|
@@ -1,2862 +0,0 @@
|
|
|
-/******************************************************************************
|
|
|
- * Spine Runtimes Software License
|
|
|
- * Version 2.3
|
|
|
- *
|
|
|
- * Copyright (c) 2013-2015, Esoteric Software
|
|
|
- * All rights reserved.
|
|
|
- *
|
|
|
- * You are granted a perpetual, non-exclusive, non-sublicensable and
|
|
|
- * non-transferable license to use, install, execute and perform the Spine
|
|
|
- * Runtimes Software (the "Software") and derivative works solely for personal
|
|
|
- * or internal use. Without the written permission of Esoteric Software (see
|
|
|
- * Section 2 of the Spine Software License Agreement), you may not (a) modify,
|
|
|
- * translate, adapt or otherwise create derivative works, improvements of the
|
|
|
- * Software or develop new applications using the Software or (b) remove,
|
|
|
- * delete, alter or obscure any trademarks or any copyright, trademark, patent
|
|
|
- * or other intellectual property or proprietary rights notices on or in the
|
|
|
- * Software, including any copy thereof. Redistributions in binary or source
|
|
|
- * form must include this license and terms.
|
|
|
- *
|
|
|
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
|
|
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
|
|
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
|
|
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
|
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
|
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
|
|
- * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
|
|
- * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
|
|
- * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
|
|
- * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
- *****************************************************************************/
|
|
|
-
|
|
|
-var spine = {
|
|
|
- radDeg: 180 / Math.PI,
|
|
|
- degRad: Math.PI / 180,
|
|
|
- Float32Array: typeof(Float32Array) === 'undefined' ? Array : Float32Array,
|
|
|
- Uint32Array: typeof(Uint32Array) === 'undefined' ? Array : Uint32Array,
|
|
|
- Uint16Array: typeof(Uint16Array) === 'undefined' ? Array : Uint16Array
|
|
|
-};
|
|
|
-spine.temp = new spine.Float32Array(2);
|
|
|
-
|
|
|
-spine.BoneData = function (name, parent) {
|
|
|
- this.name = name;
|
|
|
- this.parent = parent;
|
|
|
-};
|
|
|
-spine.BoneData.prototype = {
|
|
|
- length: 0,
|
|
|
- x: 0, y: 0,
|
|
|
- rotation: 0,
|
|
|
- scaleX: 1, scaleY: 1,
|
|
|
- inheritScale: true,
|
|
|
- inheritRotation: true
|
|
|
-};
|
|
|
-
|
|
|
-spine.BlendMode = {
|
|
|
- normal: 0,
|
|
|
- additive: 1,
|
|
|
- multiply: 2,
|
|
|
- screen: 3
|
|
|
-};
|
|
|
-
|
|
|
-spine.SlotData = function (name, boneData) {
|
|
|
- this.name = name;
|
|
|
- this.boneData = boneData;
|
|
|
-};
|
|
|
-spine.SlotData.prototype = {
|
|
|
- r: 1, g: 1, b: 1, a: 1,
|
|
|
- attachmentName: null,
|
|
|
- blendMode: spine.BlendMode.normal
|
|
|
-};
|
|
|
-
|
|
|
-spine.IkConstraintData = function (name) {
|
|
|
- this.name = name;
|
|
|
- this.bones = [];
|
|
|
-};
|
|
|
-spine.IkConstraintData.prototype = {
|
|
|
- target: null,
|
|
|
- bendDirection: 1,
|
|
|
- mix: 1
|
|
|
-};
|
|
|
-
|
|
|
-spine.TransformConstraintData = function (name) {
|
|
|
- this.name = name;
|
|
|
-};
|
|
|
-spine.TransformConstraintData.prototype = {
|
|
|
- bone: null,
|
|
|
- target: null,
|
|
|
- translateMix: 1,
|
|
|
- x: 0, y: 0
|
|
|
-};
|
|
|
-
|
|
|
-spine.Bone = function (boneData, skeleton, parent) {
|
|
|
- this.data = boneData;
|
|
|
- this.skeleton = skeleton;
|
|
|
- this.parent = parent;
|
|
|
- this.setToSetupPose();
|
|
|
-};
|
|
|
-spine.Bone.yDown = false;
|
|
|
-spine.Bone.prototype = {
|
|
|
- x: 0, y: 0, rotation: 0, scaleX: 1, scaleY: 1,
|
|
|
- a: 0, b: 0, worldX: 0,
|
|
|
- c: 0, d: 0, worldY: 0,
|
|
|
- worldSignX: 1, worldSignY: 1,
|
|
|
- update: function () {
|
|
|
- this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
|
|
|
- },
|
|
|
- updateWorldTransformWith: function () {
|
|
|
- this.updateWorldTransform(this.x, this.y, this.rotation, this.scaleX, this.scaleY);
|
|
|
- },
|
|
|
- updateWorldTransform: function (x, y, rotation, scaleX, scaleY) {
|
|
|
- this.appliedRotation = rotation;
|
|
|
- this.appliedScaleX = scaleX;
|
|
|
- this.appliedScaleY = scaleY;
|
|
|
-
|
|
|
- rotation *= spine.degRad;
|
|
|
- var cos = Math.cos(rotation), sin = Math.sin(rotation);
|
|
|
- var la = cos * scaleX, lb = -sin * scaleY, lc = sin * scaleX, ld = cos * scaleY;
|
|
|
- var parent = this.parent;
|
|
|
- if (!parent) { // Root bone.
|
|
|
- var skeleton = this.skeleton;
|
|
|
- if (skeleton.flipX) {
|
|
|
- x = -x;
|
|
|
- la = -la;
|
|
|
- lb = -lb;
|
|
|
- }
|
|
|
- if (skeleton.flipY != spine.Bone.yDown) {
|
|
|
- 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 = scaleX < 0 ? -1 : 1;
|
|
|
- this.worldSignY = scaleY < 0 ? -1 : 1;
|
|
|
- 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 * (scaleX < 0 ? -1 : 1);
|
|
|
- this.worldSignY = parent.worldSignY * (scaleY < 0 ? -1 : 1);
|
|
|
-
|
|
|
- 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) { // No scale inheritance.
|
|
|
- pa = 1;
|
|
|
- pb = 0;
|
|
|
- pc = 0;
|
|
|
- pd = 1;
|
|
|
- do {
|
|
|
- rotation = parent.appliedRotation * spine.degRad;
|
|
|
- cos = Math.cos(rotation);
|
|
|
- sin = Math.sin(rotation);
|
|
|
- var temp = pa * cos + pb * sin;
|
|
|
- pb = pa * -sin + pb * cos;
|
|
|
- pa = temp;
|
|
|
- temp = pc * cos + pd * sin;
|
|
|
- pd = pc * -sin + pd * cos;
|
|
|
- pc = temp;
|
|
|
-
|
|
|
- if (!parent.data.inheritRotation) break;
|
|
|
- parent = parent.parent;
|
|
|
- } while (parent);
|
|
|
- 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) { // No rotation inheritance.
|
|
|
- pa = 1;
|
|
|
- pb = 0;
|
|
|
- pc = 0;
|
|
|
- pd = 1;
|
|
|
- do {
|
|
|
- rotation = parent.appliedRotation * spine.degRad;
|
|
|
- cos = Math.cos(rotation);
|
|
|
- sin = Math.sin(rotation);
|
|
|
- var psx = parent.appliedScaleX, psy = parent.appliedScaleY;
|
|
|
- var za = cos * psx, zb = -sin * psy, zc = sin * psx, zd = cos * psy;
|
|
|
- var temp = pa * za + pb * zc;
|
|
|
- pb = pa * zb + pb * zd;
|
|
|
- pa = temp;
|
|
|
- temp = pc * za + pd * zc;
|
|
|
- pd = pc * zb + pd * zd;
|
|
|
- pc = temp;
|
|
|
-
|
|
|
- if (psx < 0) rotation = -rotation;
|
|
|
- cos = Math.cos(-rotation);
|
|
|
- sin = Math.sin(-rotation);
|
|
|
- temp = pa * cos + pb * sin;
|
|
|
- pb = pa * -sin + pb * cos;
|
|
|
- pa = temp;
|
|
|
- temp = pc * cos + pd * sin;
|
|
|
- pd = pc * -sin + pd * cos;
|
|
|
- pc = temp;
|
|
|
-
|
|
|
- if (!parent.data.inheritScale) break;
|
|
|
- parent = parent.parent;
|
|
|
- } while (parent);
|
|
|
- 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 != spine.Bone.yDown) {
|
|
|
- this.c = -this.c;
|
|
|
- this.d = -this.d;
|
|
|
- }
|
|
|
- }
|
|
|
- },
|
|
|
- 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;
|
|
|
- },
|
|
|
- getWorldRotationX: function () {
|
|
|
- return Math.atan2(this.c, this.a) * spine.radDeg;
|
|
|
- },
|
|
|
- getWorldRotationY: function () {
|
|
|
- return Math.atan2(this.d, this.b) * spine.radDeg;
|
|
|
- },
|
|
|
- getWorldScaleX: function () {
|
|
|
- return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX;
|
|
|
- },
|
|
|
- getWorldScaleY: function () {
|
|
|
- return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
|
|
|
- },
|
|
|
- worldToLocal: function (world) {
|
|
|
- var x = world[0] - this.worldX, y = world[1] - this.worldY;
|
|
|
- var a = this.a, b = this.b, c = this.c, d = this.d;
|
|
|
- var invDet = 1 / (a * d - b * c);
|
|
|
- world[0] = (x * d * invDet - y * b * invDet);
|
|
|
- world[1] = (y * a * invDet - x * c * invDet);
|
|
|
- return world;
|
|
|
- },
|
|
|
- localToWorld: function (local) {
|
|
|
- var x = local[0], y = local[1];
|
|
|
- local[0] = x * this.a + y * this.b + this.worldX;
|
|
|
- local[1] = x * this.c + y * this.d + this.worldY;
|
|
|
- return local;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.Slot = function (slotData, bone) {
|
|
|
- this.data = slotData;
|
|
|
- this.bone = bone;
|
|
|
- this.attachmentVertices = new spine.Float32Array();
|
|
|
- this.setToSetupPose();
|
|
|
-};
|
|
|
-spine.Slot.prototype = {
|
|
|
- r: 1, g: 1, b: 1, a: 1,
|
|
|
- _attachmentTime: 0,
|
|
|
- attachment: null,
|
|
|
- setAttachment: function (attachment) {
|
|
|
- if (this.attachment == attachment) return;
|
|
|
- this.attachment = attachment;
|
|
|
- this._attachmentTime = this.bone.skeleton.time;
|
|
|
- this.attachmentVertices.length = 0;
|
|
|
- },
|
|
|
- setAttachmentTime: function (time) {
|
|
|
- this._attachmentTime = this.bone.skeleton.time - time;
|
|
|
- },
|
|
|
- getAttachmentTime: function () {
|
|
|
- return this.bone.skeleton.time - this._attachmentTime;
|
|
|
- },
|
|
|
- setToSetupPose: function () {
|
|
|
- var data = this.data;
|
|
|
- this.r = data.r;
|
|
|
- this.g = data.g;
|
|
|
- this.b = data.b;
|
|
|
- this.a = data.a;
|
|
|
-
|
|
|
- if (!data.attachmentName)
|
|
|
- this.setAttachment(null);
|
|
|
- else {
|
|
|
- var slotDatas = this.bone.skeleton.data.slots;
|
|
|
- for (var i = 0, n = slotDatas.length; i < n; i++) {
|
|
|
- if (slotDatas[i] == data) {
|
|
|
- this.attachment = null;
|
|
|
- this.setAttachment(this.bone.skeleton.getAttachmentBySlotIndex(i, data.attachmentName));
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.IkConstraint = function (data, skeleton) {
|
|
|
- this.data = data;
|
|
|
- this.mix = data.mix;
|
|
|
- this.bendDirection = data.bendDirection;
|
|
|
-
|
|
|
- this.bones = [];
|
|
|
- for (var i = 0, n = data.bones.length; i < n; i++)
|
|
|
- this.bones[i] = skeleton.findBone(data.bones[i].name);
|
|
|
- this.target = skeleton.findBone(data.target.name);
|
|
|
-};
|
|
|
-spine.IkConstraint.prototype = {
|
|
|
- apply: function () {
|
|
|
- this.update();
|
|
|
- },
|
|
|
- update: function () {
|
|
|
- var target = this.target;
|
|
|
- var bones = this.bones;
|
|
|
- switch (bones.length) {
|
|
|
- case 1:
|
|
|
- spine.IkConstraint.apply1(bones[0], target.worldX, target.worldY, this.mix);
|
|
|
- break;
|
|
|
- case 2:
|
|
|
- spine.IkConstraint.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
|
|
|
- break;
|
|
|
- }
|
|
|
- },
|
|
|
-};
|
|
|
-/** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world
|
|
|
- * coordinate system. */
|
|
|
-spine.IkConstraint.apply1 = function (bone, targetX, targetY, alpha) {
|
|
|
- var parentRotation = !bone.parent ? 0 : bone.parent.getWorldRotationX();
|
|
|
- var rotation = bone.rotation;
|
|
|
- var rotationIK = Math.atan2(targetY - bone.worldY, targetX - bone.worldX) * spine.radDeg - parentRotation;
|
|
|
- if ((bone.worldSignX != bone.worldSignY) != (bone.skeleton.flipX != (bone.skeleton.flipY != spine.Bone.yDown)))
|
|
|
- rotationIK = 360 - rotationIK;
|
|
|
- if (rotationIK > 180) rotationIK -= 360;
|
|
|
- else if (rotationIK < -180) rotationIK += 360;
|
|
|
- bone.updateWorldTransform(bone.x, bone.y, rotation + (rotationIK - rotation) * alpha, bone.appliedScaleX, bone.appliedScaleY);
|
|
|
-};
|
|
|
-/** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The
|
|
|
- * target is specified in the world coordinate system.
