فهرست منبع

Merge branch 'master' of https://github.com/esotericsoftware/spine-runtimes

badlogic 9 سال پیش
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84dad97828
3فایلهای تغییر یافته به همراه5714 افزوده شده و 0 حذف شده
  1. 951 0
      spine-ts/build/spine-canvas.d.ts
  2. 4763 0
      spine-ts/build/spine-canvas.js
  3. 0 0
      spine-ts/build/spine-canvas.js.map

+ 951 - 0
spine-ts/build/spine-canvas.d.ts

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+declare module spine {
+	class AssetManager implements Disposable {
+		private pathPrefix;
+		private textureLoader;
+		private assets;
+		private errors;
+		private toLoad;
+		private loaded;
+		constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
+		loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
+		loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
+		get(path: string): any;
+		remove(path: string): void;
+		removeAll(): void;
+		isLoadingComplete(): boolean;
+		getToLoad(): number;
+		getLoaded(): number;
+		dispose(): void;
+		hasErrors(): boolean;
+		getErrors(): Map<string>;
+	}
+}
+declare module spine.canvas {
+	class AssetManager extends spine.AssetManager {
+		constructor(pathPrefix?: string);
+	}
+}
+declare module spine {
+	abstract class Texture {
+		protected _image: HTMLImageElement;
+		constructor(image: HTMLImageElement);
+		getImage(): HTMLImageElement;
+		abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+		abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+		abstract dispose(): void;
+		static filterFromString(text: string): TextureFilter;
+		static wrapFromString(text: string): TextureWrap;
+	}
+	enum TextureFilter {
+		Nearest = 9728,
+		Linear = 9729,
+		MipMap = 9987,
+		MipMapNearestNearest = 9984,
+		MipMapLinearNearest = 9985,
+		MipMapNearestLinear = 9986,
+		MipMapLinearLinear = 9987,
+	}
+	enum TextureWrap {
+		MirroredRepeat = 33648,
+		ClampToEdge = 33071,
+		Repeat = 10497,
+	}
+	class TextureRegion {
+		renderObject: any;
+		u: number;
+		v: number;
+		u2: number;
+		v2: number;
+		width: number;
+		height: number;
+		rotate: boolean;
+		offsetX: number;
+		offsetY: number;
+		originalWidth: number;
+		originalHeight: number;
+	}
+}
+declare module spine.canvas {
+	class CanvasTexture extends Texture {
+		constructor(image: HTMLImageElement);
+		setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+		setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+		dispose(): void;
+	}
+}
+declare module spine.canvas {
+	class SkeletonRenderer {
+		static QUAD_TRIANGLES: number[];
+		private ctx;
+		triangleRendering: boolean;
+		debugRendering: boolean;
+		constructor(context: CanvasRenderingContext2D);
+		draw(skeleton: Skeleton): void;
+		private drawImages(skeleton);
+		private drawTriangles(skeleton);
+		private drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
+	}
+}
+declare module spine {
+	class Animation {
+		name: string;
+		timelines: Array<Timeline>;
+		duration: number;
+		constructor(name: string, timelines: Array<Timeline>, duration: number);
+		apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>): void;
+		mix(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>, alpha: number): void;
+		static binarySearch(values: ArrayLike<number>, target: number, step?: number): number;
+		static linearSearch(values: ArrayLike<number>, target: number, step: number): number;
+	}
+	interface Timeline {
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	abstract class CurveTimeline implements Timeline {
+		static LINEAR: number;
+		static STEPPED: number;
+		static BEZIER: number;
+		static BEZIER_SIZE: number;
+		private curves;
+		constructor(frameCount: number);
+		getFrameCount(): number;
+		setLinear(frameIndex: number): void;
+		setStepped(frameIndex: number): void;
+		getCurveType(frameIndex: number): number;
+		setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
+		getCurvePercent(frameIndex: number, percent: number): number;
+		abstract apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class RotateTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_ROTATION: number;
+		static ROTATION: number;
+		boneIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, degrees: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class TranslateTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_X: number;
+		static PREV_Y: number;
+		static X: number;
+		static Y: number;
+		boneIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, x: number, y: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class ScaleTimeline extends TranslateTimeline {
+		constructor(frameCount: number);
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class ShearTimeline extends TranslateTimeline {
+		constructor(frameCount: number);
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class ColorTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_R: number;
+		static PREV_G: number;
+		static PREV_B: number;
+		static PREV_A: number;
+		static R: number;
+		static G: number;
+		static B: number;
+		static A: number;
+		slotIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class AttachmentTimeline implements Timeline {
+		slotIndex: number;
+		frames: ArrayLike<number>;
+		attachmentNames: Array<string>;
+		constructor(frameCount: number);
+		getFrameCount(): number;
+		setFrame(frameIndex: number, time: number, attachmentName: string): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number): void;
+	}
+	class EventTimeline implements Timeline {
+		frames: ArrayLike<number>;
+		events: Array<Event>;
+		constructor(frameCount: number);
+		getFrameCount(): number;
+		setFrame(frameIndex: number, event: Event): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class DrawOrderTimeline implements Timeline {
+		frames: ArrayLike<number>;
+		drawOrders: Array<Array<number>>;
+		constructor(frameCount: number);
+		getFrameCount(): number;
+		setFrame(frameIndex: number, time: number, drawOrder: Array<number>): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class DeformTimeline extends CurveTimeline {
+		frames: ArrayLike<number>;
+		frameVertices: Array<ArrayLike<number>>;
+		slotIndex: number;
+		attachment: VertexAttachment;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, vertices: ArrayLike<number>): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class IkConstraintTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_MIX: number;
+		static PREV_BEND_DIRECTION: number;
+		static MIX: number;
+		static BEND_DIRECTION: number;
+		ikConstraintIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, mix: number, bendDirection: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class TransformConstraintTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_ROTATE: number;
+		static PREV_TRANSLATE: number;
+		static PREV_SCALE: number;
+		static PREV_SHEAR: number;
+		static ROTATE: number;
+		static TRANSLATE: number;
+		static SCALE: number;
+		static SHEAR: number;
+		transformConstraintIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number, scaleMix: number, shearMix: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class PathConstraintPositionTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_VALUE: number;
+		static VALUE: number;
+		pathConstraintIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, value: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline {
+		constructor(frameCount: number);
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+	class PathConstraintMixTimeline extends CurveTimeline {
+		static ENTRIES: number;
+		static PREV_TIME: number;
+		static PREV_ROTATE: number;
+		static PREV_TRANSLATE: number;
+		static ROTATE: number;
+		static TRANSLATE: number;
+		pathConstraintIndex: number;
+		frames: ArrayLike<number>;
+		constructor(frameCount: number);
+		setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void;
+		apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number): void;
+	}
+}
+declare module spine {
+	class AnimationState {
+		data: AnimationStateData;
+		tracks: TrackEntry[];
+		events: Event[];
+		listeners: AnimationStateListener[];
+		timeScale: number;
+		constructor(data?: AnimationStateData);
+		update(delta: number): void;
+		apply(skeleton: Skeleton): void;
+		clearTracks(): void;
+		clearTrack(trackIndex: number): void;
+		freeAll(entry: TrackEntry): void;
+		expandToIndex(index: number): TrackEntry;
+		setCurrent(index: number, entry: TrackEntry): void;
+		setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry;
+		setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry;
+		addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry;
+		addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry;
+		getCurrent(trackIndex: number): TrackEntry;
+		addListener(listener: AnimationStateListener): void;
+		removeListener(listener: AnimationStateListener): void;
+		clearListeners(): void;
+	}
+	class TrackEntry {
+		next: TrackEntry;
+		previous: TrackEntry;
+		animation: Animation;
+		loop: boolean;
+		delay: number;
+		time: number;
+		lastTime: number;
+		endTime: number;
+		timeScale: number;
+		mixTime: number;
+		mixDuration: number;
+		listener: AnimationStateListener;
+		mix: number;
+		reset(): void;
+		isComplete(): boolean;
+	}
+	abstract class AnimationStateAdapter implements AnimationStateListener {
+		event(trackIndex: number, event: Event): void;
+		complete(trackIndex: number, loopCount: number): void;
+		start(trackIndex: number): void;
+		end(trackIndex: number): void;
+	}
+	interface AnimationStateListener {
+		event(trackIndex: number, event: Event): void;
+		complete(trackIndex: number, loopCount: number): void;
+		start(trackIndex: number): void;
+		end(trackIndex: number): void;
+	}
+}
+declare module spine {
+	class AnimationStateData {
+		skeletonData: SkeletonData;
+		animationToMixTime: Map<number>;
+		defaultMix: number;
+		constructor(skeletonData: SkeletonData);
+		setMix(fromName: string, toName: string, duration: number): void;
+		setMixWith(from: Animation, to: Animation, duration: number): void;
+		getMix(from: Animation, to: Animation): number;
+	}
+}
+declare module spine {
+	abstract class Attachment {
+		name: string;
+		constructor(name: string);
+	}
+	abstract class VertexAttachment extends Attachment {
+		bones: Array<number>;
+		vertices: ArrayLike<number>;
+		worldVerticesLength: number;
+		constructor(name: string);
+		computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>): void;
+		computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number): void;
+		applyDeform(sourceAttachment: VertexAttachment): boolean;
+	}
+}
+declare module spine {
+	interface AttachmentLoader {
+		newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+		newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+		newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+		newPathAttachment(skin: Skin, name: string): PathAttachment;
+	}
+}
+declare module spine {
+	enum AttachmentType {
+		Region = 0,
+		BoundingBox = 1,
+		Mesh = 2,
+		LinkedMesh = 3,
+		Path = 4,
+	}
+}
+declare module spine {
+	class BoundingBoxAttachment extends VertexAttachment {
+		color: Color;
+		constructor(name: string);
+	}
+}
+declare module spine {
+	class MeshAttachment extends VertexAttachment {
+		region: TextureRegion;
+		path: string;
+		regionUVs: ArrayLike<number>;
+		worldVertices: ArrayLike<number>;
+		triangles: Array<number>;
+		color: Color;
+		hullLength: number;
+		private parentMesh;
+		inheritDeform: boolean;
+		tempColor: Color;
+		constructor(name: string);
+		updateUVs(): void;
+		updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
+		applyDeform(sourceAttachment: VertexAttachment): boolean;
+		getParentMesh(): MeshAttachment;
+		setParentMesh(parentMesh: MeshAttachment): void;
+	}
+}
+declare module spine {
+	class PathAttachment extends VertexAttachment {
+		lengths: Array<number>;
+		closed: boolean;
+		constantSpeed: boolean;
+		color: Color;
+		constructor(name: string);
+	}
+}
+declare module spine {
+	class RegionAttachment extends Attachment {
+		static OX1: number;
+		static OY1: number;
+		static OX2: number;
+		static OY2: number;
+		static OX3: number;
+		static OY3: number;
+		static OX4: number;
+		static OY4: number;
+		static X1: number;
+		static Y1: number;
+		static C1R: number;
+		static C1G: number;
+		static C1B: number;
+		static C1A: number;
+		static U1: number;
+		static V1: number;
+		static X2: number;
+		static Y2: number;
+		static C2R: number;
+		static C2G: number;
+		static C2B: number;
+		static C2A: number;
+		static U2: number;
+		static V2: number;
+		static X3: number;
+		static Y3: number;
+		static C3R: number;
+		static C3G: number;
+		static C3B: number;
+		static C3A: number;
+		static U3: number;
+		static V3: number;
+		static X4: number;
+		static Y4: number;
+		static C4R: number;
+		static C4G: number;
+		static C4B: number;
+		static C4A: number;
+		static U4: number;
+		static V4: number;
+		x: number;
+		y: number;
+		scaleX: number;
+		scaleY: number;
+		rotation: number;
+		width: number;
+		height: number;
+		color: Color;
+		path: string;
+		rendererObject: any;
+		region: TextureRegion;
+		offset: ArrayLike<number>;
+		vertices: ArrayLike<number>;
+		tempColor: Color;
+		constructor(name: string);
+		setRegion(region: TextureRegion): void;
+		updateOffset(): void;
+		updateWorldVertices(slot: Slot, premultipliedAlpha: boolean): ArrayLike<number>;
+	}
+}
+declare module spine {
+	enum BlendMode {
+		Normal = 0,
+		Additive = 1,
+		Multiply = 2,
+		Screen = 3,
+	}
+}
+declare module spine {
+	class Bone implements Updatable {
+		data: BoneData;
+		skeleton: Skeleton;
+		parent: Bone;
+		children: Bone[];
+		x: number;
+		y: number;
+		rotation: number;
+		scaleX: number;
+		scaleY: number;
+		shearX: number;
+		shearY: number;
+		appliedRotation: number;
+		a: number;
+		b: number;
+		worldX: number;
+		c: number;
+		d: number;
+		worldY: number;
+		worldSignX: number;
+		worldSignY: number;
+		sorted: boolean;
+		constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
+		update(): void;
+		updateWorldTransform(): void;
+		updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
+		setToSetupPose(): void;
+		getWorldRotationX(): number;
+		getWorldRotationY(): number;
+		getWorldScaleX(): number;
+		getWorldScaleY(): number;
+		worldToLocalRotationX(): number;
+		worldToLocalRotationY(): number;
+		rotateWorld(degrees: number): void;
+		updateLocalTransform(): void;
+		worldToLocal(world: Vector2): Vector2;
+		localToWorld(local: Vector2): Vector2;
+	}
+}
+declare module spine {
+	class BoneData {
+		index: number;
+		name: string;
+		parent: BoneData;
+		length: number;
+		x: number;
+		y: number;
+		rotation: number;
+		scaleX: number;
+		scaleY: number;
+		shearX: number;
+		shearY: number;
+		inheritRotation: boolean;
+		inheritScale: boolean;
+		constructor(index: number, name: string, parent: BoneData);
+	}
+}
+declare module spine {
+	class Event {
+		data: EventData;
+		intValue: number;
+		floatValue: number;
+		stringValue: string;
+		time: number;
+		constructor(time: number, data: EventData);
+	}
+}
+declare module spine {
+	class EventData {
+		name: string;
+		intValue: number;
+		floatValue: number;
+		stringValue: string;
+		constructor(name: string);
+	}
+}
+declare module spine {
+	class IkConstraint implements Updatable {
+		data: IkConstraintData;
+		bones: Array<Bone>;
+		target: Bone;
+		mix: number;
+		bendDirection: number;
+		level: number;
+		constructor(data: IkConstraintData, skeleton: Skeleton);
+		apply(): void;
+		update(): void;
+		apply1(bone: Bone, targetX: number, targetY: number, alpha: number): void;
+		apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, alpha: number): void;
+	}
+}
+declare module spine {
+	class IkConstraintData {
+		name: string;
+		bones: BoneData[];
+		target: BoneData;
+		bendDirection: number;
+		mix: number;
+		constructor(name: string);
+	}
+}
+declare module spine {
+	class PathConstraint implements Updatable {
+		static NONE: number;
+		static BEFORE: number;
+		static AFTER: number;
+		data: PathConstraintData;
+		bones: Array<Bone>;
+		target: Slot;
+		position: number;
+		spacing: number;
+		rotateMix: number;
+		translateMix: number;
+		spaces: number[];
+		positions: number[];
+		world: number[];
+		curves: number[];
+		lengths: number[];
+		segments: number[];
+		constructor(data: PathConstraintData, skeleton: Skeleton);
+		apply(): void;
+		update(): void;
+		computeWorldPositions(path: PathAttachment, spacesCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): number[];
+		addBeforePosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
+		addAfterPosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
+		addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array<number>, o: number, tangents: boolean): void;
+	}
+}
+declare module spine {
+	class PathConstraintData {
+		name: string;
+		bones: BoneData[];
+		target: SlotData;
+		positionMode: PositionMode;
+		spacingMode: SpacingMode;
+		rotateMode: RotateMode;
+		offsetRotation: number;
+		position: number;
+		spacing: number;
+		rotateMix: number;
+		translateMix: number;
+		constructor(name: string);
+	}
+	enum PositionMode {
+		Fixed = 0,
+		Percent = 1,
+	}
+	enum SpacingMode {
+		Length = 0,
+		Fixed = 1,
+		Percent = 2,
+	}
+	enum RotateMode {
+		Tangent = 0,
+		Chain = 1,
