (var i = oldSize; i < size; i++)
+                    array[i] = value;
+            }
+            return array;
+        };
+        Utils.newArray = function (size, defaultValue) {
+            var array = new Array(size);
+            for (var i = 0; i < size; i++)
+                array[i] = defaultValue;
+            return array;
+        };
+        Utils.newFloatArray = function (size) {
+            if (Utils.SUPPORTS_TYPED_ARRAYS) {
+                return new Float32Array(size);
+            }
+            else {
+                var array = new Array(size);
+                for (var i = 0; i < array.length; i++)
+                    array[i] = 0;
+                return array;
+            }
+        };
+        Utils.toFloatArray = function (array) {
+            return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
+        };
+        Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
+        return Utils;
+    }());
+    spine.Utils = Utils;
+    var Pool = (function () {
+        function Pool(instantiator) {
+            this._items = new Array(16);
+            this._instantiator = instantiator;
+        }
+        Pool.prototype.obtain = function () {
+            return this._items.length > 0 ? this._items.pop() : this._instantiator();
+        };
+        Pool.prototype.free = function (item) {
+            this._items.push(item);
+        };
+        Pool.prototype.freeAll = function (items) {
+            for (var i = 0; i < items.length; i++)
+                this._items[i] = items[i];
+        };
+        Pool.prototype.clear = function () {
+            this._items.length = 0;
+        };
+        return Pool;
+    }());
+    spine.Pool = Pool;
+    var Vector2 = (function () {
+        function Vector2(x, y) {
+            if (x === void 0) { x = 0; }
+            if (y === void 0) { y = 0; }
+            this.x = x;
+            this.y = y;
+        }
+        Vector2.prototype.set = function (x, y) {
+            this.x = x;
+            this.y = y;
+            return this;
+        };
+        return Vector2;
+    }());
+    spine.Vector2 = Vector2;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var Attachment = (function () {
+        function Attachment(name) {
+            if (name == null)
+                throw new Error("name cannot be null.");
+            this.name = name;
+        }
+        return Attachment;
+    }());
+    spine.Attachment = Attachment;
+    var VertexAttachment = (function (_super) {
+        __extends(VertexAttachment, _super);
+        function VertexAttachment(name) {
+            _super.call(this, name);
+            this.worldVerticesLength = 0;
+        }
+        VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
+            this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
+        };
+        VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
+            count += offset;
+            var skeleton = slot.bone.skeleton;
+            var x = skeleton.x, y = skeleton.y;
+            var deformArray = slot.attachmentVertices;
+            var vertices = this.vertices;
+            var bones = this.bones;
+            if (bones == null) {
+                if (deformArray.length > 0)
+                    vertices = deformArray;
+                var bone = slot.bone;
+                x += bone.worldX;
+                y += bone.worldY;
+                var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+                for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
+                    var vx = vertices[v_1], vy = vertices[v_1 + 1];
+                    worldVertices[w] = vx * a + vy * b + x;
+                    worldVertices[w + 1] = vx * c + vy * d + y;
+                }
+                return;
+            }
+            var v = 0, skip = 0;
+            for (var i = 0; i < start; i += 2) {
+                var n = bones[v];
+                v += n + 1;
+                skip += n;
+            }
+            var skeletonBones = skeleton.bones;
+            if (deformArray.length == 0) {
+                for (var w = offset, b = skip * 3; w < count; w += 2) {
+                    var wx = x, wy = y;
+                    var n = bones[v++];
+                    n += v;
+                    for (; v < n; v++, b += 3) {
+                        var bone = skeletonBones[bones[v]];
+                        var 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;
+                    }
+                    worldVertices[w] = wx;
+                    worldVertices[w + 1] = wy;
+                }
+            }
+            else {
+                var deform = deformArray;
+                for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
+                    var wx = x, wy = y;
+                    var n = bones[v++];
+                    n += v;
+                    for (; v < n; v++, b += 3, f += 2) {
+                        var bone = skeletonBones[bones[v]];
+                        var 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;
+                    }
+                    worldVertices[w] = wx;
+                    worldVertices[w + 1] = wy;
+                }
+            }
+        };
+        VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
+            return this == sourceAttachment;
+        };
+        return VertexAttachment;
+    }(Attachment));
+    spine.VertexAttachment = VertexAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    (function (AttachmentType) {
+        AttachmentType[AttachmentType["Region"] = 0] = "Region";
+        AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
+        AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
+        AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
+        AttachmentType[AttachmentType["Path"] = 4] = "Path";
+    })(spine.AttachmentType || (spine.AttachmentType = {}));
+    var AttachmentType = spine.AttachmentType;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var BoundingBoxAttachment = (function (_super) {