|
|
|
- * @param child A direct descendant of the parent bone. */
|
|
|
-spine.IkConstraint.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
|
|
|
- if (alpha == 0) return;
|
|
|
- var px = parent.x, py = parent.y, psx = parent.appliedScaleX, psy = parent.appliedScaleY;
|
|
|
- var os1, os2, s2;
|
|
|
- if (psx < 0) {
|
|
|
- psx = -psx;
|
|
|
- os1 = 180;
|
|
|
- s2 = -1;
|
|
|
- } else {
|
|
|
- os1 = 0;
|
|
|
- s2 = 1;
|
|
|
- }
|
|
|
- if (psy < 0) {
|
|
|
- psy = -psy;
|
|
|
- s2 = -s2;
|
|
|
- }
|
|
|
- var cx = child.x, cy = child.y, csx = child.appliedScaleX;
|
|
|
- var u = Math.abs(psx - psy) <= 0.0001;
|
|
|
- if (!u && cy != 0) {
|
|
|
- child.worldX = parent.a * cx + parent.worldX;
|
|
|
- child.worldY = parent.c * cx + parent.worldY;
|
|
|
- cy = 0;
|
|
|
- }
|
|
|
- if (csx < 0) {
|
|
|
- csx = -csx;
|
|
|
- os2 = 180;
|
|
|
- } else
|
|
|
- os2 = 0;
|
|
|
- var pp = parent.parent;
|
|
|
- var tx, ty, dx, dy;
|
|
|
- if (!pp) {
|
|
|
- tx = targetX - px;
|
|
|
- ty = targetY - py;
|
|
|
- dx = child.worldX - px;
|
|
|
- dy = child.worldY - py;
|
|
|
- } else {
|
|
|
- var a = pp.a, b = pp.b, c = pp.c, d = pp.d, invDet = 1 / (a * d - b * c);
|
|
|
- var wx = pp.worldX, wy = pp.worldY, x = targetX - wx, y = targetY - wy;
|
|
|
- tx = (x * d - y * b) * invDet - px;
|
|
|
- ty = (y * a - x * c) * invDet - py;
|
|
|
- x = child.worldX - wx;
|
|
|
- y = child.worldY - wy;
|
|
|
- dx = (x * d - y * b) * invDet - px;
|
|
|
- dy = (y * a - x * c) * invDet - py;
|
|
|
- }
|
|
|
- var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
|
|
|
- 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;
|
|
|
- var a = l1 + l2 * cos, o = l2 * Math.sin(a2);
|
|
|
- a1 = Math.atan2(ty * a - tx * o, tx * a + ty * o);
|
|
|
- } else {
|
|
|
- var a = psx * l2, b = psy * l2, ta = Math.atan2(ty, tx);
|
|
|
- var aa = a * a, bb = b * b, ll = l1 * l1, dd = tx * tx + ty * ty;
|
|
|
- var c0 = bb * ll + aa * dd - aa * bb, c1 = -2 * bb * l1, c2 = bb - aa;
|
|
|
- var d = c1 * c1 - 4 * c2 * c0;
|
|
|
- if (d >= 0) {
|
|
|
- var q = Math.sqrt(d);
|
|
|
- if (c1 < 0) q = -q;
|
|
|
- q = -(c1 + q) / 2;
|
|
|
- var r0 = q / c2, r1 = c0 / q;
|
|
|
- var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
|
|
|
- if (r * r <= dd) {
|
|
|
- var 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;
|
|
|
- var x = l1 + a, dist = x * x;
|
|
|
- if (dist > maxDist) {
|
|
|
- maxAngle = 0;
|
|
|
- maxDist = dist;
|
|
|
- maxX = x;
|
|
|
- }
|
|
|
- x = l1 - a;
|
|
|
- dist = x * x;
|
|
|
- if (dist < minDist) {
|
|
|
- minAngle = Math.PI;
|
|
|
- minDist = dist;
|
|
|
- minX = x;
|
|
|
- }
|
|
|
- var angle = Math.acos(-a * l1 / (aa - bb));
|
|
|
- x = a * Math.cos(angle) + l1;
|
|
|
- var y = b * Math.sin(angle);
|
|
|
- dist = x * x + y * y;
|
|
|
- if (dist < minDist) {
|
|
|
- minAngle = angle;
|
|
|
- minDist = dist;
|
|
|
- minX = x;
|
|
|
- minY = y;
|
|
|
- }
|
|
|
- if (dist > maxDist) {
|
|
|
- maxAngle = angle;
|
|
|
- maxDist = dist;
|
|
|
- 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;
|
|
|
- a1 = (a1 - os) * spine.radDeg + os1;
|
|
|
- a2 = (a2 + os) * spine.radDeg * s2 + os2;
|
|
|
- if (a1 > 180) a1 -= 360;
|
|
|
- else if (a1 < -180) a1 += 360;
|
|
|
- if (a2 > 180) a2 -= 360;
|
|
|
- else if (a2 < -180) a2 += 360;
|
|
|
- var rotation = parent.rotation;
|
|
|
- parent.updateWorldTransform(px, py, rotation + (a1 - rotation) * alpha, parent.appliedScaleX, parent.appliedScaleY);
|
|
|
- rotation = child.rotation;
|
|
|
- child.updateWorldTransform(cx, cy, rotation + (a2 - rotation) * alpha, child.appliedScaleX, child.appliedScaleY);
|
|
|
-};
|
|
|
-
|
|
|
-spine.TransformConstraint = function (data, skeleton) {
|
|
|
- this.data = data;
|
|
|
- this.translateMix = data.translateMix;
|
|
|
- this.x = data.x;
|
|
|
- this.y = data.y;
|
|
|
- this.bone = skeleton.findBone(data.bone.name);
|
|
|
- this.target = skeleton.findBone(data.target.name);
|
|
|
-};
|
|
|
-spine.TransformConstraint.prototype = {
|
|
|
- apply: function () {
|
|
|
- this.update();
|
|
|
- },
|
|
|
- update: function () {
|
|
|
- var translateMix = this.translateMix;
|
|
|
- if (translateMix > 0) {
|
|
|
- var temp = spine.temp;
|
|
|
- temp[0] = x;
|
|
|
- temp[1] = y;
|
|
|
- this.target.localToWorld(temp);
|
|
|
- var bone = this.bone;
|
|
|
- bone.worldX += (temp[0] - bone.worldX) * translateMix;
|
|
|
- bone.worldY += (temp[1] - bone.worldY) * translateMix;
|
|
|
- }
|
|
|
- },
|
|
|
-};
|
|
|
-
|
|
|
-spine.Skin = function (name) {
|
|
|
- this.name = name;
|
|
|
- this.attachments = {};
|
|
|
-};
|
|
|
-spine.Skin.prototype = {
|
|
|
- addAttachment: function (slotIndex, name, attachment) {
|
|
|
- this.attachments[slotIndex + ":" + name] = attachment;
|
|
|
- },
|
|
|
- getAttachment: function (slotIndex, name) {
|
|
|
- return this.attachments[slotIndex + ":" + name];
|
|
|
- },
|
|
|
- _attachAll: function (skeleton, oldSkin) {
|
|
|
- for (var key in oldSkin.attachments) {
|
|
|
- var colon = key.indexOf(":");
|
|
|
- var slotIndex = parseInt(key.substring(0, colon));
|
|
|
- var name = key.substring(colon + 1);
|
|
|
- var slot = skeleton.slots[slotIndex];
|
|
|
- if (slot.attachment && slot.attachment.name == name) {
|
|
|
- var attachment = this.getAttachment(slotIndex, name);
|
|
|
- if (attachment) slot.setAttachment(attachment);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.Animation = function (name, timelines, duration) {
|
|
|
- this.name = name;
|
|
|
- this.timelines = timelines;
|
|
|
- this.duration = duration;
|
|
|
-};
|
|
|
-spine.Animation.prototype = {
|
|
|
- apply: function (skeleton, lastTime, time, loop, events) {
|
|
|
- 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);
|
|
|
- },
|
|
|
- mix: function (skeleton, lastTime, time, loop, events, alpha) {
|
|
|
- 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);
|
|
|
- }
|
|
|
-};
|
|
|
-spine.Animation.binarySearch = function (values, target, step) {
|
|
|
- var low = 0;
|
|
|
- var high = Math.floor(values.length / step) - 2;
|
|
|
- if (!high) 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;
|
|
|
- }
|
|
|
-};
|
|
|
-spine.Animation.binarySearch1 = function (values, target) {
|
|
|
- var low = 0;
|
|
|
- var high = values.length - 2;
|
|
|
- if (!high) return 1;
|
|
|
- var current = high >>> 1;
|
|
|
- while (true) {
|
|
|
- if (values[current + 1] <= target)
|
|
|
- low = current + 1;
|
|
|
- else
|
|
|
- high = current;
|
|
|
- if (low == high) return low + 1;
|
|
|
- current = (low + high) >>> 1;
|
|
|
- }
|
|
|
-};
|
|
|
-spine.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;
|
|
|
-};
|
|
|
-
|
|
|
-spine.Curves = function (frameCount) {
|
|
|
- var count = (frameCount - 1) * 19/*BEZIER_SIZE*/;
|
|
|
- this.curves = new spine.Float32Array(count); // type, x, y, ...
|
|
|
- this.curves.length = count;
|
|
|
-};
|
|
|
-spine.Curves.prototype = {
|
|
|
- setLinear: function (frameIndex) {
|
|
|
- this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 0/*LINEAR*/;
|
|
|
- },
|
|
|
- setStepped: function (frameIndex) {
|
|
|
- this.curves[frameIndex * 19/*BEZIER_SIZE*/] = 1/*STEPPED*/;
|
|
|
- },
|
|
|
- /** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
|
|
|
- * cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
|
|
|
- * the difference between the keyframe's values. */
|
|
|
- setCurve: function (frameIndex, cx1, cy1, cx2, cy2) {
|
|
|
- var subdiv1 = 1 / 10/*BEZIER_SEGMENTS*/, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1;
|
|
|
- var pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3;
|
|
|
- var tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1;
|
|
|
- var dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
|
|
|
- var ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5;
|
|
|
- var dddfx = tmp2x * pre5, dddfy = tmp2y * pre5;
|
|
|
-
|
|
|
- var i = frameIndex * 19/*BEZIER_SIZE*/;
|
|
|
- var curves = this.curves;
|
|
|
- curves[i++] = 2/*BEZIER*/;
|
|
|
-
|
|
|
- var x = dfx, y = dfy;
|
|
|
- for (var n = i + 19/*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;
|
|
|
- }
|
|
|
- },
|
|
|
- getCurvePercent: function (frameIndex, percent) {
|
|
|
- percent = percent < 0 ? 0 : (percent > 1 ? 1 : percent);
|
|
|
- var curves = this.curves;
|
|
|
- var i = frameIndex * 19/*BEZIER_SIZE*/;
|
|
|
- var type = curves[i];
|
|
|
- if (type === 0/*LINEAR*/) return percent;
|
|
|
- if (type == 1/*STEPPED*/) return 0;
|
|
|
- i++;
|
|
|
- var x = 0;
|
|
|
- for (var start = i, n = i + 19/*BEZIER_SIZE*/ - 1; i < n; i += 2) {
|
|
|
- x = curves[i];
|
|
|
- if (x >= percent) {
|
|
|
- var prevX, prevY;
|
|
|
- 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); // Last point is 1,1.
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.RotateTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount * 2); // time, angle, ...
|
|
|
- this.frames.length = frameCount * 2;
|
|
|
-};
|
|
|
-spine.RotateTimeline.prototype = {
|
|
|
- boneIndex: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length / 2;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, angle) {
|
|
|
- frameIndex *= 2;
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.frames[frameIndex + 1] = angle;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var bone = skeleton.bones[this.boneIndex];
|
|
|
-
|
|
|
- if (time >= frames[frames.length - 2]) { // Time is after last frame.
|
|
|
- var amount = bone.data.rotation + frames[frames.length - 1] - bone.rotation;
|
|
|
- while (amount > 180)
|
|
|
- amount -= 360;
|
|
|
- while (amount < -180)
|
|
|
- amount += 360;
|
|
|
- bone.rotation += amount * alpha;
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Interpolate between the previous frame and the current frame.
|
|
|
- var frameIndex = spine.Animation.binarySearch(frames, time, 2);
|
|
|
- var prevFrameValue = frames[frameIndex - 1];
|
|
|
- var frameTime = frames[frameIndex];
|
|
|
- var percent = 1 - (time - frameTime) / (frames[frameIndex - 2/*PREV_FRAME_TIME*/] - frameTime);
|
|
|
- percent = this.curves.getCurvePercent(frameIndex / 2 - 1, percent);
|
|
|
-
|
|
|
- var amount = frames[frameIndex + 1/*FRAME_VALUE*/] - prevFrameValue;
|
|
|
- while (amount > 180)
|
|
|
- amount -= 360;
|
|
|
- while (amount < -180)
|
|
|
- amount += 360;
|
|
|
- amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation;
|
|
|
- while (amount > 180)
|
|
|
- amount -= 360;
|
|
|
- while (amount < -180)
|
|
|
- amount += 360;
|
|
|
- bone.rotation += amount * alpha;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.TranslateTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ...
|
|
|
- this.frames.length = frameCount * 3;
|
|
|
-};
|
|
|
-spine.TranslateTimeline.prototype = {
|
|
|
- boneIndex: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length / 3;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, x, y) {
|
|
|
- frameIndex *= 3;
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.frames[frameIndex + 1] = x;
|
|
|
- this.frames[frameIndex + 2] = y;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var bone = skeleton.bones[this.boneIndex];
|
|
|
-
|
|
|
- if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
|
- bone.x += (bone.data.x + frames[frames.length - 2] - bone.x) * alpha;
|
|
|
- bone.y += (bone.data.y + frames[frames.length - 1] - bone.y) * alpha;
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Interpolate between the previous frame and the current frame.
|
|
|
- var frameIndex = spine.Animation.binarySearch(frames, time, 3);
|
|
|
- var prevFrameX = frames[frameIndex - 2];
|
|
|
- var prevFrameY = frames[frameIndex - 1];
|
|
|
- var frameTime = frames[frameIndex];
|
|
|
- var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
|
|
|
- percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
-
|
|
|
- bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent - bone.x) * alpha;
|
|
|
- bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent - bone.y) * alpha;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.ScaleTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount * 3); // time, x, y, ...
|
|
|
- this.frames.length = frameCount * 3;
|
|
|
-};
|
|
|
-spine.ScaleTimeline.prototype = {
|
|
|
- boneIndex: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length / 3;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, x, y) {
|
|
|
- frameIndex *= 3;
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.frames[frameIndex + 1] = x;
|
|
|
- this.frames[frameIndex + 2] = y;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var bone = skeleton.bones[this.boneIndex];
|
|
|
-
|
|
|
- if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
|
- bone.scaleX += (bone.data.scaleX * frames[frames.length - 2] - bone.scaleX) * alpha;
|
|
|
- bone.scaleY += (bone.data.scaleY * frames[frames.length - 1] - bone.scaleY) * alpha;
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Interpolate between the previous frame and the current frame.
|
|
|
- var frameIndex = spine.Animation.binarySearch(frames, time, 3);
|
|
|
- var prevFrameX = frames[frameIndex - 2];
|
|
|
- var prevFrameY = frames[frameIndex - 1];
|
|
|
- var frameTime = frames[frameIndex];
|
|
|
- var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
|
|
|
- percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
-
|
|
|
- bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + 1/*FRAME_X*/] - prevFrameX) * percent) - bone.scaleX) * alpha;
|
|
|
- bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + 2/*FRAME_Y*/] - prevFrameY) * percent) - bone.scaleY) * alpha;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.ColorTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount * 5); // time, r, g, b, a, ...
|
|
|
- this.frames.length = frameCount * 5;
|
|
|
-};
|
|
|
-spine.ColorTimeline.prototype = {
|
|
|
- slotIndex: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length / 5;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, r, g, b, a) {
|
|
|
- frameIndex *= 5;
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.frames[frameIndex + 1] = r;
|
|
|
- this.frames[frameIndex + 2] = g;
|
|
|
- this.frames[frameIndex + 3] = b;
|
|
|
- this.frames[frameIndex + 4] = a;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var r, g, b, a;
|
|
|
- if (time >= frames[frames.length - 5]) {
|
|
|
- // Time is after last frame.
|
|
|
- var i = frames.length - 1;
|
|
|
- r = frames[i - 3];
|
|
|
- g = frames[i - 2];
|
|
|
- b = frames[i - 1];
|
|
|
- a = frames[i];
|
|
|
- } else {
|
|
|
- // Interpolate between the previous frame and the current frame.