+		ChainScale = 2,
+	}
+}
+declare module spine {
+	class SharedAssetManager implements Disposable {
+		private pathPrefix;
+		private clientAssets;
+		private queuedAssets;
+		private rawAssets;
+		private errors;
+		constructor(pathPrefix?: string);
+		private queueAsset(clientId, textureLoader, path);
+		loadText(clientId: string, path: string): void;
+		loadJson(clientId: string, path: string): void;
+		loadTexture(clientId: string, textureLoader: (image: HTMLImageElement) => any, path: string): void;
+		get(clientId: string, path: string): any;
+		private updateClientAssets(clientAssets);
+		isLoadingComplete(clientId: string): boolean;
+		dispose(): void;
+		hasErrors(): boolean;
+		getErrors(): Map<string>;
+	}
+}
+declare module spine {
+	class Skeleton {
+		data: SkeletonData;
+		bones: Array<Bone>;
+		slots: Array<Slot>;
+		drawOrder: Array<Slot>;
+		ikConstraints: Array<IkConstraint>;
+		ikConstraintsSorted: Array<IkConstraint>;
+		transformConstraints: Array<TransformConstraint>;
+		pathConstraints: Array<PathConstraint>;
+		_updateCache: Updatable[];
+		skin: Skin;
+		color: Color;
+		time: number;
+		flipX: boolean;
+		flipY: boolean;
+		x: number;
+		y: number;
+		constructor(data: SkeletonData);
+		updateCache(): void;
+		sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
+		sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
+		sortBone(bone: Bone): void;
+		sortReset(bones: Array<Bone>): void;
+		updateWorldTransform(): void;
+		setToSetupPose(): void;
+		setBonesToSetupPose(): void;
+		setSlotsToSetupPose(): void;
+		getRootBone(): Bone;
+		findBone(boneName: string): Bone;
+		findBoneIndex(boneName: string): number;
+		findSlot(slotName: string): Slot;
+		findSlotIndex(slotName: string): number;
+		setSkinByName(skinName: string): void;
+		setSkin(newSkin: Skin): void;
+		getAttachmentByName(slotName: string, attachmentName: string): Attachment;
+		getAttachment(slotIndex: number, attachmentName: string): Attachment;
+		setAttachment(slotName: string, attachmentName: string): void;
+		findIkConstraint(constraintName: string): IkConstraint;
+		findTransformConstraint(constraintName: string): TransformConstraint;
+		findPathConstraint(constraintName: string): PathConstraint;
+		getBounds(offset: Vector2, size: Vector2): void;
+		update(delta: number): void;
+	}
+}
+declare module spine {
+	class SkeletonBounds {
+		minX: number;
+		minY: number;
+		maxX: number;
+		maxY: number;
+		boundingBoxes: BoundingBoxAttachment[];
+		polygons: ArrayLike<number>[];
+		private polygonPool;
+		update(skeleton: Skeleton, updateAabb: boolean): void;
+		aabbCompute(): void;
+		aabbContainsPoint(x: number, y: number): boolean;
+		aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
+		aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
+		containsPoint(x: number, y: number): BoundingBoxAttachment;
+		containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean;
+		intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
+		intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean;
+		getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>;
+		getWidth(): number;
+		getHeight(): number;
+	}
+}
+declare module spine {
+	class SkeletonData {
+		name: string;
+		bones: BoneData[];
+		slots: SlotData[];
+		skins: Skin[];
+		defaultSkin: Skin;
+		events: EventData[];
+		animations: Animation[];
+		ikConstraints: IkConstraintData[];
+		transformConstraints: TransformConstraintData[];
+		pathConstraints: PathConstraintData[];
+		width: number;
+		height: number;
+		version: string;
+		hash: string;
+		imagesPath: string;
+		findBone(boneName: string): BoneData;
+		findBoneIndex(boneName: string): number;
+		findSlot(slotName: string): SlotData;
+		findSlotIndex(slotName: string): number;
+		findSkin(skinName: string): Skin;
+		findEvent(eventDataName: string): EventData;
+		findAnimation(animationName: string): Animation;
+		findIkConstraint(constraintName: string): IkConstraintData;
+		findTransformConstraint(constraintName: string): TransformConstraintData;
+		findPathConstraint(constraintName: string): PathConstraintData;
+		findPathConstraintIndex(pathConstraintName: string): number;
+	}
+}
+declare module spine {
+	class SkeletonJson {
+		attachmentLoader: AttachmentLoader;
+		scale: number;
+		private linkedMeshes;
+		constructor(attachmentLoader: AttachmentLoader);
+		readSkeletonData(json: string | any): SkeletonData;
+		readAttachment(map: any, skin: Skin, slotIndex: number, name: string): Attachment;
+		readVertices(map: any, attachment: VertexAttachment, verticesLength: number): void;
+		readAnimation(map: any, name: string, skeletonData: SkeletonData): void;
+		readCurve(map: any, timeline: CurveTimeline, frameIndex: number): void;
+		getValue(map: any, prop: string, defaultValue: any): any;
+		static blendModeFromString(str: string): BlendMode;
+		static positionModeFromString(str: string): PositionMode;
+		static spacingModeFromString(str: string): SpacingMode;
+		static rotateModeFromString(str: string): RotateMode;
+	}
+}
+declare module spine {
+	class Skin {
+		name: string;
+		attachments: Map<Attachment>[];
+		constructor(name: string);
+		addAttachment(slotIndex: number, name: string, attachment: Attachment): void;
+		getAttachment(slotIndex: number, name: string): Attachment;
+		attachAll(skeleton: Skeleton, oldSkin: Skin): void;
+	}
+}
+declare module spine {
+	class Slot {
+		data: SlotData;
+		bone: Bone;
+		color: Color;
+		private attachment;
+		private attachmentTime;
+		attachmentVertices: number[];
+		constructor(data: SlotData, bone: Bone);
+		getAttachment(): Attachment;
+		setAttachment(attachment: Attachment): void;
+		setAttachmentTime(time: number): void;
+		getAttachmentTime(): number;
+		setToSetupPose(): void;
+	}
+}
+declare module spine {
+	class SlotData {
+		index: number;
+		name: string;
+		boneData: BoneData;
+		color: Color;
+		attachmentName: string;
+		blendMode: BlendMode;
+		constructor(index: number, name: string, boneData: BoneData);
+	}
+}
+declare module spine {
+	class TextureAtlas implements Disposable {
+		pages: TextureAtlasPage[];
+		regions: TextureAtlasRegion[];
+		constructor(atlasText: string, textureLoader: (path: string) => any);
+		private load(atlasText, textureLoader);
+		findRegion(name: string): TextureAtlasRegion;
+		dispose(): void;
+	}
+	class TextureAtlasPage {
+		name: string;
+		minFilter: TextureFilter;
+		magFilter: TextureFilter;
+		uWrap: TextureWrap;
+		vWrap: TextureWrap;
+		texture: Texture;
+		width: number;
+		height: number;
+	}
+	class TextureAtlasRegion extends TextureRegion {
+		page: TextureAtlasPage;
+		name: string;
+		x: number;
+		y: number;
+		index: number;
+		rotate: boolean;
+		texture: Texture;
+	}
+}
+declare module spine {
+	class TextureAtlasAttachmentLoader implements AttachmentLoader {
+		atlas: TextureAtlas;
+		constructor(atlas: TextureAtlas);
+		newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+		newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+		newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+		newPathAttachment(skin: Skin, name: string): PathAttachment;
+	}
+}
+declare module spine {
+	class TransformConstraint implements Updatable {
+		data: TransformConstraintData;
+		bones: Array<Bone>;
+		target: Bone;
+		rotateMix: number;
+		translateMix: number;
+		scaleMix: number;
+		shearMix: number;
+		temp: Vector2;
+		constructor(data: TransformConstraintData, skeleton: Skeleton);
+		apply(): void;
+		update(): void;
+	}
+}
+declare module spine {
+	class TransformConstraintData {
+		name: string;
+		bones: BoneData[];
+		target: BoneData;
+		rotateMix: number;
+		translateMix: number;
+		scaleMix: number;
+		shearMix: number;
+		offsetRotation: number;
+		offsetX: number;
+		offsetY: number;
+		offsetScaleX: number;
+		offsetScaleY: number;
+		offsetShearY: number;
+		constructor(name: string);
+	}
+}
+declare module spine {
+	interface Updatable {
+		update(): void;
+	}
+}
+declare module spine {
+	interface Map<T> {
+		[key: string]: T;
+	}
+	interface Disposable {
+		dispose(): void;
+	}
+	class Color {
+		r: number;
+		g: number;
+		b: number;
+		a: number;
+		static WHITE: Color;
+		static RED: Color;
+		static GREEN: Color;
+		static BLUE: Color;
+		static MAGENTA: Color;
+		constructor(r?: number, g?: number, b?: number, a?: number);
+		set(r: number, g: number, b: number, a: number): this;
+		setFromColor(c: Color): this;
+		setFromString(hex: string): this;
+		add(r: number, g: number, b: number, a: number): this;
+		clamp(): this;
+	}
+	class MathUtils {
+		static PI: number;
+		static PI2: number;
+		static radiansToDegrees: number;
+		static radDeg: number;
+		static degreesToRadians: number;
+		static degRad: number;
+		static clamp(value: number, min: number, max: number): number;
+		static cosDeg(degrees: number): number;
+		static sinDeg(degrees: number): number;
+		static signum(value: number): number;
+		static toInt(x: number): number;
+		static cbrt(x: number): number;
+	}
+	class Utils {
+		static SUPPORTS_TYPED_ARRAYS: boolean;
+		static arrayCopy<T>(source: ArrayLike<T>, sourceStart: number, dest: ArrayLike<T>, destStart: number, numElements: number): void;
+		static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
+		static newArray<T>(size: number, defaultValue: T): Array<T>;
+		static newFloatArray(size: number): ArrayLike<number>;
+		static toFloatArray(array: Array<number>): number[] | Float32Array;
+	}
+	class DebugUtils {
+		static logBones(skeleton: Skeleton): void;
+	}
+	class Pool<T> {
+		private items;
+		private instantiator;
+		constructor(instantiator: () => T);
+		obtain(): T;
+		free(item: T): void;
+		freeAll(items: ArrayLike<T>): void;
+		clear(): void;
+	}
+	class Vector2 {
+		x: number;
+		y: number;
+		constructor(x?: number, y?: number);
+		set(x: number, y: number): Vector2;
+		length(): number;
+		normalize(): this;
+	}
+	class TimeKeeper {
+		maxDelta: number;
+		framesPerSecond: number;
+		delta: number;
+		totalTime: number;
+		private lastTime;
+		private frameCount;
+		private frameTime;
+		update(): void;
+	}
+	interface ArrayLike<T> {
+		length: number;
+		[n: number]: T;
+	}
+}

+ 4763 - 0
spine-ts/build/spine-canvas.js

@@ -0,0 +1,4763 @@
+var spine;
+(function (spine) {
+	var AssetManager = (function () {
+		function AssetManager(textureLoader, pathPrefix) {
+			if (pathPrefix === void 0) { pathPrefix = ""; }
+			this.assets = {};
+			this.errors = {};
+			this.toLoad = 0;
+			this.loaded = 0;
+			this.textureLoader = textureLoader;
+			this.pathPrefix = pathPrefix;
+		}
+		AssetManager.prototype.loadText = function (path, success, error) {
+			var _this = this;
+			if (success === void 0) { success = null; }
+			if (error === void 0) { error = null; }
+			path = this.pathPrefix + path;
+			this.toLoad++;
+			var request = new XMLHttpRequest();
+			request.onreadystatechange = function () {
+				if (request.readyState == XMLHttpRequest.DONE) {
+					if (request.status >= 200 && request.status < 300) {
+						if (success)
+							success(path, request.responseText);
+						_this.assets[path] = request.responseText;
+					}
+					else {
+						if (error)
+							error(path, "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText);
+						_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
+					}
+					_this.toLoad--;
+					_this.loaded++;
+				}
+			};
+			request.open("GET", path, true);
+			request.send();
+		};
+		AssetManager.prototype.loadTexture = function (path, success, error) {
+			var _this = this;
+			if (success === void 0) { success = null; }
+			if (error === void 0) { error = null; }
+			path = this.pathPrefix + path;
+			this.toLoad++;
+			var img = new Image();
+			img.src = path;
+			img.crossOrigin = "anonymous";
+			img.onload = function (ev) {
+				if (success)
+					success(path, img);
+				var texture = _this.textureLoader(img);
+				_this.assets[path] = texture;
+				_this.toLoad--;
+				_this.loaded++;
+			};
+			img.onerror = function (ev) {
+				if (error)
+					error(path, "Couldn't load image " + path);
+				_this.errors[path] = "Couldn't load image " + path;
+				_this.toLoad--;
+				_this.loaded++;
+			};
+		};
+		AssetManager.prototype.get = function (path) {
+			path = this.pathPrefix + path;
+			return this.assets[path];
+		};
+		AssetManager.prototype.remove = function (path) {
+			path = this.pathPrefix + path;
+			var asset = this.assets[path];
+			if (asset.dispose)
+				asset.dispose();
+			this.assets[path] = null;
+		};
+		AssetManager.prototype.removeAll = function () {
+			for (var key in this.assets) {
+				var asset = this.assets[key];
+				if (asset.dispose)
+					asset.dispose();
+			}
+			this.assets = {};
+		};
+		AssetManager.prototype.isLoadingComplete = function () {
+			return this.toLoad == 0;
+		};
+		AssetManager.prototype.getToLoad = function () {
+			return this.toLoad;
+		};
+		AssetManager.prototype.getLoaded = function () {
+			return this.loaded;
+		};
+		AssetManager.prototype.dispose = function () {
+			this.removeAll();
+		};
+		AssetManager.prototype.hasErrors = function () {
+			return Object.keys(this.errors).length > 0;
+		};
+		AssetManager.prototype.getErrors = function () {
+			return this.errors;
+		};
+		return AssetManager;
+	}());
+	spine.AssetManager = AssetManager;
+})(spine || (spine = {}));
+var __extends = (this && this.__extends) || function (d, b) {
+	for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
+	function __() { this.constructor = d; }
+	d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
+};
+var spine;
+(function (spine) {
+	var canvas;
+	(function (canvas) {
+		var AssetManager = (function (_super) {
+			__extends(AssetManager, _super);
+			function AssetManager(pathPrefix) {
+				if (pathPrefix === void 0) { pathPrefix = ""; }
+				_super.call(this, function (image) { return new spine.canvas.CanvasTexture(image); }, pathPrefix);
+			}
+			return AssetManager;
+		}(spine.AssetManager));
+		canvas.AssetManager = AssetManager;
+	})(canvas = spine.canvas || (spine.canvas = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Texture = (function () {
+		function Texture(image) {
+			this._image = image;
+		}
+		Texture.prototype.getImage = function () {
+			return this._image;
+		};
+		Texture.filterFromString = function (text) {
+			switch (text.toLowerCase()) {
+				case "nearest": return TextureFilter.Nearest;
+				case "linear": return TextureFilter.Linear;
+				case "mipmap": return TextureFilter.MipMap;
+				case "mipmapnearestnearest": return TextureFilter.MipMapNearestNearest;
+				case "mipmaplinearnearest": return TextureFilter.MipMapLinearNearest;
+				case "mipmapnearestlinear": return TextureFilter.MipMapNearestLinear;
+				case "mipmaplinearlinear": return TextureFilter.MipMapLinearLinear;
+				default: throw new Error("Unknown texture filter " + text);
+			}
+		};
+		Texture.wrapFromString = function (text) {
+			switch (text.toLowerCase()) {
+				case "mirroredtepeat": return TextureWrap.MirroredRepeat;
+				case "clamptoedge": return TextureWrap.ClampToEdge;
+				case "repeat": return TextureWrap.Repeat;
+				default: throw new Error("Unknown texture wrap " + text);
+			}
+		};
+		return Texture;
+	}());
+	spine.Texture = Texture;
+	(function (TextureFilter) {
+		TextureFilter[TextureFilter["Nearest"] = 9728] = "Nearest";
+		TextureFilter[TextureFilter["Linear"] = 9729] = "Linear";
+		TextureFilter[TextureFilter["MipMap"] = 9987] = "MipMap";
+		TextureFilter[TextureFilter["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest";
+		TextureFilter[TextureFilter["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest";
+		TextureFilter[TextureFilter["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear";
+		TextureFilter[TextureFilter["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear";
+	})(spine.TextureFilter || (spine.TextureFilter = {}));
+	var TextureFilter = spine.TextureFilter;
+	(function (TextureWrap) {
+		TextureWrap[TextureWrap["MirroredRepeat"] = 33648] = "MirroredRepeat";
+		TextureWrap[TextureWrap["ClampToEdge"] = 33071] = "ClampToEdge";
+		TextureWrap[TextureWrap["Repeat"] = 10497] = "Repeat";
+	})(spine.TextureWrap || (spine.TextureWrap = {}));
+	var TextureWrap = spine.TextureWrap;
+	var TextureRegion = (function () {
+		function TextureRegion() {
+			this.u = 0;
+			this.v = 0;
+			this.u2 = 0;
+			this.v2 = 0;
+			this.width = 0;
+			this.height = 0;
+			this.rotate = false;
+			this.offsetX = 0;
+			this.offsetY = 0;
+			this.originalWidth = 0;
+			this.originalHeight = 0;
+		}
+		return TextureRegion;
+	}());
+	spine.TextureRegion = TextureRegion;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var canvas;
+	(function (canvas) {
+		var CanvasTexture = (function (_super) {
+			__extends(CanvasTexture, _super);
+			function CanvasTexture(image) {
+				_super.call(this, image);
+			}
+			CanvasTexture.prototype.setFilters = function (minFilter, magFilter) { };
+			CanvasTexture.prototype.setWraps = function (uWrap, vWrap) { };
+			CanvasTexture.prototype.dispose = function () { };
+			return CanvasTexture;
+		}(spine.Texture));
+		canvas.CanvasTexture = CanvasTexture;
+	})(canvas = spine.canvas || (spine.canvas = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var canvas;
+	(function (canvas) {
+		var SkeletonRenderer = (function () {
+			function SkeletonRenderer(context) {
