Browse Source

IK constraints for spine-as3.

NathanSweet 11 years ago
parent
commit
84a80feccc
29 changed files with 1232 additions and 299 deletions
  1. 53 24
      spine-as3/spine-as3/src/spine/Bone.as
  2. 6 7
      spine-as3/spine-as3/src/spine/BoneData.as
  3. 1 2
      spine-as3/spine-as3/src/spine/Event.as
  4. 1 2
      spine-as3/spine-as3/src/spine/EventData.as
  5. 149 0
      spine-as3/spine-as3/src/spine/IkConstraint.as
  6. 54 0
      spine-as3/spine-as3/src/spine/IkConstraintData.as
  7. 108 67
      spine-as3/spine-as3/src/spine/Skeleton.as
  8. 1 1
      spine-as3/spine-as3/src/spine/SkeletonBounds.as
  9. 29 63
      spine-as3/spine-as3/src/spine/SkeletonData.as
  10. 61 21
      spine-as3/spine-as3/src/spine/SkeletonJson.as
  11. 3 5
      spine-as3/spine-as3/src/spine/Skin.as
  12. 13 19
      spine-as3/spine-as3/src/spine/Slot.as
  13. 2 4
      spine-as3/spine-as3/src/spine/SlotData.as
  14. 23 8
      spine-as3/spine-as3/src/spine/animation/Animation.as
  15. 5 10
      spine-as3/spine-as3/src/spine/animation/AnimationStateData.as
  16. 47 49
      spine-as3/spine-as3/src/spine/animation/CurveTimeline.as
  17. 1 1
      spine-as3/spine-as3/src/spine/animation/DrawOrderTimeline.as
  18. 1 1
      spine-as3/spine-as3/src/spine/animation/EventTimeline.as
  19. 1 1
      spine-as3/spine-as3/src/spine/animation/FfdTimeline.as
  20. 82 0
      spine-as3/spine-as3/src/spine/animation/IkConstraintTimeline.as
  21. 3 4
      spine-starling/spine-starling-example/.actionScriptProperties
  22. 251 0
      spine-starling/spine-starling-example/src/raptor.atlas
  23. 269 0
      spine-starling/spine-starling-example/src/raptor.json
  24. BIN
      spine-starling/spine-starling-example/src/raptor.png
  25. 1 3
      spine-starling/spine-starling-example/src/spine/GoblinsExample.as
  26. 4 3
      spine-starling/spine-starling-example/src/spine/Main.as
  27. 62 0
      spine-starling/spine-starling-example/src/spine/RaptorExample.as
  28. 1 4
      spine-starling/spine-starling-example/src/spine/SpineboyExample.as
  29. BIN
      spine-starling/spine-starling-example/src/spineboy.png

+ 53 - 24
spine-as3/spine-as3/src/spine/Bone.as

@@ -34,10 +34,12 @@ public class Bone {
 	static public var yDown:Boolean;
 
 	internal var _data:BoneData;
+	internal var _skeleton:Skeleton;
 	internal var _parent:Bone;
 	public var x:Number;
 	public var y:Number;
 	public var rotation:Number;
+	public var rotationIK:Number;
 	public var scaleX:Number
 	public var scaleY:Number;
 
@@ -52,48 +54,52 @@ public class Bone {
 	internal var _worldScaleY:Number;
 
 	/** @param parent May be null. */
-	public function Bone (data:BoneData, parent:Bone) {
-		if (data == null)
-			throw new ArgumentError("data cannot be null.");
+	public function Bone (data:BoneData, skeleton:Skeleton, parent:Bone) {
+		if (data == null) throw new ArgumentError("data cannot be null.");
+		if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
 		_data = data;
+		_skeleton = skeleton;
 		_parent = parent;
 		setToSetupPose();
 	}
 
 	/** Computes the world SRT using the parent bone and the local SRT. */
-	public function updateWorldTransform (flipX:Boolean, flipY:Boolean) : void {
-		if (_parent != null) {
-			_worldX = x * _parent._m00 + y * _parent._m01 + _parent._worldX;
-			_worldY = x * _parent._m10 + y * _parent._m11 + _parent._worldY;
+	public function updateWorldTransform () : void {
+		var parent:Bone = _parent;
+		if (parent) {
+			_worldX = x * parent._m00 + y * parent._m01 + parent._worldX;
+			_worldY = x * parent._m10 + y * parent._m11 + parent._worldY;
 			if (_data.inheritScale) {
-				_worldScaleX = _parent._worldScaleX * scaleX;
-				_worldScaleY = _parent._worldScaleY * scaleY;
+				_worldScaleX = parent._worldScaleX * scaleX;
+				_worldScaleY = parent._worldScaleY * scaleY;
 			} else {
 				_worldScaleX = scaleX;
 				_worldScaleY = scaleY;
 			}
-			_worldRotation = _data.inheritRotation ? _parent._worldRotation + rotation : rotation;
+			_worldRotation = _data.inheritRotation ? parent._worldRotation + rotationIK : rotationIK;
 		} else {
-			_worldX = flipX ? -x : x;
-			_worldY = flipY != yDown ? -y : y;
+			_worldX = _skeleton.flipX ? -x : x;
+			_worldY = _skeleton.flipY != yDown ? -y : y;
 			_worldScaleX = scaleX;
 			_worldScaleY = scaleY;
-			_worldRotation = rotation;
+			_worldRotation = rotationIK;
 		}
 		var radians:Number = _worldRotation * (Math.PI / 180);
 		var cos:Number = Math.cos(radians);
 		var sin:Number = Math.sin(radians);
-		_m00 = cos * _worldScaleX;
-		_m10 = sin * _worldScaleX;
-		_m01 = -sin * _worldScaleY;
-		_m11 = cos * _worldScaleY;
-		if (flipX) {
-			_m00 = -_m00;
-			_m01 = -_m01;
+		if (skeleton.flipX) {
+			_m00 = -cos * _worldScaleX;
+			_m01 = sin * _worldScaleY;
+		} else {
+			_m00 = cos * _worldScaleX;
+			_m01 = -sin * _worldScaleY;
 		}
-		if (flipY != yDown) {
-			_m10 = -_m10;
-			_m11 = -_m11;
+		if (_skeleton.flipY != yDown) {
+			_m10 = -sin * _worldScaleX;
+			_m11 = -cos * _worldScaleY;
+		} else {
+			_m10 = sin * _worldScaleX;
+			_m11 = cos * _worldScaleY;
 		}
 	}
 
@@ -101,6 +107,7 @@ public class Bone {
 		x = _data.x;
 		y = _data.y;
 		rotation = _data.rotation;
+		rotationIK = rotation;
 		scaleX = _data.scaleX;
 		scaleY = _data.scaleY;
 	}
@@ -108,10 +115,14 @@ public class Bone {
 	public function get data () : BoneData {
 		return _data;
 	}
-
+	
 	public function get parent () : Bone {
 		return _parent;
 	}
+	
+	public function get skeleton () : Skeleton {
+		return _skeleton;
+	}
 
 	public function get m00 () : Number {
 		return _m00;
@@ -149,6 +160,24 @@ public class Bone {
 		return _worldScaleY;
 	}
 
+	public function worldToLocal (world:Vector.<Number>) : void {
+		var dx:Number = world[0] - _worldX, dy:Number = world[1] - _worldY;
+		var m00:Number = _m00, m10:Number = _m10, m01:Number = _m01, m11:Number = _m11;
+		if (_skeleton.flipX != (_skeleton.flipY != yDown)) {
+			m00 = -m00;
+			m11 = -m11;
+		}
+		var invDet:Number = 1 / (m00 * m11 - m01 * m10);
+		world[0] = (dx * m00 * invDet - dy * m01 * invDet);
+		world[1] = (dy * m11 * invDet - dx * m10 * invDet);
+	}
+
+	public function localToWorld (local:Vector.<Number>) : void {
+		var localX:Number = local[0], localY:Number = local[1];
+		local[0] = localX * _m00 + localY * _m01 + _worldX;
+		local[1] = localX * _m10 + localY * _m11 + _worldY;
+	}
+
 	public function toString () : String {
 		return _data._name;
 	}

+ 6 - 7
spine-as3/spine-as3/src/spine/BoneData.as

@@ -31,8 +31,8 @@
 package spine {
 
 public class BoneData {
-	internal var _parent:BoneData;
 	internal var _name:String;
+	internal var _parent:BoneData;
 	public var length:Number;
 	public var x:Number;
 	public var y:Number;
@@ -44,21 +44,20 @@ public class BoneData {
 
 	/** @param parent May be null. */
 	public function BoneData (name:String, parent:BoneData) {
-		if (name == null)
-			throw new ArgumentError("name cannot be null.");
+		if (name == null) throw new ArgumentError("name cannot be null.");
 		_name = name;
 		_parent = parent;
 	}
 
+	public function get name () : String {
+		return _name;
+	}
+
 	/** @return May be null. */
 	public function get parent () : BoneData {
 		return _parent;
 	}
 
-	public function get name () : String {
-		return _name;
-	}
-
 	public function toString () : String {
 		return _name;
 	}