+        __extends(BoundingBoxAttachment, _super);
+        function BoundingBoxAttachment(name) {
+            _super.call(this, name);
+        }
+        return BoundingBoxAttachment;
+    }(spine.VertexAttachment));
+    spine.BoundingBoxAttachment = BoundingBoxAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var MeshAttachment = (function (_super) {
+        __extends(MeshAttachment, _super);
+        function MeshAttachment(name) {
+            _super.call(this, name);
+            this.color = new spine.Color(1, 1, 1, 1);
+            this.inheritDeform = false;
+            this.tempColor = new spine.Color(0, 0, 0, 0);
+        }
+        MeshAttachment.prototype.updateUVs = function () {
+            var regionUVs = this.regionUVs;
+            var verticesLength = regionUVs.length;
+            var worldVerticesLength = (verticesLength >> 1) * 8;
+            if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
+                this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
+            var u = 0, v = 0, width = 0, height = 0;
+            if (this.region == null) {
+                u = v = 0;
+                width = height = 1;
+            }
+            else {
+                u = this.region.u;
+                v = this.region.v;
+                width = this.region.u2 - u;
+                height = this.region.v2 - v;
+            }
+            if (this.region.rotate) {
+                for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+                    this.worldVertices[w] = u + regionUVs[i + 1] * width;
+                    this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
+                }
+            }
+            else {
+                for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+                    this.worldVertices[w] = u + regionUVs[i] * width;
+                    this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
+                }
+            }
+        };
+        MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
+            var skeleton = slot.bone.skeleton;
+            var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
+            var alpha = skeletonColor.a * slotColor.a * meshColor.a;
+            var multiplier = premultipliedAlpha ? alpha : 1;
+            var color = this.tempColor;
+            color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
+            var x = skeleton.x, y = skeleton.y;
+            var deformArray = slot.attachmentVertices;
+            var vertices = this.vertices, worldVertices = this.worldVertices;
+            var bones = this.bones;
+            if (bones == null) {
+                var verticesLength = vertices.length;
+                if (deformArray.length > 0)
+                    vertices = deformArray;
+                var bone = slot.bone;
+                x += bone.worldX;
+                y += bone.worldY;
+                var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+                for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
+                    var vx = vertices[v], vy = vertices[v + 1];
+                    worldVertices[w] = vx * a + vy * b + x;
+                    worldVertices[w + 1] = vx * c + vy * d + y;
+                    worldVertices[w + 2] = color.r;
+                    worldVertices[w + 3] = color.g;
+                    worldVertices[w + 4] = color.b;
+                    worldVertices[w + 5] = color.a;
+                }
+                return worldVertices;
+            }
+            var skeletonBones = skeleton.bones;
+            if (deformArray.length == 0) {
+                for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
+                    var wx = x, wy = y;
+                    var nn = bones[v++] + v;
+                    for (; v < nn; v++, b += 3) {
+                        var bone = skeletonBones[bones[v]];
+                        var 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;
+                    }
+                    worldVertices[w] = wx;
+                    worldVertices[w + 1] = wy;
+                    worldVertices[w + 2] = color.r;
+                    worldVertices[w + 3] = color.g;
+                    worldVertices[w + 4] = color.b;
+                    worldVertices[w + 5] = color.a;
+                }
+            }
+            else {
+                var deform = deformArray;
+                for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
+                    var wx = x, wy = y;
+                    var nn = bones[v++] + v;
+                    for (; v < nn; v++, b += 3, f += 2) {
+                        var bone = skeletonBones[bones[v]];
+                        var 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;
+                    }
+                    worldVertices[w] = wx;
+                    worldVertices[w + 1] = wy;
+                    worldVertices[w + 2] = color.r;
+                    worldVertices[w + 3] = color.g;
+                    worldVertices[w + 4] = color.b;
+                    worldVertices[w + 5] = color.a;
+                }
+            }
+            return worldVertices;
+        };
+        MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
+            return this == sourceAttachment || (this.inheritDeform && this._parentMesh == sourceAttachment);
+        };
+        MeshAttachment.prototype.getParentMesh = function () {
+            return this._parentMesh;
+        };
+        MeshAttachment.prototype.setParentMesh = function (parentMesh) {
+            this._parentMesh = parentMesh;
+            if (parentMesh != null) {
+                this.bones = parentMesh.bones;
+                this.vertices = parentMesh.vertices;
+                this.regionUVs = parentMesh.regionUVs;
+                this.triangles = parentMesh.triangles;
+                this.hullLength = parentMesh.hullLength;
+            }
+        };
+        return MeshAttachment;
+    }(spine.VertexAttachment));