+				this.triangleRendering = false;
+				this.debugRendering = false;
+				this.ctx = context;
+			}
+			SkeletonRenderer.prototype.draw = function (skeleton) {
+				if (this.triangleRendering)
+					this.drawTriangles(skeleton);
+				else
+					this.drawImages(skeleton);
+			};
+			SkeletonRenderer.prototype.drawImages = function (skeleton) {
+				var ctx = this.ctx;
+				var drawOrder = skeleton.drawOrder;
+				if (this.debugRendering)
+					ctx.strokeStyle = "green";
+				for (var i = 0, n = drawOrder.length; i < n; i++) {
+					var slot = drawOrder[i];
+					var attachment = slot.getAttachment();
+					var region = null;
+					var image = null;
+					var vertices = null;
+					if (attachment instanceof spine.RegionAttachment) {
+						var regionAttachment = attachment;
+						vertices = regionAttachment.updateWorldVertices(slot, false);
+						region = regionAttachment.region;
+						image = (region).texture.getImage();
+					}
+					else
+						continue;
+					var att = attachment;
+					var bone = slot.bone;
+					var x = vertices[0];
+					var y = vertices[1];
+					var rotation = (bone.getWorldRotationX() - att.rotation) * Math.PI / 180;
+					var xx = vertices[24] - vertices[0];
+					var xy = vertices[25] - vertices[1];
+					var yx = vertices[8] - vertices[0];
+					var yy = vertices[9] - vertices[1];
+					var w = Math.sqrt(xx * xx + xy * xy), h = -Math.sqrt(yx * yx + yy * yy);
+					ctx.translate(x, y);
+					ctx.rotate(rotation);
+					if (region.rotate) {
+						ctx.rotate(Math.PI / 2);
+						ctx.drawImage(image, region.x, region.y, region.height, region.width, 0, 0, h, -w);
+						ctx.rotate(-Math.PI / 2);
+					}
+					else {
+						ctx.drawImage(image, region.x, region.y, region.width, region.height, 0, 0, w, h);
+					}
+					if (this.debugRendering)
+						ctx.strokeRect(0, 0, w, h);
+					ctx.rotate(-rotation);
+					ctx.translate(-x, -y);
+				}
+			};
+			SkeletonRenderer.prototype.drawTriangles = function (skeleton) {
+				var blendMode = null;
+				var vertices = null;
+				var triangles = null;
+				var drawOrder = skeleton.drawOrder;
+				for (var i = 0, n = drawOrder.length; i < n; i++) {
+					var slot = drawOrder[i];
+					var attachment = slot.getAttachment();
+					var texture = null;
+					var region = null;
+					if (attachment instanceof spine.RegionAttachment) {
+						var regionAttachment = attachment;
+						vertices = regionAttachment.updateWorldVertices(slot, false);
+						triangles = SkeletonRenderer.QUAD_TRIANGLES;
+						region = regionAttachment.region;
+						texture = region.texture.getImage();
+					}
+					else if (attachment instanceof spine.MeshAttachment) {
+						var mesh = attachment;
+						vertices = mesh.updateWorldVertices(slot, false);
+						triangles = mesh.triangles;
+						texture = mesh.region.renderObject.texture.getImage();
+					}
+					else
+						continue;
+					if (texture != null) {
+						var slotBlendMode = slot.data.blendMode;
+						if (slotBlendMode != blendMode) {
+							blendMode = slotBlendMode;
+						}
+						var ctx = this.ctx;
+						for (var j = 0; j < triangles.length; j += 3) {
+							var t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8;
+							var x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7];
+							var x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7];
+							var x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7];
+							this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2);
+							if (this.debugRendering) {
+								ctx.strokeStyle = "green";
+								ctx.beginPath();
+								ctx.moveTo(x0, y0);
+								ctx.lineTo(x1, y1);
+								ctx.lineTo(x2, y2);
+								ctx.lineTo(x0, y0);
+								ctx.stroke();
+							}
+						}
+					}
+				}
+			};
+			SkeletonRenderer.prototype.drawTriangle = function (img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) {
+				var ctx = this.ctx;
+				u0 *= img.width;
+				v0 *= img.height;
+				u1 *= img.width;
+				v1 *= img.height;
+				u2 *= img.width;
+				v2 *= img.height;
+				ctx.beginPath();
+				ctx.moveTo(x0, y0);
+				ctx.lineTo(x1, y1);
+				ctx.lineTo(x2, y2);
+				ctx.closePath();
+				x1 -= x0;
+				y1 -= y0;
+				x2 -= x0;
+				y2 -= y0;
+				u1 -= u0;
+				v1 -= v0;
+				u2 -= u0;
+				v2 -= v0;
+				var det = 1 / (u1 * v2 - u2 * v1), a = (v2 * x1 - v1 * x2) * det, b = (v2 * y1 - v1 * y2) * det, c = (u1 * x2 - u2 * x1) * det, d = (u1 * y2 - u2 * y1) * det, e = x0 - a * u0 - c * v0, f = y0 - b * u0 - d * v0;
+				ctx.save();
+				ctx.transform(a, b, c, d, e, f);
+				ctx.clip();
+				ctx.drawImage(img, 0, 0);
+				ctx.restore();
+			};
+			SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
+			return SkeletonRenderer;
+		}());
+		canvas.SkeletonRenderer = SkeletonRenderer;
+	})(canvas = spine.canvas || (spine.canvas = {}));
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Animation = (function () {
+		function Animation(name, timelines, duration) {
+			if (name == null)
+				throw new Error("name cannot be null.");
+			if (timelines == null)
+				throw new Error("timelines cannot be null.");
+			this.name = name;
+			this.timelines = timelines;
+			this.duration = duration;
+		}
+		Animation.prototype.apply = function (skeleton, lastTime, time, loop, events) {
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			if (loop && this.duration != 0) {
+				time %= this.duration;
+				if (lastTime > 0)
+					lastTime %= this.duration;
+			}
+			var timelines = this.timelines;
+			for (var i = 0, n = timelines.length; i < n; i++)
+				timelines[i].apply(skeleton, lastTime, time, events, 1);
+		};
+		Animation.prototype.mix = function (skeleton, lastTime, time, loop, events, alpha) {
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			if (loop && this.duration != 0) {
+				time %= this.duration;
+				if (lastTime > 0)
+					lastTime %= this.duration;
+			}
+			var timelines = this.timelines;
+			for (var i = 0, n = timelines.length; i < n; i++)
+				timelines[i].apply(skeleton, lastTime, time, events, alpha);
+		};
+		Animation.binarySearch = function (values, target, step) {
+			if (step === void 0) { step = 1; }
+			var low = 0;
+			var high = values.length / step - 2;
+			if (high == 0)
+				return step;
+			var current = high >>> 1;
+			while (true) {
+				if (values[(current + 1) * step] <= target)
+					low = current + 1;
+				else
+					high = current;
+				if (low == high)
+					return (low + 1) * step;
+				current = (low + high) >>> 1;
+			}
+		};
+		Animation.linearSearch = function (values, target, step) {
+			for (var i = 0, last = values.length - step; i <= last; i += step)
+				if (values[i] > target)
+					return i;
+			return -1;
+		};
+		return Animation;
+	}());
+	spine.Animation = Animation;
+	var CurveTimeline = (function () {
+		function CurveTimeline(frameCount) {
+			if (frameCount <= 0)
+				throw new Error("frameCount must be > 0: " + frameCount);
+			this.curves = spine.Utils.newFloatArray((frameCount - 1) * CurveTimeline.BEZIER_SIZE);
+		}
+		CurveTimeline.prototype.getFrameCount = function () {
+			return this.curves.length / CurveTimeline.BEZIER_SIZE + 1;
+		};
+		CurveTimeline.prototype.setLinear = function (frameIndex) {
+			this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.LINEAR;
+		};
+		CurveTimeline.prototype.setStepped = function (frameIndex) {
+			this.curves[frameIndex * CurveTimeline.BEZIER_SIZE] = CurveTimeline.STEPPED;
+		};
+		CurveTimeline.prototype.getCurveType = function (frameIndex) {
+			var index = frameIndex * CurveTimeline.BEZIER_SIZE;
+			if (index == this.curves.length)
+				return CurveTimeline.LINEAR;
+			var type = this.curves[index];
+			if (type == CurveTimeline.LINEAR)
+				return CurveTimeline.LINEAR;
+			if (type == CurveTimeline.STEPPED)
+				return CurveTimeline.STEPPED;
+			return CurveTimeline.BEZIER;
+		};
+		CurveTimeline.prototype.setCurve = function (frameIndex, cx1, cy1, cx2, cy2) {
+			var tmpx = (-cx1 * 2 + cx2) * 0.03, tmpy = (-cy1 * 2 + cy2) * 0.03;
+			var dddfx = ((cx1 - cx2) * 3 + 1) * 0.006, dddfy = ((cy1 - cy2) * 3 + 1) * 0.006;
+			var ddfx = tmpx * 2 + dddfx, ddfy = tmpy * 2 + dddfy;
+			var dfx = cx1 * 0.3 + tmpx + dddfx * 0.16666667, dfy = cy1 * 0.3 + tmpy + dddfy * 0.16666667;
+			var i = frameIndex * CurveTimeline.BEZIER_SIZE;
+			var curves = this.curves;
+			curves[i++] = CurveTimeline.BEZIER;
+			var x = dfx, y = dfy;
+			for (var n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
+				curves[i] = x;
+				curves[i + 1] = y;
+				dfx += ddfx;
+				dfy += ddfy;
+				ddfx += dddfx;
+				ddfy += dddfy;
+				x += dfx;
+				y += dfy;
+			}
+		};
+		CurveTimeline.prototype.getCurvePercent = function (frameIndex, percent) {
+			percent = spine.MathUtils.clamp(percent, 0, 1);
+			var curves = this.curves;
+			var i = frameIndex * CurveTimeline.BEZIER_SIZE;
+			var type = curves[i];
+			if (type == CurveTimeline.LINEAR)
+				return percent;
+			if (type == CurveTimeline.STEPPED)
+				return 0;
+			i++;
+			var x = 0;
+			for (var start = i, n = i + CurveTimeline.BEZIER_SIZE - 1; i < n; i += 2) {
+				x = curves[i];
+				if (x >= percent) {
+					var prevX = void 0, prevY = void 0;
+					if (i == start) {
+						prevX = 0;
+						prevY = 0;
+					}
+					else {
+						prevX = curves[i - 2];
+						prevY = curves[i - 1];
+					}
+					return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX);
+				}
+			}
+			var y = curves[i - 1];
+			return y + (1 - y) * (percent - x) / (1 - x);
+		};
+		CurveTimeline.LINEAR = 0;
+		CurveTimeline.STEPPED = 1;
+		CurveTimeline.BEZIER = 2;
+		CurveTimeline.BEZIER_SIZE = 10 * 2 - 1;
+		return CurveTimeline;
+	}());
+	spine.CurveTimeline = CurveTimeline;
+	var RotateTimeline = (function (_super) {
+		__extends(RotateTimeline, _super);
+		function RotateTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount << 1);
+		}
+		RotateTimeline.prototype.setFrame = function (frameIndex, time, degrees) {
+			frameIndex <<= 1;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + RotateTimeline.ROTATION] = degrees;
+		};
+		RotateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var bone = skeleton.bones[this.boneIndex];
+			if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
+				var amount_1 = bone.data.rotation + frames[frames.length + RotateTimeline.PREV_ROTATION] - bone.rotation;
+				while (amount_1 > 180)
+					amount_1 -= 360;
+				while (amount_1 < -180)
+					amount_1 += 360;
+				bone.rotation += amount_1 * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, RotateTimeline.ENTRIES);
+			var prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent((frame >> 1) - 1, 1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
+			var amount = frames[frame + RotateTimeline.ROTATION] - prevRotation;
+			while (amount > 180)
+				amount -= 360;
+			while (amount < -180)
+				amount += 360;
+			amount = bone.data.rotation + (prevRotation + amount * percent) - bone.rotation;
+			while (amount > 180)
+				amount -= 360;
+			while (amount < -180)
+				amount += 360;
+			bone.rotation += amount * alpha;
+		};
+		RotateTimeline.ENTRIES = 2;
+		RotateTimeline.PREV_TIME = -2;
+		RotateTimeline.PREV_ROTATION = -1;
+		RotateTimeline.ROTATION = 1;
+		return RotateTimeline;
+	}(CurveTimeline));
+	spine.RotateTimeline = RotateTimeline;
+	var TranslateTimeline = (function (_super) {
+		__extends(TranslateTimeline, _super);
+		function TranslateTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES);
+		}
+		TranslateTimeline.prototype.setFrame = function (frameIndex, time, x, y) {
+			frameIndex *= TranslateTimeline.ENTRIES;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + TranslateTimeline.X] = x;
+			this.frames[frameIndex + TranslateTimeline.Y] = y;
+		};
+		TranslateTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var bone = skeleton.bones[this.boneIndex];
+			if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
+				bone.x += (bone.data.x + frames[frames.length + TranslateTimeline.PREV_X] - bone.x) * alpha;
+				bone.y += (bone.data.y + frames[frames.length + TranslateTimeline.PREV_Y] - bone.y) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES);
+			var prevX = frames[frame + TranslateTimeline.PREV_X];
+			var prevY = frames[frame + TranslateTimeline.PREV_Y];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / TranslateTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TranslateTimeline.PREV_TIME] - frameTime));
+			bone.x += (bone.data.x + prevX + (frames[frame + TranslateTimeline.X] - prevX) * percent - bone.x) * alpha;
+			bone.y += (bone.data.y + prevY + (frames[frame + TranslateTimeline.Y] - prevY) * percent - bone.y) * alpha;
+		};
+		TranslateTimeline.ENTRIES = 3;
+		TranslateTimeline.PREV_TIME = -3;
+		TranslateTimeline.PREV_X = -2;
+		TranslateTimeline.PREV_Y = -1;
+		TranslateTimeline.X = 1;
+		TranslateTimeline.Y = 2;
+		return TranslateTimeline;
+	}(CurveTimeline));
+	spine.TranslateTimeline = TranslateTimeline;
+	var ScaleTimeline = (function (_super) {
+		__extends(ScaleTimeline, _super);
+		function ScaleTimeline(frameCount) {
+			_super.call(this, frameCount);
+		}
+		ScaleTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var bone = skeleton.bones[this.boneIndex];
+			if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
+				bone.scaleX += (bone.data.scaleX * frames[frames.length + ScaleTimeline.PREV_X] - bone.scaleX) * alpha;
+				bone.scaleY += (bone.data.scaleY * frames[frames.length + ScaleTimeline.PREV_Y] - bone.scaleY) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES);
+			var prevX = frames[frame + ScaleTimeline.PREV_X];
+			var prevY = frames[frame + ScaleTimeline.PREV_Y];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / ScaleTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ScaleTimeline.PREV_TIME] - frameTime));
+			bone.scaleX += (bone.data.scaleX * (prevX + (frames[frame + ScaleTimeline.X] - prevX) * percent) - bone.scaleX) * alpha;
+			bone.scaleY += (bone.data.scaleY * (prevY + (frames[frame + ScaleTimeline.Y] - prevY) * percent) - bone.scaleY) * alpha;
+		};
+		return ScaleTimeline;
+	}(TranslateTimeline));
+	spine.ScaleTimeline = ScaleTimeline;
+	var ShearTimeline = (function (_super) {
+		__extends(ShearTimeline, _super);
+		function ShearTimeline(frameCount) {
+			_super.call(this, frameCount);
+		}
+		ShearTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var bone = skeleton.bones[this.boneIndex];
+			if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
+				bone.shearX += (bone.data.shearX + frames[frames.length + ShearTimeline.PREV_X] - bone.shearX) * alpha;
+				bone.shearY += (bone.data.shearY + frames[frames.length + ShearTimeline.PREV_Y] - bone.shearY) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES);
+			var prevX = frames[frame + ShearTimeline.PREV_X];
+			var prevY = frames[frame + ShearTimeline.PREV_Y];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / ShearTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ShearTimeline.PREV_TIME] - frameTime));
+			bone.shearX += (bone.data.shearX + (prevX + (frames[frame + ShearTimeline.X] - prevX) * percent) - bone.shearX) * alpha;
+			bone.shearY += (bone.data.shearY + (prevY + (frames[frame + ShearTimeline.Y] - prevY) * percent) - bone.shearY) * alpha;
+		};
+		return ShearTimeline;
+	}(TranslateTimeline));
+	spine.ShearTimeline = ShearTimeline;
+	var ColorTimeline = (function (_super) {
+		__extends(ColorTimeline, _super);
+		function ColorTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES);
+		}
+		ColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a) {
+			frameIndex *= ColorTimeline.ENTRIES;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + ColorTimeline.R] = r;
+			this.frames[frameIndex + ColorTimeline.G] = g;
+			this.frames[frameIndex + ColorTimeline.B] = b;
+			this.frames[frameIndex + ColorTimeline.A] = a;
+		};
+		ColorTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var r = 0, g = 0, b = 0, a = 0;
+			if (time >= frames[frames.length - ColorTimeline.ENTRIES]) {
+				var i = frames.length;
+				r = frames[i + ColorTimeline.PREV_R];
+				g = frames[i + ColorTimeline.PREV_G];
+				b = frames[i + ColorTimeline.PREV_B];
+				a = frames[i + ColorTimeline.PREV_A];
+			}
+			else {
+				var frame = Animation.binarySearch(frames, time, ColorTimeline.ENTRIES);
+				r = frames[frame + ColorTimeline.PREV_R];
+				g = frames[frame + ColorTimeline.PREV_G];
+				b = frames[frame + ColorTimeline.PREV_B];
+				a = frames[frame + ColorTimeline.PREV_A];
+				var frameTime = frames[frame];
+				var percent = this.getCurvePercent(frame / ColorTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + ColorTimeline.PREV_TIME] - frameTime));
+				r += (frames[frame + ColorTimeline.R] - r) * percent;
+				g += (frames[frame + ColorTimeline.G] - g) * percent;
+				b += (frames[frame + ColorTimeline.B] - b) * percent;
+				a += (frames[frame + ColorTimeline.A] - a) * percent;
+			}
+			var color = skeleton.slots[this.slotIndex].color;
+			if (alpha < 1)
+				color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
+			else
+				color.set(r, g, b, a);
+		};
+		ColorTimeline.ENTRIES = 5;
+		ColorTimeline.PREV_TIME = -5;
+		ColorTimeline.PREV_R = -4;
+		ColorTimeline.PREV_G = -3;
+		ColorTimeline.PREV_B = -2;
+		ColorTimeline.PREV_A = -1;
+		ColorTimeline.R = 1;
+		ColorTimeline.G = 2;
+		ColorTimeline.B = 3;
+		ColorTimeline.A = 4;
+		return ColorTimeline;
+	}(CurveTimeline));