|
|
|
- var frameIndex = spine.Animation.binarySearch(frames, time, 5);
|
|
|
- var prevFrameR = frames[frameIndex - 4];
|
|
|
- var prevFrameG = frames[frameIndex - 3];
|
|
|
- var prevFrameB = frames[frameIndex - 2];
|
|
|
- var prevFrameA = frames[frameIndex - 1];
|
|
|
- var frameTime = frames[frameIndex];
|
|
|
- var percent = 1 - (time - frameTime) / (frames[frameIndex - 5/*PREV_FRAME_TIME*/] - frameTime);
|
|
|
- percent = this.curves.getCurvePercent(frameIndex / 5 - 1, percent);
|
|
|
-
|
|
|
- r = prevFrameR + (frames[frameIndex + 1/*FRAME_R*/] - prevFrameR) * percent;
|
|
|
- g = prevFrameG + (frames[frameIndex + 2/*FRAME_G*/] - prevFrameG) * percent;
|
|
|
- b = prevFrameB + (frames[frameIndex + 3/*FRAME_B*/] - prevFrameB) * percent;
|
|
|
- a = prevFrameA + (frames[frameIndex + 4/*FRAME_A*/] - prevFrameA) * percent;
|
|
|
- }
|
|
|
- var slot = skeleton.slots[this.slotIndex];
|
|
|
- if (alpha < 1) {
|
|
|
- slot.r += (r - slot.r) * alpha;
|
|
|
- slot.g += (g - slot.g) * alpha;
|
|
|
- slot.b += (b - slot.b) * alpha;
|
|
|
- slot.a += (a - slot.a) * alpha;
|
|
|
- } else {
|
|
|
- slot.r = r;
|
|
|
- slot.g = g;
|
|
|
- slot.b = b;
|
|
|
- slot.a = a;
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.AttachmentTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount); // time, ...
|
|
|
- this.frames.length = frameCount;
|
|
|
- this.attachmentNames = [];
|
|
|
- this.attachmentNames.length = frameCount;
|
|
|
-};
|
|
|
-spine.AttachmentTimeline.prototype = {
|
|
|
- slotIndex: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, attachmentName) {
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.attachmentNames[frameIndex] = attachmentName;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) {
|
|
|
- if (lastTime > time) this.apply(skeleton, lastTime, Number.MAX_VALUE, null, 0);
|
|
|
- return;
|
|
|
- } else if (lastTime > time) //
|
|
|
- lastTime = -1;
|
|
|
-
|
|
|
- var frameIndex = time >= frames[frames.length - 1] ? frames.length - 1 : spine.Animation.binarySearch1(frames, time) - 1;
|
|
|
- if (frames[frameIndex] < lastTime) return;
|
|
|
-
|
|
|
- var attachmentName = this.attachmentNames[frameIndex];
|
|
|
- skeleton.slots[this.slotIndex].setAttachment(
|
|
|
- !attachmentName ? null : skeleton.getAttachmentBySlotIndex(this.slotIndex, attachmentName));
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.EventTimeline = function (frameCount) {
|
|
|
- this.frames = new spine.Float32Array(frameCount); // time, ...
|
|
|
- this.frames.length = frameCount;
|
|
|
- this.events = [];
|
|
|
- this.events.length = frameCount;
|
|
|
-};
|
|
|
-spine.EventTimeline.prototype = {
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, event) {
|
|
|
- this.frames[frameIndex] = event.time;
|
|
|
- this.events[frameIndex] = event;
|
|
|
- },
|
|
|
- /** Fires events for frames > lastTime and <= time. */
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- if (!firedEvents) return;
|
|
|
-
|
|
|
- var frames = this.frames;
|
|
|
- var frameCount = frames.length;
|
|
|
-
|
|
|
- if (lastTime > time) { // Fire events after last time for looped animations.
|
|
|
- this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
|
|
|
- lastTime = -1;
|
|
|
- } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame.
|
|
|
- return;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var frameIndex;
|
|
|
- if (lastTime < frames[0])
|
|
|
- frameIndex = 0;
|
|
|
- else {
|
|
|
- frameIndex = spine.Animation.binarySearch1(frames, lastTime);
|
|
|
- var frame = frames[frameIndex];
|
|
|
- while (frameIndex > 0) { // Fire multiple events with the same frame.
|
|
|
- if (frames[frameIndex - 1] != frame) break;
|
|
|
- frameIndex--;
|
|
|
- }
|
|
|
- }
|
|
|
- var events = this.events;
|
|
|
- for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++)
|
|
|
- firedEvents[firedEvents.length] = events[frameIndex];
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.DrawOrderTimeline = function (frameCount) {
|
|
|
- this.frames = new spine.Float32Array(frameCount); // time, ...
|
|
|
- this.frames.length = frameCount;
|
|
|
- this.drawOrders = [];
|
|
|
- this.drawOrders.length = frameCount;
|
|
|
-};
|
|
|
-spine.DrawOrderTimeline.prototype = {
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, drawOrder) {
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.drawOrders[frameIndex] = drawOrder;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var frameIndex;
|
|
|
- if (time >= frames[frames.length - 1]) // Time is after last frame.
|
|
|
- frameIndex = frames.length - 1;
|
|
|
- else
|
|
|
- frameIndex = spine.Animation.binarySearch1(frames, time) - 1;
|
|
|
-
|
|
|
- var drawOrder = skeleton.drawOrder;
|
|
|
- var slots = skeleton.slots;
|
|
|
- var drawOrderToSetupIndex = this.drawOrders[frameIndex];
|
|
|
- if (!drawOrderToSetupIndex) {
|
|
|
- for (var i = 0, n = slots.length; i < n; i++)
|
|
|
- drawOrder[i] = slots[i];
|
|
|
- } else {
|
|
|
- for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
|
|
|
- drawOrder[i] = skeleton.slots[drawOrderToSetupIndex[i]];
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.FfdTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount);
|
|
|
- this.frames.length = frameCount;
|
|
|
- this.frameVertices = [];
|
|
|
- this.frameVertices.length = frameCount;
|
|
|
-};
|
|
|
-spine.FfdTimeline.prototype = {
|
|
|
- slotIndex: 0,
|
|
|
- attachment: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, vertices) {
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.frameVertices[frameIndex] = vertices;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var slot = skeleton.slots[this.slotIndex];
|
|
|
- var slotAttachment = slot.attachment;
|
|
|
- if (!slotAttachment) return;
|
|
|
- if (slotAttachment != this.attachment && (!slotAttachment.inheritFFD || slotAttachment.parentMesh != this.attachment)) return;
|
|
|
-
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var frameVertices = this.frameVertices;
|
|
|
- var vertexCount = frameVertices[0].length;
|
|
|
-
|
|
|
- var vertices = slot.attachmentVertices;
|
|
|
- if (vertices.length != vertexCount) {
|
|
|
- slot.attachmentVertices = vertices = new spine.Float32Array(vertexCount);
|
|
|
- alpha = 1;
|
|
|
- }
|
|
|
-
|
|
|
- if (time >= frames[frames.length - 1]) { // Time is after last frame.
|
|
|
- var lastVertices = frameVertices[frames.length - 1];
|
|
|
- if (alpha < 1) {
|
|
|
- for (var i = 0; i < vertexCount; i++)
|
|
|
- vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
|
|
|
- } else {
|
|
|
- for (var i = 0; i < vertexCount; i++)
|
|
|
- vertices[i] = lastVertices[i];
|
|
|
- }
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Interpolate between the previous frame and the current frame.
|
|
|
- var frameIndex = spine.Animation.binarySearch1(frames, time);
|
|
|
- var frameTime = frames[frameIndex];
|
|
|
- var percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime);
|
|
|
- percent = this.curves.getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
|
|
|
-
|
|
|
- var prevVertices = frameVertices[frameIndex - 1];
|
|
|
- var nextVertices = frameVertices[frameIndex];
|
|
|
-
|
|
|
- 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;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.IkConstraintTimeline = function (frameCount) {
|
|
|
- this.curves = new spine.Curves(frameCount);
|
|
|
- this.frames = new spine.Float32Array(frameCount * 3); // time, mix, bendDirection, ...
|
|
|
- this.frames.length = frameCount * 3;
|
|
|
-};
|
|
|
-spine.IkConstraintTimeline.prototype = {
|
|
|
- ikConstraintIndex: 0,
|
|
|
- getFrameCount: function () {
|
|
|
- return this.frames.length / 3;
|
|
|
- },
|
|
|
- setFrame: function (frameIndex, time, mix, bendDirection) {
|
|
|
- frameIndex *= 3;
|
|
|
- this.frames[frameIndex] = time;
|
|
|
- this.frames[frameIndex + 1] = mix;
|
|
|
- this.frames[frameIndex + 2] = bendDirection;
|
|
|
- },
|
|
|
- apply: function (skeleton, lastTime, time, firedEvents, alpha) {
|
|
|
- var frames = this.frames;
|
|
|
- if (time < frames[0]) return; // Time is before first frame.
|
|
|
-
|
|
|
- var ikConstraint = skeleton.ikConstraints[this.ikConstraintIndex];
|
|
|
-
|
|
|
- if (time >= frames[frames.length - 3]) { // Time is after last frame.
|
|
|
- ikConstraint.mix += (frames[frames.length - 2] - ikConstraint.mix) * alpha;
|
|
|
- ikConstraint.bendDirection = frames[frames.length - 1];
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Interpolate between the previous frame and the current frame.
|
|
|
- var frameIndex = spine.Animation.binarySearch(frames, time, 3);
|
|
|
- var prevFrameMix = frames[frameIndex + -2/*PREV_FRAME_MIX*/];
|
|
|
- var frameTime = frames[frameIndex];
|
|
|
- var percent = 1 - (time - frameTime) / (frames[frameIndex + -3/*PREV_FRAME_TIME*/] - frameTime);
|
|
|
- percent = this.curves.getCurvePercent(frameIndex / 3 - 1, percent);
|
|
|
-
|
|
|
- var mix = prevFrameMix + (frames[frameIndex + 1/*FRAME_MIX*/] - prevFrameMix) * percent;
|
|
|
- ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
|
|
|
- ikConstraint.bendDirection = frames[frameIndex + -1/*PREV_FRAME_BEND_DIRECTION*/];
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.SkeletonData = function () {
|
|
|
- this.bones = [];
|
|
|
- this.slots = [];
|
|
|
- this.skins = [];
|
|
|
- this.events = [];
|
|
|
- this.animations = [];
|
|
|
- this.ikConstraints = [];
|
|
|
- this.transformConstraints = [];
|
|
|
-};
|
|
|
-spine.SkeletonData.prototype = {
|
|
|
- name: null,
|
|
|
- defaultSkin: null,
|
|
|
- width: 0, height: 0,
|
|
|
- version: null, hash: null,
|
|
|
- /** @return May be null. */
|
|
|
- findBone: function (boneName) {
|
|
|
- var bones = this.bones;
|
|
|
- for (var i = 0, n = bones.length; i < n; i++)
|
|
|
- if (bones[i].name == boneName) return bones[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return -1 if the bone was not found. */
|
|
|
- findBoneIndex: function (boneName) {
|
|
|
- var bones = this.bones;
|
|
|
- for (var i = 0, n = bones.length; i < n; i++)
|
|
|
- if (bones[i].name == boneName) return i;
|
|
|
- return -1;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findSlot: function (slotName) {
|
|
|
- var slots = this.slots;
|
|
|
- for (var i = 0, n = slots.length; i < n; i++) {
|
|
|
- if (slots[i].name == slotName) return slot[i];
|
|
|
- }
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return -1 if the bone was not found. */
|
|
|
- findSlotIndex: function (slotName) {
|
|
|
- var slots = this.slots;
|
|
|
- for (var i = 0, n = slots.length; i < n; i++)
|
|
|
- if (slots[i].name == slotName) return i;
|
|
|
- return -1;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findSkin: function (skinName) {
|
|
|
- var skins = this.skins;
|
|
|
- for (var i = 0, n = skins.length; i < n; i++)
|
|
|
- if (skins[i].name == skinName) return skins[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findEvent: function (eventName) {
|
|
|
- var events = this.events;
|
|
|
- for (var i = 0, n = events.length; i < n; i++)
|
|
|
- if (events[i].name == eventName) return events[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findAnimation: function (animationName) {
|
|
|
- var animations = this.animations;
|
|
|
- for (var i = 0, n = animations.length; i < n; i++)
|
|
|
- if (animations[i].name == animationName) return animations[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findIkConstraint: function (constraintName) {
|
|
|
- var ikConstraints = this.ikConstraints;
|
|
|
- for (var i = 0, n = ikConstraints.length; i < n; i++)
|
|
|
- if (ikConstraints[i].name == constraintName) return ikConstraints[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findTransformConstraints: function (constraintName) {
|
|
|
- var transformConstraints = this.transformConstraints;
|
|
|
- for (var i = 0, n = transformConstraints.length; i < n; i++)
|
|
|
- if (transformConstraints[i].name == constraintName) return transformConstraints[i];
|
|
|
- return null;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.Skeleton = function (skeletonData) {
|
|
|
- this.data = skeletonData;
|
|
|
-
|
|
|
- this.bones = [];
|
|
|
- for (var i = 0, n = skeletonData.bones.length; i < n; i++) {
|
|
|
- var boneData = skeletonData.bones[i];
|
|
|
- var parent = !boneData.parent ? null : this.bones[skeletonData.bones.indexOf(boneData.parent)];
|
|
|
- this.bones[i] = new spine.Bone(boneData, this, parent);
|
|
|
- }
|
|
|
-
|
|
|
- this.slots = [];
|
|
|
- this.drawOrder = [];
|
|
|
- for (var i = 0, n = skeletonData.slots.length; i < n; i++) {
|
|
|
- var slotData = skeletonData.slots[i];
|
|
|
- var bone = this.bones[skeletonData.bones.indexOf(slotData.boneData)];
|
|
|
- var slot = new spine.Slot(slotData, bone);
|
|
|
- this.slots[i] = slot;
|
|
|
- this.drawOrder[i] = slot;
|
|
|
- }
|
|
|
-
|
|
|
- this.ikConstraints = [];
|
|
|
- for (var i = 0, n = skeletonData.ikConstraints.length; i < n; i++)
|
|
|
- this.ikConstraints[i] = new spine.IkConstraint(skeletonData.ikConstraints[i], this);
|
|
|
-
|
|
|
- this.transformConstraints = [];
|
|
|
- for (var i = 0, n = skeletonData.transformConstraints.length; i < n; i++)
|
|
|
- this.transformConstraints[i] = new spine.TransformConstraint(skeletonData.transformConstraints[i], this);
|
|
|
-
|
|
|
- this.cache = [];
|
|
|
- this.updateCache();
|
|
|
-};
|
|
|
-spine.Skeleton.prototype = {
|
|
|
- x: 0, y: 0,
|
|
|
- skin: null,
|
|
|
- r: 1, g: 1, b: 1, a: 1,
|
|
|
- time: 0,
|
|
|
- flipX: false, flipY: false,
|
|
|
- /** Caches information about bones and constraints. Must be called if bones or constraints are added or removed. */
|
|
|
- updateCache: function () {
|
|
|
- var bones = this.bones;
|
|
|
- var updateCache = this.cache;
|
|
|
- var ikConstraints = this.ikConstraints;
|
|
|
- var transformConstraints = this.transformConstraints;
|
|
|
- var ikConstraintsCount = ikConstraints.length;
|
|
|
- var transformConstraintsCount = transformConstraints.length;
|
|
|
- updateCache.length = 0;
|
|
|
-
|
|
|
- for (var i = 0, n = bones.length; i < n; i++) {
|
|
|
- var bone = bones[i];
|
|
|
- updateCache[updateCache.length] = bone;
|
|
|
- for (var ii = 0; ii < ikConstraintsCount; ii++) {
|
|
|
- var ikConstraint = ikConstraints[ii];
|
|
|
- if (bone == ikConstraint.bones[ikConstraint.bones.length - 1]) {
|
|
|
- updateCache[updateCache.length] = ikConstraint;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- for (var i = 0; i < transformConstraintsCount; i++) {
|
|
|
- var transformConstraint = transformConstraints[i];
|
|
|
- for (var ii = updateCache.length - 1; ii >= 0; ii--) {
|
|
|
- var object = updateCache[ii];
|
|
|
- if (object == transformConstraint.bone || object == transformConstraint.target) {
|
|
|
- updateCache.splice(ii + 1, 0, transformConstraint);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- },
|
|
|
- /** Updates the world transform for each bone and applies constraints. */
|
|
|
- updateWorldTransform: function () {
|
|
|
- var updateCache = this.cache;
|
|
|
- for (var i = 0, n = updateCache.length; i < n; i++)
|
|
|
- updateCache[i].update();
|
|
|
- },
|
|
|
- /** Sets the bones, constraints, and slots to their setup pose values. */
|
|
|
- setToSetupPose: function () {
|
|
|
- this.setBonesToSetupPose();
|
|
|
- this.setSlotsToSetupPose();
|
|
|
- },
|
|
|
- /** Sets the bones and constraints to their setup pose values. */
|
|
|
- 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];
|
|
|
- constraint.translateMix = constraint.data.translateMix;
|
|
|
- constraint.x = constraint.data.x;
|
|
|
- constraint.y = constraint.data.y;
|
|
|
- }
|
|
|
- },
|
|
|
- setSlotsToSetupPose: function () {
|
|
|
- var slots = this.slots;
|
|
|
- var drawOrder = this.drawOrder;
|
|
|
- for (var i = 0, n = slots.length; i < n; i++) {
|
|
|
- drawOrder[i] = slots[i];
|
|
|
- slots[i].setToSetupPose(i);
|
|
|
- }
|
|
|
- },
|
|
|
- /** @return May return null. */
|
|
|
- getRootBone: function () {
|
|
|
- return this.bones.length ? this.bones[0] : null;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findBone: function (boneName) {
|
|
|
- var bones = this.bones;
|
|
|
- for (var i = 0, n = bones.length; i < n; i++)
|
|
|
- if (bones[i].data.name == boneName) return bones[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return -1 if the bone was not found. */
|
|
|
- findBoneIndex: function (boneName) {
|
|
|
- var bones = this.bones;
|
|
|
- for (var i = 0, n = bones.length; i < n; i++)
|
|
|
- if (bones[i].data.name == boneName) return i;
|
|
|
- return -1;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findSlot: function (slotName) {
|
|
|
- var slots = this.slots;
|
|
|
- for (var i = 0, n = slots.length; i < n; i++)
|
|
|
- if (slots[i].data.name == slotName) return slots[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return -1 if the bone was not found. */
|
|
|
- findSlotIndex: function (slotName) {
|
|
|
- var slots = this.slots;
|
|
|
- for (var i = 0, n = slots.length; i < n; i++)
|
|
|
- if (slots[i].data.name == slotName) return i;
|
|
|
- return -1;
|
|
|
- },
|
|
|
- setSkinByName: function (skinName) {
|
|
|
- var skin = this.data.findSkin(skinName);
|
|
|
- if (!skin) throw "Skin not found: " + skinName;
|
|
|
- this.setSkin(skin);
|
|
|
- },
|
|
|
- /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default skin}.