+ 1 - 2
spine-as3/spine-as3/src/spine/Event.as

@@ -37,8 +37,7 @@ public class Event {
 	public var stringValue:String;
 
 	public function Event (data:EventData) {
-		if (data == null)
-			throw new ArgumentError("data cannot be null.");
+		if (data == null) throw new ArgumentError("data cannot be null.");
 		_data = data;
 	}
 

+ 1 - 2
spine-as3/spine-as3/src/spine/EventData.as

@@ -37,8 +37,7 @@ public class EventData {
 	public var stringValue:String;
 	
 	public function EventData (name:String) {
-		if (name == null)
-			throw new ArgumentError("name cannot be null.");
+		if (name == null) throw new ArgumentError("name cannot be null.");
 		_name = name;
 	}
 

+ 149 - 0
spine-as3/spine-as3/src/spine/IkConstraint.as

@@ -0,0 +1,149 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+package spine {
+
+public class IkConstraint {
+	static private const tempPosition:Vector.<Number> = new Vector.<Number>(2, true);
+	static private const radDeg:Number = 180 / Math.PI;
+
+	internal var _data:IkConstraintData;
+	public var bones:Vector.<Bone>;
+	public var target:Bone;
+	public var bendDirection:int;
+	public var mix:Number;
+
+	public function IkConstraint (data:IkConstraintData, skeleton:Skeleton) {
+		if (data == null) throw new ArgumentError("data cannot be null.");
+		if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
+		_data = data;
+		mix = data.mix;
+		bendDirection = data.bendDirection;
+
+		bones = new Vector.<Bone>();
+		for each (var boneData:BoneData in data.bones)
+			bones[bones.length] = skeleton.findBone(boneData.name);
+		target = skeleton.findBone(data.target._name);
+	}
+
+	public function apply () : void {
+		switch (bones.length) {
+		case 1:
+			apply1(bones[0], target._worldX, target._worldY, mix);
+			break;
+		case 2:
+			apply2(bones[0], bones[1], target._worldX, target._worldY, bendDirection, mix);
+			break;
+		}
+	}
+
+	public function get data () : IkConstraintData {
+		return _data;
+	}
+
+	public function toString () : String {
+		return _data._name;
+	}
+	
+	/** 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. */
+	static public function apply1 (bone:Bone, targetX:Number, targetY:Number, alpha:Number) : void {
+		var parentRotation:Number = (!bone._data.inheritRotation || bone._parent == null) ? 0 : bone._parent._worldRotation;
+		var rotation:Number = bone.rotation;
+		var rotationIK:Number = Math.atan2(targetY - bone._worldY, targetX - bone._worldX) * radDeg - parentRotation;
+		bone.rotationIK = rotation + (rotationIK - rotation) * alpha;
+	}
+
+	/** 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 Any descendant bone of the parent. */
+	static public function apply2 (parent:Bone, child:Bone, targetX:Number, targetY:Number, bendDirection:int, alpha:Number) : void {
+		var childRotation:Number = child.rotation, parentRotation:Number = parent.rotation;
+		if (alpha == 0) {
+			child.rotationIK = childRotation;
+			parent.rotationIK = parentRotation;
+			return;
+		}
+		var positionX:Number, positionY:Number;
+		var parentParent:Bone = parent._parent;
+		if (parentParent) {
+			tempPosition[0] = targetX;
+			tempPosition[1] = targetY;
+			parentParent.worldToLocal(tempPosition);
+			targetX = (tempPosition[0] - parent.x) * parentParent._worldScaleX;
+			targetY = (tempPosition[1] - parent.y) * parentParent._worldScaleY;
+		} else {
+			targetX -= parent.x;
+			targetY -= parent.y;
+		}
+		if (child._parent == parent) {
+			positionX = child.x;
+			positionY = child.y;
+		} else {
+			tempPosition[0] = child.x;
+			tempPosition[1] = child.y;
+			child._parent.localToWorld(tempPosition);
+			parent.worldToLocal(tempPosition);
+			positionX = tempPosition[0];
+			positionY = tempPosition[1];
+		}
+		var childX:Number = positionX * parent._worldScaleX, childY:Number = positionY * parent._worldScaleY;
+		var offset:Number = Math.atan2(childY, childX);
+		var len1:Number = Math.sqrt(childX * childX + childY * childY), len2:Number = child.data.length * child._worldScaleX;
+		// Based on code by Ryan Juckett with permission: Copyright (c) 2008-2009 Ryan Juckett, http://www.ryanjuckett.com/
+		var cosDenom:Number = 2 * len1 * len2;
+		if (cosDenom < 0.0001) {
+			child.rotationIK = childRotation + (Math.atan2(targetY, targetX) * radDeg - parentRotation - childRotation) * alpha;
+			return;
+		}
+		var cos:Number = (targetX * targetX + targetY * targetY - len1 * len1 - len2 * len2) / cosDenom;
+		if (cos < -1)
+			cos = -1;
+		else if (cos > 1)
+			cos = 1;
+		var childAngle:Number = Math.acos(cos) * bendDirection;
+		var adjacent:Number = len1 + len2 * cos, opposite:Number = len2 * Math.sin(childAngle);
+		var parentAngle:Number = Math.atan2(targetY * adjacent - targetX * opposite, targetX * adjacent + targetY * opposite);
+		var rotation:Number = (parentAngle - offset) * radDeg - parentRotation;
+		if (rotation > 180)
+			rotation -= 360;
+		else if (rotation < -180) //
+			rotation += 360;
+		parent.rotationIK = parentRotation + rotation * alpha;
+		rotation = (childAngle + offset) * radDeg - childRotation;
+		if (rotation > 180)
+			rotation -= 360;
+		else if (rotation < -180) //
+			rotation += 360;
+		child.rotationIK = childRotation + (rotation + parent._worldRotation - child._parent._worldRotation) * alpha;
+	}
+}
+
+}

+ 54 - 0
spine-as3/spine-as3/src/spine/IkConstraintData.as

@@ -0,0 +1,54 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+package spine {
+
+public class IkConstraintData {
+	internal var _name:String;
+	public var bones:Vector.<BoneData> = new Vector.<BoneData>();
+	public var target:BoneData;
+	public var bendDirection:int = 1;
+	public var mix:Number = 1;
+
+	public function IkConstraintData (name:String) {
+		if (name == null) throw new ArgumentError("name cannot be null.");
+		_name = name;
+	}
+
+	public function get name () : String {
+		return _name;
+	}
+
+	public function toString () : String {
+		return _name;
+	}
+}
+
+}

+ 108 - 67
spine-as3/spine-as3/src/spine/Skeleton.as

@@ -33,45 +33,95 @@ import spine.attachments.Attachment;
 
 public class Skeleton {
 	internal var _data:SkeletonData;
-	internal var _bones:Vector.<Bone>;
-	internal var _slots:Vector.<Slot>;
-	internal var _drawOrder:Vector.<Slot>;
-	internal var _skin:Skin;
-	public var r:Number = 1;
-	public var g:Number = 1;
-	public var b:Number = 1;
-	public var a:Number = 1;
+	public var bones:Vector.<Bone>;
+	public var slots:Vector.<Slot>;
+	public var drawOrder:Vector.<Slot>;
+	public var ikConstraints:Vector.<IkConstraint>;
+	private var _boneCache:Vector.<Vector.<Bone>> = new Vector.<Vector.<Bone>>();
+	private var _skin:Skin;
+	public var r:Number = 1, g:Number = 1, b:Number = 1, a:Number = 1;
 	public var time:Number = 0;
-	public var flipX:Boolean;
-	public var flipY:Boolean;
-	public var x:Number = 0;
-	public var y:Number = 0;
+	public var flipX:Boolean, flipY:Boolean;
+	public var x:Number = 0, y:Number = 0;
 
 	public function Skeleton (data:SkeletonData) {
 		if (data == null)
 			throw new ArgumentError("data cannot be null.");
 		_data = data;
 
-		_bones = new Vector.<Bone>();
+		bones = new Vector.<Bone>();
 		for each (var boneData:BoneData in data.bones) {
-			var parent:Bone = boneData.parent == null ? null : _bones[data.bones.indexOf(boneData.parent)];
-			_bones[_bones.length] = new Bone(boneData, parent);
+			var parent:Bone = boneData.parent == null ? null : bones[data.bones.indexOf(boneData.parent)];
+			bones[bones.length] = new Bone(boneData, this, parent);
 		}
 
-		_slots = new Vector.<Slot>();
-		_drawOrder = new Vector.<Slot>();
+		slots = new Vector.<Slot>();
+		drawOrder = new Vector.<Slot>();
 		for each (var slotData:SlotData in data.slots) {
-			var bone:Bone  = _bones[data.bones.indexOf(slotData.boneData)];
-			var slot:Slot  = new Slot(slotData, this, bone);
-			_slots[_slots.length] = slot;
-			_drawOrder[_drawOrder.length] = slot;
+			var bone:Bone = bones[data.bones.indexOf(slotData.boneData)];
+			var slot:Slot = new Slot(slotData, bone);
+			slots[slots.length] = slot;
+			drawOrder[drawOrder.length] = slot;
 		}
+		
+		ikConstraints = new Vector.<IkConstraint>()
+		for each (var ikConstraintData:IkConstraintData in data.ikConstraints)
+			ikConstraints[ikConstraints.length] = new IkConstraint(ikConstraintData, this);
+
+		updateCache();
 	}
 