+    spine.MeshAttachment = MeshAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var PathAttachment = (function (_super) {
+        __extends(PathAttachment, _super);
+        function PathAttachment(name) {
+            _super.call(this, name);
+            this.closed = false;
+            this.constantSpeed = false;
+        }
+        return PathAttachment;
+    }(spine.VertexAttachment));
+    spine.PathAttachment = PathAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var RegionAttachment = (function (_super) {
+        __extends(RegionAttachment, _super);
+        function RegionAttachment(name) {
+            _super.call(this, name);
+            this.x = 0;
+            this.y = 0;
+            this.scaleX = 1;
+            this.scaleY = 1;
+            this.rotation = 0;
+            this.width = 0;
+            this.height = 0;
+            this.color = new spine.Color(1, 1, 1, 1);
+            this.offset = spine.Utils.newFloatArray(8);
+            this.vertices = spine.Utils.newFloatArray(8 * 4);
+            this.tempColor = new spine.Color(1, 1, 1, 1);
+        }
+        RegionAttachment.prototype.setRegion = function (region) {
+            var vertices = this.vertices;
+            if (region.rotate) {
+                vertices[RegionAttachment.U2] = region.u;
+                vertices[RegionAttachment.V2] = region.v2;
+                vertices[RegionAttachment.U3] = region.u;
+                vertices[RegionAttachment.V3] = region.v;
+                vertices[RegionAttachment.U4] = region.u2;
+                vertices[RegionAttachment.V4] = region.v;
+                vertices[RegionAttachment.U1] = region.u2;
+                vertices[RegionAttachment.V1] = region.v2;
+            }
+            else {
+                vertices[RegionAttachment.U1] = region.u;
+                vertices[RegionAttachment.V1] = region.v2;
+                vertices[RegionAttachment.U2] = region.u;
+                vertices[RegionAttachment.V2] = region.v;
+                vertices[RegionAttachment.U3] = region.u2;
+                vertices[RegionAttachment.V3] = region.v;
+                vertices[RegionAttachment.U4] = region.u2;
+                vertices[RegionAttachment.V4] = region.v2;
+            }
+        };
+        RegionAttachment.prototype.updateOffset = function () {
+            var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
+            var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
+            var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
+            var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
+            var localX2 = localX + this.region.width * regionScaleX;
+            var localY2 = localY + this.region.height * regionScaleY;
+            var radians = this.rotation * Math.PI / 180;
+            var cos = Math.cos(radians);
+            var sin = Math.sin(radians);
+            var localXCos = localX * cos + this.x;
+            var localXSin = localX * sin;
+            var localYCos = localY * cos + this.y;
+            var localYSin = localY * sin;
+            var localX2Cos = localX2 * cos + this.x;
+            var localX2Sin = localX2 * sin;
+            var localY2Cos = localY2 * cos + this.y;
+            var localY2Sin = localY2 * sin;
+            var offset = this.offset;
+            offset[RegionAttachment.OX1] = localXCos - localYSin;
+            offset[RegionAttachment.OY1] = localYCos + localXSin;
+            offset[RegionAttachment.OX2] = localXCos - localY2Sin;
+            offset[RegionAttachment.OY2] = localY2Cos + localXSin;
+            offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
+            offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
+            offset[RegionAttachment.OX4] = localX2Cos - localYSin;
+            offset[RegionAttachment.OY4] = localYCos + localX2Sin;
+        };
+        RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
+            var skeleton = slot.bone.skeleton;
+            var skeletonColor = skeleton.color;
+            var slotColor = slot.color;
+            var regionColor = this.color;
+            var alpha = skeletonColor.a * slotColor.a * regionColor.a;
+            var multiplier = premultipliedAlpha ? alpha : 1;
+            var 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);
+            var vertices = this.vertices;
+            var offset = this.offset;
+            var bone = slot.bone;
+            var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
+            var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+            var offsetX = 0, offsetY = 0;
+            offsetX = offset[RegionAttachment.OX1];
+            offsetY = offset[RegionAttachment.OY1];
+            vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
+            vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
+            vertices[RegionAttachment.C1R] = color.r;
+            vertices[RegionAttachment.C1G] = color.g;
+            vertices[RegionAttachment.C1B] = color.b;
+            vertices[RegionAttachment.C1A] = color.a;
+            offsetX = offset[RegionAttachment.OX2];
+            offsetY = offset[RegionAttachment.OY2];
+            vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
+            vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
+            vertices[RegionAttachment.C2R] = color.r;
+            vertices[RegionAttachment.C2G] = color.g;
+            vertices[RegionAttachment.C2B] = color.b;
+            vertices[RegionAttachment.C2A] = color.a;
+            offsetX = offset[RegionAttachment.OX3];
+            offsetY = offset[RegionAttachment.OY3];
+            vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
+            vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
+            vertices[RegionAttachment.C3R] = color.r;
+            vertices[RegionAttachment.C3G] = color.g;
+            vertices[RegionAttachment.C3B] = color.b;
+            vertices[RegionAttachment.C3A] = color.a;
+            offsetX = offset[RegionAttachment.OX4];
+            offsetY = offset[RegionAttachment.OY4];