+	spine.ColorTimeline = ColorTimeline;
+	var AttachmentTimeline = (function () {
+		function AttachmentTimeline(frameCount) {
+			this.frames = spine.Utils.newFloatArray(frameCount);
+			this.attachmentNames = new Array(frameCount);
+		}
+		AttachmentTimeline.prototype.getFrameCount = function () {
+			return this.frames.length;
+		};
+		AttachmentTimeline.prototype.setFrame = function (frameIndex, time, attachmentName) {
+			this.frames[frameIndex] = time;
+			this.attachmentNames[frameIndex] = attachmentName;
+		};
+		AttachmentTimeline.prototype.apply = function (skeleton, lastTime, time, events, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var frameIndex = 0;
+			if (time >= frames[frames.length - 1])
+				frameIndex = frames.length - 1;
+			else
+				frameIndex = Animation.binarySearch(frames, time, 1) - 1;
+			var attachmentName = this.attachmentNames[frameIndex];
+			skeleton.slots[this.slotIndex]
+				.setAttachment(attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName));
+		};
+		return AttachmentTimeline;
+	}());
+	spine.AttachmentTimeline = AttachmentTimeline;
+	var EventTimeline = (function () {
+		function EventTimeline(frameCount) {
+			this.frames = spine.Utils.newFloatArray(frameCount);
+			this.events = new Array(frameCount);
+		}
+		EventTimeline.prototype.getFrameCount = function () {
+			return this.frames.length;
+		};
+		EventTimeline.prototype.setFrame = function (frameIndex, event) {
+			this.frames[frameIndex] = event.time;
+			this.events[frameIndex] = event;
+		};
+		EventTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			if (firedEvents == null)
+				return;
+			var frames = this.frames;
+			var frameCount = this.frames.length;
+			if (lastTime > time) {
+				this.apply(skeleton, lastTime, Number.MAX_VALUE, firedEvents, alpha);
+				lastTime = -1;
+			}
+			else if (lastTime >= frames[frameCount - 1])
+				return;
+			if (time < frames[0])
+				return;
+			var frame = 0;
+			if (lastTime < frames[0])
+				frame = 0;
+			else {
+				frame = Animation.binarySearch(frames, lastTime);
+				var frameTime = frames[frame];
+				while (frame > 0) {
+					if (frames[frame - 1] != frameTime)
+						break;
+					frame--;
+				}
+			}
+			for (; frame < frameCount && time >= frames[frame]; frame++)
+				firedEvents.push(this.events[frame]);
+		};
+		return EventTimeline;
+	}());
+	spine.EventTimeline = EventTimeline;
+	var DrawOrderTimeline = (function () {
+		function DrawOrderTimeline(frameCount) {
+			this.frames = spine.Utils.newFloatArray(frameCount);
+			this.drawOrders = new Array(frameCount);
+		}
+		DrawOrderTimeline.prototype.getFrameCount = function () {
+			return this.frames.length;
+		};
+		DrawOrderTimeline.prototype.setFrame = function (frameIndex, time, drawOrder) {
+			this.frames[frameIndex] = time;
+			this.drawOrders[frameIndex] = drawOrder;
+		};
+		DrawOrderTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var frame = 0;
+			if (time >= frames[frames.length - 1])
+				frame = frames.length - 1;
+			else
+				frame = Animation.binarySearch(frames, time) - 1;
+			var drawOrder = skeleton.drawOrder;
+			var slots = skeleton.slots;
+			var drawOrderToSetupIndex = this.drawOrders[frame];
+			if (drawOrderToSetupIndex == null)
+				spine.Utils.arrayCopy(slots, 0, drawOrder, 0, slots.length);
+			else {
+				for (var i = 0, n = drawOrderToSetupIndex.length; i < n; i++)
+					drawOrder[i] = slots[drawOrderToSetupIndex[i]];
+			}
+		};
+		return DrawOrderTimeline;
+	}());
+	spine.DrawOrderTimeline = DrawOrderTimeline;
+	var DeformTimeline = (function (_super) {
+		__extends(DeformTimeline, _super);
+		function DeformTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount);
+			this.frameVertices = new Array(frameCount);
+		}
+		DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
+			this.frames[frameIndex] = time;
+			this.frameVertices[frameIndex] = vertices;
+		};
+		DeformTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var slot = skeleton.slots[this.slotIndex];
+			var slotAttachment = slot.getAttachment();
+			if (!(slotAttachment instanceof spine.VertexAttachment) || !slotAttachment.applyDeform(this.attachment))
+				return;
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var frameVertices = this.frameVertices;
+			var vertexCount = frameVertices[0].length;
+			var verticesArray = slot.attachmentVertices;
+			if (verticesArray.length != vertexCount)
+				alpha = 1;
+			var vertices = spine.Utils.setArraySize(verticesArray, vertexCount);
+			if (time >= frames[frames.length - 1]) {
+				var lastVertices = frameVertices[frames.length - 1];
+				if (alpha < 1) {
+					for (var i = 0; i < vertexCount; i++)
+						vertices[i] += (lastVertices[i] - vertices[i]) * alpha;
+				}
+				else
+					spine.Utils.arrayCopy(lastVertices, 0, vertices, 0, vertexCount);
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time);
+			var prevVertices = frameVertices[frame - 1];
+			var nextVertices = frameVertices[frame];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame - 1, 1 - (time - frameTime) / (frames[frame - 1] - frameTime));
+			if (alpha < 1) {
+				for (var i = 0; i < vertexCount; i++) {
+					var prev = prevVertices[i];
+					vertices[i] += (prev + (nextVertices[i] - prev) * percent - vertices[i]) * alpha;
+				}
+			}
+			else {
+				for (var i = 0; i < vertexCount; i++) {
+					var prev = prevVertices[i];
+					vertices[i] = prev + (nextVertices[i] - prev) * percent;
+				}
+			}
+		};
+		return DeformTimeline;
+	}(CurveTimeline));
+	spine.DeformTimeline = DeformTimeline;
+	var IkConstraintTimeline = (function (_super) {
+		__extends(IkConstraintTimeline, _super);
+		function IkConstraintTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES);
+		}
+		IkConstraintTimeline.prototype.setFrame = function (frameIndex, time, mix, bendDirection) {
+			frameIndex *= IkConstraintTimeline.ENTRIES;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + IkConstraintTimeline.MIX] = mix;
+			this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection;
+		};
+		IkConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var constraint = skeleton.ikConstraints[this.ikConstraintIndex];
+			if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
+				constraint.mix += (frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha;
+				constraint.bendDirection = Math.floor(frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES);
+			var mix = frames[frame + IkConstraintTimeline.PREV_MIX];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / IkConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime));
+			constraint.mix += (mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) * alpha;
+			constraint.bendDirection = Math.floor(frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]);
+		};
+		IkConstraintTimeline.ENTRIES = 3;
+		IkConstraintTimeline.PREV_TIME = -3;
+		IkConstraintTimeline.PREV_MIX = -2;
+		IkConstraintTimeline.PREV_BEND_DIRECTION = -1;
+		IkConstraintTimeline.MIX = 1;
+		IkConstraintTimeline.BEND_DIRECTION = 2;
+		return IkConstraintTimeline;
+	}(CurveTimeline));
+	spine.IkConstraintTimeline = IkConstraintTimeline;
+	var TransformConstraintTimeline = (function (_super) {
+		__extends(TransformConstraintTimeline, _super);
+		function TransformConstraintTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES);
+		}
+		TransformConstraintTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix, scaleMix, shearMix) {
+			frameIndex *= TransformConstraintTimeline.ENTRIES;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + TransformConstraintTimeline.ROTATE] = rotateMix;
+			this.frames[frameIndex + TransformConstraintTimeline.TRANSLATE] = translateMix;
+			this.frames[frameIndex + TransformConstraintTimeline.SCALE] = scaleMix;
+			this.frames[frameIndex + TransformConstraintTimeline.SHEAR] = shearMix;
+		};
+		TransformConstraintTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var constraint = skeleton.transformConstraints[this.transformConstraintIndex];
+			if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
+				var i = frames.length;
+				constraint.rotateMix += (frames[i + TransformConstraintTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+				constraint.translateMix += (frames[i + TransformConstraintTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+				constraint.scaleMix += (frames[i + TransformConstraintTimeline.PREV_SCALE] - constraint.scaleMix) * alpha;
+				constraint.shearMix += (frames[i + TransformConstraintTimeline.PREV_SHEAR] - constraint.shearMix) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES);
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / TransformConstraintTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime));
+			var rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE];
+			var translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE];
+			var scale = frames[frame + TransformConstraintTimeline.PREV_SCALE];
+			var shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR];
+			constraint.rotateMix += (rotate + (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+			constraint.translateMix += (translate + (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent - constraint.translateMix)
+				* alpha;
+			constraint.scaleMix += (scale + (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent - constraint.scaleMix) * alpha;
+			constraint.shearMix += (shear + (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent - constraint.shearMix) * alpha;
+		};
+		TransformConstraintTimeline.ENTRIES = 5;
+		TransformConstraintTimeline.PREV_TIME = -5;
+		TransformConstraintTimeline.PREV_ROTATE = -4;
+		TransformConstraintTimeline.PREV_TRANSLATE = -3;
+		TransformConstraintTimeline.PREV_SCALE = -2;
+		TransformConstraintTimeline.PREV_SHEAR = -1;
+		TransformConstraintTimeline.ROTATE = 1;
+		TransformConstraintTimeline.TRANSLATE = 2;
+		TransformConstraintTimeline.SCALE = 3;
+		TransformConstraintTimeline.SHEAR = 4;
+		return TransformConstraintTimeline;
+	}(CurveTimeline));
+	spine.TransformConstraintTimeline = TransformConstraintTimeline;
+	var PathConstraintPositionTimeline = (function (_super) {
+		__extends(PathConstraintPositionTimeline, _super);
+		function PathConstraintPositionTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES);
+		}
+		PathConstraintPositionTimeline.prototype.setFrame = function (frameIndex, time, value) {
+			frameIndex *= PathConstraintPositionTimeline.ENTRIES;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + PathConstraintPositionTimeline.VALUE] = value;
+		};
+		PathConstraintPositionTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+			if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES]) {
+				var i = frames.length;
+				constraint.position += (frames[i + PathConstraintPositionTimeline.PREV_VALUE] - constraint.position) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES);
+			var position = frames[frame + PathConstraintPositionTimeline.PREV_VALUE];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / PathConstraintPositionTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintPositionTimeline.PREV_TIME] - frameTime));
+			constraint.position += (position + (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent - constraint.position) * alpha;
+		};
+		PathConstraintPositionTimeline.ENTRIES = 2;
+		PathConstraintPositionTimeline.PREV_TIME = -2;
+		PathConstraintPositionTimeline.PREV_VALUE = -1;
+		PathConstraintPositionTimeline.VALUE = 1;
+		return PathConstraintPositionTimeline;
+	}(CurveTimeline));
+	spine.PathConstraintPositionTimeline = PathConstraintPositionTimeline;
+	var PathConstraintSpacingTimeline = (function (_super) {
+		__extends(PathConstraintSpacingTimeline, _super);
+		function PathConstraintSpacingTimeline(frameCount) {
+			_super.call(this, frameCount);
+		}
+		PathConstraintSpacingTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+			if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES]) {
+				var i = frames.length;
+				constraint.spacing += (frames[i + PathConstraintSpacingTimeline.PREV_VALUE] - constraint.spacing) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES);
+			var spacing = frames[frame + PathConstraintSpacingTimeline.PREV_VALUE];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / PathConstraintSpacingTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintSpacingTimeline.PREV_TIME] - frameTime));
+			constraint.spacing += (spacing + (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent - constraint.spacing) * alpha;
+		};
+		return PathConstraintSpacingTimeline;
+	}(PathConstraintPositionTimeline));
+	spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline;
+	var PathConstraintMixTimeline = (function (_super) {
+		__extends(PathConstraintMixTimeline, _super);
+		function PathConstraintMixTimeline(frameCount) {
+			_super.call(this, frameCount);
+			this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES);
+		}
+		PathConstraintMixTimeline.prototype.setFrame = function (frameIndex, time, rotateMix, translateMix) {
+			frameIndex *= PathConstraintMixTimeline.ENTRIES;
+			this.frames[frameIndex] = time;
+			this.frames[frameIndex + PathConstraintMixTimeline.ROTATE] = rotateMix;
+			this.frames[frameIndex + PathConstraintMixTimeline.TRANSLATE] = translateMix;
+		};
+		PathConstraintMixTimeline.prototype.apply = function (skeleton, lastTime, time, firedEvents, alpha) {
+			var frames = this.frames;
+			if (time < frames[0])
+				return;
+			var constraint = skeleton.pathConstraints[this.pathConstraintIndex];
+			if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
+				var i = frames.length;
+				constraint.rotateMix += (frames[i + PathConstraintMixTimeline.PREV_ROTATE] - constraint.rotateMix) * alpha;
+				constraint.translateMix += (frames[i + PathConstraintMixTimeline.PREV_TRANSLATE] - constraint.translateMix) * alpha;
+				return;
+			}
+			var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES);
+			var rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE];
+			var translate = frames[frame + PathConstraintMixTimeline.PREV_TRANSLATE];
+			var frameTime = frames[frame];
+			var percent = this.getCurvePercent(frame / PathConstraintMixTimeline.ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PathConstraintMixTimeline.PREV_TIME] - frameTime));
+			constraint.rotateMix += (rotate + (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent - constraint.rotateMix) * alpha;
+			constraint.translateMix += (translate + (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent - constraint.translateMix)
+				* alpha;
+		};
+		PathConstraintMixTimeline.ENTRIES = 3;
+		PathConstraintMixTimeline.PREV_TIME = -3;
+		PathConstraintMixTimeline.PREV_ROTATE = -2;
+		PathConstraintMixTimeline.PREV_TRANSLATE = -1;
+		PathConstraintMixTimeline.ROTATE = 1;
+		PathConstraintMixTimeline.TRANSLATE = 2;
+		return PathConstraintMixTimeline;
+	}(CurveTimeline));
+	spine.PathConstraintMixTimeline = PathConstraintMixTimeline;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var AnimationState = (function () {
+		function AnimationState(data) {
+			if (data === void 0) { data = null; }
+			this.tracks = new Array();
+			this.events = new Array();
+			this.listeners = new Array();
+			this.timeScale = 1;
+			if (data == null)
+				throw new Error("data cannot be null.");
+			this.data = data;
+		}
+		AnimationState.prototype.update = function (delta) {
+			delta *= this.timeScale;
+			for (var i = 0; i < this.tracks.length; i++) {
+				var current = this.tracks[i];
+				if (current == null)
+					continue;
+				var next = current.next;
+				if (next != null) {
+					var nextTime = current.lastTime - next.delay;
+					if (nextTime >= 0) {
+						var nextDelta = delta * next.timeScale;
+						next.time = nextTime + nextDelta;
+						current.time += delta * current.timeScale;
+						this.setCurrent(i, next);
+						next.time -= nextDelta;
+						current = next;
+					}
+				}
+				else if (!current.loop && current.lastTime >= current.endTime) {
+					this.clearTrack(i);
+					continue;
+				}
+				current.time += delta * current.timeScale;
+				if (current.previous != null) {
+					var previousDelta = delta * current.previous.timeScale;
+					current.previous.time += previousDelta;
+					current.mixTime += previousDelta;
+				}
+			}
+		};
+		AnimationState.prototype.apply = function (skeleton) {
+			var events = this.events;
+			var listenerCount = this.listeners.length;
+			for (var i = 0; i < this.tracks.length; i++) {
+				var current = this.tracks[i];
+				if (current == null)
+					continue;
+				events.length = 0;
+				var time = current.time;
+				var lastTime = current.lastTime;
+				var endTime = current.endTime;
+				var loop = current.loop;
+				if (!loop && time > endTime)
+					time = endTime;
+				var previous = current.previous;
+				if (previous == null)
+					current.animation.mix(skeleton, lastTime, time, loop, events, current.mix);
+				else {
+					var previousTime = previous.time;
+					if (!previous.loop && previousTime > previous.endTime)
+						previousTime = previous.endTime;
+					previous.animation.apply(skeleton, previousTime, previousTime, previous.loop, null);
+					var alpha = current.mixTime / current.mixDuration * current.mix;
+					if (alpha >= 1) {
+						alpha = 1;
+						current.previous = null;
+					}
+					current.animation.mix(skeleton, lastTime, time, loop, events, alpha);