|
|
|
- * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was
|
|
|
- * no old skin, each slot's setup mode attachment is attached from the new skin.
|
|
|
- * @param newSkin May be null. */
|
|
|
- setSkin: function (newSkin) {
|
|
|
- if (newSkin) {
|
|
|
- if (this.skin)
|
|
|
- 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 = slot.data.attachmentName;
|
|
|
- if (name) {
|
|
|
- var attachment = newSkin.getAttachment(i, name);
|
|
|
- if (attachment) slot.setAttachment(attachment);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- this.skin = newSkin;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- getAttachmentBySlotName: function (slotName, attachmentName) {
|
|
|
- return this.getAttachmentBySlotIndex(this.data.findSlotIndex(slotName), attachmentName);
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- getAttachmentBySlotIndex: function (slotIndex, attachmentName) {
|
|
|
- if (this.skin) {
|
|
|
- var attachment = this.skin.getAttachment(slotIndex, attachmentName);
|
|
|
- if (attachment) return attachment;
|
|
|
- }
|
|
|
- if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @param attachmentName May be null. */
|
|
|
- setAttachment: function (slotName, attachmentName) {
|
|
|
- var slots = this.slots;
|
|
|
- for (var i = 0, n = slots.length; i < n; i++) {
|
|
|
- var slot = slots[i];
|
|
|
- if (slot.data.name == slotName) {
|
|
|
- var attachment = null;
|
|
|
- if (attachmentName) {
|
|
|
- attachment = this.getAttachmentBySlotIndex(i, attachmentName);
|
|
|
- if (!attachment) throw "Attachment not found: " + attachmentName + ", for slot: " + slotName;
|
|
|
- }
|
|
|
- slot.setAttachment(attachment);
|
|
|
- return;
|
|
|
- }
|
|
|
- }
|
|
|
- throw "Slot not found: " + slotName;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findIkConstraint: function (constraintName) {
|
|
|
- var ikConstraints = this.ikConstraints;
|
|
|
- for (var i = 0, n = ikConstraints.length; i < n; i++)
|
|
|
- if (ikConstraints[i].data.name == constraintName) return ikConstraints[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** @return May be null. */
|
|
|
- findTransformConstraint: function (constraintName) {
|
|
|
- var transformConstraints = this.transformConstraints;
|
|
|
- for (var i = 0, n = transformConstraints.length; i < n; i++)
|
|
|
- if (transformConstraints[i].data.name == constraintName) return transformConstraints[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- update: function (delta) {
|
|
|
- this.time += delta;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.EventData = function (name) {
|
|
|
- this.name = name;
|
|
|
-};
|
|
|
-spine.EventData.prototype = {
|
|
|
- intValue: 0,
|
|
|
- floatValue: 0,
|
|
|
- stringValue: null
|
|
|
-};
|
|
|
-
|
|
|
-spine.Event = function (time, data) {
|
|
|
- this.time = time;
|
|
|
- this.data = data;
|
|
|
-};
|
|
|
-spine.Event.prototype = {
|
|
|
- intValue: 0,
|
|
|
- floatValue: 0,
|
|
|
- stringValue: null
|
|
|
-};
|
|
|
-
|
|
|
-spine.AttachmentType = {
|
|
|
- region: 0,
|
|
|
- boundingbox: 1,
|
|
|
- mesh: 2,
|
|
|
- weightedmesh: 3,
|
|
|
- linkedmesh: 4,
|
|
|
- weightedlinkedmesh: 5
|
|
|
-};
|
|
|
-
|
|
|
-spine.RegionAttachment = function (name) {
|
|
|
- this.name = name;
|
|
|
- this.offset = new spine.Float32Array(8);
|
|
|
- this.offset.length = 8;
|
|
|
- this.uvs = new spine.Float32Array(8);
|
|
|
- this.uvs.length = 8;
|
|
|
-};
|
|
|
-spine.RegionAttachment.prototype = {
|
|
|
- type: spine.AttachmentType.region,
|
|
|
- x: 0, y: 0,
|
|
|
- rotation: 0,
|
|
|
- scaleX: 1, scaleY: 1,
|
|
|
- width: 0, height: 0,
|
|
|
- r: 1, g: 1, b: 1, a: 1,
|
|
|
- path: null,
|
|
|
- rendererObject: null,
|
|
|
- regionOffsetX: 0, regionOffsetY: 0,
|
|
|
- regionWidth: 0, regionHeight: 0,
|
|
|
- regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
|
- setUVs: function (u, v, u2, v2, rotate) {
|
|
|
- var uvs = this.uvs;
|
|
|
- if (rotate) {
|
|
|
- uvs[2/*X2*/] = u;
|
|
|
- uvs[3/*Y2*/] = v2;
|
|
|
- uvs[4/*X3*/] = u;
|
|
|
- uvs[5/*Y3*/] = v;
|
|
|
- uvs[6/*X4*/] = u2;
|
|
|
- uvs[7/*Y4*/] = v;
|
|
|
- uvs[0/*X1*/] = u2;
|
|
|
- uvs[1/*Y1*/] = v2;
|
|
|
- } else {
|
|
|
- uvs[0/*X1*/] = u;
|
|
|
- uvs[1/*Y1*/] = v2;
|
|
|
- uvs[2/*X2*/] = u;
|
|
|
- uvs[3/*Y2*/] = v;
|
|
|
- uvs[4/*X3*/] = u2;
|
|
|
- uvs[5/*Y3*/] = v;
|
|
|
- uvs[6/*X4*/] = u2;
|
|
|
- uvs[7/*Y4*/] = v2;
|
|
|
- }
|
|
|
- },
|
|
|
- updateOffset: function () {
|
|
|
- var regionScaleX = this.width / this.regionOriginalWidth * this.scaleX;
|
|
|
- var regionScaleY = this.height / this.regionOriginalHeight * this.scaleY;
|
|
|
- var localX = -this.width / 2 * this.scaleX + this.regionOffsetX * regionScaleX;
|
|
|
- var localY = -this.height / 2 * this.scaleY + this.regionOffsetY * regionScaleY;
|
|
|
- var localX2 = localX + this.regionWidth * regionScaleX;
|
|
|
- var localY2 = localY + this.regionHeight * regionScaleY;
|
|
|
- var radians = this.rotation * spine.degRad;
|
|
|
- var cos = Math.cos(radians);
|
|
|
- var sin = Math.sin(radians);
|
|
|
- var localXCos = localX * cos + this.x;
|
|
|
- var localXSin = localX * sin;
|
|
|
- var localYCos = localY * cos + this.y;
|
|
|
- var localYSin = localY * sin;
|
|
|
- var localX2Cos = localX2 * cos + this.x;
|
|
|
- var localX2Sin = localX2 * sin;
|
|
|
- var localY2Cos = localY2 * cos + this.y;
|
|
|
- var localY2Sin = localY2 * sin;
|
|
|
- var offset = this.offset;
|
|
|
- offset[0/*X1*/] = localXCos - localYSin;
|
|
|
- offset[1/*Y1*/] = localYCos + localXSin;
|
|
|
- offset[2/*X2*/] = localXCos - localY2Sin;
|
|
|
- offset[3/*Y2*/] = localY2Cos + localXSin;
|
|
|
- offset[4/*X3*/] = localX2Cos - localY2Sin;
|
|
|
- offset[5/*Y3*/] = localY2Cos + localX2Sin;
|
|
|
- offset[6/*X4*/] = localX2Cos - localYSin;
|
|
|
- offset[7/*Y4*/] = localYCos + localX2Sin;
|
|
|
- },
|
|
|
- computeVertices: function (x, y, bone, vertices) {
|
|
|
- x += bone.worldX;
|
|
|
- y += bone.worldY;
|
|
|
- var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
|
|
|
- var offset = this.offset;
|
|
|
- vertices[0/*X1*/] = offset[0/*X1*/] * m00 + offset[1/*Y1*/] * m01 + x;
|
|
|
- vertices[1/*Y1*/] = offset[0/*X1*/] * m10 + offset[1/*Y1*/] * m11 + y;
|
|
|
- vertices[2/*X2*/] = offset[2/*X2*/] * m00 + offset[3/*Y2*/] * m01 + x;
|
|
|
- vertices[3/*Y2*/] = offset[2/*X2*/] * m10 + offset[3/*Y2*/] * m11 + y;
|
|
|
- vertices[4/*X3*/] = offset[4/*X3*/] * m00 + offset[5/*X3*/] * m01 + x;
|
|
|
- vertices[5/*X3*/] = offset[4/*X3*/] * m10 + offset[5/*X3*/] * m11 + y;
|
|
|
- vertices[6/*X4*/] = offset[6/*X4*/] * m00 + offset[7/*Y4*/] * m01 + x;
|
|
|
- vertices[7/*Y4*/] = offset[6/*X4*/] * m10 + offset[7/*Y4*/] * m11 + y;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.MeshAttachment = function (name) {
|
|
|
- this.name = name;
|
|
|
-};
|
|
|
-spine.MeshAttachment.prototype = {
|
|
|
- type: spine.AttachmentType.mesh,
|
|
|
- vertices: null,
|
|
|
- uvs: null,
|
|
|
- regionUVs: null,
|
|
|
- triangles: null,
|
|
|
- hullLength: 0,
|
|
|
- r: 1, g: 1, b: 1, a: 1,
|
|
|
- path: null,
|
|
|
- inheritFFD: true,
|
|
|
- parentMesh: null,
|
|
|
- rendererObject: null,
|
|
|
- regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
|
|
|
- regionOffsetX: 0, regionOffsetY: 0,
|
|
|
- regionWidth: 0, regionHeight: 0,
|
|
|
- regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
|
- edges: null,
|
|
|
- width: 0, height: 0,
|
|
|
- updateUVs: function () {
|
|
|
- var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
|
|
|
- var n = this.regionUVs.length;
|
|
|
- if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n);
|
|
|
- if (this.regionRotate) {
|
|
|
- for (var i = 0; i < n; i += 2) {
|
|
|
- this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
|
|
|
- this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
|
|
|
- }
|
|
|
- } else {
|
|
|
- for (var i = 0; i < n; i += 2) {
|
|
|
- this.uvs[i] = this.regionU + this.regionUVs[i] * width;
|
|
|
- this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
|
|
|
- }
|
|
|
- }
|
|
|
- },
|
|
|
- computeWorldVertices: function (x, y, slot, worldVertices) {
|
|
|
- var bone = slot.bone;
|
|
|
- x += bone.worldX;
|
|
|
- y += bone.worldY;
|
|
|
- var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
|
|
|
- var vertices = this.vertices;
|
|
|
- var verticesCount = vertices.length;
|
|
|
- if (slot.attachmentVertices.length == verticesCount) vertices = slot.attachmentVertices;
|
|
|
- for (var i = 0; i < verticesCount; i += 2) {
|
|
|
- var vx = vertices[i];
|
|
|
- var vy = vertices[i + 1];
|
|
|
- worldVertices[i] = vx * m00 + vy * m01 + x;
|
|
|
- worldVertices[i + 1] = vx * m10 + vy * m11 + y;
|
|
|
- }
|
|
|
- },
|
|
|
- setParentMesh: function (parentMesh) {
|
|
|
- this.parentMesh = parentMesh;
|
|
|
- if (parentMesh) {
|
|
|
- this.vertices = parentMesh.vertices;
|
|
|
- this.regionUVs = parentMesh.regionUVs;
|
|
|
- this.triangles = parentMesh.triangles;
|
|
|
- this.hullLength = parentMesh.hullLength;
|
|
|
- this.edges = parentMesh.edges;
|
|
|
- this.width = parentMesh.width;
|
|
|
- this.height = parentMesh.height;
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.WeightedMeshAttachment = function (name) {
|
|
|
- this.name = name;
|
|
|
-};
|
|
|
-spine.WeightedMeshAttachment.prototype = {
|
|
|
- type: spine.AttachmentType.weightedmesh,
|
|
|
- bones: null,
|
|
|
- weights: null,
|
|
|
- uvs: null,
|
|
|
- regionUVs: null,
|
|
|
- triangles: null,
|
|
|
- hullLength: 0,
|
|
|
- r: 1, g: 1, b: 1, a: 1,
|
|
|
- path: null,
|
|
|
- inheritFFD: true,
|
|
|
- parentMesh: null,
|
|
|
- rendererObject: null,
|
|
|
- regionU: 0, regionV: 0, regionU2: 0, regionV2: 0, regionRotate: false,
|
|
|
- regionOffsetX: 0, regionOffsetY: 0,
|
|
|
- regionWidth: 0, regionHeight: 0,
|
|
|
- regionOriginalWidth: 0, regionOriginalHeight: 0,
|
|
|
- edges: null,
|
|
|
- width: 0, height: 0,
|
|
|
- updateUVs: function (u, v, u2, v2, rotate) {
|
|
|
- var width = this.regionU2 - this.regionU, height = this.regionV2 - this.regionV;
|
|
|
- var n = this.regionUVs.length;
|
|
|
- if (!this.uvs || this.uvs.length != n) this.uvs = new spine.Float32Array(n);
|
|
|
- if (this.regionRotate) {
|
|
|
- for (var i = 0; i < n; i += 2) {
|
|
|
- this.uvs[i] = this.regionU + this.regionUVs[i + 1] * width;
|
|
|
- this.uvs[i + 1] = this.regionV + height - this.regionUVs[i] * height;
|
|
|
- }
|
|
|
- } else {
|
|
|
- for (var i = 0; i < n; i += 2) {
|
|
|
- this.uvs[i] = this.regionU + this.regionUVs[i] * width;
|
|
|
- this.uvs[i + 1] = this.regionV + this.regionUVs[i + 1] * height;
|
|
|
- }
|
|
|
- }
|