+            vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
+            vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
+            vertices[RegionAttachment.C4R] = color.r;
+            vertices[RegionAttachment.C4G] = color.g;
+            vertices[RegionAttachment.C4B] = color.b;
+            vertices[RegionAttachment.C4A] = color.a;
+            return vertices;
+        };
+        RegionAttachment.OX1 = 0;
+        RegionAttachment.OY1 = 1;
+        RegionAttachment.OX2 = 2;
+        RegionAttachment.OY2 = 3;
+        RegionAttachment.OX3 = 4;
+        RegionAttachment.OY3 = 5;
+        RegionAttachment.OX4 = 6;
+        RegionAttachment.OY4 = 7;
+        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;
+        return RegionAttachment;
+    }(spine.Attachment));
+    spine.RegionAttachment = RegionAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var AssetManager = (function (_super) {
+            __extends(AssetManager, _super);
+            function AssetManager() {
+                _super.call(this, function (image) {
+                    return new threejs.ThreeJsTexture(image);
+                });
+            }
+            return AssetManager;
+        }(spine.AssetManager));
+        threejs.AssetManager = AssetManager;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var MeshBatcher = (function () {
+            function MeshBatcher(mesh, maxVertices) {
+                if (maxVertices === void 0) { maxVertices = 10920; }
+                this._verticesLength = 0;
+                this._indicesLength = 0;
+                if (maxVertices > 10920)
+                    throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+                var vertices = this._vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
+                var indices = this._indices = new Uint16Array(maxVertices * 3);
+                this.mesh = mesh;
+                var geo = new THREE.BufferGeometry();
+                var vertexBuffer = this._vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
+                vertexBuffer.dynamic = true;
+                geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
+                geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
+                geo.addAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
+                geo.setIndex(new THREE.BufferAttribute(indices, 1));
+                geo.getIndex().dynamic = true;
+                geo.drawRange.start = 0;
+                geo.drawRange.count = 0;
+                mesh.geometry = geo;
+            }
+            MeshBatcher.prototype.begin = function () {
+                this._verticesLength = 0;
+                this._indicesLength = 0;
+            };
+            MeshBatcher.prototype.batch = function (vertices, indices, z) {
+                if (z === void 0) { z = 0; }
+                var indexStart = this._verticesLength / MeshBatcher.VERTEX_SIZE;
+                var vertexBuffer = this._vertices;
+                var i = this._verticesLength;
+                var j = 0;
+                for (; j < vertices.length;) {
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = z;
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                    vertexBuffer[i++] = vertices[j++];
+                }
+                this._verticesLength = i;
+                var indicesArray = this._indices;
+                for (i = this._indicesLength, j = 0; j < indices.length; i++, j++)
+                    indicesArray[i] = indices[j] + indexStart;
+                this._indicesLength += indices.length;
+            };
+            MeshBatcher.prototype.end = function () {
+                this._vertexBuffer.needsUpdate = true;
+                this._vertexBuffer.updateRange.offset = 0;
+                this._vertexBuffer.updateRange.count = this._verticesLength;
+                var geo = this.mesh.geometry;
+                geo.getIndex().needsUpdate = true;
+                geo.getIndex().updateRange.offset = 0;
+                geo.getIndex().updateRange.count = this._indicesLength;
+                geo.drawRange.start = 0;
+                geo.drawRange.count = this._indicesLength;
+            };
+            MeshBatcher.VERTEX_SIZE = 9;
+            return MeshBatcher;
+        }());
+        threejs.MeshBatcher = MeshBatcher;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var SkeletonMesh = (function (_super) {
+            __extends(SkeletonMesh, _super);
+            function SkeletonMesh(skeletonData) {
+                _super.call(this);
+                this.zOffset = 0.1;
+                this.skeleton = new spine.Skeleton(skeletonData);
+                var animData = new spine.AnimationStateData(skeletonData);
+                this.state = new spine.AnimationState(animData);
+                var material = this.material = new THREE.MeshBasicMaterial();
+                material.side = THREE.DoubleSide;
+                material.transparent = true;
+                material.alphaTest = 0.5;
+                this._batcher = new threejs.MeshBatcher(this);
+            }
+            SkeletonMesh.prototype.update = function (deltaTime) {
+                var state = this.state;
+                var skeleton = this.skeleton;
+                state.update(deltaTime);
+                state.apply(skeleton);
+                skeleton.updateWorldTransform();
+                this.updateGeometry();
+            };
+            SkeletonMesh.prototype.updateGeometry = function () {
+                var geometry = this.geometry;
+                var numVertices = 0;
+                var verticesLength = 0;
+                var indicesLength = 0;
+                var blendMode = null;
+                var vertices = null;
+                var triangles = null;
+                var drawOrder = this.skeleton.drawOrder;
+                var batcher = this._batcher;
+                batcher.begin();
+                var z = 0;
+                var zOffset = this.zOffset;