-	/** Updates the world transform for each bone. */
+	/** Caches information about bones and IK constraints. Must be called if bones or IK constraints are added or removed. */
+	public function updateCache () : void {
+		var ikConstraintsCount:int = ikConstraints.length;
+
+		var arrayCount:int = ikConstraintsCount + 1;
+		if (_boneCache.length > arrayCount) _boneCache.splice(arrayCount, _boneCache.length - arrayCount);
+		for each (var cachedBones:Vector.<Bone> in _boneCache)
+			cachedBones.length = 0;
+		while (_boneCache.length < arrayCount)
+			_boneCache[_boneCache.length] = new Vector.<Bone>();
+
+		var nonIkBones:Vector.<Bone> = _boneCache[0];
+
+		outer:
+		for each (var bone:Bone in bones) {
+			var current:Bone = bone;
+			do {
+				var ii:int = 0;
+				for each (var ikConstraint:IkConstraint in ikConstraints) {
+					var parent:Bone = ikConstraint.bones[0];
+					var child:Bone = ikConstraint.bones[int(ikConstraint.bones.length - 1)];
+					while (true) {
+						if (current == child) {
+							_boneCache[ii].push(bone);
+							_boneCache[int(ii + 1)].push(bone);
+							continue outer;
+						}
+						if (child == parent) break;
+						child = child.parent;
+					}
+					ii++;
+				}
+				current = current.parent;
+			} while (current != null);
+			nonIkBones[nonIkBones.length] = bone;
+		}
+	}
+
+	/** Updates the world transform for each bone and applies IK constraints. */
 	public function updateWorldTransform () : void {
-		for each (var bone:Bone in _bones)
-			bone.updateWorldTransform(flipX, flipY);
+		var bone:Bone;
+		for each (bone in bones)
+			bone.rotationIK = bone.rotation;
+		var i:int = 0, last:int = _boneCache.length - 1;
+		while (true) {
+			for each (bone in _boneCache[i])
+				bone.updateWorldTransform();
+			if (i == last) break;
+			ikConstraints[i].apply();
+			i++;
+		}
 	}
 
 	/** Sets the bones and slots to their setup pose values. */
@@ -81,13 +131,18 @@ public class Skeleton {
 	}
 
 	public function setBonesToSetupPose () : void {
-		for each (var bone:Bone in _bones)
+		for each (var bone:Bone in bones)
 			bone.setToSetupPose();
+
+		for each (var ikConstraint:IkConstraint in ikConstraints) {
+			ikConstraint.bendDirection = ikConstraint._data.bendDirection;
+			ikConstraint.mix = ikConstraint._data.mix;
+		}
 	}
 
 	public function setSlotsToSetupPose () : void {
 		var i:int = 0;
-		for each (var slot:Slot in _slots) { 
+		for each (var slot:Slot in slots) { 
 			drawOrder[i++] = slot;
 			slot.setToSetupPose();
 		}
@@ -97,23 +152,17 @@ public class Skeleton {
 		return _data;
 	}
 
-	public function get bones () : Vector.<Bone> {
-		return _bones;
-	}
-
 	public function get rootBone () : Bone {
-		if (_bones.length == 0)
-			return null;
-		return _bones[0];
+		if (bones.length == 0) return null;
+		return bones[0];
 	}
 
 	/** @return May be null. */
 	public function findBone (boneName:String) : Bone {
 		if (boneName == null)
 			throw new ArgumentError("boneName cannot be null.");
-		for each (var bone:Bone in _bones)
-			if (bone.data.name == boneName)
-				return bone;
+		for each (var bone:Bone in bones)
+			if (bone._data._name == boneName) return bone;
 		return null;
 	}
 
@@ -122,25 +171,19 @@ public class Skeleton {
 		if (boneName == null)
 			throw new ArgumentError("boneName cannot be null.");
 		var i:int = 0;
-		for each (var bone:Bone in _bones) {
-			if (bone.data.name == boneName)
-				return i;
+		for each (var bone:Bone in bones) {
+			if (bone._data._name == boneName) return i;
 			i++;
 		}
 		return -1;
 	}
 
-	public function get slots () : Vector.<Slot> {
-		return _slots;
-	}
-
 	/** @return May be null. */
 	public function findSlot (slotName:String) : Slot {
 		if (slotName == null)
 			throw new ArgumentError("slotName cannot be null.");
-		for each (var slot:Slot in _slots)
-			if (slot.data.name == slotName)
-				return slot;
+		for each (var slot:Slot in slots)
+			if (slot._data._name == slotName) return slot;
 		return null;
 	}
 
@@ -149,26 +192,20 @@ public class Skeleton {
 		if (slotName == null)
 			throw new ArgumentError("slotName cannot be null.");
 		var i:int = 0;
-		for each (var slot:Slot in _slots) {
-			if (slot.data.name == slotName)
-				return i;
+		for each (var slot:Slot in slots) {
+			if (slot._data._name == slotName) return i;
 			i++;
 		}
 		return -1;
 	}
 
-	public function get drawOrder () : Vector.<Slot> {
-		return _drawOrder;
-	}
-
 	public function get skin () : Skin {
 		return _skin;
 	}
 
 	public function set skinName (skinName:String) : void {
 		var skin:Skin = data.findSkin(skinName);
-		if (skin == null)
-			throw new ArgumentError("Skin not found: " + skinName);
+		if (skin == null) throw new ArgumentError("Skin not found: " + skinName);
 		this.skin = skin;
 	}
 
@@ -182,8 +219,8 @@ public class Skeleton {
 				newSkin.attachAll(this, skin);
 			else {
 				var i:int = 0;
-				for each (var slot:Slot in _slots) {
-					var name:String = slot.data.attachmentName;
+				for each (var slot:Slot in slots) {
+					var name:String = slot._data.attachmentName;
 					if (name) {
 						var attachment:Attachment = newSkin.getAttachment(i, name);
 						if (attachment) slot.attachment = attachment;
@@ -202,25 +239,21 @@ public class Skeleton {
 
 	/** @return May be null. */
 	public function getAttachmentForSlotIndex (slotIndex:int, attachmentName:String) : Attachment {
-		if (attachmentName == null)
-			throw new ArgumentError("attachmentName cannot be null.");
+		if (attachmentName == null) throw new ArgumentError("attachmentName cannot be null.");
 		if (skin != null) {
 			var attachment:Attachment = skin.getAttachment(slotIndex, attachmentName);
-			if (attachment != null)
-				return attachment;
+			if (attachment != null) return attachment;
 		}
-		if (data.defaultSkin != null)
-			return data.defaultSkin.getAttachment(slotIndex, attachmentName);
+		if (data.defaultSkin != null) return data.defaultSkin.getAttachment(slotIndex, attachmentName);
 		return null;
 	}
 
 	/** @param attachmentName May be null. */
 	public function setAttachment (slotName:String, attachmentName:String) : void {
-		if (slotName == null)
-			throw new ArgumentError("slotName cannot be null.");
+		if (slotName == null) throw new ArgumentError("slotName cannot be null.");
 		var i:int = 0;
-		for each (var slot:Slot in _slots) {
-			if (slot.data.name == slotName) {
+		for each (var slot:Slot in slots) {
+			if (slot._data._name == slotName) {
 				var attachment:Attachment = null;
 				if (attachmentName != null) {
 					attachment = getAttachmentForSlotIndex(i, attachmentName);
@@ -235,6 +268,14 @@ public class Skeleton {
 		throw new ArgumentError("Slot not found: " + slotName);
 	}
 
+	/** @return May be null. */
+	public function findIkConstraint (ikConstraintName:String) : IkConstraint {
+		if (ikConstraintName == null) throw new ArgumentError("ikConstraintName cannot be null.");
+		for each (var ikConstraint:IkConstraint in ikConstraints)
+			if (ikConstraint._data._name == ikConstraintName) return ikConstraint;
+		return null;
+	}
+
 	public function update (delta:Number) : void {
 		time += delta;
 	}

+ 1 - 1
spine-as3/spine-as3/src/spine/SkeletonBounds.as

@@ -43,7 +43,7 @@ public class SkeletonBounds {
 		var slots:Vector.<Slot> = skeleton.slots;
 		var slotCount:int = slots.length;
 		var x:Number = skeleton.x, y:Number = skeleton.y;
-		
+
 		boundingBoxes.length = 0;
 		for each (var polygon:Polygon in polygons)
 			polygonPool[polygonPool.length] = polygon;

+ 29 - 63
spine-as3/spine-as3/src/spine/SkeletonData.as

@@ -32,6 +32,7 @@ package spine {
 import spine.animation.Animation;
 
 public class SkeletonData {
+	/** May be null. */
 	public var name:String;
 	public var bones:Vector.<BoneData> = new Vector.<BoneData>(); // Ordered parents first.
 	public var slots:Vector.<SlotData> = new Vector.<SlotData>(); // Setup pose draw order.
@@ -39,122 +40,87 @@ public class SkeletonData {
 	public var defaultSkin:Skin;
 	public var events:Vector.<EventData> = new Vector.<EventData>();
 	public var animations:Vector.<Animation> = new Vector.<Animation>();
+	public var ikConstraints:Vector.<IkConstraintData> = new Vector.<IkConstraintData>();
+	public var width:Number, height:Number;
+	public var version:String, hash:String;
 
 	// --- Bones.
 