+				}
+				for (var ii = 0, nn = events.length; ii < nn; ii++) {
+					var event_1 = events[ii];
+					if (current.listener != null && current.listener.event != null)
+						current.listener.event(i, event_1);
+					for (var iii = 0; iii < listenerCount; iii++)
+						if (this.listeners[iii].event)
+							this.listeners[iii].event(i, event_1);
+				}
+				if (loop ? (lastTime % endTime > time % endTime) : (lastTime < endTime && time >= endTime)) {
+					var count = spine.MathUtils.toInt(time / endTime);
+					if (current.listener != null && current.listener.complete)
+						current.listener.complete(i, count);
+					for (var ii = 0, nn = this.listeners.length; ii < nn; ii++)
+						if (this.listeners[ii].complete)
+							this.listeners[ii].complete(i, count);
+				}
+				current.lastTime = current.time;
+			}
+		};
+		AnimationState.prototype.clearTracks = function () {
+			for (var i = 0, n = this.tracks.length; i < n; i++)
+				this.clearTrack(i);
+			this.tracks.length = 0;
+		};
+		AnimationState.prototype.clearTrack = function (trackIndex) {
+			if (trackIndex >= this.tracks.length)
+				return;
+			var current = this.tracks[trackIndex];
+			if (current == null)
+				return;
+			if (current.listener != null && current.listener.end != null)
+				current.listener.end(trackIndex);
+			for (var i = 0, n = this.listeners.length; i < n; i++)
+				if (this.listeners[i].end)
+					this.listeners[i].end(trackIndex);
+			this.tracks[trackIndex] = null;
+			this.freeAll(current);
+		};
+		AnimationState.prototype.freeAll = function (entry) {
+			while (entry != null) {
+				var next = entry.next;
+				entry = next;
+			}
+		};
+		AnimationState.prototype.expandToIndex = function (index) {
+			if (index < this.tracks.length)
+				return this.tracks[index];
+			spine.Utils.setArraySize(this.tracks, index - this.tracks.length + 1, null);
+			this.tracks.length = index + 1;
+			return null;
+		};
+		AnimationState.prototype.setCurrent = function (index, entry) {
+			var current = this.expandToIndex(index);
+			if (current != null) {
+				var previous = current.previous;
+				current.previous = null;
+				if (current.listener != null && current.listener.end != null)
+					current.listener.end(index);
+				for (var i = 0, n = this.listeners.length; i < n; i++)
+					if (this.listeners[i].end)
+						this.listeners[i].end(index);
+				entry.mixDuration = this.data.getMix(current.animation, entry.animation);
+				if (entry.mixDuration > 0) {
+					entry.mixTime = 0;
+					if (previous != null && current.mixTime / current.mixDuration < 0.5) {
+						entry.previous = previous;
+						previous = current;
+					}
+					else
+						entry.previous = current;
+				}
+			}
+			this.tracks[index] = entry;
+			if (entry.listener != null && entry.listener.start != null)
+				entry.listener.start(index);
+			for (var i = 0, n = this.listeners.length; i < n; i++)
+				if (this.listeners[i].start)
+					this.listeners[i].start(index);
+		};
+		AnimationState.prototype.setAnimation = function (trackIndex, animationName, loop) {
+			var animation = this.data.skeletonData.findAnimation(animationName);
+			if (animation == null)
+				throw new Error("Animation not found: " + animationName);
+			return this.setAnimationWith(trackIndex, animation, loop);
+		};
+		AnimationState.prototype.setAnimationWith = function (trackIndex, animation, loop) {
+			var current = this.expandToIndex(trackIndex);
+			if (current != null)
+				this.freeAll(current.next);
+			var entry = new TrackEntry();
+			entry.animation = animation;
+			entry.loop = loop;
+			entry.endTime = animation.duration;
+			this.setCurrent(trackIndex, entry);
+			return entry;
+		};
+		AnimationState.prototype.addAnimation = function (trackIndex, animationName, loop, delay) {
+			var animation = this.data.skeletonData.findAnimation(animationName);
+			if (animation == null)
+				throw new Error("Animation not found: " + animationName);
+			return this.addAnimationWith(trackIndex, animation, loop, delay);
+		};
+		AnimationState.prototype.addAnimationWith = function (trackIndex, animation, loop, delay) {
+			var entry = new TrackEntry();
+			entry.animation = animation;
+			entry.loop = loop;
+			entry.endTime = animation.duration;
+			var last = this.expandToIndex(trackIndex);
+			if (last != null) {
+				while (last.next != null)
+					last = last.next;
+				last.next = entry;
+			}
+			else
+				this.tracks[trackIndex] = entry;
+			if (delay <= 0) {
+				if (last != null)
+					delay += last.endTime - this.data.getMix(last.animation, animation);
+				else
+					delay = 0;
+			}
+			entry.delay = delay;
+			return entry;
+		};
+		AnimationState.prototype.getCurrent = function (trackIndex) {
+			if (trackIndex >= this.tracks.length)
+				return null;
+			return this.tracks[trackIndex];
+		};
+		AnimationState.prototype.addListener = function (listener) {
+			if (listener == null)
+				throw new Error("listener cannot be null.");
+			this.listeners.push(listener);
+		};
+		AnimationState.prototype.removeListener = function (listener) {
+			var index = this.listeners.indexOf(listener);
+			if (index >= 0)
+				this.listeners.splice(index, 1);
+		};
+		AnimationState.prototype.clearListeners = function () {
+			this.listeners.length = 0;
+		};
+		return AnimationState;
+	}());
+	spine.AnimationState = AnimationState;
+	var TrackEntry = (function () {
+		function TrackEntry() {
+			this.loop = false;
+			this.delay = 0;
+			this.time = 0;
+			this.lastTime = -1;
+			this.endTime = 0;
+			this.timeScale = 1;
+			this.mixTime = 0;
+			this.mixDuration = 0;
+			this.mix = 1;
+		}
+		TrackEntry.prototype.reset = function () {
+			this.next = null;
+			this.previous = null;
+			this.animation = null;
+			this.listener = null;
+			this.timeScale = 1;
+			this.lastTime = -1;
+			this.time = 0;
+		};
+		TrackEntry.prototype.isComplete = function () {
+			return this.time >= this.endTime;
+		};
+		return TrackEntry;
+	}());
+	spine.TrackEntry = TrackEntry;
+	var AnimationStateAdapter = (function () {
+		function AnimationStateAdapter() {
+		}
+		AnimationStateAdapter.prototype.event = function (trackIndex, event) {
+		};
+		AnimationStateAdapter.prototype.complete = function (trackIndex, loopCount) {
+		};
+		AnimationStateAdapter.prototype.start = function (trackIndex) {
+		};
+		AnimationStateAdapter.prototype.end = function (trackIndex) {
+		};
+		return AnimationStateAdapter;
+	}());
+	spine.AnimationStateAdapter = AnimationStateAdapter;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var AnimationStateData = (function () {
+		function AnimationStateData(skeletonData) {
+			this.animationToMixTime = {};
+			this.defaultMix = 0;
+			if (skeletonData == null)
+				throw new Error("skeletonData cannot be null.");
+			this.skeletonData = skeletonData;
+		}
+		AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
+			var from = this.skeletonData.findAnimation(fromName);
+			if (from == null)
+				throw new Error("Animation not found: " + fromName);
+			var to = this.skeletonData.findAnimation(toName);
+			if (to == null)
+				throw new Error("Animation not found: " + toName);
+			this.setMixWith(from, to, duration);
+		};
+		AnimationStateData.prototype.setMixWith = function (from, to, duration) {
+			if (from == null)
+				throw new Error("from cannot be null.");
+			if (to == null)
+				throw new Error("to cannot be null.");
+			var key = from.name + to.name;
+			this.animationToMixTime[key] = duration;
+		};
+		AnimationStateData.prototype.getMix = function (from, to) {
+			var key = from.name + to.name;
+			var value = this.animationToMixTime[key];
+			return value === undefined ? this.defaultMix : value;
+		};
+		return AnimationStateData;
+	}());
+	spine.AnimationStateData = AnimationStateData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Attachment = (function () {
+		function Attachment(name) {
+			if (name == null)
+				throw new Error("name cannot be null.");
+			this.name = name;
+		}
+		return Attachment;
+	}());
+	spine.Attachment = Attachment;
+	var VertexAttachment = (function (_super) {
+		__extends(VertexAttachment, _super);
+		function VertexAttachment(name) {
+			_super.call(this, name);
+			this.worldVerticesLength = 0;
+		}
+		VertexAttachment.prototype.computeWorldVertices = function (slot, worldVertices) {
+			this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
+		};
+		VertexAttachment.prototype.computeWorldVerticesWith = function (slot, start, count, worldVertices, offset) {
+			count += offset;
+			var skeleton = slot.bone.skeleton;
+			var x = skeleton.x, y = skeleton.y;
+			var deformArray = slot.attachmentVertices;
+			var vertices = this.vertices;
+			var bones = this.bones;
+			if (bones == null) {
+				if (deformArray.length > 0)
+					vertices = deformArray;
+				var bone = slot.bone;
+				x += bone.worldX;
+				y += bone.worldY;
+				var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+				for (var v_1 = start, w = offset; w < count; v_1 += 2, w += 2) {
+					var vx = vertices[v_1], vy = vertices[v_1 + 1];
+					worldVertices[w] = vx * a + vy * b + x;
+					worldVertices[w + 1] = vx * c + vy * d + y;
+				}
+				return;
+			}
+			var v = 0, skip = 0;
+			for (var i = 0; i < start; i += 2) {
+				var n = bones[v];
+				v += n + 1;
+				skip += n;
+			}
+			var skeletonBones = skeleton.bones;
+			if (deformArray.length == 0) {
+				for (var w = offset, b = skip * 3; w < count; w += 2) {
+					var wx = x, wy = y;
+					var n = bones[v++];
+					n += v;
+					for (; v < n; v++, b += 3) {
+						var bone = skeletonBones[bones[v]];
+						var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
+						wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
+						wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
+					}
+					worldVertices[w] = wx;
+					worldVertices[w + 1] = wy;
+				}
+			}
+			else {
+				var deform = deformArray;
+				for (var w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
+					var wx = x, wy = y;
+					var n = bones[v++];
+					n += v;
+					for (; v < n; v++, b += 3, f += 2) {
+						var bone = skeletonBones[bones[v]];
+						var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
+						wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
+						wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
+					}
+					worldVertices[w] = wx;
+					worldVertices[w + 1] = wy;
+				}
+			}
+		};
+		VertexAttachment.prototype.applyDeform = function (sourceAttachment) {
+			return this == sourceAttachment;
+		};
+		return VertexAttachment;
+	}(Attachment));
+	spine.VertexAttachment = VertexAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	(function (AttachmentType) {
+		AttachmentType[AttachmentType["Region"] = 0] = "Region";
+		AttachmentType[AttachmentType["BoundingBox"] = 1] = "BoundingBox";
+		AttachmentType[AttachmentType["Mesh"] = 2] = "Mesh";
+		AttachmentType[AttachmentType["LinkedMesh"] = 3] = "LinkedMesh";
+		AttachmentType[AttachmentType["Path"] = 4] = "Path";
+	})(spine.AttachmentType || (spine.AttachmentType = {}));
+	var AttachmentType = spine.AttachmentType;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var BoundingBoxAttachment = (function (_super) {
+		__extends(BoundingBoxAttachment, _super);
+		function BoundingBoxAttachment(name) {
+			_super.call(this, name);
+			this.color = new spine.Color(1, 1, 1, 1);
+		}
+		return BoundingBoxAttachment;
+	}(spine.VertexAttachment));
+	spine.BoundingBoxAttachment = BoundingBoxAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var MeshAttachment = (function (_super) {
+		__extends(MeshAttachment, _super);
+		function MeshAttachment(name) {
+			_super.call(this, name);
+			this.color = new spine.Color(1, 1, 1, 1);
+			this.inheritDeform = false;
+			this.tempColor = new spine.Color(0, 0, 0, 0);
+		}
+		MeshAttachment.prototype.updateUVs = function () {
+			var regionUVs = this.regionUVs;
+			var verticesLength = regionUVs.length;
+			var worldVerticesLength = (verticesLength >> 1) * 8;
+			if (this.worldVertices == null || this.worldVertices.length != worldVerticesLength)
+				this.worldVertices = spine.Utils.newFloatArray(worldVerticesLength);
+			var u = 0, v = 0, width = 0, height = 0;
+			if (this.region == null) {
+				u = v = 0;
+				width = height = 1;
+			}
+			else {
+				u = this.region.u;
+				v = this.region.v;
+				width = this.region.u2 - u;
+				height = this.region.v2 - v;
+			}
+			if (this.region.rotate) {
+				for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+					this.worldVertices[w] = u + regionUVs[i + 1] * width;
+					this.worldVertices[w + 1] = v + height - regionUVs[i] * height;
+				}
+			}
+			else {
+				for (var i = 0, w = 6; i < verticesLength; i += 2, w += 8) {
+					this.worldVertices[w] = u + regionUVs[i] * width;
+					this.worldVertices[w + 1] = v + regionUVs[i + 1] * height;
+				}
+			}
+		};
+		MeshAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
+			var skeleton = slot.bone.skeleton;
+			var skeletonColor = skeleton.color, slotColor = slot.color, meshColor = this.color;
+			var alpha = skeletonColor.a * slotColor.a * meshColor.a;
+			var multiplier = premultipliedAlpha ? alpha : 1;
+			var color = this.tempColor;
+			color.set(skeletonColor.r * slotColor.r * meshColor.r * multiplier, skeletonColor.g * slotColor.g * meshColor.g * multiplier, skeletonColor.b * slotColor.b * meshColor.b * multiplier, alpha);
+			var x = skeleton.x, y = skeleton.y;
+			var deformArray = slot.attachmentVertices;
+			var vertices = this.vertices, worldVertices = this.worldVertices;
+			var bones = this.bones;
+			if (bones == null) {
+				var verticesLength = vertices.length;
+				if (deformArray.length > 0)
+					vertices = deformArray;
+				var bone = slot.bone;
+				x += bone.worldX;
+				y += bone.worldY;
+				var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+				for (var v = 0, w = 0; v < verticesLength; v += 2, w += 8) {
+					var vx = vertices[v], vy = vertices[v + 1];
+					worldVertices[w] = vx * a + vy * b + x;
+					worldVertices[w + 1] = vx * c + vy * d + y;
+					worldVertices[w + 2] = color.r;
+					worldVertices[w + 3] = color.g;
+					worldVertices[w + 4] = color.b;
+					worldVertices[w + 5] = color.a;
+				}
+				return worldVertices;
+			}
+			var skeletonBones = skeleton.bones;
+			if (deformArray.length == 0) {
+				for (var w = 0, v = 0, b = 0, n = bones.length; v < n; w += 8) {
+					var wx = x, wy = y;
+					var nn = bones[v++] + v;
+					for (; v < nn; v++, b += 3) {
+						var bone = skeletonBones[bones[v]];
+						var vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
+						wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
+						wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
+					}
+					worldVertices[w] = wx;
+					worldVertices[w + 1] = wy;
+					worldVertices[w + 2] = color.r;
+					worldVertices[w + 3] = color.g;
+					worldVertices[w + 4] = color.b;
+					worldVertices[w + 5] = color.a;
+				}
+			}
+			else {
+				var deform = deformArray;
+				for (var w = 0, v = 0, b = 0, f = 0, n = bones.length; v < n; w += 8) {
+					var wx = x, wy = y;
+					var nn = bones[v++] + v;
+					for (; v < nn; v++, b += 3, f += 2) {
+						var bone = skeletonBones[bones[v]];
+						var vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
+						wx += (vx * bone.a + vy * bone.b + bone.worldX) * weight;
+						wy += (vx * bone.c + vy * bone.d + bone.worldY) * weight;
+					}
+					worldVertices[w] = wx;
+					worldVertices[w + 1] = wy;
+					worldVertices[w + 2] = color.r;
+					worldVertices[w + 3] = color.g;
+					worldVertices[w + 4] = color.b;
+					worldVertices[w + 5] = color.a;
+				}
+			}
+			return worldVertices;
+		};
+		MeshAttachment.prototype.applyDeform = function (sourceAttachment) {
+			return this == sourceAttachment || (this.inheritDeform && this.parentMesh == sourceAttachment);
+		};
+		MeshAttachment.prototype.getParentMesh = function () {
+			return this.parentMesh;
+		};
+		MeshAttachment.prototype.setParentMesh = function (parentMesh) {
+			this.parentMesh = parentMesh;
+			if (parentMesh != null) {
+				this.bones = parentMesh.bones;
+				this.vertices = parentMesh.vertices;
+				this.regionUVs = parentMesh.regionUVs;
+				this.triangles = parentMesh.triangles;
+				this.hullLength = parentMesh.hullLength;
+			}
+		};
+		return MeshAttachment;
+	}(spine.VertexAttachment));
+	spine.MeshAttachment = MeshAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var PathAttachment = (function (_super) {
+		__extends(PathAttachment, _super);
+		function PathAttachment(name) {
+			_super.call(this, name);
+			this.closed = false;
+			this.constantSpeed = false;
+			this.color = new spine.Color(1, 1, 1, 1);
+		}
+		return PathAttachment;
+	}(spine.VertexAttachment));
+	spine.PathAttachment = PathAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var RegionAttachment = (function (_super) {
+		__extends(RegionAttachment, _super);
+		function RegionAttachment(name) {
+			_super.call(this, name);
+			this.x = 0;
+			this.y = 0;
+			this.scaleX = 1;
+			this.scaleY = 1;
+			this.rotation = 0;
+			this.width = 0;
+			this.height = 0;
+			this.color = new spine.Color(1, 1, 1, 1);
+			this.offset = spine.Utils.newFloatArray(8);
+			this.vertices = spine.Utils.newFloatArray(8 * 4);
+			this.tempColor = new spine.Color(1, 1, 1, 1);
+		}