+                for (var i = 0, n = drawOrder.length; i < n; i++) {
+                    var slot = drawOrder[i];
+                    var attachment = slot.getAttachment();
+                    var texture = null;
+                    if (attachment instanceof spine.RegionAttachment) {
+                        var region = attachment;
+                        vertices = region.updateWorldVertices(slot, false);
+                        triangles = SkeletonMesh.QUAD_TRIANGLES;
+                        texture = region.region.renderObject.texture;
+                    }
+                    else if (attachment instanceof spine.MeshAttachment) {
+                        var mesh = attachment;
+                        vertices = mesh.updateWorldVertices(slot, false);
+                        triangles = mesh.triangles;
+                        texture = mesh.region.renderObject.texture;
+                    }
+                    else
+                        continue;
+                    if (texture != null) {
+                        if (!this.material.map) {
+                            var mat = this.material;
+                            mat.map = texture.texture;
+                            mat.needsUpdate = true;
+                        }
+                        this._batcher.batch(vertices, triangles, z);
+                        z += zOffset;
+                    }
+                }
+                batcher.end();
+            };
+            SkeletonMesh.createMesh = function (map) {
+                var geo = new THREE.BufferGeometry();
+                var vertices = new Float32Array(1024);
+                vertices.set([
+                    -200, -200, 1, 0, 0, 1, 0, 0,
+                    200, -200, 0, 1, 0, 1, 1, 0,
+                    200, 200, 0, 0, 1, 1, 1, 1,
+                    -200, 200, 1, 1, 0, 0.1, 0, 1
+                ], 0);
+                var vb = new THREE.InterleavedBuffer(vertices, 8);
+                var positions = new THREE.InterleavedBufferAttribute(vb, 2, 0, false);
+                geo.addAttribute("position", positions);
+                var colors = new THREE.InterleavedBufferAttribute(vb, 4, 2, false);
+                geo.addAttribute("color", colors);
+                var uvs = new THREE.InterleavedBufferAttribute(vb, 2, 6, false);
+                geo.addAttribute("uv", colors);
+                var indices = new Uint16Array(1024);
+                indices.set([0, 1, 2, 2, 3, 0], 0);
+                geo.setIndex(new THREE.BufferAttribute(indices, 1));
+                geo.drawRange.start = 0;
+                geo.drawRange.count = 6;
+                var mat = new THREE.MeshBasicMaterial();
+                mat.vertexColors = THREE.VertexColors;
+                mat.transparent = true;
+                mat.map = map;
+                var mesh = new THREE.Mesh(geo, mat);
+                return mesh;
+            };
+            SkeletonMesh.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
+            return SkeletonMesh;
+        }(THREE.Mesh));
+        threejs.SkeletonMesh = SkeletonMesh;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+    var threejs;
+    (function (threejs) {
+        var ThreeJsTexture = (function (_super) {
+            __extends(ThreeJsTexture, _super);
+            function ThreeJsTexture(image) {
+                _super.call(this, image);
+                this.texture = new THREE.Texture(image);
+                this.texture.flipY = false;
+                this.texture.needsUpdate = true;
+            }
+            ThreeJsTexture.prototype.setFilters = function (minFilter, magFilter) {
+                this.texture.minFilter = ThreeJsTexture.toThreeJsTextureFilter(minFilter);
+                this.texture.magFilter = ThreeJsTexture.toThreeJsTextureFilter(magFilter);
+            };
+            ThreeJsTexture.prototype.setWraps = function (uWrap, vWrap) {
+                this.texture.wrapS = ThreeJsTexture.toThreeJsTextureWrap(uWrap);
+                this.texture.wrapT = ThreeJsTexture.toThreeJsTextureWrap(vWrap);
+            };
+            ThreeJsTexture.prototype.dispose = function () {
+                this.texture.dispose();
+            };
+            ThreeJsTexture.toThreeJsTextureFilter = function (filter) {
+                if (filter === spine.TextureFilter.Linear)
+                    return THREE.LinearFilter;
+                else if (filter === spine.TextureFilter.MipMap)
+                    return THREE.LinearMipMapLinearFilter;
+                else if (filter === spine.TextureFilter.MipMapLinearLinear)
+                    return THREE.LinearMipMapLinearFilter;
+                else if (filter === spine.TextureFilter.MipMapLinearNearest)
+                    return THREE.LinearMipMapNearestFilter;
+                else if (filter === spine.TextureFilter.MipMapNearestLinear)
+                    return THREE.NearestMipMapLinearFilter;
+                else if (filter === spine.TextureFilter.MipMapNearestNearest)
+                    return THREE.NearestMipMapNearestFilter;
+                else if (filter === spine.TextureFilter.Nearest)
+                    return THREE.NearestFilter;
+                else
+                    throw new Error("Unknown texture filter: " + filter);
+            };
+            ThreeJsTexture.toThreeJsTextureWrap = function (wrap) {
+                if (wrap === spine.TextureWrap.ClampToEdge)
+                    return THREE.ClampToEdgeWrapping;
+                else if (wrap === spine.TextureWrap.MirroredRepeat)
+                    return THREE.MirroredRepeatWrapping;
+                else if (wrap === spine.TextureWrap.Repeat)
+                    return THREE.RepeatWrapping;
+                else
+                    throw new Error("Unknown texture wrap: " + wrap);
+            };
+            return ThreeJsTexture;
+        }(spine.Texture));
+        threejs.ThreeJsTexture = ThreeJsTexture;
+    })(threejs = spine.threejs || (spine.threejs = {}));
+})(spine || (spine = {}));
+//# sourceMappingURL=spine-threejs.js.map