|
|
- },
|
|
|
- computeWorldVertices: function (x, y, slot, worldVertices) {
|
|
|
- var skeletonBones = slot.bone.skeleton.bones;
|
|
|
- var weights = this.weights;
|
|
|
- var bones = this.bones;
|
|
|
-
|
|
|
- var w = 0, v = 0, b = 0, f = 0, n = bones.length, nn;
|
|
|
- var wx, wy, bone, vx, vy, weight;
|
|
|
- if (!slot.attachmentVertices.length) {
|
|
|
- for (; v < n; w += 2) {
|
|
|
- wx = 0;
|
|
|
- wy = 0;
|
|
|
- nn = bones[v++] + v;
|
|
|
- for (; v < nn; v++, b += 3) {
|
|
|
- bone = skeletonBones[bones[v]];
|
|
|
- vx = weights[b];
|
|
|
- vy = weights[b + 1];
|
|
|
- weight = weights[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 + x;
|
|
|
- worldVertices[w + 1] = wy + y;
|
|
|
- }
|
|
|
- } else {
|
|
|
- var ffd = slot.attachmentVertices;
|
|
|
- for (; v < n; w += 2) {
|
|
|
- wx = 0;
|
|
|
- wy = 0;
|
|
|
- nn = bones[v++] + v;
|
|
|
- for (; v < nn; v++, b += 3, f += 2) {
|
|
|
- bone = skeletonBones[bones[v]];
|
|
|
- vx = weights[b] + ffd[f];
|
|
|
- vy = weights[b + 1] + ffd[f + 1];
|
|
|
- weight = weights[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 + x;
|
|
|
- worldVertices[w + 1] = wy + y;
|
|
|
- }
|
|
|
- }
|
|
|
- },
|
|
|
- setParentMesh: function (parentMesh) {
|
|
|
- this.parentMesh = parentMesh;
|
|
|
- if (parentMesh) {
|
|
|
- this.bones = parentMesh.bones;
|
|
|
- this.weights = parentMesh.weights;
|
|
|
- this.regionUVs = parentMesh.regionUVs;
|
|
|
- this.triangles = parentMesh.triangles;
|
|
|
- this.hullLength = parentMesh.hullLength;
|
|
|
- this.edges = parentMesh.edges;
|
|
|
- this.width = parentMesh.width;
|
|
|
- this.height = parentMesh.height;
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.BoundingBoxAttachment = function (name) {
|
|
|
- this.name = name;
|
|
|
-};
|
|
|
-spine.BoundingBoxAttachment.prototype = {
|
|
|
- type: spine.AttachmentType.boundingbox,
|
|
|
- computeWorldVertices: function (x, y, bone, worldVertices) {
|
|
|
- x += bone.worldX;
|
|
|
- y += bone.worldY;
|
|
|
- var m00 = bone.a, m01 = bone.b, m10 = bone.c, m11 = bone.d;
|
|
|
- var vertices = this.vertices;
|
|
|
- for (var i = 0, n = vertices.length; i < n; i += 2) {
|
|
|
- var px = vertices[i];
|
|
|
- var py = vertices[i + 1];
|
|
|
- worldVertices[i] = px * m00 + py * m01 + x;
|
|
|
- worldVertices[i + 1] = px * m10 + py * m11 + y;
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.AnimationStateData = function (skeletonData) {
|
|
|
- this.skeletonData = skeletonData;
|
|
|
- this.animationToMixTime = {};
|
|
|
-};
|
|
|
-spine.AnimationStateData.prototype = {
|
|
|
- defaultMix: 0,
|
|
|
- setMixByName: function (fromName, toName, duration) {
|
|
|
- var from = this.skeletonData.findAnimation(fromName);
|
|
|
- if (!from) throw "Animation not found: " + fromName;
|
|
|
- var to = this.skeletonData.findAnimation(toName);
|
|
|
- if (!to) throw "Animation not found: " + toName;
|
|
|
- this.setMix(from, to, duration);
|
|
|
- },
|
|
|
- setMix: function (from, to, duration) {
|
|
|
- this.animationToMixTime[from.name + ":" + to.name] = duration;
|
|
|
- },
|
|
|
- getMix: function (from, to) {
|
|
|
- var key = from.name + ":" + to.name;
|
|
|
- return this.animationToMixTime.hasOwnProperty(key) ? this.animationToMixTime[key] : this.defaultMix;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.TrackEntry = function () {};
|
|
|
-spine.TrackEntry.prototype = {
|
|
|
- next: null, previous: null,
|
|
|
- animation: null,
|
|
|
- loop: false,
|
|
|
- delay: 0, time: 0, lastTime: -1, endTime: 0,
|
|
|
- timeScale: 1,
|
|
|
- mixTime: 0, mixDuration: 0, mix: 1,
|
|
|
- onStart: null, onEnd: null, onComplete: null, onEvent: null
|
|
|
-};
|
|
|
-
|
|
|
-spine.AnimationState = function (stateData) {
|
|
|
- this.data = stateData;
|
|
|
- this.tracks = [];
|
|
|
- this.events = [];
|
|
|
-};
|
|
|
-spine.AnimationState.prototype = {
|
|
|
- onStart: null,
|
|
|
- onEnd: null,
|
|
|
- onComplete: null,
|
|
|
- onEvent: null,
|
|
|
- timeScale: 1,
|
|
|
- update: function (delta) {
|
|
|
- delta *= this.timeScale;
|
|
|
- for (var i = 0; i < this.tracks.length; i++) {
|
|
|
- var current = this.tracks[i];
|
|
|
- if (!current) continue;
|
|
|
-
|
|
|
- current.time += delta * current.timeScale;
|
|
|
- if (current.previous) {
|
|
|
- var previousDelta = delta * current.previous.timeScale;
|
|
|
- current.previous.time += previousDelta;
|
|
|
- current.mixTime += previousDelta;
|
|
|
- }
|
|
|
-
|
|
|
- var next = current.next;
|
|
|
- if (next) {
|
|
|
- next.time = current.lastTime - next.delay;
|
|
|
- if (next.time >= 0) this.setCurrent(i, next);
|
|
|
- } else {
|
|
|
- // End non-looping animation when it reaches its end time and there is no next entry.
|
|
|
- if (!current.loop && current.lastTime >= current.endTime) this.clearTrack(i);
|
|
|
- }
|
|
|
- }
|
|
|
- },
|
|
|
- apply: function (skeleton) {
|
|
|
- for (var i = 0; i < this.tracks.length; i++) {
|
|
|
- var current = this.tracks[i];
|
|
|
- if (!current) continue;
|
|
|
-
|
|
|
- this.events.length = 0;
|
|
|
-
|
|
|
- var time = current.time;
|
|
|
- var lastTime = current.lastTime;
|
|
|
- var endTime = current.endTime;
|
|
|
- var loop = current.loop;
|
|
|
- if (!loop && time > endTime) time = endTime;
|
|
|
-
|
|
|
- var previous = current.previous;
|
|
|
- if (!previous) {
|
|
|
- if (current.mix == 1)
|
|
|
- current.animation.apply(skeleton, current.lastTime, time, loop, this.events);
|
|
|
- else
|
|
|
- current.animation.mix(skeleton, current.lastTime, time, loop, this.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, current.lastTime, time, loop, this.events, alpha);
|
|
|
- }
|
|
|
-
|
|
|
- for (var ii = 0, nn = this.events.length; ii < nn; ii++) {
|
|
|
- var event = this.events[ii];
|
|
|
- if (current.onEvent) current.onEvent(i, event);
|
|
|
- if (this.onEvent) this.onEvent(i, event);
|
|
|
- }
|
|
|
-
|
|
|
- // Check if completed the animation or a loop iteration.
|
|
|
- if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
|
|
|
- var count = Math.floor(time / endTime);
|
|
|
- if (current.onComplete) current.onComplete(i, count);
|
|
|
- if (this.onComplete) this.onComplete(i, count);
|
|
|
- }
|
|
|
-
|
|
|
- current.lastTime = current.time;
|
|
|
- }
|
|
|
- },
|
|
|
- clearTracks: function () {
|
|
|
- for (var i = 0, n = this.tracks.length; i < n; i++)
|
|
|
- this.clearTrack(i);
|
|
|
- this.tracks.length = 0;
|
|
|
- },
|
|
|
- clearTrack: function (trackIndex) {
|
|
|
- if (trackIndex >= this.tracks.length) return;
|
|
|
- var current = this.tracks[trackIndex];
|
|
|
- if (!current) return;
|
|
|
-
|
|
|
- if (current.onEnd) current.onEnd(trackIndex);
|
|
|
- if (this.onEnd) this.onEnd(trackIndex);
|
|
|
-
|
|
|
- this.tracks[trackIndex] = null;
|
|
|
- },
|
|
|
- _expandToIndex: function (index) {
|
|
|
- if (index < this.tracks.length) return this.tracks[index];
|
|
|
- while (index >= this.tracks.length)
|
|
|
- this.tracks[this.tracks.length] = null;
|
|
|
- return null;
|
|
|
- },
|
|
|
- setCurrent: function (index, entry) {
|
|
|
- var current = this._expandToIndex(index);
|
|
|
- if (current) {
|
|
|
- var previous = current.previous;
|
|
|
- current.previous = null;
|
|
|
-
|
|
|
- if (current.onEnd) current.onEnd(index);
|
|
|
- if (this.onEnd) this.onEnd(index);
|
|
|
-
|
|
|
- entry.mixDuration = this.data.getMix(current.animation, entry.animation);
|
|
|
- if (entry.mixDuration > 0) {
|
|
|
- entry.mixTime = 0;
|
|
|
- // If a mix is in progress, mix from the closest animation.
|
|
|
- if (previous && current.mixTime / current.mixDuration < 0.5)
|
|
|
- entry.previous = previous;
|
|
|
- else
|
|
|
- entry.previous = current;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- this.tracks[index] = entry;
|
|
|
-
|
|
|
- if (entry.onStart) entry.onStart(index);
|
|
|
- if (this.onStart) this.onStart(index);
|
|
|
- },
|
|
|
- setAnimationByName: function (trackIndex, animationName, loop) {
|
|
|
- var animation = this.data.skeletonData.findAnimation(animationName);
|
|
|
- if (!animation) throw "Animation not found: " + animationName;
|
|
|
- return this.setAnimation(trackIndex, animation, loop);
|
|
|
- },
|
|
|
- /** Set the current animation. Any queued animations are cleared. */
|
|
|
- setAnimation: function (trackIndex, animation, loop) {
|
|
|
- var entry = new spine.TrackEntry();
|
|
|
- entry.animation = animation;
|
|
|
- entry.loop = loop;
|
|
|
- entry.endTime = animation.duration;
|
|
|
- this.setCurrent(trackIndex, entry);
|
|
|
- return entry;
|
|
|
- },
|
|
|
- addAnimationByName: function (trackIndex, animationName, loop, delay) {
|
|
|
- var animation = this.data.skeletonData.findAnimation(animationName);
|
|
|
- if (!animation) throw "Animation not found: " + animationName;
|
|
|
- return this.addAnimation(trackIndex, animation, loop, delay);
|
|
|
- },
|
|
|
- /** Adds an animation to be played delay seconds after the current or last queued animation.
|
|
|
- * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
|
|
- addAnimation: function (trackIndex, animation, loop, delay) {
|
|
|
- var entry = new spine.TrackEntry();
|
|
|
- entry.animation = animation;
|
|
|
- entry.loop = loop;
|
|
|
- entry.endTime = animation.duration;
|
|
|
-
|
|
|
- var last = this._expandToIndex(trackIndex);
|
|
|
- if (last) {
|
|
|
- while (last.next)
|
|
|
- last = last.next;
|
|
|
- last.next = entry;
|
|
|
- } else
|
|
|
- this.tracks[trackIndex] = entry;
|
|
|
-
|
|
|
- if (delay <= 0) {
|
|
|
- if (last)
|
|
|
- delay += last.endTime - this.data.getMix(last.animation, animation);
|
|
|
- else
|
|
|
- delay = 0;
|
|
|
- }
|
|
|
- entry.delay = delay;
|
|
|
-
|
|
|
- return entry;
|
|
|
- },
|
|
|
- /** May be null. */
|
|
|
- getCurrent: function (trackIndex) {
|
|
|
- if (trackIndex >= this.tracks.length) return null;
|
|
|
- return this.tracks[trackIndex];
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.SkeletonJson = function (attachmentLoader) {
|
|
|
- this.attachmentLoader = attachmentLoader;
|
|
|
- this.linkedMeshes = [];
|
|
|
-};
|
|
|
-spine.SkeletonJson.prototype = {
|
|
|
- scale: 1,
|
|
|
- readSkeletonData: function (root, name) {
|
|
|
- var skeletonData = new spine.SkeletonData();
|
|
|
- skeletonData.name = name;
|
|
|
-
|
|
|
- // Skeleton.
|
|
|
- var skeletonMap = root["skeleton"];
|
|
|
- if (skeletonMap) {
|
|
|
- skeletonData.hash = skeletonMap["hash"];
|
|
|
- skeletonData.version = skeletonMap["spine"];
|
|
|
- skeletonData.width = skeletonMap["width"] || 0;
|
|
|
- skeletonData.height = skeletonMap["height"] || 0;
|
|
|
- }
|
|
|
-
|
|
|
- // Bones.