-	public function addBone (bone:BoneData) : void {
-		if (bone == null)
-			throw new ArgumentError("bone cannot be null.");
-		bones[bones.length] = bone;
-	}
-
 	/** @return May be null. */
 	public function findBone (boneName:String) : BoneData {
-		if (boneName == null)
-			throw new ArgumentError("boneName cannot be null.");
+		if (boneName == null) throw new ArgumentError("boneName cannot be null.");
 		for (var i:int = 0, n:int = bones.length; i < n; i++) {
 			var bone:BoneData = bones[i];
-			if (bone._name == boneName)
-				return bone;
+			if (bone._name == boneName) return bone;
 		}
 		return null;
 	}
 
 	/** @return -1 if the bone was not found. */
 	public function findBoneIndex (boneName:String) : int {
-		if (boneName == null)
-			throw new ArgumentError("boneName cannot be null.");
+		if (boneName == null) throw new ArgumentError("boneName cannot be null.");
 		for (var i:int = 0, n:int = bones.length; i < n; i++)
-			if (bones[i]._name == boneName)
-				return i;
+			if (bones[i]._name == boneName) return i;
 		return -1;
 	}
 
 	// --- Slots.
 
-	public function addSlot (slot:SlotData) : void {
-		if (slot == null)
-			throw new ArgumentError("slot cannot be null.");
-		slots[slots.length] = slot;
-	}
-
 	/** @return May be null. */
 	public function findSlot (slotName:String) : SlotData {
-		if (slotName == null)
-			throw new ArgumentError("slotName cannot be null.");
+		if (slotName == null) throw new ArgumentError("slotName cannot be null.");
 		for (var i:int = 0, n:int = slots.length; i < n; i++) {
 			var slot:SlotData = slots[i];
-			if (slot._name == slotName)
-				return slot;
+			if (slot._name == slotName) return slot;
 		}
 		return null;
 	}
 
 	/** @return -1 if the bone was not found. */
 	public function findSlotIndex (slotName:String) : int {
-		if (slotName == null)
-			throw new ArgumentError("slotName cannot be null.");
+		if (slotName == null) throw new ArgumentError("slotName cannot be null.");
 		for (var i:int = 0, n:int = slots.length; i < n; i++)
-			if (slots[i]._name == slotName)
-				return i;
+			if (slots[i]._name == slotName) return i;
 		return -1;
 	}
 
 	// --- Skins.
 
-	public function addSkin (skin:Skin) : void {
-		if (skin == null)
-			throw new ArgumentError("skin cannot be null.");
-		skins[skins.length] = skin;
-	}
-
 	/** @return May be null. */
 	public function findSkin (skinName:String) : Skin {
-		if (skinName == null)
-			throw new ArgumentError("skinName cannot be null.");
+		if (skinName == null) throw new ArgumentError("skinName cannot be null.");
 		for each (var skin:Skin in skins)
-			if (skin._name == skinName)
-				return skin;
+			if (skin._name == skinName) return skin;
 		return null;
 	}
 	
 	// --- Events.
 	
-	public function addEvent (eventData:EventData) : void {
-		if (eventData == null)
-			throw new ArgumentError("eventData cannot be null.");
-		events[events.length] = eventData;
-	}
-	
 	/** @return May be null. */
 	public function findEvent (eventName:String) : EventData {
-		if (eventName == null)
-			throw new ArgumentError("eventName cannot be null.");
-		for (var i:int = 0, n:int = events.length; i < n; i++) {
-			var eventData:EventData = events[i];
-			if (eventData.name == eventName)
-				return eventData;
-		}
+		if (eventName == null) throw new ArgumentError("eventName cannot be null.");
+		for each (var eventData:EventData in events)
+			if (eventData._name == eventName) return eventData;
 		return null;
 	}
 	
 	// --- Animations.
 	
-	public function addAnimation (animation:Animation) : void {
-		if (animation == null)
-			throw new ArgumentError("animation cannot be null.");
-		animations[animations.length] = animation;
+	/** @return May be null. */
+	public function findAnimation (animationName:String) : Animation {
+		if (animationName == null) throw new ArgumentError("animationName cannot be null.");
+		for each (var animation:Animation in animations)
+			if (animation.name == animationName) return animation;
+		return null;
 	}
 	
+	// --- IK constraints.
+
 	/** @return May be null. */
-	public function findAnimation (animationName:String) : Animation {
-		if (animationName == null)
-			throw new ArgumentError("animationName cannot be null.");
-		for (var i:int = 0, n:int = animations.length; i < n; i++) {
-			var animation:Animation = animations[i];
-			if (animation.name == animationName)
-				return animation;
-		}
+	public function findIkConstraint (ikConstraintName:String) : IkConstraintData {
+		if (ikConstraintName == null) throw new ArgumentError("ikConstraintName cannot be null.");
+		for each (var ikConstraintData:IkConstraintData in ikConstraints)
+			if (ikConstraintData._name == ikConstraintName) return ikConstraintData;
 		return null;
 	}
 

+ 61 - 21
spine-as3/spine-as3/src/spine/SkeletonJson.as

@@ -38,6 +38,7 @@ import spine.animation.CurveTimeline;
 import spine.animation.DrawOrderTimeline;
 import spine.animation.EventTimeline;
 import spine.animation.FfdTimeline;
+import spine.animation.IkConstraintTimeline;
 import spine.animation.RotateTimeline;
 import spine.animation.ScaleTimeline;
 import spine.animation.Timeline;
@@ -66,8 +67,7 @@ public class SkeletonJson {
 
 	/** @param object A String or ByteArray. */
 	public function readSkeletonData (object:*, name:String = null) : SkeletonData {
-		if (object == null)
-			throw new ArgumentError("object cannot be null.");
+		if (object == null) throw new ArgumentError("object cannot be null.");
 
 		var root:Object;
 		if (object is String)
@@ -82,6 +82,15 @@ public class SkeletonJson {
 		var skeletonData:SkeletonData = new SkeletonData();
 		skeletonData.name = name;
 
+		// Skeleton.
+		var skeletonMap:Object = root["skeleton"];
+		if (skeletonMap) {
+			skeletonData.hash = skeletonMap["hash"];
+			skeletonData.version = skeletonMap["spine"];
+			skeletonData.width = skeletonMap["width"] || 0;
+			skeletonData.height = skeletonMap["height"] || 0;
+		}
+
 		// Bones.
 		var boneData:BoneData;
 		for each (var boneMap:Object in root["bones"]) {
@@ -89,8 +98,7 @@ public class SkeletonJson {
 			var parentName:String = boneMap["parent"];
 			if (parentName) {
 				parent = skeletonData.findBone(parentName);
-				if (!parent)
-					throw new Error("Parent bone not found: " + parentName);
+				if (!parent) throw new Error("Parent bone not found: " + parentName);
 			}
 			boneData = new BoneData(boneMap["name"], parent);
 			boneData.length = (boneMap["length"] || 0) * scale;
@@ -101,15 +109,33 @@ public class SkeletonJson {
 			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.addBone(boneData);
+			skeletonData.bones[skeletonData.bones.length] = boneData;
+		}
+
+		// IK constraints.
+		for each (var ikMap:Object in root["ik"]) {
+			var ikConstraintData:IkConstraintData = new IkConstraintData(ikMap["name"]);
+
+			for each (var boneName:String in ikMap["bones"]) {
+				var bone:BoneData = skeletonData.findBone(boneName);
+				if (!bone) throw new Error("IK bone not found: " + boneName);
+				ikConstraintData.bones[ikConstraintData.bones.length] = bone;
+			}
+
+			ikConstraintData.target = skeletonData.findBone(ikMap["target"]);
+			if (!ikConstraintData.target) throw new Error("Target bone not found: " + ikMap["target"]);
+
+			ikConstraintData.bendDirection = (!ikMap.hasOwnProperty("bendPositive") || ikMap["bendPositive"]) ? 1 : -1;
+			ikConstraintData.mix = ikMap["mix"] || 1;
+
+			skeletonData.ikConstraints[skeletonData.ikConstraints.length] = ikConstraintData;
 		}
 
 		// Slots.
 		for each (var slotMap:Object in root["slots"]) {
-			var boneName:String = slotMap["bone"];
+			boneName = slotMap["bone"];
 			boneData = skeletonData.findBone(boneName);
-			if (!boneData)
-				throw new Error("Slot bone not found: " + boneName);
+			if (!boneData) throw new Error("Slot bone not found: " + boneName);
 			var slotData:SlotData = new SlotData(slotMap["name"], boneData);
 
 			var color:String = slotMap["color"];
@@ -123,7 +149,7 @@ public class SkeletonJson {
 			slotData.attachmentName = slotMap["attachment"];
 			slotData.additiveBlending = slotMap["additive"];
 
-			skeletonData.addSlot(slotData);
+			skeletonData.slots[skeletonData.slots.length] = slotData;
 		}
 