Diferenças do arquivo suprimidas por serem muito extensas
+ 0 - 0
spine-ts/build/spine-threejs.js.map


+ 12 - 10
spine-ts/threejs/example/index.html

@@ -14,20 +14,16 @@
 var scene, camera, renderer;
 var scene, camera, renderer;
 var geometry, material, mesh, skeletonMesh;
 var geometry, material, mesh, skeletonMesh;
 var assetManager;
 var assetManager;
-var lastFrameTime = Date.now();
+var lastFrameTime = Date.now() / 1000;
+var dynMesh;
+var batcher;
 
 
 function init () {
 function init () {
 	scene = new THREE.Scene();
 	scene = new THREE.Scene();
 
 
 	var width = 640, height = 480;
 	var width = 640, height = 480;
 	camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
 	camera = new THREE.PerspectiveCamera(75, width / height, 1, 3000);
-	camera.position.z = 400;
-
-	geometry = new THREE.BoxGeometry(200, 200, 200);
-	material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
-
-	mesh = new THREE.Mesh(geometry, material);
-	scene.add(mesh);	
+	camera.position.z = 400;	
 
 
 	renderer = new THREE.WebGLRenderer();
 	renderer = new THREE.WebGLRenderer();
 	renderer.setSize(width, height);
 	renderer.setSize(width, height);
@@ -43,17 +39,23 @@ function init () {
 }
 }
 
 
 function load (name, scale) {
 function load (name, scale) {
-	if (assetManager.isLoadingComplete()) {
+	if (assetManager.isLoadingComplete()) {	
+		// Add a box to the scene to which we attach the skeleton mesh
+		geometry = new THREE.BoxGeometry(200, 200, 200);
+		material = new THREE.MeshBasicMaterial({ color: 0xff0000, wireframe: true });
+		mesh = new THREE.Mesh(geometry, material);
+		scene.add(mesh);
+
 		// Load the texture atlas using name.atlas and name.png from the AssetManager.
 		// Load the texture atlas using name.atlas and name.png from the AssetManager.
 		// The function passed to TextureAtlas is used to resolve relative paths.
 		// The function passed to TextureAtlas is used to resolve relative paths.
 		atlas = new spine.TextureAtlas(assetManager.get("assets/raptor.atlas"), function(path) {
 		atlas = new spine.TextureAtlas(assetManager.get("assets/raptor.atlas"), function(path) {
 			return assetManager.get("assets/" + path);		
 			return assetManager.get("assets/" + path);		
 		});
 		});
-
 		var skeletonData = loadSkeleton("raptor", 0.4);
 		var skeletonData = loadSkeleton("raptor", 0.4);
 		skeletonMesh = new spine.threejs.SkeletonMesh(skeletonData);
 		skeletonMesh = new spine.threejs.SkeletonMesh(skeletonData);
 		skeletonMesh.state.setAnimation(0, "walk", true);
 		skeletonMesh.state.setAnimation(0, "walk", true);
 		mesh.add(skeletonMesh);
 		mesh.add(skeletonMesh);
+
 		requestAnimationFrame(render);
 		requestAnimationFrame(render);
 	} else requestAnimationFrame(load);
 	} else requestAnimationFrame(load);
 }
 }