|
|
|
- var bones = root["bones"];
|
|
|
- for (var i = 0, n = bones.length; i < n; i++) {
|
|
|
- var boneMap = bones[i];
|
|
|
- var parent = null;
|
|
|
- if (boneMap["parent"]) {
|
|
|
- parent = skeletonData.findBone(boneMap["parent"]);
|
|
|
- if (!parent) throw "Parent bone not found: " + boneMap["parent"];
|
|
|
- }
|
|
|
- var boneData = new spine.BoneData(boneMap["name"], parent);
|
|
|
- boneData.length = (boneMap["length"] || 0) * this.scale;
|
|
|
- boneData.x = (boneMap["x"] || 0) * this.scale;
|
|
|
- boneData.y = (boneMap["y"] || 0) * this.scale;
|
|
|
- boneData.rotation = (boneMap["rotation"] || 0);
|
|
|
- boneData.scaleX = boneMap.hasOwnProperty("scaleX") ? boneMap["scaleX"] : 1;
|
|
|
- boneData.scaleY = boneMap.hasOwnProperty("scaleY") ? boneMap["scaleY"] : 1;
|
|
|
- boneData.inheritScale = boneMap.hasOwnProperty("inheritScale") ? boneMap["inheritScale"] : true;
|
|
|
- boneData.inheritRotation = boneMap.hasOwnProperty("inheritRotation") ? boneMap["inheritRotation"] : true;
|
|
|
- skeletonData.bones[i] = boneData;
|
|
|
- }
|
|
|
-
|
|
|
- // IK constraints.
|
|
|
- var ik = root["ik"];
|
|
|
- if (ik) {
|
|
|
- for (var i = 0, n = ik.length; i < n; i++) {
|
|
|
- var ikMap = ik[i];
|
|
|
- var ikConstraintData = new spine.IkConstraintData(ikMap["name"]);
|
|
|
-
|
|
|
- var bones = ikMap["bones"];
|
|
|
- for (var ii = 0, nn = bones.length; ii < nn; ii++) {
|
|
|
- var bone = skeletonData.findBone(bones[ii]);
|
|
|
- if (!bone) throw "IK bone not found: " + bones[ii];
|
|
|
- ikConstraintData.bones[ii] = bone;
|
|
|
- }
|
|
|
-
|
|
|
- ikConstraintData.target = skeletonData.findBone(ikMap["target"]);
|
|
|
- if (!ikConstraintData.target) throw "Target bone not found: " + ikMap["target"];
|
|
|
-
|
|
|
- ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1;
|
|
|
- ikConstraintData.mix = ikMap.hasOwnProperty("mix") ? ikMap["mix"] : 1;
|
|
|
-
|
|
|
- skeletonData.ikConstraints[i] = ikConstraintData;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Transform constraints.
|
|
|
- var transform = root["transform"];
|
|
|
- if (transform) {
|
|
|
- for (var i = 0, n = transform.length; i < n; i++) {
|
|
|
- var transformMap = transform[i];
|
|
|
- var transformConstraintData = new spine.TransformConstraintData(transformMap["name"]);
|
|
|
-
|
|
|
- transformConstraintData.bone = skeletonData.findBone(transformMap["bone"]);
|
|
|
- if (!transformConstraintData.bone) throw "Bone not found: " + transformMap["bone"];
|
|
|
-
|
|
|
- transformConstraintData.target = skeletonData.findBone(transformMap["target"]);
|
|
|
- if (!transformConstraintData.target) throw "Target bone not found: " + transformMap["target"];
|
|
|
-
|
|
|
- transformConstraintData.mix = transformMap.hasOwnProperty("translateMix") ? ikMap["translateMix"] : 1;
|
|
|
- transformConstraintData.x = (transformMap["x"] || 0) * this.scale;
|
|
|
- transformConstraintData.y = (transformMap["y"] || 0) * this.scale;
|
|
|
-
|
|
|
- skeletonData.transformConstraints[i] = transformConstraintData;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Slots.
|
|
|
- var slots = root["slots"];
|
|
|
- for (var i = 0, n = slots.length; i < n; i++) {
|
|
|
- var slotMap = slots[i];
|
|
|
- var boneData = skeletonData.findBone(slotMap["bone"]);
|
|
|
- if (!boneData) throw "Slot bone not found: " + slotMap["bone"];
|
|
|
- var slotData = new spine.SlotData(slotMap["name"], boneData);
|
|
|
-
|
|
|
- var color = slotMap["color"];
|
|
|
- if (color) {
|
|
|
- slotData.r = this.toColor(color, 0);
|
|
|
- slotData.g = this.toColor(color, 1);
|
|
|
- slotData.b = this.toColor(color, 2);
|
|
|
- slotData.a = this.toColor(color, 3);
|
|
|
- }
|
|
|
-
|
|
|
- slotData.attachmentName = slotMap["attachment"];
|
|
|
- slotData.blendMode = spine.BlendMode[slotMap["blend"] || "normal"];
|
|
|
-
|
|
|
- skeletonData.slots[i] = slotData;
|
|
|
- }
|
|
|
-
|
|
|
- // Skins.
|
|
|
- var skins = root["skins"];
|
|
|
- for (var skinName in skins) {
|
|
|
- if (!skins.hasOwnProperty(skinName)) continue;
|
|
|
- var skinMap = skins[skinName];
|
|
|
- var skin = new spine.Skin(skinName);
|
|
|
- for (var slotName in skinMap) {
|
|
|
- if (!skinMap.hasOwnProperty(slotName)) continue;
|
|
|
- var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
- var slotEntry = skinMap[slotName];
|
|
|
- for (var attachmentName in slotEntry) {
|
|
|
- if (!slotEntry.hasOwnProperty(attachmentName)) continue;
|
|
|
- var attachment = this.readAttachment(skin, slotIndex, attachmentName, slotEntry[attachmentName]);
|
|
|
- if (attachment) skin.addAttachment(slotIndex, attachmentName, attachment);
|
|
|
- }
|
|
|
- }
|
|
|
- skeletonData.skins[skeletonData.skins.length] = skin;
|
|
|
- if (skin.name == "default") skeletonData.defaultSkin = skin;
|
|
|
- }
|
|
|
-
|
|
|
- // Linked meshes.
|
|
|
- for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
|
|
|
- var linkedMesh = this.linkedMeshes[i];
|
|
|
- var skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
|
|
|
- if (!skin) throw "Skin not found: " + linkedMesh.skin;
|
|
|
- var parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
|
|
|
- if (!parent) throw "Parent mesh not found: " + linkedMesh.parent;
|
|
|
- linkedMesh.mesh.setParentMesh(parent);
|
|
|
- linkedMesh.mesh.updateUVs();
|
|
|
- }
|
|
|
- this.linkedMeshes.length = 0;
|
|
|
-
|
|
|
- // Events.
|
|
|
- var events = root["events"];
|
|
|
- for (var eventName in events) {
|
|
|
- if (!events.hasOwnProperty(eventName)) continue;
|
|
|
- var eventMap = events[eventName];
|
|
|
- var eventData = new spine.EventData(eventName);
|
|
|
- eventData.intValue = eventMap["int"] || 0;
|
|
|
- eventData.floatValue = eventMap["float"] || 0;
|
|
|
- eventData.stringValue = eventMap["string"] || null;
|
|
|
- skeletonData.events[skeletonData.events.length] = eventData;
|
|
|
- }
|
|
|
-
|
|
|
- // Animations.
|
|
|
- var animations = root["animations"];
|
|
|
- for (var animationName in animations) {
|
|
|
- if (!animations.hasOwnProperty(animationName)) continue;
|
|
|
- this.readAnimation(animationName, animations[animationName], skeletonData);
|
|
|
- }
|
|
|
-
|
|
|
- return skeletonData;
|
|
|
- },
|
|
|
- readAttachment: function (skin, slotIndex, name, map) {
|
|
|
- name = map["name"] || name;
|
|
|
-
|
|
|
- var type = map["type"] || "region";
|
|
|
- if (type == "skinnedmesh") type = "weightedmesh";
|
|
|
- type = spine.AttachmentType[type];
|
|
|
- var path = map["path"] || name;
|
|
|
-
|
|
|
- var scale = this.scale;
|
|
|
- switch (type) {
|
|
|
- case spine.AttachmentType.region:
|
|
|
- var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
|
|
|
- if (!region) return null;
|
|
|
- region.path = path;
|
|
|
- region.x = (map["x"] || 0) * scale;
|
|
|
- region.y = (map["y"] || 0) * scale;
|
|
|
- region.scaleX = map.hasOwnProperty("scaleX") ? map["scaleX"] : 1;
|
|
|
- region.scaleY = map.hasOwnProperty("scaleY") ? map["scaleY"] : 1;
|
|
|
- region.rotation = map["rotation"] || 0;
|
|
|
- region.width = (map["width"] || 0) * scale;
|
|
|
- region.height = (map["height"] || 0) * scale;
|
|
|
-
|
|
|
- var color = map["color"];
|
|
|
- if (color) {
|
|
|
- region.r = this.toColor(color, 0);
|
|
|
- region.g = this.toColor(color, 1);
|
|
|
- region.b = this.toColor(color, 2);
|
|
|
- region.a = this.toColor(color, 3);
|
|
|
- }
|
|
|
-
|
|
|
- region.updateOffset();
|
|
|
- return region;
|
|
|
- case spine.AttachmentType.mesh:
|
|
|
- case spine.AttachmentType.linkedmesh:
|
|
|
- var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
|
|
|
- if (!mesh) return null;
|
|
|
- mesh.path = path;
|
|
|
-
|
|
|
- color = map["color"];
|
|
|
- if (color) {
|
|
|
- mesh.r = this.toColor(color, 0);
|
|
|
- mesh.g = this.toColor(color, 1);
|
|
|
- mesh.b = this.toColor(color, 2);
|
|
|
- mesh.a = this.toColor(color, 3);
|
|
|
- }
|
|
|
-
|
|
|
- mesh.width = (map["width"] || 0) * scale;
|
|
|
- mesh.height = (map["height"] || 0) * scale;
|
|
|
-
|
|
|
- if (!map["parent"]) {
|
|
|
- mesh.vertices = this.getFloatArray(map, "vertices", scale);
|
|
|
- mesh.triangles = this.getUint32Array(map, "triangles");
|
|
|
- mesh.regionUVs = this.getFloatArray(map, "uvs", 1);
|
|
|
- mesh.updateUVs();
|
|
|
-
|
|
|
- mesh.hullLength = (map["hull"] || 0) * 2;
|
|
|
- if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges");
|
|
|
- } else {
|
|
|
- mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true;
|
|
|
- this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]};
|
|
|
- }
|
|
|
- return mesh;
|
|
|
- case spine.AttachmentType.weightedmesh:
|
|
|
- case spine.AttachmentType.weightedlinkedmesh:
|
|
|
- var mesh = this.attachmentLoader.newWeightedMeshAttachment(skin, name, path);
|
|
|
- if (!mesh) return null;
|
|
|
- mesh.path = path;
|
|
|
-
|
|
|
- color = map["color"];
|
|
|
- if (color) {
|
|
|
- mesh.r = this.toColor(color, 0);
|
|
|
- mesh.g = this.toColor(color, 1);
|
|
|
- mesh.b = this.toColor(color, 2);
|
|
|
- mesh.a = this.toColor(color, 3);
|
|
|
- }
|
|
|
-
|
|
|
- mesh.width = (map["width"] || 0) * scale;
|
|
|
- mesh.height = (map["height"] || 0) * scale;
|
|
|
-
|
|
|
- if (!map["parent"]) {
|
|
|
- var uvs = this.getFloatArray(map, "uvs", 1);
|
|
|
- var vertices = this.getFloatArray(map, "vertices", 1);
|
|
|
- var weights = new spine.Float32Array(uvs.length * 3 * 3);
|
|
|
- var bones = new spine.Uint32Array(uvs.length * 3);
|
|
|
- for (var i = 0, b = 0, w = 0, n = vertices.length; i < n; ) {
|
|
|
- var boneCount = vertices[i++] | 0;
|
|
|
- bones[b++] = boneCount;
|
|
|
- for (var nn = i + boneCount * 4; i < nn; ) {
|
|
|
- bones[b++] = vertices[i];
|
|
|
- weights[w++] = vertices[i + 1] * scale;
|
|
|
- weights[w++] = vertices[i + 2] * scale;
|
|
|
- weights[w++] = vertices[i + 3];
|
|
|
- i += 4;
|
|
|
- }
|
|
|
- }
|
|
|
- mesh.bones = bones;
|
|
|
- mesh.weights = weights;
|
|
|
- mesh.triangles = this.getUint32Array(map, "triangles");
|
|
|
- mesh.regionUVs = uvs;
|
|
|
- mesh.updateUVs();
|
|
|
-
|
|
|
- mesh.hullLength = (map["hull"] || 0) * 2;
|
|
|
- if (map["edges"]) mesh.edges = this.getUint16Array(map, "edges");
|
|
|
- } else {
|
|
|
- mesh.inheritFFD = map.hasOwnProperty("ffd") ? map["ffd"] : true;
|
|
|
- this.linkedMeshes[this.linkedMeshes.length] = {mesh: mesh, skin: map["skin"], slotIndex: slotIndex, parent: map["parent"]};
|
|
|
- }
|
|
|
- return mesh;
|
|
|
- case spine.AttachmentType.boundingbox:
|
|
|
- var attachment = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
|
|
|
- var vertices = map["vertices"];
|
|
|
- attachment.vertices = new spine.Float32Array(vertices.length);
|
|
|
- for (var i = 0, n = vertices.length; i < n; i++)
|
|
|
- attachment.vertices[i] = vertices[i] * scale;
|
|
|
- return attachment;
|
|
|
- }
|
|
|
- throw "Unknown attachment type: " + type;
|
|
|
- },
|
|
|
- readAnimation: function (name, map, skeletonData) {
|
|
|
- var timelines = [];
|
|
|
- var duration = 0;
|
|
|
-
|
|
|
- var slots = map["slots"];
|
|
|
- for (var slotName in slots) {
|
|
|
- if (!slots.hasOwnProperty(slotName)) continue;
|
|
|
- var slotMap = slots[slotName];
|
|
|
- var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
-
|
|
|
- for (var timelineName in slotMap) {
|
|
|
- if (!slotMap.hasOwnProperty(timelineName)) continue;
|
|
|