 		// Skins.
@@ -140,7 +166,7 @@ public class SkeletonJson {
 						skin.addAttachment(slotIndex, attachmentName, attachment);
 				}
 			}
-			skeletonData.addSkin(skin);
+			skeletonData.skins[skeletonData.skins.length] = skin;
 			if (skin.name == "default")
 				skeletonData.defaultSkin = skin;
 		}
@@ -154,7 +180,7 @@ public class SkeletonJson {
 				eventData.intValue = eventMap["int"] || 0;
 				eventData.floatValue = eventMap["float"] || 0;
 				eventData.stringValue = eventMap["string"] || null;
-				skeletonData.addEvent(eventData);
+				skeletonData.events[skeletonData.events.length] = eventData;
 			}
 		}
 
@@ -322,8 +348,7 @@ public class SkeletonJson {
 		var bones:Object = map["bones"];
 		for (var boneName:String in bones) {
 			var boneIndex:int = skeletonData.findBoneIndex(boneName);
-			if (boneIndex == -1)
-				throw new Error("Bone not found: " + boneName);
+			if (boneIndex == -1) throw new Error("Bone not found: " + boneName);
 			var boneMap:Object = bones[boneName];
 
 			for (timelineName in boneMap) {
@@ -368,6 +393,24 @@ public class SkeletonJson {
 			}
 		}
 
+		var ikMap:Object = map["ik"];
+		for (var ikConstraintName:String in ikMap) {
+			var ikConstraint:IkConstraintData = skeletonData.findIkConstraint(ikConstraintName);
+			values = ikMap[ikConstraintName];
+			var ikTimeline:IkConstraintTimeline = new IkConstraintTimeline(values.length);
+			ikTimeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(ikConstraint);
+			frameIndex = 0;
+			for each (valueMap in values) {
+				var mix:Number = valueMap["mix"] || 1;
+				var bendDirection:int = (!valueMap.hasOwnProperty("bendPositive") || valueMap["bendPositive"]) ? 1 : -1;
+				ikTimeline.setFrame(frameIndex, valueMap["time"], mix, bendDirection);
+				readCurve(ikTimeline, frameIndex, valueMap);
+				frameIndex++;
+			}
+			timelines[timelines.length] = ikTimeline;
+			duration = Math.max(duration, ikTimeline.frames[ikTimeline.frameCount * 3 - 3]);
+		}
+
 		var ffd:Object = map["ffd"];
 		for (var skinName:String in ffd) {
 			var skin:Skin = skeletonData.findSkin(skinName);
@@ -468,7 +511,7 @@ public class SkeletonJson {
 			frameIndex = 0;
 			for each (var eventMap:Object in eventsMap) {
 				var eventData:EventData = skeletonData.findEvent(eventMap["name"]);
-				if (eventData == null) throw new Error("Event not found: " + eventMap["name"]);
+				if (!eventData) throw new Error("Event not found: " + eventMap["name"]);
 				var event:Event = new Event(eventData);
 				event.intValue = eventMap.hasOwnProperty("int") ? eventMap["int"] : eventData.intValue;
 				event.floatValue = eventMap.hasOwnProperty("float") ? eventMap["float"] : eventData.floatValue;
@@ -479,23 +522,20 @@ public class SkeletonJson {
 			duration = Math.max(duration, eventTimeline.frames[eventTimeline.frameCount - 1]);
 		}
 
-		skeletonData.addAnimation(new Animation(name, timelines, duration));
+		skeletonData.animations[skeletonData.animations.length] = new Animation(name, timelines, duration);
 	}
 
 	static private function readCurve (timeline:CurveTimeline, frameIndex:int, valueMap:Object) : void {
 		var curve:Object = valueMap["curve"];
-		if (curve == null)
-			return;
+		if (!curve) return;
 		if (curve == "stepped")
 			timeline.setStepped(frameIndex);
-		else if (curve is Array) {
+		else if (curve is Array)
 			timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
-		}
 	}
 
 	static private function toColor (hexString:String, colorIndex:int) : Number {
-		if (hexString.length != 8)
-			throw new ArgumentError("Color hexidecimal length must be 8, recieved: " + hexString);
+		if (hexString.length != 8) throw new ArgumentError("Color hexidecimal length must be 8, recieved: " + hexString);
 		return parseInt(hexString.substring(colorIndex * 2, colorIndex * 2 + 2), 16) / 255;
 	}
 

+ 3 - 5
spine-as3/spine-as3/src/spine/Skin.as

@@ -39,14 +39,12 @@ public class Skin {
 	private var _attachments:Vector.<Dictionary> = new Vector.<Dictionary>();
 
 	public function Skin (name:String) {
-		if (name == null)
-			throw new ArgumentError("name cannot be null.");
+		if (name == null) throw new ArgumentError("name cannot be null.");
 		_name = name;
 	}
 
 	public function addAttachment (slotIndex:int, name:String, attachment:Attachment) : void {
-		if (attachment == null)
-			throw new ArgumentError("attachment cannot be null.");
+		if (attachment == null) throw new ArgumentError("attachment cannot be null.");
 		if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
 		if (!attachments[slotIndex]) attachments[slotIndex] = new Dictionary();
 		attachments[slotIndex][name] = attachment;
@@ -74,7 +72,7 @@ public class Skin {
 	/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
 	public function attachAll (skeleton:Skeleton, oldSkin:Skin) : void {
 		var slotIndex:int = 0;
-		for each (var slot:Slot in skeleton._slots) {
+		for each (var slot:Slot in skeleton.slots) {
 			var slotAttachment:Attachment = slot.attachment;
 			if (slotAttachment && slotIndex < oldSkin.attachments.length) {
 				var dictionary:Dictionary = oldSkin.attachments[slotIndex];

+ 13 - 19
spine-as3/spine-as3/src/spine/Slot.as

@@ -34,7 +34,6 @@ import spine.attachments.Attachment;
 public class Slot {
 	internal var _data:SlotData;
 	internal var _bone:Bone;
-	internal var _skeleton:Skeleton;
 	public var r:Number;
 	public var g:Number;
 	public var b:Number;
@@ -43,15 +42,10 @@ public class Slot {
 	private var _attachmentTime:Number;
 	public var attachmentVertices:Vector.<Number> = new Vector.<Number>();
 
-	public function Slot (data:SlotData, skeleton:Skeleton, bone:Bone) {
-		if (data == null)
-			throw new ArgumentError("data cannot be null.");
-		if (skeleton == null)
-			throw new ArgumentError("skeleton cannot be null.");
-		if (bone == null)
-			throw new ArgumentError("bone cannot be null.");
+	public function Slot (data:SlotData, bone:Bone) {
+		if (data == null) throw new ArgumentError("data cannot be null.");
+		if (bone == null) throw new ArgumentError("bone cannot be null.");
 		_data = data;
-		_skeleton = skeleton;
 		_bone = bone;
 		setToSetupPose();
 	}
@@ -59,14 +53,14 @@ public class Slot {
 	public function get data () : SlotData {
 		return _data;
 	}
-
-	public function get skeleton () : Skeleton {
-		return _skeleton;
-	}
-
+	
 	public function get bone () : Bone {
 		return _bone;
 	}
+	
+	public function get skeleton () : Skeleton {
+		return _bone._skeleton;
+	}
 
 	/** @return May be null. */
 	public function get attachment () : Attachment {
@@ -77,26 +71,26 @@ public class Slot {
 	 * @param attachment May be null. */
 	public function set attachment (attachment:Attachment) : void {
 		_attachment = attachment;
-		_attachmentTime = _skeleton.time;
+		_attachmentTime = _bone._skeleton.time;
 		attachmentVertices.length = 0;
 	}
 
 	public function set attachmentTime (time:Number) : void {
-		_attachmentTime = skeleton.time - time;
+		_attachmentTime = _bone._skeleton.time - time;
 	}
 
 	/** Returns the time since the attachment was set. */
 	public function get attachmentTime () : Number {
-		return skeleton.time - _attachmentTime;
+		return _bone._skeleton.time - _attachmentTime;
 	}
 
 	public function setToSetupPose () : void {
-		var slotIndex:int = skeleton.data.slots.indexOf(data);
+		var slotIndex:int = _bone._skeleton.data.slots.indexOf(data);
 		r = _data.r;
 		g = _data.g;
 		b = _data.b;
 		a = _data.a;
-		attachment = _data.attachmentName == null ? null : skeleton.getAttachmentForSlotIndex(slotIndex, data.attachmentName);
+		attachment = _data.attachmentName == null ? null : _bone._skeleton.getAttachmentForSlotIndex(slotIndex, data.attachmentName);
 	}
 
 	public function toString () : String {

+ 2 - 4
spine-as3/spine-as3/src/spine/SlotData.as

@@ -41,10 +41,8 @@ public class SlotData {
 	public var additiveBlending:Boolean;
 
 	public function SlotData (name:String, boneData:BoneData) {
-		if (name == null)
-			throw new ArgumentError("name cannot be null.");
-		if (boneData == null)
-			throw new ArgumentError("boneData cannot be null.");
+		if (name == null) throw new ArgumentError("name cannot be null.");
+		if (boneData == null) throw new ArgumentError("boneData cannot be null.");
 		_name = name;
 		_boneData = boneData;
 	}