+		RegionAttachment.prototype.setRegion = function (region) {
+			var vertices = this.vertices;
+			if (region.rotate) {
+				vertices[RegionAttachment.U2] = region.u;
+				vertices[RegionAttachment.V2] = region.v2;
+				vertices[RegionAttachment.U3] = region.u;
+				vertices[RegionAttachment.V3] = region.v;
+				vertices[RegionAttachment.U4] = region.u2;
+				vertices[RegionAttachment.V4] = region.v;
+				vertices[RegionAttachment.U1] = region.u2;
+				vertices[RegionAttachment.V1] = region.v2;
+			}
+			else {
+				vertices[RegionAttachment.U1] = region.u;
+				vertices[RegionAttachment.V1] = region.v2;
+				vertices[RegionAttachment.U2] = region.u;
+				vertices[RegionAttachment.V2] = region.v;
+				vertices[RegionAttachment.U3] = region.u2;
+				vertices[RegionAttachment.V3] = region.v;
+				vertices[RegionAttachment.U4] = region.u2;
+				vertices[RegionAttachment.V4] = region.v2;
+			}
+			this.region = region;
+		};
+		RegionAttachment.prototype.updateOffset = function () {
+			var regionScaleX = this.width / this.region.originalWidth * this.scaleX;
+			var regionScaleY = this.height / this.region.originalHeight * this.scaleY;
+			var localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX;
+			var localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY;
+			var localX2 = localX + this.region.width * regionScaleX;
+			var localY2 = localY + this.region.height * regionScaleY;
+			var radians = this.rotation * Math.PI / 180;
+			var cos = Math.cos(radians);
+			var sin = Math.sin(radians);
+			var localXCos = localX * cos + this.x;
+			var localXSin = localX * sin;
+			var localYCos = localY * cos + this.y;
+			var localYSin = localY * sin;
+			var localX2Cos = localX2 * cos + this.x;
+			var localX2Sin = localX2 * sin;
+			var localY2Cos = localY2 * cos + this.y;
+			var localY2Sin = localY2 * sin;
+			var offset = this.offset;
+			offset[RegionAttachment.OX1] = localXCos - localYSin;
+			offset[RegionAttachment.OY1] = localYCos + localXSin;
+			offset[RegionAttachment.OX2] = localXCos - localY2Sin;
+			offset[RegionAttachment.OY2] = localY2Cos + localXSin;
+			offset[RegionAttachment.OX3] = localX2Cos - localY2Sin;
+			offset[RegionAttachment.OY3] = localY2Cos + localX2Sin;
+			offset[RegionAttachment.OX4] = localX2Cos - localYSin;
+			offset[RegionAttachment.OY4] = localYCos + localX2Sin;
+		};
+		RegionAttachment.prototype.updateWorldVertices = function (slot, premultipliedAlpha) {
+			var skeleton = slot.bone.skeleton;
+			var skeletonColor = skeleton.color;
+			var slotColor = slot.color;
+			var regionColor = this.color;
+			var alpha = skeletonColor.a * slotColor.a * regionColor.a;
+			var multiplier = premultipliedAlpha ? alpha : 1;
+			var color = this.tempColor;
+			color.set(skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha);
+			var vertices = this.vertices;
+			var offset = this.offset;
+			var bone = slot.bone;
+			var x = skeleton.x + bone.worldX, y = skeleton.y + bone.worldY;
+			var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+			var offsetX = 0, offsetY = 0;
+			offsetX = offset[RegionAttachment.OX1];
+			offsetY = offset[RegionAttachment.OY1];
+			vertices[RegionAttachment.X1] = offsetX * a + offsetY * b + x;
+			vertices[RegionAttachment.Y1] = offsetX * c + offsetY * d + y;
+			vertices[RegionAttachment.C1R] = color.r;
+			vertices[RegionAttachment.C1G] = color.g;
+			vertices[RegionAttachment.C1B] = color.b;
+			vertices[RegionAttachment.C1A] = color.a;
+			offsetX = offset[RegionAttachment.OX2];
+			offsetY = offset[RegionAttachment.OY2];
+			vertices[RegionAttachment.X2] = offsetX * a + offsetY * b + x;
+			vertices[RegionAttachment.Y2] = offsetX * c + offsetY * d + y;
+			vertices[RegionAttachment.C2R] = color.r;
+			vertices[RegionAttachment.C2G] = color.g;
+			vertices[RegionAttachment.C2B] = color.b;
+			vertices[RegionAttachment.C2A] = color.a;
+			offsetX = offset[RegionAttachment.OX3];
+			offsetY = offset[RegionAttachment.OY3];
+			vertices[RegionAttachment.X3] = offsetX * a + offsetY * b + x;
+			vertices[RegionAttachment.Y3] = offsetX * c + offsetY * d + y;
+			vertices[RegionAttachment.C3R] = color.r;
+			vertices[RegionAttachment.C3G] = color.g;
+			vertices[RegionAttachment.C3B] = color.b;
+			vertices[RegionAttachment.C3A] = color.a;
+			offsetX = offset[RegionAttachment.OX4];
+			offsetY = offset[RegionAttachment.OY4];
+			vertices[RegionAttachment.X4] = offsetX * a + offsetY * b + x;
+			vertices[RegionAttachment.Y4] = offsetX * c + offsetY * d + y;
+			vertices[RegionAttachment.C4R] = color.r;
+			vertices[RegionAttachment.C4G] = color.g;
+			vertices[RegionAttachment.C4B] = color.b;
+			vertices[RegionAttachment.C4A] = color.a;
+			return vertices;
+		};
+		RegionAttachment.OX1 = 0;
+		RegionAttachment.OY1 = 1;
+		RegionAttachment.OX2 = 2;
+		RegionAttachment.OY2 = 3;
+		RegionAttachment.OX3 = 4;
+		RegionAttachment.OY3 = 5;
+		RegionAttachment.OX4 = 6;
+		RegionAttachment.OY4 = 7;
+		RegionAttachment.X1 = 0;
+		RegionAttachment.Y1 = 1;
+		RegionAttachment.C1R = 2;
+		RegionAttachment.C1G = 3;
+		RegionAttachment.C1B = 4;
+		RegionAttachment.C1A = 5;
+		RegionAttachment.U1 = 6;
+		RegionAttachment.V1 = 7;
+		RegionAttachment.X2 = 8;
+		RegionAttachment.Y2 = 9;
+		RegionAttachment.C2R = 10;
+		RegionAttachment.C2G = 11;
+		RegionAttachment.C2B = 12;
+		RegionAttachment.C2A = 13;
+		RegionAttachment.U2 = 14;
+		RegionAttachment.V2 = 15;
+		RegionAttachment.X3 = 16;
+		RegionAttachment.Y3 = 17;
+		RegionAttachment.C3R = 18;
+		RegionAttachment.C3G = 19;
+		RegionAttachment.C3B = 20;
+		RegionAttachment.C3A = 21;
+		RegionAttachment.U3 = 22;
+		RegionAttachment.V3 = 23;
+		RegionAttachment.X4 = 24;
+		RegionAttachment.Y4 = 25;
+		RegionAttachment.C4R = 26;
+		RegionAttachment.C4G = 27;
+		RegionAttachment.C4B = 28;
+		RegionAttachment.C4A = 29;
+		RegionAttachment.U4 = 30;
+		RegionAttachment.V4 = 31;
+		return RegionAttachment;
+	}(spine.Attachment));
+	spine.RegionAttachment = RegionAttachment;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	(function (BlendMode) {
+		BlendMode[BlendMode["Normal"] = 0] = "Normal";
+		BlendMode[BlendMode["Additive"] = 1] = "Additive";
+		BlendMode[BlendMode["Multiply"] = 2] = "Multiply";
+		BlendMode[BlendMode["Screen"] = 3] = "Screen";
+	})(spine.BlendMode || (spine.BlendMode = {}));
+	var BlendMode = spine.BlendMode;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Bone = (function () {
+		function Bone(data, skeleton, parent) {
+			this.children = new Array();
+			this.x = 0;
+			this.y = 0;
+			this.rotation = 0;
+			this.scaleX = 0;
+			this.scaleY = 0;
+			this.shearX = 0;
+			this.shearY = 0;
+			this.appliedRotation = 0;
+			this.a = 0;
+			this.b = 0;
+			this.worldX = 0;
+			this.c = 0;
+			this.d = 0;
+			this.worldY = 0;
+			this.worldSignX = 0;
+			this.worldSignY = 0;
+			this.sorted = false;
+			if (data == null)
+				throw new Error("data cannot be null.");
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			this.data = data;
+			this.skeleton = skeleton;
+			this.parent = parent;
+			this.setToSetupPose();
+		}
+		Bone.prototype.update = function () {
+			this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+		};
+		Bone.prototype.updateWorldTransform = function () {
+			this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY);
+		};
+		Bone.prototype.updateWorldTransformWith = function (x, y, rotation, scaleX, scaleY, shearX, shearY) {
+			this.appliedRotation = rotation;
+			var rotationY = rotation + 90 + shearY;
+			var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX, lb = spine.MathUtils.cosDeg(rotationY) * scaleY;
+			var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX, ld = spine.MathUtils.sinDeg(rotationY) * scaleY;
+			var parent = this.parent;
+			if (parent == null) {
+				var skeleton = this.skeleton;
+				if (skeleton.flipX) {
+					x = -x;
+					la = -la;
+					lb = -lb;
+				}
+				if (skeleton.flipY) {
+					y = -y;
+					lc = -lc;
+					ld = -ld;
+				}
+				this.a = la;
+				this.b = lb;
+				this.c = lc;
+				this.d = ld;
+				this.worldX = x;
+				this.worldY = y;
+				this.worldSignX = spine.MathUtils.signum(scaleX);
+				this.worldSignY = spine.MathUtils.signum(scaleY);
+				return;
+			}
+			var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+			this.worldX = pa * x + pb * y + parent.worldX;
+			this.worldY = pc * x + pd * y + parent.worldY;
+			this.worldSignX = parent.worldSignX * spine.MathUtils.signum(scaleX);
+			this.worldSignY = parent.worldSignY * spine.MathUtils.signum(scaleY);
+			if (this.data.inheritRotation && this.data.inheritScale) {
+				this.a = pa * la + pb * lc;
+				this.b = pa * lb + pb * ld;
+				this.c = pc * la + pd * lc;
+				this.d = pc * lb + pd * ld;
+			}
+			else {
+				if (this.data.inheritRotation) {
+					pa = 1;
+					pb = 0;
+					pc = 0;
+					pd = 1;
+					do {
+						var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+						var temp = pa * cos + pb * sin;
+						pb = pb * cos - pa * sin;
+						pa = temp;
+						temp = pc * cos + pd * sin;
+						pd = pd * cos - pc * sin;
+						pc = temp;
+						if (!parent.data.inheritRotation)
+							break;
+						parent = parent.parent;
+					} while (parent != null);
+					this.a = pa * la + pb * lc;
+					this.b = pa * lb + pb * ld;
+					this.c = pc * la + pd * lc;
+					this.d = pc * lb + pd * ld;
+				}
+				else if (this.data.inheritScale) {
+					pa = 1;
+					pb = 0;
+					pc = 0;
+					pd = 1;
+					do {
+						var cos = spine.MathUtils.cosDeg(parent.appliedRotation), sin = spine.MathUtils.sinDeg(parent.appliedRotation);
+						var psx = parent.scaleX, psy = parent.scaleY;
+						var za = cos * psx, zb = sin * psy, zc = sin * psx, zd = cos * psy;
+						var temp = pa * za + pb * zc;
+						pb = pb * zd - pa * zb;
+						pa = temp;
+						temp = pc * za + pd * zc;
+						pd = pd * zd - pc * zb;
+						pc = temp;
+						if (psx >= 0)
+							sin = -sin;
+						temp = pa * cos + pb * sin;
+						pb = pb * cos - pa * sin;
+						pa = temp;
+						temp = pc * cos + pd * sin;
+						pd = pd * cos - pc * sin;
+						pc = temp;
+						if (!parent.data.inheritScale)
+							break;
+						parent = parent.parent;
+					} while (parent != null);
+					this.a = pa * la + pb * lc;
+					this.b = pa * lb + pb * ld;
+					this.c = pc * la + pd * lc;
+					this.d = pc * lb + pd * ld;
+				}
+				else {
+					this.a = la;
+					this.b = lb;
+					this.c = lc;
+					this.d = ld;
+				}
+				if (this.skeleton.flipX) {
+					this.a = -this.a;
+					this.b = -this.b;
+				}
+				if (this.skeleton.flipY) {
+					this.c = -this.c;
+					this.d = -this.d;
+				}
+			}
+		};
+		Bone.prototype.setToSetupPose = function () {
+			var data = this.data;
+			this.x = data.x;
+			this.y = data.y;
+			this.rotation = data.rotation;
+			this.scaleX = data.scaleX;
+			this.scaleY = data.scaleY;
+			this.shearX = data.shearX;
+			this.shearY = data.shearY;
+		};
+		Bone.prototype.getWorldRotationX = function () {
+			return Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
+		};
+		Bone.prototype.getWorldRotationY = function () {
+			return Math.atan2(this.d, this.b) * spine.MathUtils.radDeg;
+		};
+		Bone.prototype.getWorldScaleX = function () {
+			return Math.sqrt(this.a * this.a + this.b * this.b) * this.worldSignX;
+		};
+		Bone.prototype.getWorldScaleY = function () {
+			return Math.sqrt(this.c * this.c + this.d * this.d) * this.worldSignY;
+		};
+		Bone.prototype.worldToLocalRotationX = function () {
+			var parent = this.parent;
+			if (parent == null)
+				return this.rotation;
+			var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, a = this.a, c = this.c;
+			return Math.atan2(pa * c - pc * a, pd * a - pb * c) * spine.MathUtils.radDeg;
+		};
+		Bone.prototype.worldToLocalRotationY = function () {
+			var parent = this.parent;
+			if (parent == null)
+				return this.rotation;
+			var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d, b = this.b, d = this.d;
+			return Math.atan2(pa * d - pc * b, pd * b - pb * d) * spine.MathUtils.radDeg;
+		};
+		Bone.prototype.rotateWorld = function (degrees) {
+			var a = this.a, b = this.b, c = this.c, d = this.d;
+			var cos = spine.MathUtils.cosDeg(degrees), sin = spine.MathUtils.sinDeg(degrees);
+			this.a = cos * a - sin * c;
+			this.b = cos * b - sin * d;
+			this.c = sin * a + cos * c;
+			this.d = sin * b + cos * d;
+		};
+		Bone.prototype.updateLocalTransform = function () {
+			var parent = this.parent;
+			if (parent == null) {
+				this.x = this.worldX;
+				this.y = this.worldY;
+				this.rotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg;
+				this.scaleX = Math.sqrt(this.a * this.a + this.c * this.c);
+				this.scaleY = Math.sqrt(this.b * this.b + this.d * this.d);
+				var det = this.a * this.d - this.b * this.c;
+				this.shearX = 0;
+				this.shearY = Math.atan2(this.a * this.b + this.c * this.d, det) * spine.MathUtils.radDeg;
+				return;
+			}
+			var pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
+			var pid = 1 / (pa * pd - pb * pc);
+			var dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
+			this.x = (dx * pd * pid - dy * pb * pid);
+			this.y = (dy * pa * pid - dx * pc * pid);
+			var ia = pid * pd;
+			var id = pid * pa;
+			var ib = pid * pb;
+			var ic = pid * pc;
+			var ra = ia * this.a - ib * this.c;
+			var rb = ia * this.b - ib * this.d;
+			var rc = id * this.c - ic * this.a;
+			var rd = id * this.d - ic * this.b;
+			this.shearX = 0;
+			this.scaleX = Math.sqrt(ra * ra + rc * rc);
+			if (this.scaleX > 0.0001) {
+				var det = ra * rd - rb * rc;
+				this.scaleY = det / this.scaleX;
+				this.shearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg;
+				this.rotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg;
+			}
+			else {
+				this.scaleX = 0;
+				this.scaleY = Math.sqrt(rb * rb + rd * rd);
+				this.shearY = 0;
+				this.rotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg;
+			}
+			this.appliedRotation = this.rotation;
+		};
+		Bone.prototype.worldToLocal = function (world) {
+			var a = this.a, b = this.b, c = this.c, d = this.d;
+			var invDet = 1 / (a * d - b * c);
+			var x = world.x - this.worldX, y = world.y - this.worldY;
+			world.x = (x * d * invDet - y * b * invDet);
+			world.y = (y * a * invDet - x * c * invDet);
+			return world;
+		};
+		Bone.prototype.localToWorld = function (local) {
+			var x = local.x, y = local.y;
+			local.x = x * this.a + y * this.b + this.worldX;
+			local.y = x * this.c + y * this.d + this.worldY;
+			return local;
+		};
+		return Bone;
+	}());
+	spine.Bone = Bone;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var BoneData = (function () {
+		function BoneData(index, name, parent) {
+			this.x = 0;
+			this.y = 0;
+			this.rotation = 0;
+			this.scaleX = 1;
+			this.scaleY = 1;
+			this.shearX = 0;
+			this.shearY = 0;
+			this.inheritRotation = true;
+			this.inheritScale = true;
+			if (index < 0)
+				throw new Error("index must be >= 0.");
+			if (name == null)
+				throw new Error("name cannot be null.");
+			this.index = index;
+			this.name = name;
+			this.parent = parent;
+		}
+		return BoneData;
+	}());
+	spine.BoneData = BoneData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Event = (function () {
+		function Event(time, data) {
+			if (data == null)
+				throw new Error("data cannot be null.");
+			this.time = time;
+			this.data = data;
+		}
+		return Event;
+	}());
+	spine.Event = Event;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var EventData = (function () {
+		function EventData(name) {
+			this.name = name;
+		}
+		return EventData;
+	}());
+	spine.EventData = EventData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var IkConstraint = (function () {
+		function IkConstraint(data, skeleton) {
+			this.mix = 1;
+			this.bendDirection = 0;
+			this.level = 0;
+			if (data == null)
+				throw new Error("data cannot be null.");
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			this.data = data;
+			this.mix = data.mix;
+			this.bendDirection = data.bendDirection;
+			this.bones = new Array();
+			for (var i = 0; i < data.bones.length; i++)
+				this.bones.push(skeleton.findBone(data.bones[i].name));
+			this.target = skeleton.findBone(data.target.name);
+		}
+		IkConstraint.prototype.apply = function () {
+			this.update();
+		};
+		IkConstraint.prototype.update = function () {
+			var target = this.target;
+			var bones = this.bones;
+			switch (bones.length) {
+				case 1:
+					this.apply1(bones[0], target.worldX, target.worldY, this.mix);
+					break;
+				case 2:
+					this.apply2(bones[0], bones[1], target.worldX, target.worldY, this.bendDirection, this.mix);
+					break;
+			}
+		};
+		IkConstraint.prototype.apply1 = function (bone, targetX, targetY, alpha) {
+			var pp = bone.parent;
+			var id = 1 / (pp.a * pp.d - pp.b * pp.c);
+			var x = targetX - pp.worldX, y = targetY - pp.worldY;
+			var tx = (x * pp.d - y * pp.b) * id - bone.x, ty = (y * pp.a - x * pp.c) * id - bone.y;
+			var rotationIK = Math.atan2(ty, tx) * spine.MathUtils.radDeg - bone.shearX - bone.rotation;
+			if (bone.scaleX < 0)
+				rotationIK += 180;
+			if (rotationIK > 180)
+				rotationIK -= 360;
+			else if (rotationIK < -180)
+				rotationIK += 360;
+			bone.updateWorldTransformWith(bone.x, bone.y, bone.rotation + rotationIK * alpha, bone.scaleX, bone.scaleY, bone.shearX, bone.shearY);
+		};