+ 72 - 0
spine-ts/threejs/src/MeshBatcher.ts

@@ -0,0 +1,72 @@
+module spine.threejs {
+	export class MeshBatcher {
+		mesh: THREE.Mesh;
+
+		private static VERTEX_SIZE = 9;
+		private _vertexBuffer: THREE.InterleavedBuffer;
+		private _vertices: Float32Array;
+		private _verticesLength = 0;		
+		private _indices: Uint16Array;
+		private _indicesLength = 0;
+
+		constructor (mesh: THREE.Mesh, maxVertices: number = 10920) {
+			if (maxVertices > 10920) throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices);
+
+			let vertices = this._vertices = new Float32Array(maxVertices * MeshBatcher.VERTEX_SIZE);
+			let indices = this._indices = new Uint16Array(maxVertices * 3);
+			this.mesh = mesh;			
+			let geo = new THREE.BufferGeometry();
+			let vertexBuffer = this._vertexBuffer = new THREE.InterleavedBuffer(vertices, MeshBatcher.VERTEX_SIZE);
+			vertexBuffer.dynamic = true;
+			geo.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 3, 0, false));
+			geo.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 3, false));
+			geo.addAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 7, false));
+			geo.setIndex(new THREE.BufferAttribute(indices, 1));
+			geo.getIndex().dynamic = true;
+			geo.drawRange.start = 0;
+			geo.drawRange.count = 0;
+			mesh.geometry = geo;
+		}
+
+		begin () {
+			this._verticesLength = 0;
+			this._indicesLength = 0;
+		}
+
+		batch (vertices: ArrayLike<number>, indices: ArrayLike<number>, z: number = 0) {
+			let indexStart = this._verticesLength / MeshBatcher.VERTEX_SIZE;
+			let vertexBuffer = this._vertices;
+			let i = this._verticesLength;
+			let j = 0;
+			for (;j < vertices.length;) {
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = z;
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = vertices[j++];
+				vertexBuffer[i++] = vertices[j++];
+			}			
+			this._verticesLength = i;			
+
+			let indicesArray = this._indices;
+			for (i = this._indicesLength, j = 0; j < indices.length; i++, j++)
+				indicesArray[i] = indices[j] + indexStart;
+			this._indicesLength += indices.length;			
+		}
+
+		end () {
+			this._vertexBuffer.needsUpdate = true;
+			this._vertexBuffer.updateRange.offset = 0;
+			this._vertexBuffer.updateRange.count = this._verticesLength;
+			let geo = (<THREE.BufferGeometry>this.mesh.geometry);
+			geo.getIndex().needsUpdate = true;
+			geo.getIndex().updateRange.offset = 0;
+			geo.getIndex().updateRange.count = this._indicesLength;
+			geo.drawRange.start = 0;
+			geo.drawRange.count = this._indicesLength;				
+		}
+	}
+}

+ 50 - 32
spine-ts/threejs/src/SkeletonMesh.ts

@@ -3,8 +3,9 @@ module spine.threejs {
 
 
 		skeleton: Skeleton;
 		skeleton: Skeleton;
 		state: AnimationState;
 		state: AnimationState;
+		zOffset: number = 0.1;
 
 
-		private _vertexBuffer: THREE.InterleavedBuffer;
+		private _batcher: MeshBatcher;
 
 
 		static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
 		static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
 
 
@@ -15,20 +16,11 @@ module spine.threejs {
 			let animData = new AnimationStateData(skeletonData);
 			let animData = new AnimationStateData(skeletonData);
 			this.state = new AnimationState(animData);
 			this.state = new AnimationState(animData);
 
 
-			this.material = new THREE.MeshBasicMaterial();
-			this.material.vertexColors = THREE.VertexColors;
-
-			let geometry: THREE.BufferGeometry = this.geometry = new THREE.BufferGeometry();
-			let vertexBuffer = this._vertexBuffer = new THREE.InterleavedBuffer(new Float32Array(8 * 3 * 10920), 8);
-			vertexBuffer.setDynamic(true);
-			geometry.addAttribute("position", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 0, false));
-			geometry.addAttribute("color", new THREE.InterleavedBufferAttribute(vertexBuffer, 4, 2, false));
-			geometry.addAttribute("uv", new THREE.InterleavedBufferAttribute(vertexBuffer, 2, 6, false));
-
-			let indexBuffer = new Uint16Array(3 * 10920);	
-			geometry.setIndex(new THREE.BufferAttribute(indexBuffer, 1));
-			geometry.getIndex().dynamic = true;			
-			this.update(0);
+			let material = this.material = new THREE.MeshBasicMaterial();
+			material.side = THREE.DoubleSide;
+			material.transparent = true;
+			material.alphaTest = 0.5;									
+			this._batcher = new MeshBatcher(this);			
 		}
 		}
 