- var values = slotMap[timelineName];
|
|
|
- if (timelineName == "color") {
|
|
|
- var timeline = new spine.ColorTimeline(values.length);
|
|
|
- timeline.slotIndex = slotIndex;
|
|
|
-
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = values.length; i < n; i++) {
|
|
|
- var valueMap = values[i];
|
|
|
- var color = valueMap["color"];
|
|
|
- var r = this.toColor(color, 0);
|
|
|
- var g = this.toColor(color, 1);
|
|
|
- var b = this.toColor(color, 2);
|
|
|
- var a = this.toColor(color, 3);
|
|
|
- timeline.setFrame(frameIndex, valueMap["time"], r, g, b, a);
|
|
|
- this.readCurve(timeline, frameIndex, valueMap);
|
|
|
- frameIndex++;
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 5 - 5]);
|
|
|
-
|
|
|
- } else if (timelineName == "attachment") {
|
|
|
- var timeline = new spine.AttachmentTimeline(values.length);
|
|
|
- timeline.slotIndex = slotIndex;
|
|
|
-
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = values.length; i < n; i++) {
|
|
|
- var valueMap = values[i];
|
|
|
- timeline.setFrame(frameIndex++, valueMap["time"], valueMap["name"]);
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
-
|
|
|
- } else
|
|
|
- throw "Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")";
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- var bones = map["bones"];
|
|
|
- for (var boneName in bones) {
|
|
|
- if (!bones.hasOwnProperty(boneName)) continue;
|
|
|
- var boneIndex = skeletonData.findBoneIndex(boneName);
|
|
|
- if (boneIndex == -1) throw "Bone not found: " + boneName;
|
|
|
- var boneMap = bones[boneName];
|
|
|
-
|
|
|
- for (var timelineName in boneMap) {
|
|
|
- if (!boneMap.hasOwnProperty(timelineName)) continue;
|
|
|
- var values = boneMap[timelineName];
|
|
|
- if (timelineName == "rotate") {
|
|
|
- var timeline = new spine.RotateTimeline(values.length);
|
|
|
- timeline.boneIndex = boneIndex;
|
|
|
-
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = values.length; i < n; i++) {
|
|
|
- var valueMap = values[i];
|
|
|
- timeline.setFrame(frameIndex, valueMap["time"], valueMap["angle"]);
|
|
|
- this.readCurve(timeline, frameIndex, valueMap);
|
|
|
- frameIndex++;
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 2 - 2]);
|
|
|
-
|
|
|
- } else if (timelineName == "translate" || timelineName == "scale") {
|
|
|
- var timeline;
|
|
|
- var timelineScale = 1;
|
|
|
- if (timelineName == "scale")
|
|
|
- timeline = new spine.ScaleTimeline(values.length);
|
|
|
- else {
|
|
|
- timeline = new spine.TranslateTimeline(values.length);
|
|
|
- timelineScale = this.scale;
|
|
|
- }
|
|
|
- timeline.boneIndex = boneIndex;
|
|
|
-
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = values.length; i < n; i++) {
|
|
|
- var valueMap = values[i];
|
|
|
- var x = (valueMap["x"] || 0) * timelineScale;
|
|
|
- var y = (valueMap["y"] || 0) * timelineScale;
|
|
|
- timeline.setFrame(frameIndex, valueMap["time"], x, y);
|
|
|
- this.readCurve(timeline, frameIndex, valueMap);
|
|
|
- frameIndex++;
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
-
|
|
|
- } else
|
|
|
- throw "Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")";
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- var ikMap = map["ik"];
|
|
|
- for (var ikConstraintName in ikMap) {
|
|
|
- if (!ikMap.hasOwnProperty(ikConstraintName)) continue;
|
|
|
- var ikConstraint = skeletonData.findIkConstraint(ikConstraintName);
|
|
|
- var values = ikMap[ikConstraintName];
|
|
|
- var timeline = new spine.IkConstraintTimeline(values.length);
|
|
|
- timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = values.length; i < n; i++) {
|
|
|
- var valueMap = values[i];
|
|
|
- var mix = valueMap.hasOwnProperty("mix") ? valueMap["mix"] : 1;
|
|
|
- var bendDirection = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
|
|
|
- timeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
|
|
|
- this.readCurve(timeline, frameIndex, valueMap);
|
|
|
- frameIndex++;
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() * 3 - 3]);
|
|
|
- }
|
|
|
-
|
|
|
- var ffd = map["ffd"];
|
|
|
- for (var skinName in ffd) {
|
|
|
- var skin = skeletonData.findSkin(skinName);
|
|
|
- var slotMap = ffd[skinName];
|
|
|
- for (slotName in slotMap) {
|
|
|
- var slotIndex = skeletonData.findSlotIndex(slotName);
|
|
|
- var meshMap = slotMap[slotName];
|
|
|
- for (var meshName in meshMap) {
|
|
|
- var values = meshMap[meshName];
|
|
|
- var timeline = new spine.FfdTimeline(values.length);
|
|
|
- var attachment = skin.getAttachment(slotIndex, meshName);
|
|
|
- if (!attachment) throw "FFD attachment not found: " + meshName;
|
|
|
- timeline.slotIndex = slotIndex;
|
|
|
- timeline.attachment = attachment;
|
|
|
-
|
|
|
- var isMesh = attachment.type == spine.AttachmentType.mesh;
|
|
|
- var vertexCount;
|
|
|
- if (isMesh)
|
|
|
- vertexCount = attachment.vertices.length;
|
|
|
- else
|
|
|
- vertexCount = attachment.weights.length / 3 * 2;
|
|
|
-
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = values.length; i < n; i++) {
|
|
|
- var valueMap = values[i];
|
|
|
- var vertices;
|
|
|
- if (!valueMap["vertices"]) {
|
|
|
- if (isMesh)
|
|
|
- vertices = attachment.vertices;
|
|
|
- else {
|
|
|
- vertices = new spine.Float32Array(vertexCount);
|
|
|
- vertices.length = vertexCount;
|
|
|
- }
|
|
|
- } else {
|
|
|
- var verticesValue = valueMap["vertices"];
|
|
|
- var vertices = new spine.Float32Array(vertexCount);
|
|
|
- vertices.length = vertexCount;
|
|
|
- var start = valueMap["offset"] || 0;
|
|
|
- var nn = verticesValue.length;
|
|
|
- if (this.scale == 1) {
|
|
|
- for (var ii = 0; ii < nn; ii++)
|
|
|
- vertices[ii + start] = verticesValue[ii];
|
|
|
- } else {
|
|
|
- for (var ii = 0; ii < nn; ii++)
|
|
|
- vertices[ii + start] = verticesValue[ii] * this.scale;
|
|
|
- }
|
|
|
- if (isMesh) {
|
|
|
- var meshVertices = attachment.vertices;
|
|
|
- for (var ii = 0, nn = vertices.length; ii < nn; ii++)
|
|
|
- vertices[ii] += meshVertices[ii];
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- timeline.setFrame(frameIndex, valueMap["time"], vertices);
|
|
|
- this.readCurve(timeline, frameIndex, valueMap);
|
|
|
- frameIndex++;
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- var drawOrderValues = map["drawOrder"];
|
|
|
- if (!drawOrderValues) drawOrderValues = map["draworder"];
|
|
|
- if (drawOrderValues) {
|
|
|
- var timeline = new spine.DrawOrderTimeline(drawOrderValues.length);
|
|
|
- var slotCount = skeletonData.slots.length;
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = drawOrderValues.length; i < n; i++) {
|
|
|
- var drawOrderMap = drawOrderValues[i];
|
|
|
- var drawOrder = null;
|
|
|
- if (drawOrderMap["offsets"]) {
|
|
|
- drawOrder = new spine.Uint32Array(slotCount);
|
|
|
- drawOrder.length = slotCount;
|
|
|
- for (var ii = slotCount - 1; ii >= 0; ii--)
|
|
|
- drawOrder[ii] = 4294967295;
|
|
|
- var offsets = drawOrderMap["offsets"];
|
|
|
- var unchanged = new spine.Uint32Array(slotCount - offsets.length);
|
|
|
- unchanged.length = slotCount - offsets.length;
|
|
|
- var originalIndex = 0, unchangedIndex = 0;
|
|
|
- for (var ii = 0, nn = offsets.length; ii < nn; ii++) {
|
|
|
- var offsetMap = offsets[ii];
|
|
|
- var slotIndex = skeletonData.findSlotIndex(offsetMap["slot"]);
|
|
|
- if (slotIndex == -1) throw "Slot not found: " + offsetMap["slot"];
|
|
|
- // Collect unchanged items.
|
|
|
- while (originalIndex != slotIndex)
|
|
|
- unchanged[unchangedIndex++] = originalIndex++;
|
|
|
- // Set changed items.
|
|
|
- drawOrder[originalIndex + offsetMap["offset"]] = originalIndex++;
|
|
|
- }
|
|
|
- // Collect remaining unchanged items.
|
|
|
- while (originalIndex < slotCount)
|
|
|
- unchanged[unchangedIndex++] = originalIndex++;
|
|
|
- // Fill in unchanged items.
|
|
|
- for (var ii = slotCount - 1; ii >= 0; ii--)
|
|
|
- if (drawOrder[ii] == 4294967295) drawOrder[ii] = unchanged[--unchangedIndex];
|
|
|
- }
|
|
|
- timeline.setFrame(frameIndex++, drawOrderMap["time"], drawOrder);
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
- }
|
|
|
-
|
|
|
- var events = map["events"];
|
|
|
- if (events) {
|
|
|
- var timeline = new spine.EventTimeline(events.length);
|
|
|
- var frameIndex = 0;
|
|
|
- for (var i = 0, n = events.length; i < n; i++) {
|
|
|
- var eventMap = events[i];
|
|
|
- var eventData = skeletonData.findEvent(eventMap["name"]);
|
|
|
- if (!eventData) throw "Event not found: " + eventMap["name"];
|
|
|
- var event = new spine.Event(eventMap["time"], eventData);
|
|
|
- event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
|
|
|
- event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
|
|
|
- event.stringValue = eventMap.hasOwnProperty("string") ? eventMap["string"] : eventData.stringValue;
|
|
|
- timeline.setFrame(frameIndex++, event);
|
|
|
- }
|
|
|
- timelines[timelines.length] = timeline;
|
|
|
- duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
|
|
|
- }
|
|
|
-
|
|
|
- skeletonData.animations[skeletonData.animations.length] = new spine.Animation(name, timelines, duration);
|
|
|
- },
|
|
|
- readCurve: function (timeline, frameIndex, valueMap) {
|
|
|
- var curve = valueMap["curve"];
|
|
|
- if (!curve)
|
|
|
- timeline.curves.setLinear(frameIndex);
|
|
|
- else if (curve == "stepped")
|
|
|
- timeline.curves.setStepped(frameIndex);
|
|
|
- else if (curve instanceof Array)
|
|
|
- timeline.curves.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
|
|
|
- },
|
|
|
- toColor: function (hexString, colorIndex) {
|
|
|
- if (hexString.length != 8) throw "Color hexidecimal length must be 8, recieved: " + hexString;
|
|
|
- return parseInt(hexString.substring(colorIndex * 2, (colorIndex * 2) + 2), 16) / 255;
|
|
|
- },
|
|
|
- getFloatArray: function (map, name, scale) {
|
|
|
- var list = map[name];
|
|
|
- var values = new spine.Float32Array(list.length);
|
|
|
- var i = 0, n = list.length;
|
|
|
- if (scale == 1) {
|
|
|
- for (; i < n; i++)
|
|
|
- values[i] = list[i];
|
|
|
- } else {
|
|
|
- for (; i < n; i++)
|
|
|
- values[i] = list[i] * scale;
|
|
|
- }
|
|
|
- return values;
|
|
|
- },
|
|
|
- getUint32Array: function (map, name) {
|
|
|
- var list = map[name];
|
|
|
- var values = new spine.Uint32Array(list.length);
|
|
|
- for (var i = 0, n = list.length; i < n; i++)
|
|
|
- values[i] = list[i] | 0;
|
|
|
- return values;
|
|
|
- },
|
|
|
- getUint16Array: function (map, name) {
|
|
|
- var list = map[name];
|
|
|
- var values = new spine.Uint16Array(list.length);
|
|
|
- for (var i = 0, n = list.length; i < n; i++)
|
|
|
- values[i] = list[i] | 0;
|
|
|
- return values;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.Atlas = function (atlasText, textureLoader) {
|
|
|
- this.textureLoader = textureLoader;
|
|
|
- this.pages = [];
|
|
|
- this.regions = [];
|
|
|
-
|
|
|
- var reader = new spine.AtlasReader(atlasText);
|
|
|
- var tuple = [];
|
|
|
- tuple.length = 4;
|
|
|
- var page = null;
|
|
|
- while (true) {
|
|
|
- var line = reader.readLine();
|
|
|
- if (line === null) break;
|
|
|
- line = reader.trim(line);
|
|
|
- if (!line.length)
|
|
|
- page = null;
|
|
|
- else if (!page) {
|
|
|
- page = new spine.AtlasPage();
|
|
|
- page.name = line;
|
|
|
-
|
|
|
- if (reader.readTuple(tuple) == 2) { // size is only optional for an atlas packed with an old TexturePacker.