+		IkConstraint.prototype.apply2 = function (parent, child, targetX, targetY, bendDir, alpha) {
+			if (alpha == 0) {
+				child.updateWorldTransform();
+				return;
+			}
+			var px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
+			var os1 = 0, os2 = 0, s2 = 0;
+			if (psx < 0) {
+				psx = -psx;
+				os1 = 180;
+				s2 = -1;
+			}
+			else {
+				os1 = 0;
+				s2 = 1;
+			}
+			if (psy < 0) {
+				psy = -psy;
+				s2 = -s2;
+			}
+			if (csx < 0) {
+				csx = -csx;
+				os2 = 180;
+			}
+			else
+				os2 = 0;
+			var cx = child.x, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
+			var u = Math.abs(psx - psy) <= 0.0001;
+			if (!u) {
+				cy = 0;
+				cwx = a * cx + parent.worldX;
+				cwy = c * cx + parent.worldY;
+			}
+			else {
+				cy = child.y;
+				cwx = a * cx + b * cy + parent.worldX;
+				cwy = c * cx + d * cy + parent.worldY;
+			}
+			var pp = parent.parent;
+			a = pp.a;
+			b = pp.b;
+			c = pp.c;
+			d = pp.d;
+			var id = 1 / (a * d - b * c), x = targetX - pp.worldX, y = targetY - pp.worldY;
+			var tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
+			x = cwx - pp.worldX;
+			y = cwy - pp.worldY;
+			var dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
+			var l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1 = 0, a2 = 0;
+			outer: if (u) {
+				l2 *= psx;
+				var cos = (tx * tx + ty * ty - l1 * l1 - l2 * l2) / (2 * l1 * l2);
+				if (cos < -1)
+					cos = -1;
+				else if (cos > 1)
+					cos = 1;
+				a2 = Math.acos(cos) * bendDir;
+				a = l1 + l2 * cos;
+				b = l2 * Math.sin(a2);
+				a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
+			}
+			else {
+				a = psx * l2;
+				b = psy * l2;
+				var aa = a * a, bb = b * b, dd = tx * tx + ty * ty, ta = Math.atan2(ty, tx);
+				c = bb * l1 * l1 + aa * dd - aa * bb;
+				var c1 = -2 * bb * l1, c2 = bb - aa;
+				d = c1 * c1 - 4 * c2 * c;
+				if (d >= 0) {
+					var q = Math.sqrt(d);
+					if (c1 < 0)
+						q = -q;
+					q = -(c1 + q) / 2;
+					var r0 = q / c2, r1 = c / q;
+					var r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
+					if (r * r <= dd) {
+						y = Math.sqrt(dd - r * r) * bendDir;
+						a1 = ta - Math.atan2(y, r);
+						a2 = Math.atan2(y / psy, (r - l1) / psx);
+						break outer;
+					}
+				}
+				var minAngle = 0, minDist = Number.MAX_VALUE, minX = 0, minY = 0;
+				var maxAngle = 0, maxDist = 0, maxX = 0, maxY = 0;
+				x = l1 + a;
+				d = x * x;
+				if (d > maxDist) {
+					maxAngle = 0;
+					maxDist = d;
+					maxX = x;
+				}
+				x = l1 - a;
+				d = x * x;
+				if (d < minDist) {
+					minAngle = spine.MathUtils.PI;
+					minDist = d;
+					minX = x;
+				}
+				var angle = Math.acos(-a * l1 / (aa - bb));
+				x = a * Math.cos(angle) + l1;
+				y = b * Math.sin(angle);
+				d = x * x + y * y;
+				if (d < minDist) {
+					minAngle = angle;
+					minDist = d;
+					minX = x;
+					minY = y;
+				}
+				if (d > maxDist) {
+					maxAngle = angle;
+					maxDist = d;
+					maxX = x;
+					maxY = y;
+				}
+				if (dd <= (minDist + maxDist) / 2) {
+					a1 = ta - Math.atan2(minY * bendDir, minX);
+					a2 = minAngle * bendDir;
+				}
+				else {
+					a1 = ta - Math.atan2(maxY * bendDir, maxX);
+					a2 = maxAngle * bendDir;
+				}
+			}
+			var os = Math.atan2(cy, cx) * s2;
+			var rotation = parent.rotation;
+			a1 = (a1 - os) * spine.MathUtils.radDeg + os1 - rotation;
+			if (a1 > 180)
+				a1 -= 360;
+			else if (a1 < -180)
+				a1 += 360;
+			parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, parent.scaleX, parent.scaleY, 0, 0);
+			rotation = child.rotation;
+			a2 = ((a2 + os) * spine.MathUtils.radDeg - child.shearX) * s2 + os2 - rotation;
+			if (a2 > 180)
+				a2 -= 360;
+			else if (a2 < -180)
+				a2 += 360;
+			child.updateWorldTransformWith(cx, cy, rotation + a2 * alpha, child.scaleX, child.scaleY, child.shearX, child.shearY);
+		};
+		return IkConstraint;
+	}());
+	spine.IkConstraint = IkConstraint;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var IkConstraintData = (function () {
+		function IkConstraintData(name) {
+			this.bones = new Array();
+			this.bendDirection = 1;
+			this.mix = 1;
+			this.name = name;
+		}
+		return IkConstraintData;
+	}());
+	spine.IkConstraintData = IkConstraintData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var PathConstraint = (function () {
+		function PathConstraint(data, skeleton) {
+			this.position = 0;
+			this.spacing = 0;
+			this.rotateMix = 0;
+			this.translateMix = 0;
+			this.spaces = new Array();
+			this.positions = new Array();
+			this.world = new Array();
+			this.curves = new Array();
+			this.lengths = new Array();
+			this.segments = new Array();
+			if (data == null)
+				throw new Error("data cannot be null.");
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			this.data = data;
+			this.bones = new Array();
+			for (var i = 0, n = data.bones.length; i < n; i++)
+				this.bones.push(skeleton.findBone(data.bones[i].name));
+			this.target = skeleton.findSlot(data.target.name);
+			this.position = data.position;
+			this.spacing = data.spacing;
+			this.rotateMix = data.rotateMix;
+			this.translateMix = data.translateMix;
+		}
+		PathConstraint.prototype.apply = function () {
+			this.update();
+		};
+		PathConstraint.prototype.update = function () {
+			var attachment = this.target.getAttachment();
+			if (!(attachment instanceof spine.PathAttachment))
+				return;
+			var rotateMix = this.rotateMix, translateMix = this.translateMix;
+			var translate = translateMix > 0, rotate = rotateMix > 0;
+			if (!translate && !rotate)
+				return;
+			var data = this.data;
+			var spacingMode = data.spacingMode;
+			var lengthSpacing = spacingMode == spine.SpacingMode.Length;
+			var rotateMode = data.rotateMode;
+			var tangents = rotateMode == spine.RotateMode.Tangent, scale = rotateMode == spine.RotateMode.ChainScale;
+			var boneCount = this.bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
+			var bones = this.bones;
+			var spaces = spine.Utils.setArraySize(this.spaces, spacesCount), lengths = null;
+			var spacing = this.spacing;
+			if (scale || lengthSpacing) {
+				if (scale)
+					lengths = spine.Utils.setArraySize(this.lengths, boneCount);
+				for (var i = 0, n = spacesCount - 1; i < n;) {
+					var bone = bones[i];
+					var length_1 = bone.data.length, x = length_1 * bone.a, y = length_1 * bone.c;
+					length_1 = Math.sqrt(x * x + y * y);
+					if (scale)
+						lengths[i] = length_1;
+					spaces[++i] = lengthSpacing ? Math.max(0, length_1 + spacing) : spacing;
+				}
+			}
+			else {
+				for (var i = 1; i < spacesCount; i++)
+					spaces[i] = spacing;
+			}
+			var positions = this.computeWorldPositions(attachment, spacesCount, tangents, data.positionMode == spine.PositionMode.Percent, spacingMode == spine.SpacingMode.Percent);
+			var skeleton = this.target.bone.skeleton;
+			var skeletonX = skeleton.x, skeletonY = skeleton.y;
+			var boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
+			var tip = rotateMode == spine.RotateMode.Chain && offsetRotation == 0;
+			for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
+				var bone = bones[i];
+				bone.worldX += (boneX - skeletonX - bone.worldX) * translateMix;
+				bone.worldY += (boneY - skeletonY - bone.worldY) * translateMix;
+				var x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
+				if (scale) {
+					var length_2 = lengths[i];
+					if (length_2 != 0) {
+						var s = (Math.sqrt(dx * dx + dy * dy) / length_2 - 1) * rotateMix + 1;
+						bone.a *= s;
+						bone.c *= s;
+					}
+				}
+				boneX = x;
+				boneY = y;
+				if (rotate) {
+					var a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
+					if (tangents)
+						r = positions[p - 1];
+					else if (spaces[i + 1] == 0)
+						r = positions[p + 2];
+					else
+						r = Math.atan2(dy, dx);
+					r -= Math.atan2(c, a) - offsetRotation * spine.MathUtils.degRad;
+					if (tip) {
+						cos = Math.cos(r);
+						sin = Math.sin(r);
+						var length_3 = bone.data.length;
+						boneX += (length_3 * (cos * a - sin * c) - dx) * rotateMix;
+						boneY += (length_3 * (sin * a + cos * c) - dy) * rotateMix;
+					}
+					if (r > spine.MathUtils.PI)
+						r -= spine.MathUtils.PI2;
+					else if (r < -spine.MathUtils.PI)
+						r += spine.MathUtils.PI2;
+					r *= rotateMix;
+					cos = Math.cos(r);
+					sin = Math.sin(r);
+					bone.a = cos * a - sin * c;
+					bone.b = cos * b - sin * d;
+					bone.c = sin * a + cos * c;
+					bone.d = sin * b + cos * d;
+				}
+			}
+		};
+		PathConstraint.prototype.computeWorldPositions = function (path, spacesCount, tangents, percentPosition, percentSpacing) {
+			var target = this.target;
+			var position = this.position;
+			var spaces = this.spaces, out = spine.Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = null;
+			var closed = path.closed;
+			var verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = PathConstraint.NONE;
+			if (!path.constantSpeed) {
+				var lengths = path.lengths;
+				curveCount -= closed ? 1 : 2;
+				var pathLength_1 = lengths[curveCount];
+				if (percentPosition)
+					position *= pathLength_1;
+				if (percentSpacing) {
+					for (var i = 0; i < spacesCount; i++)
+						spaces[i] *= pathLength_1;
+				}
+				world = spine.Utils.setArraySize(this.world, 8);
+				for (var i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
+					var space = spaces[i];
+					position += space;
+					var p = position;
+					if (closed) {
+						p %= pathLength_1;
+						if (p < 0)
+							p += pathLength_1;
+						curve = 0;
+					}
+					else if (p < 0) {
+						if (prevCurve != PathConstraint.BEFORE) {
+							prevCurve = PathConstraint.BEFORE;
+							path.computeWorldVerticesWith(target, 2, 4, world, 0);
+						}
+						this.addBeforePosition(p, world, 0, out, o);
+						continue;
+					}
+					else if (p > pathLength_1) {
+						if (prevCurve != PathConstraint.AFTER) {
+							prevCurve = PathConstraint.AFTER;
+							path.computeWorldVerticesWith(target, verticesLength - 6, 4, world, 0);
+						}
+						this.addAfterPosition(p - pathLength_1, world, 0, out, o);
+						continue;
+					}
+					for (;; curve++) {
+						var length_4 = lengths[curve];
+						if (p > length_4)
+							continue;
+						if (curve == 0)
+							p /= length_4;
+						else {
+							var prev = lengths[curve - 1];
+							p = (p - prev) / (length_4 - prev);
+						}
+						break;
+					}
+					if (curve != prevCurve) {
+						prevCurve = curve;
+						if (closed && curve == curveCount) {
+							path.computeWorldVerticesWith(target, verticesLength - 4, 4, world, 0);
+							path.computeWorldVerticesWith(target, 0, 4, world, 4);
+						}
+						else
+							path.computeWorldVerticesWith(target, curve * 6 + 2, 8, world, 0);
+					}
+					this.addCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], out, o, tangents || (i > 0 && space == 0));
+				}
+				return out;
+			}
+			if (closed) {
+				verticesLength += 2;
+				world = spine.Utils.setArraySize(this.world, verticesLength);
+				path.computeWorldVerticesWith(target, 2, verticesLength - 4, world, 0);
+				path.computeWorldVerticesWith(target, 0, 2, world, verticesLength - 4);
+				world[verticesLength - 2] = world[0];
+				world[verticesLength - 1] = world[1];
+			}
+			else {
+				curveCount--;
+				verticesLength -= 4;
+				world = spine.Utils.setArraySize(this.world, verticesLength);
+				path.computeWorldVerticesWith(target, 2, verticesLength, world, 0);
+			}
+			var curves = spine.Utils.setArraySize(this.curves, curveCount);
+			var pathLength = 0;
+			var x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
+			var tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
+			for (var i = 0, w = 2; i < curveCount; i++, w += 6) {
+				cx1 = world[w];
+				cy1 = world[w + 1];
+				cx2 = world[w + 2];
+				cy2 = world[w + 3];
+				x2 = world[w + 4];
+				y2 = world[w + 5];
+				tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
+				tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
+				dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
+				dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
+				ddfx = tmpx * 2 + dddfx;
+				ddfy = tmpy * 2 + dddfy;
+				dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
+				dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
+				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
+				dfx += ddfx;
+				dfy += ddfy;
+				ddfx += dddfx;
+				ddfy += dddfy;
+				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
+				dfx += ddfx;
+				dfy += ddfy;
+				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
+				dfx += ddfx + dddfx;
+				dfy += ddfy + dddfy;
+				pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
+				curves[i] = pathLength;
+				x1 = x2;
+				y1 = y2;
+			}
+			if (percentPosition)
+				position *= pathLength;
+			if (percentSpacing) {
+				for (var i = 0; i < spacesCount; i++)
+					spaces[i] *= pathLength;
+			}
+			var segments = this.segments;
+			var curveLength = 0;
+			for (var i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
+				var space = spaces[i];
+				position += space;
+				var p = position;
+				if (closed) {
+					p %= pathLength;
+					if (p < 0)
+						p += pathLength;
+					curve = 0;
+				}
+				else if (p < 0) {
+					this.addBeforePosition(p, world, 0, out, o);
+					continue;
+				}
+				else if (p > pathLength) {
+					this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
+					continue;
+				}
+				for (;; curve++) {
+					var length_5 = curves[curve];
+					if (p > length_5)
+						continue;
+					if (curve == 0)
+						p /= length_5;
+					else {
+						var prev = curves[curve - 1];
+						p = (p - prev) / (length_5 - prev);
+					}
+					break;
+				}
+				if (curve != prevCurve) {
+					prevCurve = curve;
+					var ii = curve * 6;
+					x1 = world[ii];
+					y1 = world[ii + 1];
+					cx1 = world[ii + 2];
+					cy1 = world[ii + 3];
+					cx2 = world[ii + 4];
+					cy2 = world[ii + 5];
+					x2 = world[ii + 6];
+					y2 = world[ii + 7];
+					tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
+					tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
+					dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006;
+					dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006;
+					ddfx = tmpx * 2 + dddfx;
+					ddfy = tmpy * 2 + dddfy;
+					dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
+					dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
+					curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
+					segments[0] = curveLength;
+					for (ii = 1; ii < 8; ii++) {
+						dfx += ddfx;
+						dfy += ddfy;
+						ddfx += dddfx;
+						ddfy += dddfy;
+						curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
+						segments[ii] = curveLength;
+					}
+					dfx += ddfx;
+					dfy += ddfy;
+					curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
+					segments[8] = curveLength;
+					dfx += ddfx + dddfx;
+					dfy += ddfy + dddfy;
+					curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
+					segments[9] = curveLength;
+					segment = 0;
+				}
+				p *= curveLength;
+				for (;; segment++) {
+					var length_6 = segments[segment];
+					if (p > length_6)
+						continue;
+					if (segment == 0)
+						p /= length_6;
+					else {
+						var prev = segments[segment - 1];
+						p = segment + (p - prev) / (length_6 - prev);
+					}
+					break;
+				}
+				this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || (i > 0 && space == 0));
+			}
+			return out;
+		};
+		PathConstraint.prototype.addBeforePosition = function (p, temp, i, out, o) {
+			var x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx);
+			out[o] = x1 + p * Math.cos(r);
+			out[o + 1] = y1 + p * Math.sin(r);
+			out[o + 2] = r;
+		};
+		PathConstraint.prototype.addAfterPosition = function (p, temp, i, out, o) {
+			var x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx);
+			out[o] = x1 + p * Math.cos(r);
+			out[o + 1] = y1 + p * Math.sin(r);
+			out[o + 2] = r;
+		};
+		PathConstraint.prototype.addCurvePosition = function (p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
+			if (p == 0)
+				p = 0.0001;
+			var tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
+			var ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
+			var x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
+			out[o] = x;
+			out[o + 1] = y;
+			if (tangents)
+				out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
+		};
+		PathConstraint.NONE = -1;
+		PathConstraint.BEFORE = -2;
+		PathConstraint.AFTER = -3;
+		return PathConstraint;
+	}());
+	spine.PathConstraint = PathConstraint;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var PathConstraintData = (function () {
+		function PathConstraintData(name) {
+			this.bones = new Array();
+			this.name = name;
+		}
+		return PathConstraintData;
+	}());
+	spine.PathConstraintData = PathConstraintData;
+	(function (PositionMode) {
+		PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
+		PositionMode[PositionMode["Percent"] = 1] = "Percent";
+	})(spine.PositionMode || (spine.PositionMode = {}));
+	var PositionMode = spine.PositionMode;
+	(function (SpacingMode) {
+		SpacingMode[SpacingMode["Length"] = 0] = "Length";
+		SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
+		SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
+	})(spine.SpacingMode || (spine.SpacingMode = {}));
+	var SpacingMode = spine.SpacingMode;