+ 23 - 8
spine-as3/spine-as3/src/spine/animation/Animation.as

@@ -38,10 +38,8 @@ public class Animation {
 	public var duration:Number;
 
 	public function Animation (name:String, timelines:Vector.<Timeline>, duration:Number) {
-		if (name == null)
-			throw new ArgumentError("name cannot be null.");
-		if (timelines == null)
-			throw new ArgumentError("timelines cannot be null.");
+		if (name == null) throw new ArgumentError("name cannot be null.");
+		if (timelines == null) throw new ArgumentError("timelines cannot be null.");
 		_name = name;
 		_timelines = timelines;
 		this.duration = duration;
@@ -53,8 +51,7 @@ public class Animation {
 
 	/** Poses the skeleton at the specified time for this animation. */
 	public function apply (skeleton:Skeleton, lastTime:Number, time:Number, loop:Boolean, events:Vector.<Event>) : void {
-		if (skeleton == null)
-			throw new ArgumentError("skeleton cannot be null.");
+		if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
 
 		if (loop && duration != 0) {
 			time %= duration;
@@ -68,8 +65,7 @@ public class Animation {
 	/** Poses the skeleton at the specified time for this animation mixed with the current pose.
 	 * @param alpha The amount of this animation that affects the current pose. */
 	public function mix (skeleton:Skeleton, lastTime:Number, time:Number, loop:Boolean, events:Vector.<Event>, alpha:Number) : void {
-		if (skeleton == null)
-			throw new ArgumentError("skeleton cannot be null.");
+		if (skeleton == null) throw new ArgumentError("skeleton cannot be null.");
 
 		if (loop && duration != 0) {
 			time %= duration;
@@ -107,6 +103,25 @@ public class Animation {
 		return 0; // Can't happen.
 	}
 
+	/** @param target After the first and before the last entry. */
+	static public function binarySearch1 (values:Vector.<Number>, target:Number) : int {
+		var low:int = 0;
+		var high:int = values.length - 2;
+		if (high == 0)
+			return 1;
+		var current:int = high >>> 1;
+		while (true) {
+			if (values[int(current + 1)] <= target)
+				low = current + 1;
+			else
+				high = current;
+			if (low == high)
+				return low + 1;
+			current = (low + high) >>> 1;
+		}
+		return 0; // Can't happen.
+	}
+	
 	static public function linearSearch (values:Vector.<Number>, target:Number, step:int) : int {
 		for (var i:int = 0, last:int = values.length - step; i <= last; i += step)
 			if (values[i] > target)

+ 5 - 10
spine-as3/spine-as3/src/spine/animation/AnimationStateData.as

@@ -46,26 +46,21 @@ public class AnimationStateData {
 
 	public function setMixByName (fromName:String, toName:String, duration:Number) : void {
 		var from:Animation = _skeletonData.findAnimation(fromName);
-		if (from == null)
-			throw new ArgumentError("Animation not found: " + fromName);
+		if (from == null) throw new ArgumentError("Animation not found: " + fromName);
 		var to:Animation = _skeletonData.findAnimation(toName);
-		if (to == null)
-			throw new ArgumentError("Animation not found: " + toName);
+		if (to == null) throw new ArgumentError("Animation not found: " + toName);
 		setMix(from, to, duration);
 	}
 
 	public function setMix (from:Animation, to:Animation, duration:Number) : void {
-		if (from == null)
-			throw new ArgumentError("from cannot be null.");
-		if (to == null)
-			throw new ArgumentError("to cannot be null.");
+		if (from == null) throw new ArgumentError("from cannot be null.");
+		if (to == null) throw new ArgumentError("to cannot be null.");
 		animationToMixTime[from.name + ":" + to.name] = duration;
 	}
 
 	public function getMix (from:Animation, to:Animation) : Number {
 		var time:Object = animationToMixTime[from.name + ":" + to.name];
-		if (time == null)
-			return defaultMix;
+		if (time == null) return defaultMix;
 		return time as Number;
 	}
 }

+ 47 - 49
spine-as3/spine-as3/src/spine/animation/CurveTimeline.as

@@ -35,78 +35,51 @@ import spine.Skeleton;
 /** Base class for frames that use an interpolation bezier curve. */
 public class CurveTimeline implements Timeline {
 	static private const LINEAR:Number = 0;
-	static private const STEPPED:Number = -1;
+	static private const STEPPED:Number = 1;
+	static private const BEZIER:Number = 2;
 	static private const BEZIER_SEGMENTS:int = 10;
+	static private const BEZIER_SIZE:int = BEZIER_SEGMENTS * 2 - 1;
 
-	private var curves:Vector.<Number>; // dfx, dfy, ddfx, ddfy, dddfx, dddfy, ...
+	private var curves:Vector.<Number>; // type, x, y, ...
 
 	public function CurveTimeline (frameCount:int) {
-		curves = new Vector.<Number>(frameCount * 6, true)
+		curves = new Vector.<Number>((frameCount - 1) * BEZIER_SIZE, true)
 	}
 
 	public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
 	}
 
 	public function get frameCount () : int {
-		return curves.length / 6;
+		return curves.length / BEZIER_SIZE + 1;
 	}
 
 	public function setLinear (frameIndex:int) : void {
-		curves[int(frameIndex * 6)] = LINEAR;
+		curves[int(frameIndex * BEZIER_SIZE)] = LINEAR;
 	}
 
 	public function setStepped (frameIndex:int) : void {
-		curves[int(frameIndex * 6)] = STEPPED;
+		curves[int(frameIndex * BEZIER_SIZE)] = 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. */
 	public function setCurve (frameIndex:int, cx1:Number, cy1:Number, cx2:Number, cy2:Number) : void {
-		var subdiv_step:Number = 1 / BEZIER_SEGMENTS;
-		var subdiv_step2:Number = subdiv_step * subdiv_step;
-		var subdiv_step3:Number = subdiv_step2 * subdiv_step;
-		var pre1:Number = 3 * subdiv_step;
-		var pre2:Number = 3 * subdiv_step2;
-		var pre4:Number = 6 * subdiv_step2;
-		var pre5:Number = 6 * subdiv_step3;
-		var tmp1x:Number = -cx1 * 2 + cx2;
-		var tmp1y:Number = -cy1 * 2 + cy2;
-		var tmp2x:Number = (cx1 - cx2) * 3 + 1;
-		var tmp2y:Number = (cy1 - cy2) * 3 + 1;
-		var i:int = frameIndex * 6;
-		curves[i] = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
-		curves[int(i + 1)] = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
-		curves[int(i + 2)] = tmp1x * pre4 + tmp2x * pre5;
-		curves[int(i + 3)] = tmp1y * pre4 + tmp2y * pre5;
-		curves[int(i + 4)] = tmp2x * pre5;
-		curves[int(i + 5)] = tmp2y * pre5;
-	}
+		var subdiv1:Number = 1 / BEZIER_SEGMENTS, subdiv2:Number = subdiv1 * subdiv1, subdiv3:Number = subdiv2 * subdiv1;
+		var pre1:Number = 3 * subdiv1, pre2:Number = 3 * subdiv2, pre4:Number = 6 * subdiv2, pre5:Number = 6 * subdiv3;
+		var tmp1x:Number = -cx1 * 2 + cx2, tmp1y:Number = -cy1 * 2 + cy2, tmp2x:Number = (cx1 - cx2) * 3 + 1, tmp2y:Number = (cy1 - cy2) * 3 + 1;
+		var dfx:Number = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy:Number = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3;
+		var ddfx:Number = tmp1x * pre4 + tmp2x * pre5, ddfy:Number = tmp1y * pre4 + tmp2y * pre5;
+		var dddfx:Number = tmp2x * pre5, dddfy:Number = tmp2y * pre5;
 
-	public function getCurvePercent (frameIndex:int, percent:Number) : Number {
-		var curveIndex:int = frameIndex * 6;
-		var dfx:Number = curves[curveIndex];
-		if (dfx == LINEAR)
-			return percent;
-		if (dfx == STEPPED)
-			return 0;
-		var dfy:Number = curves[int(curveIndex + 1)];
-		var ddfx:Number = curves[int(curveIndex + 2)];
-		var ddfy:Number = curves[int(curveIndex + 3)];
-		var dddfx:Number = curves[int(curveIndex + 4)];
-		var dddfy:Number = curves[int(curveIndex + 5)];
-		var x:Number = dfx;
-		var y:Number = dfy;
-		var i:int = BEZIER_SEGMENTS - 2;
-		while (true) {
-			if (x >= percent) {
-				var prevX:Number = x - dfx;
-				var prevY:Number = y - dfy;
-				return prevY + (y - prevY) * (percent - prevX) / (x - prevX);
-			}
-			if (i == 0)
-				break;
-			i--;
+		var i:int = frameIndex * BEZIER_SIZE;
+		var curves:Vector.<Number> = this.curves;
+		curves[int(i++)] = BEZIER;
+
+		var x:Number = dfx, y:Number = dfy;
+		for (var n:int = i + BEZIER_SIZE - 1; i < n; i += 2) {
+			curves[i] = x;
+			curves[int(i + 1)] = y;
 			dfx += ddfx;
 			dfy += ddfy;
 			ddfx += dddfx;
@@ -114,6 +87,31 @@ public class CurveTimeline implements Timeline {
 			x += dfx;
 			y += dfy;
 		}
+	}
+
+	public function getCurvePercent (frameIndex:int, percent:Number) : Number {
+		var curves:Vector.<Number> = this.curves;
+		var i:int = frameIndex * BEZIER_SIZE;
+		var type:Number = curves[i];
+		if (type == LINEAR) return percent;
+		if (type == STEPPED) return 0;
+		i++;
+		var x:Number = 0;
+		for (var start:int = i, n:int = i + BEZIER_SIZE - 1; i < n; i += 2) {
+			x = curves[i];
+			if (x >= percent) {
+				var prevX:Number, prevY:Number;
+				if (i == start) {
+					prevX = 0;
+					prevY = 0;
+				} else {
+					prevX = curves[int(i - 2)];
+					prevY = curves[int(i - 1)];
+				}
+				return prevY + (curves[int(i + 1)] - prevY) * (percent - prevX) / (x - prevX);
+			}
+		}
+		var y:Number = curves[int(i - 1)];
 		return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1.
 	}
 }