|
|
|
- page.width = parseInt(tuple[0]);
|
|
|
- page.height = parseInt(tuple[1]);
|
|
|
- reader.readTuple(tuple);
|
|
|
- }
|
|
|
- page.format = spine.Atlas.Format[tuple[0]];
|
|
|
-
|
|
|
- reader.readTuple(tuple);
|
|
|
- page.minFilter = spine.Atlas.TextureFilter[tuple[0]];
|
|
|
- page.magFilter = spine.Atlas.TextureFilter[tuple[1]];
|
|
|
-
|
|
|
- var direction = reader.readValue();
|
|
|
- page.uWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
|
- page.vWrap = spine.Atlas.TextureWrap.clampToEdge;
|
|
|
- if (direction == "x")
|
|
|
- page.uWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
- else if (direction == "y")
|
|
|
- page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
- else if (direction == "xy")
|
|
|
- page.uWrap = page.vWrap = spine.Atlas.TextureWrap.repeat;
|
|
|
-
|
|
|
- textureLoader.load(page, line, this);
|
|
|
-
|
|
|
- this.pages[this.pages.length] = page;
|
|
|
-
|
|
|
- } else {
|
|
|
- var region = new spine.AtlasRegion();
|
|
|
- region.name = line;
|
|
|
- region.page = page;
|
|
|
-
|
|
|
- region.rotate = reader.readValue() == "true";
|
|
|
-
|
|
|
- reader.readTuple(tuple);
|
|
|
- var x = parseInt(tuple[0]);
|
|
|
- var y = parseInt(tuple[1]);
|
|
|
-
|
|
|
- reader.readTuple(tuple);
|
|
|
- var width = parseInt(tuple[0]);
|
|
|
- var height = parseInt(tuple[1]);
|
|
|
-
|
|
|
- region.u = x / page.width;
|
|
|
- region.v = y / page.height;
|
|
|
- if (region.rotate) {
|
|
|
- region.u2 = (x + height) / page.width;
|
|
|
- region.v2 = (y + width) / page.height;
|
|
|
- } else {
|
|
|
- region.u2 = (x + width) / page.width;
|
|
|
- region.v2 = (y + height) / page.height;
|
|
|
- }
|
|
|
- region.x = x;
|
|
|
- region.y = y;
|
|
|
- region.width = Math.abs(width);
|
|
|
- region.height = Math.abs(height);
|
|
|
-
|
|
|
- if (reader.readTuple(tuple) == 4) { // split is optional
|
|
|
- region.splits = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
|
|
|
-
|
|
|
- if (reader.readTuple(tuple) == 4) { // pad is optional, but only present with splits
|
|
|
- region.pads = [parseInt(tuple[0]), parseInt(tuple[1]), parseInt(tuple[2]), parseInt(tuple[3])];
|
|
|
-
|
|
|
- reader.readTuple(tuple);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- region.originalWidth = parseInt(tuple[0]);
|
|
|
- region.originalHeight = parseInt(tuple[1]);
|
|
|
-
|
|
|
- reader.readTuple(tuple);
|
|
|
- region.offsetX = parseInt(tuple[0]);
|
|
|
- region.offsetY = parseInt(tuple[1]);
|
|
|
-
|
|
|
- region.index = parseInt(reader.readValue());
|
|
|
-
|
|
|
- this.regions[this.regions.length] = region;
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-spine.Atlas.prototype = {
|
|
|
- findRegion: function (name) {
|
|
|
- var regions = this.regions;
|
|
|
- for (var i = 0, n = regions.length; i < n; i++)
|
|
|
- if (regions[i].name == name) return regions[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- dispose: function () {
|
|
|
- var pages = this.pages;
|
|
|
- for (var i = 0, n = pages.length; i < n; i++)
|
|
|
- this.textureLoader.unload(pages[i].rendererObject);
|
|
|
- },
|
|
|
- updateUVs: function (page) {
|
|
|
- var regions = this.regions;
|
|
|
- for (var i = 0, n = regions.length; i < n; i++) {
|
|
|
- var region = regions[i];
|
|
|
- if (region.page != page) continue;
|
|
|
- region.u = region.x / page.width;
|
|
|
- region.v = region.y / page.height;
|
|
|
- if (region.rotate) {
|
|
|
- region.u2 = (region.x + region.height) / page.width;
|
|
|
- region.v2 = (region.y + region.width) / page.height;
|
|
|
- } else {
|
|
|
- region.u2 = (region.x + region.width) / page.width;
|
|
|
- region.v2 = (region.y + region.height) / page.height;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.Atlas.Format = {
|
|
|
- alpha: 0,
|
|
|
- intensity: 1,
|
|
|
- luminanceAlpha: 2,
|
|
|
- rgb565: 3,
|
|
|
- rgba4444: 4,
|
|
|
- rgb888: 5,
|
|
|
- rgba8888: 6
|
|
|
-};
|
|
|
-
|
|
|
-spine.Atlas.TextureFilter = {
|
|
|
- nearest: 0,
|
|
|
- linear: 1,
|
|
|
- mipMap: 2,
|
|
|
- mipMapNearestNearest: 3,
|
|
|
- mipMapLinearNearest: 4,
|
|
|
- mipMapNearestLinear: 5,
|
|
|
- mipMapLinearLinear: 6
|
|
|
-};
|
|
|
-
|
|
|
-spine.Atlas.TextureWrap = {
|
|
|
- mirroredRepeat: 0,
|
|
|
- clampToEdge: 1,
|
|
|
- repeat: 2
|
|
|
-};
|
|
|
-
|
|
|
-spine.AtlasPage = function () {};
|
|
|
-spine.AtlasPage.prototype = {
|
|
|
- name: null,
|
|
|
- format: null,
|
|
|
- minFilter: null,
|
|
|
- magFilter: null,
|
|
|
- uWrap: null,
|
|
|
- vWrap: null,
|
|
|
- rendererObject: null,
|
|
|
- width: 0,
|
|
|
- height: 0
|
|
|
-};
|
|
|
-
|
|
|
-spine.AtlasRegion = function () {};
|
|
|
-spine.AtlasRegion.prototype = {
|
|
|
- page: null,
|
|
|
- name: null,
|
|
|
- x: 0, y: 0,
|
|
|
- width: 0, height: 0,
|
|
|
- u: 0, v: 0, u2: 0, v2: 0,
|
|
|
- offsetX: 0, offsetY: 0,
|
|
|
- originalWidth: 0, originalHeight: 0,
|
|
|
- index: 0,
|
|
|
- rotate: false,
|
|
|
- splits: null,
|
|
|
- pads: null
|
|
|
-};
|
|
|
-
|
|
|
-spine.AtlasReader = function (text) {
|
|
|
- this.lines = text.split(/\r\n|\r|\n/);
|
|
|
-};
|
|
|
-spine.AtlasReader.prototype = {
|
|
|
- index: 0,
|
|
|
- trim: function (value) {
|
|
|
- return value.replace(/^\s+|\s+$/g, "");
|
|
|
- },
|
|
|
- readLine: function () {
|
|
|
- if (this.index >= this.lines.length) return null;
|
|
|
- return this.lines[this.index++];
|
|
|
- },
|
|
|
- readValue: function () {
|
|
|
- var line = this.readLine();
|
|
|
- var colon = line.indexOf(":");
|
|
|
- if (colon == -1) throw "Invalid line: " + line;
|
|
|
- return this.trim(line.substring(colon + 1));
|
|
|
- },
|
|
|
- /** Returns the number of tuple values read (1, 2 or 4). */
|
|
|
- readTuple: function (tuple) {
|
|
|
- var line = this.readLine();
|
|
|
- var colon = line.indexOf(":");
|
|
|
- if (colon == -1) throw "Invalid line: " + line;
|
|
|
- var i = 0, lastMatch = colon + 1;
|
|
|
- for (; i < 3; i++) {
|
|
|
- var comma = line.indexOf(",", lastMatch);
|
|
|
- if (comma == -1) break;
|
|
|
- tuple[i] = this.trim(line.substr(lastMatch, comma - lastMatch));
|
|
|
- lastMatch = comma + 1;
|
|
|
- }
|
|
|
- tuple[i] = this.trim(line.substring(lastMatch));
|
|
|
- return i + 1;
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.AtlasAttachmentLoader = function (atlas) {
|
|
|
- this.atlas = atlas;
|
|
|
-};
|
|
|
-spine.AtlasAttachmentLoader.prototype = {
|
|
|
- newRegionAttachment: function (skin, name, path) {
|
|
|
- var region = this.atlas.findRegion(path);
|
|
|
- if (!region) throw "Region not found in atlas: " + path + " (region attachment: " + name + ")";
|
|
|
- var attachment = new spine.RegionAttachment(name);
|
|
|
- attachment.rendererObject = region;
|
|
|
- attachment.setUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
|
|
- attachment.regionOffsetX = region.offsetX;
|
|
|
- attachment.regionOffsetY = region.offsetY;
|
|
|
- attachment.regionWidth = region.width;
|
|
|
- attachment.regionHeight = region.height;
|
|
|
- attachment.regionOriginalWidth = region.originalWidth;
|
|
|
- attachment.regionOriginalHeight = region.originalHeight;
|
|
|
- return attachment;
|
|
|
- },
|
|
|
- newMeshAttachment: function (skin, name, path) {
|
|
|
- var region = this.atlas.findRegion(path);
|
|
|
- if (!region) throw "Region not found in atlas: " + path + " (mesh attachment: " + name + ")";
|
|
|
- var attachment = new spine.MeshAttachment(name);
|
|
|
- attachment.rendererObject = region;
|
|
|
- attachment.regionU = region.u;
|
|
|
- attachment.regionV = region.v;
|
|
|
- attachment.regionU2 = region.u2;
|
|
|
- attachment.regionV2 = region.v2;
|
|
|
- attachment.regionRotate = region.rotate;
|
|
|
- attachment.regionOffsetX = region.offsetX;
|
|
|
- attachment.regionOffsetY = region.offsetY;
|
|
|
- attachment.regionWidth = region.width;
|
|
|
- attachment.regionHeight = region.height;
|
|
|
- attachment.regionOriginalWidth = region.originalWidth;
|
|
|
- attachment.regionOriginalHeight = region.originalHeight;
|
|
|
- return attachment;
|
|
|
- },
|
|
|
- newWeightedMeshAttachment: function (skin, name, path) {
|
|
|
- var region = this.atlas.findRegion(path);
|
|
|
- if (!region) throw "Region not found in atlas: " + path + " (weighted mesh attachment: " + name + ")";
|
|
|
- var attachment = new spine.WeightedMeshAttachment(name);
|
|
|
- attachment.rendererObject = region;
|
|
|
- attachment.regionU = region.u;
|
|
|
- attachment.regionV = region.v;
|
|
|
- attachment.regionU2 = region.u2;
|
|
|
- attachment.regionV2 = region.v2;
|
|
|
- attachment.regionRotate = region.rotate;
|
|
|
- attachment.regionOffsetX = region.offsetX;
|
|
|
- attachment.regionOffsetY = region.offsetY;
|
|
|
- attachment.regionWidth = region.width;
|
|
|
- attachment.regionHeight = region.height;
|
|
|
- attachment.regionOriginalWidth = region.originalWidth;
|
|
|
- attachment.regionOriginalHeight = region.originalHeight;
|
|
|
- return attachment;
|
|
|
- },
|
|
|
- newBoundingBoxAttachment: function (skin, name) {
|
|
|
- return new spine.BoundingBoxAttachment(name);
|
|
|
- }
|
|
|
-};
|
|
|
-
|
|
|
-spine.SkeletonBounds = function () {
|
|
|
- this.polygonPool = [];
|
|
|
- this.polygons = [];
|
|
|
- this.boundingBoxes = [];
|
|
|
-};
|
|
|
-spine.SkeletonBounds.prototype = {
|
|
|
- minX: 0, minY: 0, maxX: 0, maxY: 0,
|
|
|
- update: function (skeleton, updateAabb) {
|
|
|
- var slots = skeleton.slots;
|
|
|
- var slotCount = slots.length;
|
|
|
- var x = skeleton.x, y = skeleton.y;
|
|
|
- var boundingBoxes = this.boundingBoxes;
|
|
|
- var polygonPool = this.polygonPool;
|
|
|
- var polygons = this.polygons;
|
|
|
-
|
|
|
- boundingBoxes.length = 0;
|
|
|
- for (var i = 0, n = polygons.length; i < n; i++)
|
|
|
- polygonPool[polygonPool.length] = polygons[i];
|
|
|
- polygons.length = 0;
|
|
|
-
|
|
|
- for (var i = 0; i < slotCount; i++) {
|
|
|
- var slot = slots[i];
|
|
|
- var boundingBox = slot.attachment;
|
|
|
- if (boundingBox.type != spine.AttachmentType.boundingbox) continue;
|
|
|
- boundingBoxes[boundingBoxes.length] = boundingBox;
|
|
|
-
|
|
|
- var poolCount = polygonPool.length, polygon;
|
|
|
- if (poolCount > 0) {
|
|
|
- polygon = polygonPool[poolCount - 1];
|
|
|
- polygonPool.splice(poolCount - 1, 1);
|
|
|
- polygon.length = boundingBox.vertices.length;
|
|
|
- } else
|
|
|
- polygon = new Array(boundingBox.vertices.length);
|
|
|
- polygons[polygons.length] = polygon;
|
|
|
-
|
|
|
- boundingBox.computeWorldVertices(x, y, slot.bone, polygon);
|
|
|
- }
|
|
|
-
|
|
|
- if (updateAabb) this.aabbCompute();
|
|
|
- },
|
|
|
- aabbCompute: function () {
|
|
|
- var polygons = this.polygons;
|
|
|
- var minX = Number.MAX_VALUE, minY = Number.MAX_VALUE, maxX = -Number.MAX_VALUE, maxY = -Number.MAX_VALUE;
|
|
|
- for (var i = 0, n = polygons.length; i < n; i++) {
|
|
|
- var vertices = polygons[i];
|
|
|
- for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
|
|
|
- var x = vertices[ii];
|
|
|
- var y = vertices[ii + 1];
|
|
|
- minX = Math.min(minX, x);
|
|
|
- minY = Math.min(minY, y);
|
|
|
- maxX = Math.max(maxX, x);
|
|
|
- maxY = Math.max(maxY, y);
|
|
|
- }
|
|
|
- }
|
|
|
- this.minX = minX;
|
|
|
- this.minY = minY;
|
|
|
- this.maxX = maxX;
|
|
|
- this.maxY = maxY;
|
|
|
- },
|
|
|
- /** Returns true if the axis aligned bounding box contains the point. */
|
|
|
- aabbContainsPoint: function (x, y) {
|
|
|
- return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
|
|
|
- },
|
|
|
- /** Returns true if the axis aligned bounding box intersects the line segment. */
|
|
|
- aabbIntersectsSegment: function (x1, y1, x2, y2) {
|
|
|
- var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
|
|
|
- if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
|
|
|
- return false;
|
|
|
- var m = (y2 - y1) / (x2 - x1);
|
|
|
- var y = m * (minX - x1) + y1;
|
|
|
- if (y > minY && y < maxY) return true;
|
|
|
- y = m * (maxX - x1) + y1;
|
|
|
- if (y > minY && y < maxY) return true;
|
|
|
- var x = (minY - y1) / m + x1;
|
|
|
- if (x > minX && x < maxX) return true;
|
|
|
- x = (maxY - y1) / m + x1;
|
|
|
- if (x > minX && x < maxX) return true;
|
|
|
- return false;
|
|
|
- },
|
|
|
- /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
|
|
|
- aabbIntersectsSkeleton: function (bounds) {
|
|
|
- return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
|
|
|
- },
|
|
|
- /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
|
|
|
- * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
|
|
|
- containsPoint: function (x, y) {
|
|
|
- var polygons = this.polygons;
|
|
|
- for (var i = 0, n = polygons.length; i < n; i++)
|
|
|
- if (this.polygonContainsPoint(polygons[i], x, y)) return this.boundingBoxes[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
|
|
|
- * more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
|
|
|
- intersectsSegment: function (x1, y1, x2, y2) {
|
|
|
- var polygons = this.polygons;
|
|
|
- for (var i = 0, n = polygons.length; i < n; i++)
|
|
|
- if (polygons[i].intersectsSegment(x1, y1, x2, y2)) return this.boundingBoxes[i];
|
|
|
- return null;
|
|
|
- },
|
|
|
- /** Returns true if the polygon contains the point. */
|
|
|
- polygonContainsPoint: function (polygon, x, y) {
|
|
|
- var nn = polygon.length;
|
|
|
- var prevIndex = nn - 2;
|
|
|
- var inside = false;
|
|
|
- for (var ii = 0; ii < nn; ii += 2) {
|
|
|
- var vertexY = polygon[ii + 1];
|
|
|
- var prevY = polygon[prevIndex + 1];
|
|
|
- if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
|
|
|
- var vertexX = polygon[ii];
|
|
|
- if (vertexX + (y - vertexY) / (prevY - vertexY) * (polygon[prevIndex] - vertexX) < x) inside = !inside;
|
|
|
- }
|
|
|
- prevIndex = ii;
|
|
|
- }
|
|
|
- return inside;
|
|
|
- },
|
|
|
- /** Returns true if the polygon contains the line segment. */
|
|
|
- polygonIntersectsSegment: function (polygon, x1, y1, x2, y2) {
|
|
|
- var nn = polygon.length;
|
|
|
- var width12 = x1 - x2, height12 = y1 - y2;
|
|
|
- var det1 = x1 * y2 - y1 * x2;
|
|
|
- var x3 = polygon[nn - 2], y3 = polygon[nn - 1];
|
|
|
- for (var ii = 0; ii < nn; ii += 2) {
|
|
|
- var x4 = polygon[ii], y4 = polygon[ii + 1];
|
|
|
- var det2 = x3 * y4 - y3 * x4;
|
|
|
- var width34 = x3 - x4, height34 = y3 - y4;
|
|
|
- var det3 = width12 * height34 - height12 * width34;
|
|
|
- var x = (det1 * width34 - width12 * det2) / det3;
|
|
|
- if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
|
|
|
- var y = (det1 * height34 - height12 * det2) / det3;
|
|
|
- if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1))) return true;
|
|
|
- }
|
|
|
- x3 = x4;
|
|
|
- y3 = y4;
|
|
|
- }
|
|
|
- return false;
|
|
|
- },
|
|
|
- getPolygon: function (attachment) {
|
|
|
- var index = this.boundingBoxes.indexOf(attachment);
|
|
|
- return index == -1 ? null : this.polygons[index];
|
|
|
- },
|
|
|
- getWidth: function () {
|
|
|
- return this.maxX - this.minX;
|
|
|
- },
|
|
|
- getHeight: function () {
|
|
|
- return this.maxY - this.minY;
|
|
|
- }
|
|
|
-};
|