 
 		update(deltaTime: number) {
 		update(deltaTime: number) {
@@ -53,6 +45,10 @@ module spine.threejs {
 			let vertices: ArrayLike<number> = null;
 			let vertices: ArrayLike<number> = null;
 			let triangles: Array<number>  = null;
 			let triangles: Array<number>  = null;
 			let drawOrder = this.skeleton.drawOrder;
 			let drawOrder = this.skeleton.drawOrder;
+			let batcher = this._batcher;
+			batcher.begin();
+			let z = 0;
+			let zOffset = this.zOffset;
 			for (let i = 0, n = drawOrder.length; i < n; i++) {
 			for (let i = 0, n = drawOrder.length; i < n; i++) {
 				let slot = drawOrder[i];
 				let slot = drawOrder[i];
 				let attachment = slot.getAttachment();
 				let attachment = slot.getAttachment();
@@ -71,7 +67,11 @@ module spine.threejs {
 				} else continue;
 				} else continue;
 
 
 				if (texture != null) {
 				if (texture != null) {
-					(<THREE.MeshBasicMaterial>this.material).map = texture.texture;
+					if (!(<THREE.MeshBasicMaterial>this.material).map) {
+						let mat = <THREE.MeshBasicMaterial>this.material;						
+						mat.map = texture.texture;
+						mat.needsUpdate = true;						
+					}
 					// FIXME
 					// FIXME
 					//let slotBlendMode = slot.data.blendMode;					
 					//let slotBlendMode = slot.data.blendMode;					
 					//if (slotBlendMode != blendMode) {
 					//if (slotBlendMode != blendMode) {
@@ -79,25 +79,43 @@ module spine.threejs {
 					//	batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
 					//	batcher.setBlendMode(getSourceGLBlendMode(this._gl, blendMode, premultipliedAlpha), getDestGLBlendMode(this._gl, blendMode));
 					//}
 					//}
 					
 					
-					let indexStart = verticesLength / 8;
-					(<Float32Array>this._vertexBuffer.array).set(vertices, verticesLength);
-					verticesLength += vertices.length;									
-
-					let indicesArray = geometry.getIndex().array;
-					for (let i = indicesLength, j = 0; j < triangles.length; i++, j++)
-						indicesArray[i] = triangles[j] + indexStart;
-					indicesLength += triangles.length;					
+					this._batcher.batch(vertices, triangles, z);
+					z += zOffset;				
 				}
 				}
 			}
 			}
 
 
-			geometry.drawRange.start = 0;
-			geometry.drawRange.count = indicesLength;
-			this._vertexBuffer.needsUpdate = true;
-			this._vertexBuffer.updateRange.offset = 0;
-			this._vertexBuffer.updateRange.count = verticesLength;		
-			geometry.getIndex().needsUpdate = true;
-			geometry.getIndex().updateRange.offset = 0;
-			geometry.getIndex().updateRange.count = indicesLength;
+			batcher.end();
+		}
+
+		static createMesh(map: THREE.Texture) {
+			let geo = new THREE.BufferGeometry();
+			let vertices = new Float32Array(1024);
+			vertices.set([
+				-200, -200, 1, 0, 0, 1, 0, 0,
+				200, -200, 0, 1, 0, 1, 1, 0,
+				200, 200, 0, 0, 1, 1, 1, 1,
+				-200, 200, 1, 1, 0, 0.1, 0, 1
+			], 0);
+			let vb = new THREE.InterleavedBuffer(vertices, 8);
+			var positions = new THREE.InterleavedBufferAttribute(vb, 2, 0, false);
+			geo.addAttribute("position", positions);
+			var colors = new THREE.InterleavedBufferAttribute(vb, 4, 2, false);
+			geo.addAttribute("color", colors);
+			var uvs = new THREE.InterleavedBufferAttribute(vb, 2, 6, false);
+			geo.addAttribute("uv", colors);
+
+			var indices = new Uint16Array(1024);
+			indices.set([0, 1, 2, 2, 3, 0], 0);
+			geo.setIndex(new THREE.BufferAttribute(indices, 1));
+			geo.drawRange.start = 0;
+			geo.drawRange.count = 6;
+
+			let mat = new THREE.MeshBasicMaterial();
+			mat.vertexColors = THREE.VertexColors;
+			mat.transparent = true;
+			mat.map = map;		
+			let mesh = new THREE.Mesh(geo, mat);
+			return mesh; 
 		}
 		}
 	}
 	}
 }
 }

+ 2 - 0
spine-ts/threejs/src/ThreeJsTexture.ts

@@ -5,6 +5,8 @@ module spine.threejs {
 		constructor (image: HTMLImageElement) {
 		constructor (image: HTMLImageElement) {
 			super(image);
 			super(image);
 			this.texture = new THREE.Texture(image);
 			this.texture = new THREE.Texture(image);
+			this.texture.flipY = false;
+			this.texture.needsUpdate = true;
 		}
 		}
 
 
 		setFilters (minFilter: TextureFilter, magFilter: TextureFilter) {
 		setFilters (minFilter: TextureFilter, magFilter: TextureFilter) {

Alguns arquivos não foram mostrados porque muitos arquivos mudaram nesse diff