+ 1 - 1
spine-as3/spine-as3/src/spine/animation/DrawOrderTimeline.as

@@ -60,7 +60,7 @@ public class DrawOrderTimeline implements Timeline {
 		if (time >= frames[int(frames.length - 1)]) // Time is after last frame.
 			frameIndex = frames.length - 1;
 		else
-			frameIndex = Animation.binarySearch(frames, time, 1) - 1;
+			frameIndex = Animation.binarySearch1(frames, time) - 1;
 
 		var drawOrder:Vector.<Slot> = skeleton.drawOrder;
 		var slots:Vector.<Slot> = skeleton.slots;

+ 1 - 1
spine-as3/spine-as3/src/spine/animation/EventTimeline.as

@@ -67,7 +67,7 @@ public class EventTimeline implements Timeline {
 		if (lastTime < frames[0])
 			frameIndex = 0;
 		else {
-			frameIndex = Animation.binarySearch(frames, lastTime, 1);
+			frameIndex = Animation.binarySearch1(frames, lastTime);
 			var frame:Number = frames[frameIndex];
 			while (frameIndex > 0) { // Fire multiple events with the same frame.
 				if (frames[int(frameIndex - 1)] != frame) break;

+ 1 - 1
spine-as3/spine-as3/src/spine/animation/FfdTimeline.as

@@ -83,7 +83,7 @@ public class FfdTimeline extends CurveTimeline {
 		}
 
 		// Interpolate between the previous frame and the current frame.
-		var frameIndex:int = Animation.binarySearch(frames, time, 1);
+		var frameIndex:int = Animation.binarySearch1(frames, time);
 		var frameTime:Number = frames[frameIndex];
 		var percent:Number = 1 - (time - frameTime) / (frames[int(frameIndex - 1)] - frameTime);
 		percent = getCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));

+ 82 - 0
spine-as3/spine-as3/src/spine/animation/IkConstraintTimeline.as

@@ -0,0 +1,82 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+package spine.animation {
+import spine.Event;
+import spine.IkConstraint;
+import spine.Skeleton;
+
+public class IkConstraintTimeline extends CurveTimeline {
+	static private const PREV_FRAME_TIME:int = -3;
+	static private const PREV_FRAME_MIX:int = -2;
+	static private const PREV_FRAME_BEND_DIRECTION:int = -1;
+	static private const FRAME_MIX:int = 1;
+
+	public var ikConstraintIndex:int;
+	public var frames:Vector.<Number>; // time, mix, bendDirection, ...
+
+	public function IkConstraintTimeline (frameCount:int) {
+		super(frameCount);
+		frames = new Vector.<Number>(frameCount * 3, true);
+	}
+
+	/** Sets the time, mix and bend direction of the specified keyframe. */
+	public function setFrame (frameIndex:int, time:Number, mix:Number, bendDirection:int) : void {
+		frameIndex *= 3;
+		frames[frameIndex] = time;
+		frames[int(frameIndex + 1)] = mix;
+		frames[int(frameIndex + 2)] = bendDirection;
+	}
+
+	override public function apply (skeleton:Skeleton, lastTime:Number, time:Number, firedEvents:Vector.<Event>, alpha:Number) : void {
+		if (time < frames[0]) return; // Time is before first frame.
+
+		var ikConstraint:IkConstraint = skeleton.ikConstraints[ikConstraintIndex];
+
+		if (time >= frames[int(frames.length - 3)]) { // Time is after last frame.
+			ikConstraint.mix += (frames[int(frames.length - 2)] - ikConstraint.mix) * alpha;
+			ikConstraint.bendDirection = int(frames[int(frames.length - 1)]);
+			return;
+		}
+
+		// Interpolate between the previous frame and the current frame.
+		var frameIndex:int = Animation.binarySearch(frames, time, 3);
+		var prevFrameMix:Number = frames[int(frameIndex + PREV_FRAME_MIX)];
+		var frameTime:Number = frames[frameIndex];
+		var percent:Number = 1 - (time - frameTime) / (frames[int(frameIndex + PREV_FRAME_TIME)] - frameTime);
+		percent = getCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent));
+
+		var mix:Number = prevFrameMix + (frames[int(frameIndex + FRAME_MIX)] - prevFrameMix) * percent;
+		ikConstraint.mix += (mix - ikConstraint.mix) * alpha;
+		ikConstraint.bendDirection = int(frames[int(frameIndex + PREV_FRAME_BEND_DIRECTION)]);
+	}
+}
+
+}

+ 3 - 4
spine-starling/spine-starling-example/.actionScriptProperties

@@ -1,6 +1,6 @@
 <?xml version="1.0" encoding="UTF-8" standalone="no"?>
-<actionScriptProperties analytics="false" mainApplicationPath="Main.as" projectUUID="164cbec6-d4e8-44d9-9ac1-41bccc772b2e" version="11">
-  <compiler additionalCompilerArguments="-locale en_US" advancedTelemetry="false" autoRSLOrdering="true" copyDependentFiles="true" fteInMXComponents="false" generateAccessible="false" htmlExpressInstall="true" htmlGenerate="true" htmlHistoryManagement="true" htmlPlayerVersionCheck="true" includeNetmonSwc="false" outputFolderPath="bin-debug" removeUnusedRSL="true" sourceFolderPath="src" strict="true" targetPlayerVersion="0.0.0" useApolloConfig="false" useDebugRSLSwfs="true" useFlashSDK="true" verifyDigests="true" warn="true">
+<actionScriptProperties analytics="false" mainApplicationPath="spine/Main.as" projectUUID="164cbec6-d4e8-44d9-9ac1-41bccc772b2e" version="10">
+  <compiler additionalCompilerArguments="-locale en_US" autoRSLOrdering="true" copyDependentFiles="true" fteInMXComponents="false" generateAccessible="false" htmlExpressInstall="true" htmlGenerate="true" htmlHistoryManagement="true" htmlPlayerVersionCheck="true" includeNetmonSwc="false" outputFolderPath="bin-debug" removeUnusedRSL="true" sourceFolderPath="src" strict="true" targetPlayerVersion="0.0.0" useApolloConfig="false" useDebugRSLSwfs="true" verifyDigests="true" warn="true">
     <compilerSourcePath/>
     <libraryPath defaultLinkType="0">
       <libraryPathEntry kind="4" path="">
@@ -34,10 +34,9 @@
     <sourceAttachmentPath/>
   </compiler>
   <applications>
-    <application path="Main.as"/>
+    <application path="spine/Main.as"/>
   </applications>
   <modules/>
-  <workers/>
   <buildCSSFiles/>
   <flashCatalyst validateFlashCatalystCompatibility="false"/>
 </actionScriptProperties>

+ 251 - 0
spine-starling/spine-starling-example/src/raptor.atlas

@@ -0,0 +1,251 @@
+
+raptor.png
+size: 1022,1022
+format: RGBA8888
+filter: Linear,Linear
+repeat: none
+back_arm
+  rotate: false
+  xy: 410, 545
+  size: 46, 29
+  orig: 46, 29
+  offset: 0, 0
+  index: -1
+back_bracer
+  rotate: false
+  xy: 540, 548
+  size: 39, 28
+  orig: 39, 28
+  offset: 0, 0
+  index: -1
+back_hand
+  rotate: true
+  xy: 504, 538
+  size: 36, 34
+  orig: 36, 34
+  offset: 0, 0
+  index: -1
+back_knee
+  rotate: false
+  xy: 299, 478
+  size: 49, 67
+  orig: 49, 67
+  offset: 0, 0
+  index: -1
+back_thigh
+  rotate: true
+  xy: 140, 247
+  size: 39, 24
+  orig: 39, 24
+  offset: 0, 0
+  index: -1
+eyes_open
+  rotate: true
+  xy: 2, 2
+  size: 47, 45
+  orig: 47, 45
+  offset: 0, 0
+  index: -1
+front_arm
+  rotate: false
+  xy: 360, 544
+  size: 48, 30
+  orig: 48, 30
+  offset: 0, 0
+  index: -1
+front_bracer
+  rotate: false
+  xy: 538, 578
+  size: 41, 29
+  orig: 41, 29
+  offset: 0, 0
+  index: -1
+front_hand
+  rotate: false
+  xy: 538, 609
+  size: 41, 38
+  orig: 41, 38
+  offset: 0, 0
+  index: -1
+front_open_hand
+  rotate: false
+  xy: 894, 782
+  size: 43, 44
+  orig: 43, 44
+  offset: 0, 0
+  index: -1
+front_thigh
+  rotate: false
+  xy: 942, 849
+  size: 57, 29
+  orig: 57, 29
+  offset: 0, 0
+  index: -1
+gun
+  rotate: false
+  xy: 785, 774
+  size: 107, 103
+  orig: 107, 103
+  offset: 0, 0
+  index: -1
+gun_nohand
+  rotate: false
+  xy: 614, 703
+  size: 105, 102
+  orig: 105, 102
+  offset: 0, 0
+  index: -1
+head
+  rotate: false
+  xy: 2, 137
+  size: 136, 149
+  orig: 136, 149
+  offset: 0, 0
+  index: -1
+lower_leg
+  rotate: true
+  xy: 780, 699
+  size: 73, 98
+  orig: 73, 98
+  offset: 0, 0
+  index: -1
+mouth_smile
+  rotate: true
+  xy: 49, 2
+  size: 47, 30
+  orig: 47, 30
+  offset: 0, 0
+  index: -1
+neck
+  rotate: true
+  xy: 1001, 860
+  size: 18, 21
+  orig: 18, 21
+  offset: 0, 0
+  index: -1
+raptor_arm_back
+  rotate: false
+  xy: 940, 936
+  size: 82, 86
+  orig: 82, 86
+  offset: 0, 0
+  index: -1
+raptor_body
+  rotate: false
+  xy: 2, 737
+  size: 610, 285
+  orig: 610, 285
+  offset: 0, 0
+  index: -1
+raptor_front_arm
+  rotate: true
+  xy: 195, 464
+  size: 81, 102
+  orig: 81, 102
+  offset: 0, 0
+  index: -1
+raptor_front_leg
+  rotate: false
+  xy: 2, 478
+  size: 191, 257
+  orig: 191, 257
+  offset: 0, 0
+  index: -1
+raptor_hindleg_back
+  rotate: false
+  xy: 614, 807
+  size: 169, 215
+  orig: 169, 215
+  offset: 0, 0
+  index: -1
+raptor_horn
+  rotate: false
+  xy: 360, 655
+  size: 182, 80
+  orig: 182, 80
+  offset: 0, 0
+  index: -1
+raptor_horn_back
+  rotate: false
+  xy: 360, 576
+  size: 176, 77
+  orig: 176, 77
+  offset: 0, 0
+  index: -1
+raptor_jaw
+  rotate: false
+  xy: 785, 879
+  size: 153, 143
+  orig: 153, 143
+  offset: 0, 0
+  index: -1
+raptor_saddle_noshadow
+  rotate: false
+  xy: 2, 288
+  size: 163, 188
+  orig: 163, 188
+  offset: 0, 0
+  index: -1
+raptor_saddle_strap_front
+  rotate: false
+  xy: 721, 710
+  size: 57, 95
+  orig: 57, 95
+  offset: 0, 0
+  index: -1
+raptor_saddle_strap_rear
+  rotate: true
+  xy: 940, 880
+  size: 54, 74
+  orig: 54, 74
+  offset: 0, 0
+  index: -1
+raptor_saddle_w_shadow
+  rotate: false
+  xy: 195, 547
+  size: 163, 188
+  orig: 163, 188
+  offset: 0, 0
+  index: -1
+raptor_tongue
+  rotate: true
+  xy: 544, 649
+  size: 86, 64
+  orig: 86, 64
+  offset: 0, 0
+  index: -1
+stirrup_back
+  rotate: false
+  xy: 458, 539
+  size: 44, 35
+  orig: 44, 35
+  offset: 0, 0
+  index: -1
+stirrup_front
+  rotate: true
+  xy: 81, 4
+  size: 45, 50
+  orig: 45, 50
+  offset: 0, 0
+  index: -1
+stirrup_strap
+  rotate: true
+  xy: 894, 828
+  size: 49, 46
+  orig: 49, 46
+  offset: 0, 0
+  index: -1
+torso
+  rotate: true
+  xy: 610, 647
+  size: 54, 91
+  orig: 54, 91
+  offset: 0, 0
+  index: -1
+visor
+  rotate: false
+  xy: 2, 51
+  size: 131, 84
+  orig: 131, 84
+  offset: 0, 0
+  index: -1

File diff suppressed because it is too large
+ 269 - 0
spine-starling/spine-starling-example/src/raptor.json


BIN
spine-starling/spine-starling-example/src/raptor.png


+ 1 - 3
spine-starling/spine-starling-example/src/GoblinsExample.as → spine-starling/spine-starling-example/src/spine/GoblinsExample.as

@@ -1,7 +1,5 @@
-package {
+package spine {
 
-import spine.SkeletonData;
-import spine.SkeletonJson;
 import spine.atlas.Atlas;
 import spine.attachments.AtlasAttachmentLoader;
 import spine.attachments.AttachmentLoader;

+ 4 - 3
spine-starling/spine-starling-example/src/Main.as → spine-starling/spine-starling-example/src/spine/Main.as

@@ -1,11 +1,11 @@
 
-package {
+package spine {
 
 import flash.display.Sprite;
 
 import starling.core.Starling;
 
-[SWF(width = "640", height = "480", frameRate = "60", backgroundColor = "#dddddd")]
+[SWF(width = "800", height = "600", frameRate = "60", backgroundColor = "#dddddd")]
 public class Main extends Sprite {
 	private var _starling:Starling;
 	static public var useStarlingAtlas:Boolean;
@@ -13,7 +13,8 @@ public class Main extends Sprite {
 	public function Main () {
 		var example:Class;
 		//example = SpineboyExample;
-		example = GoblinsExample;
+		//example = GoblinsExample;
+		example = RaptorExample;
 		useStarlingAtlas = true;
 
 		_starling = new Starling(example, stage);

+ 62 - 0
spine-starling/spine-starling-example/src/spine/RaptorExample.as

@@ -0,0 +1,62 @@
+package spine {
+
+import spine.atlas.Atlas;
+import spine.attachments.AtlasAttachmentLoader;
+import spine.attachments.AttachmentLoader;
+import spine.starling.SkeletonAnimation;
+import spine.starling.StarlingAtlasAttachmentLoader;
+import spine.starling.StarlingTextureLoader;
+
+import starling.core.Starling;
+import starling.display.Sprite;
+import starling.events.Touch;
+import starling.events.TouchEvent;
+import starling.events.TouchPhase;
+import starling.textures.Texture;
+import starling.textures.TextureAtlas;
+
+public class RaptorExample extends Sprite {
+	[Embed(source = "raptor.json", mimeType = "application/octet-stream")]
+	static public const RaptorJson:Class;
+	
+	[Embed(source = "raptor.atlas", mimeType = "application/octet-stream")]
+	static public const RaptorAtlas:Class;
+	
+	[Embed(source = "raptor.png")]
+	static public const RaptorAtlasTexture:Class;
+	
+	private var skeleton:SkeletonAnimation;
+	private var gunGrabbed:Boolean;
+
+	public function RaptorExample () {
+		var attachmentLoader:AttachmentLoader;
+		var spineAtlas:Atlas = new Atlas(new RaptorAtlas(), new StarlingTextureLoader(new RaptorAtlasTexture()));
+		attachmentLoader = new AtlasAttachmentLoader(spineAtlas);
+
+		var json:SkeletonJson = new SkeletonJson(attachmentLoader);
+		json.scale = 0.5;
+		var skeletonData:SkeletonData = json.readSkeletonData(new RaptorJson());
+
+		skeleton = new SkeletonAnimation(skeletonData, true);
+		skeleton.x = 320;
+		skeleton.y = 560;
+		skeleton.state.setAnimationByName(0, "walk", true);
+
+		addChild(skeleton);
+		Starling.juggler.add(skeleton);
+
+		addEventListener(TouchEvent.TOUCH, onClick);
+	}
+
+	private function onClick (event:TouchEvent) : void {
+		var touch:Touch = event.getTouch(this);
+		if (touch && touch.phase == TouchPhase.BEGAN) {
+			if (gunGrabbed)
+				skeleton.skeleton.setToSetupPose();
+			else
+				skeleton.state.setAnimationByName(1, "gungrab", false);
+			gunGrabbed = !gunGrabbed;
+		}
+	}
+}
+}

+ 1 - 4
spine-starling/spine-starling-example/src/SpineboyExample.as → spine-starling/spine-starling-example/src/spine/SpineboyExample.as

@@ -1,8 +1,5 @@
-package {
+package spine {
 
-import spine.Event;
-import spine.SkeletonData;
-import spine.SkeletonJson;
 import spine.animation.AnimationStateData;
 import spine.atlas.Atlas;
 import spine.attachments.AtlasAttachmentLoader;

BIN
spine-starling/spine-starling-example/src/spineboy.png


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