+	(function (RotateMode) {
+		RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
+		RotateMode[RotateMode["Chain"] = 1] = "Chain";
+		RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
+	})(spine.RotateMode || (spine.RotateMode = {}));
+	var RotateMode = spine.RotateMode;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Assets = (function () {
+		function Assets(clientId) {
+			this.toLoad = new Array();
+			this.assets = {};
+			this.clientId = clientId;
+		}
+		Assets.prototype.loaded = function () {
+			var i = 0;
+			for (var v in this.assets)
+				i++;
+			return i;
+		};
+		return Assets;
+	}());
+	var SharedAssetManager = (function () {
+		function SharedAssetManager(pathPrefix) {
+			if (pathPrefix === void 0) { pathPrefix = ""; }
+			this.clientAssets = {};
+			this.queuedAssets = {};
+			this.rawAssets = {};
+			this.errors = {};
+			this.pathPrefix = pathPrefix;
+		}
+		SharedAssetManager.prototype.queueAsset = function (clientId, textureLoader, path) {
+			var clientAssets = this.clientAssets[clientId];
+			if (clientAssets === null || clientAssets === undefined) {
+				clientAssets = new Assets(clientId);
+				this.clientAssets[clientId] = clientAssets;
+			}
+			if (textureLoader !== null)
+				clientAssets.textureLoader = textureLoader;
+			clientAssets.toLoad.push(path);
+			if (this.queuedAssets[path] === path) {
+				return false;
+			}
+			else {
+				this.queuedAssets[path] = path;
+				return true;
+			}
+		};
+		SharedAssetManager.prototype.loadText = function (clientId, path) {
+			var _this = this;
+			path = this.pathPrefix + path;
+			if (!this.queueAsset(clientId, null, path))
+				return;
+			var request = new XMLHttpRequest();
+			request.onreadystatechange = function () {
+				if (request.readyState == XMLHttpRequest.DONE) {
+					if (request.status >= 200 && request.status < 300) {
+						_this.rawAssets[path] = request.responseText;
+					}
+					else {
+						_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
+					}
+				}
+			};
+			request.open("GET", path, true);
+			request.send();
+		};
+		SharedAssetManager.prototype.loadJson = function (clientId, path) {
+			var _this = this;
+			path = this.pathPrefix + path;
+			if (!this.queueAsset(clientId, null, path))
+				return;
+			var request = new XMLHttpRequest();
+			request.onreadystatechange = function () {
+				if (request.readyState == XMLHttpRequest.DONE) {
+					if (request.status >= 200 && request.status < 300) {
+						_this.rawAssets[path] = JSON.parse(request.responseText);
+					}
+					else {
+						_this.errors[path] = "Couldn't load text " + path + ": status " + request.status + ", " + request.responseText;
+					}
+				}
+			};
+			request.open("GET", path, true);
+			request.send();
+		};
+		SharedAssetManager.prototype.loadTexture = function (clientId, textureLoader, path) {
+			var _this = this;
+			path = this.pathPrefix + path;
+			if (!this.queueAsset(clientId, textureLoader, path))
+				return;
+			var img = new Image();
+			img.src = path;
+			img.crossOrigin = "anonymous";
+			img.onload = function (ev) {
+				_this.rawAssets[path] = img;
+			};
+			img.onerror = function (ev) {
+				_this.errors[path] = "Couldn't load image " + path;
+			};
+		};
+		SharedAssetManager.prototype.get = function (clientId, path) {
+			path = this.pathPrefix + path;
+			var clientAssets = this.clientAssets[clientId];
+			if (clientAssets === null || clientAssets === undefined)
+				return true;
+			return clientAssets.assets[path];
+		};
+		SharedAssetManager.prototype.updateClientAssets = function (clientAssets) {
+			for (var i = 0; i < clientAssets.toLoad.length; i++) {
+				var path = clientAssets.toLoad[i];
+				var asset = clientAssets.assets[path];
+				if (asset === null || asset === undefined) {
+					var rawAsset = this.rawAssets[path];
+					if (rawAsset === null || rawAsset === undefined)
+						continue;
+					if (rawAsset instanceof HTMLImageElement) {
+						clientAssets.assets[path] = clientAssets.textureLoader(rawAsset);
+					}
+					else {
+						clientAssets.assets[path] = rawAsset;
+					}
+				}
+			}
+		};
+		SharedAssetManager.prototype.isLoadingComplete = function (clientId) {
+			var clientAssets = this.clientAssets[clientId];
+			if (clientAssets === null || clientAssets === undefined)
+				return true;
+			this.updateClientAssets(clientAssets);
+			return clientAssets.toLoad.length == clientAssets.loaded();
+		};
+		SharedAssetManager.prototype.dispose = function () {
+		};
+		SharedAssetManager.prototype.hasErrors = function () {
+			return Object.keys(this.errors).length > 0;
+		};
+		SharedAssetManager.prototype.getErrors = function () {
+			return this.errors;
+		};
+		return SharedAssetManager;
+	}());
+	spine.SharedAssetManager = SharedAssetManager;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Skeleton = (function () {
+		function Skeleton(data) {
+			this._updateCache = new Array();
+			this.time = 0;
+			this.flipX = false;
+			this.flipY = false;
+			this.x = 0;
+			this.y = 0;
+			if (data == null)
+				throw new Error("data cannot be null.");
+			this.data = data;
+			this.bones = new Array();
+			for (var i = 0; i < data.bones.length; i++) {
+				var boneData = data.bones[i];
+				var bone = void 0;
+				if (boneData.parent == null)
+					bone = new spine.Bone(boneData, this, null);
+				else {
+					var parent_1 = this.bones[boneData.parent.index];
+					bone = new spine.Bone(boneData, this, parent_1);
+					parent_1.children.push(bone);
+				}
+				this.bones.push(bone);
+			}
+			this.slots = new Array();
+			this.drawOrder = new Array();
+			for (var i = 0; i < data.slots.length; i++) {
+				var slotData = data.slots[i];
+				var bone = this.bones[slotData.boneData.index];
+				var slot = new spine.Slot(slotData, bone);
+				this.slots.push(slot);
+				this.drawOrder.push(slot);
+			}
+			this.ikConstraints = new Array();
+			this.ikConstraintsSorted = new Array();
+			for (var i = 0; i < data.ikConstraints.length; i++) {
+				var ikConstraintData = data.ikConstraints[i];
+				this.ikConstraints.push(new spine.IkConstraint(ikConstraintData, this));
+			}
+			this.transformConstraints = new Array();
+			for (var i = 0; i < data.transformConstraints.length; i++) {
+				var transformConstraintData = data.transformConstraints[i];
+				this.transformConstraints.push(new spine.TransformConstraint(transformConstraintData, this));
+			}
+			this.pathConstraints = new Array();
+			for (var i = 0; i < data.pathConstraints.length; i++) {
+				var pathConstraintData = data.pathConstraints[i];
+				this.pathConstraints.push(new spine.PathConstraint(pathConstraintData, this));
+			}
+			this.color = new spine.Color(1, 1, 1, 1);
+			this.updateCache();
+		}
+		Skeleton.prototype.updateCache = function () {
+			var updateCache = this._updateCache;
+			updateCache.length = 0;
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++)
+				bones[i].sorted = false;
+			var ikConstraints = this.ikConstraintsSorted;
+			ikConstraints.length = 0;
+			for (var i = 0; i < this.ikConstraints.length; i++)
+				ikConstraints.push(this.ikConstraints[i]);
+			var ikCount = ikConstraints.length;
+			for (var i = 0, level = 0, n = ikCount; i < n; i++) {
+				var ik = ikConstraints[i];
+				var bone = ik.bones[0].parent;
+				for (level = 0; bone != null; level++)
+					bone = bone.parent;
+				ik.level = level;
+			}
+			for (var i = 1, ii = 0; i < ikCount; i++) {
+				var ik = ikConstraints[i];
+				var level = ik.level;
+				for (ii = i - 1; ii >= 0; ii--) {
+					var other = ikConstraints[ii];
+					if (other.level < level)
+						break;
+					ikConstraints[ii + 1] = other;
+				}
+				ikConstraints[ii + 1] = ik;
+			}
+			for (var i = 0, n = ikConstraints.length; i < n; i++) {
+				var constraint = ikConstraints[i];
+				var target = constraint.target;
+				this.sortBone(target);
+				var constrained = constraint.bones;
+				var parent_2 = constrained[0];
+				this.sortBone(parent_2);
+				updateCache.push(constraint);
+				this.sortReset(parent_2.children);
+				constrained[constrained.length - 1].sorted = true;
+			}
+			var pathConstraints = this.pathConstraints;
+			for (var i = 0, n = pathConstraints.length; i < n; i++) {
+				var constraint = pathConstraints[i];
+				var slot = constraint.target;
+				var slotIndex = slot.data.index;
+				var slotBone = slot.bone;
+				if (this.skin != null)
+					this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
+				if (this.data.defaultSkin != null && this.data.defaultSkin != this.skin)
+					this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
+				for (var ii = 0, nn = this.data.skins.length; ii < nn; ii++)
+					this.sortPathConstraintAttachment(this.data.skins[ii], slotIndex, slotBone);
+				var attachment = slot.getAttachment();
+				if (attachment instanceof spine.PathAttachment)
+					this.sortPathConstraintAttachmentWith(attachment, slotBone);
+				var constrained = constraint.bones;
+				var boneCount = constrained.length;
+				for (var ii = 0; ii < boneCount; ii++)
+					this.sortBone(constrained[ii]);
+				updateCache.push(constraint);
+				for (var ii = 0; ii < boneCount; ii++)
+					this.sortReset(constrained[ii].children);
+				for (var ii = 0; ii < boneCount; ii++)
+					constrained[ii].sorted = true;
+			}
+			var transformConstraints = this.transformConstraints;
+			for (var i = 0, n = transformConstraints.length; i < n; i++) {
+				var constraint = transformConstraints[i];
+				this.sortBone(constraint.target);
+				var constrained = constraint.bones;
+				var boneCount = constrained.length;
+				for (var ii = 0; ii < boneCount; ii++)
+					this.sortBone(constrained[ii]);
+				updateCache.push(constraint);
+				for (var ii = 0; ii < boneCount; ii++)
+					this.sortReset(constrained[ii].children);
+				for (var ii = 0; ii < boneCount; ii++)
+					constrained[ii].sorted = true;
+			}
+			for (var i = 0, n = bones.length; i < n; i++)
+				this.sortBone(bones[i]);
+		};
+		Skeleton.prototype.sortPathConstraintAttachment = function (skin, slotIndex, slotBone) {
+			var attachments = skin.attachments[slotIndex];
+			if (!attachments)
+				return;
+			for (var key in attachments) {
+				this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
+			}
+		};
+		Skeleton.prototype.sortPathConstraintAttachmentWith = function (attachment, slotBone) {
+			if (!(attachment instanceof spine.PathAttachment))
+				return;
+			var pathBones = attachment.bones;
+			if (pathBones == null)
+				this.sortBone(slotBone);
+			else {
+				var bones = this.bones;
+				for (var i = 0; i < pathBones.length; i++) {
+					var boneIndex = pathBones[i];
+					this.sortBone(bones[boneIndex]);
+				}
+			}
+		};
+		Skeleton.prototype.sortBone = function (bone) {
+			if (bone.sorted)
+				return;
+			var parent = bone.parent;
+			if (parent != null)
+				this.sortBone(parent);
+			bone.sorted = true;
+			this._updateCache.push(bone);
+		};
+		Skeleton.prototype.sortReset = function (bones) {
+			for (var i = 0, n = bones.length; i < n; i++) {
+				var bone = bones[i];
+				if (bone.sorted)
+					this.sortReset(bone.children);
+				bone.sorted = false;
+			}
+		};
+		Skeleton.prototype.updateWorldTransform = function () {
+			var updateCache = this._updateCache;
+			for (var i = 0, n = updateCache.length; i < n; i++)
+				updateCache[i].update();
+		};
+		Skeleton.prototype.setToSetupPose = function () {
+			this.setBonesToSetupPose();
+			this.setSlotsToSetupPose();
+		};
+		Skeleton.prototype.setBonesToSetupPose = function () {
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++)
+				bones[i].setToSetupPose();
+			var ikConstraints = this.ikConstraints;
+			for (var i = 0, n = ikConstraints.length; i < n; i++) {
+				var constraint = ikConstraints[i];
+				constraint.bendDirection = constraint.data.bendDirection;
+				constraint.mix = constraint.data.mix;
+			}
+			var transformConstraints = this.transformConstraints;
+			for (var i = 0, n = transformConstraints.length; i < n; i++) {
+				var constraint = transformConstraints[i];
+				var data = constraint.data;
+				constraint.rotateMix = data.rotateMix;
+				constraint.translateMix = data.translateMix;
+				constraint.scaleMix = data.scaleMix;
+				constraint.shearMix = data.shearMix;
+			}
+			var pathConstraints = this.pathConstraints;
+			for (var i = 0, n = pathConstraints.length; i < n; i++) {
+				var constraint = pathConstraints[i];
+				var data = constraint.data;
+				constraint.position = data.position;
+				constraint.spacing = data.spacing;
+				constraint.rotateMix = data.rotateMix;
+				constraint.translateMix = data.translateMix;
+			}
+		};
+		Skeleton.prototype.setSlotsToSetupPose = function () {
+			var slots = this.slots;
+			spine.Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
+			for (var i = 0, n = slots.length; i < n; i++)
+				slots[i].setToSetupPose();
+		};
+		Skeleton.prototype.getRootBone = function () {
+			if (this.bones.length == 0)
+				return null;
+			return this.bones[0];
+		};
+		Skeleton.prototype.findBone = function (boneName) {
+			if (boneName == null)
+				throw new Error("boneName cannot be null.");
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++) {
+				var bone = bones[i];
+				if (bone.data.name == boneName)
+					return bone;
+			}
+			return null;
+		};
+		Skeleton.prototype.findBoneIndex = function (boneName) {
+			if (boneName == null)
+				throw new Error("boneName cannot be null.");
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++)
+				if (bones[i].data.name == boneName)
+					return i;
+			return -1;
+		};
+		Skeleton.prototype.findSlot = function (slotName) {
+			if (slotName == null)
+				throw new Error("slotName cannot be null.");
+			var slots = this.slots;
+			for (var i = 0, n = slots.length; i < n; i++) {
+				var slot = slots[i];
+				if (slot.data.name == slotName)
+					return slot;
+			}
+			return null;
+		};
+		Skeleton.prototype.findSlotIndex = function (slotName) {
+			if (slotName == null)
+				throw new Error("slotName cannot be null.");
+			var slots = this.slots;
+			for (var i = 0, n = slots.length; i < n; i++)
+				if (slots[i].data.name == slotName)
+					return i;
+			return -1;
+		};
+		Skeleton.prototype.setSkinByName = function (skinName) {
+			var skin = this.data.findSkin(skinName);
+			if (skin == null)
+				throw new Error("Skin not found: " + skinName);
+			this.setSkin(skin);
+		};
+		Skeleton.prototype.setSkin = function (newSkin) {
+			if (newSkin != null) {
+				if (this.skin != null)
+					newSkin.attachAll(this, this.skin);
+				else {
+					var slots = this.slots;
+					for (var i = 0, n = slots.length; i < n; i++) {
+						var slot = slots[i];
+						var name_1 = slot.data.attachmentName;
+						if (name_1 != null) {
+							var attachment = newSkin.getAttachment(i, name_1);
+							if (attachment != null)
+								slot.setAttachment(attachment);
+						}
+					}
+				}
+			}
+			this.skin = newSkin;
+		};
+		Skeleton.prototype.getAttachmentByName = function (slotName, attachmentName) {
+			return this.getAttachment(this.data.findSlotIndex(slotName), attachmentName);
+		};
+		Skeleton.prototype.getAttachment = function (slotIndex, attachmentName) {
+			if (attachmentName == null)
+				throw new Error("attachmentName cannot be null.");
+			if (this.skin != null) {
+				var attachment = this.skin.getAttachment(slotIndex, attachmentName);
+				if (attachment != null)
+					return attachment;
+			}
+			if (this.data.defaultSkin != null)
+				return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
+			return null;
+		};
+		Skeleton.prototype.setAttachment = function (slotName, attachmentName) {
+			if (slotName == null)
+				throw new Error("slotName cannot be null.");
+			var slots = this.slots;
+			for (var i = 0, n = slots.length; i < n; i++) {
+				var slot = slots[i];
+				if (slot.data.name == slotName) {
+					var attachment = null;
+					if (attachmentName != null) {
+						attachment = this.getAttachment(i, attachmentName);
+						if (attachment == null)
+							throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
+					}
+					slot.setAttachment(attachment);
+					return;
+				}
+			}
+			throw new Error("Slot not found: " + slotName);
+		};
+		Skeleton.prototype.findIkConstraint = function (constraintName) {
+			if (constraintName == null)
+				throw new Error("constraintName cannot be null.");
+			var ikConstraints = this.ikConstraints;
+			for (var i = 0, n = ikConstraints.length; i < n; i++) {
+				var ikConstraint = ikConstraints[i];
+				if (ikConstraint.data.name == constraintName)
+					return ikConstraint;
+			}
+			return null;
+		};
+		Skeleton.prototype.findTransformConstraint = function (constraintName) {
+			if (constraintName == null)
+				throw new Error("constraintName cannot be null.");
+			var transformConstraints = this.transformConstraints;
+			for (var i = 0, n = transformConstraints.length; i < n; i++) {
+				var constraint = transformConstraints[i];
+				if (constraint.data.name == constraintName)
+					return constraint;
+			}
+			return null;
+		};
+		Skeleton.prototype.findPathConstraint = function (constraintName) {
+			if (constraintName == null)
+				throw new Error("constraintName cannot be null.");
+			var pathConstraints = this.pathConstraints;
+			for (var i = 0, n = pathConstraints.length; i < n; i++) {
+				var constraint = pathConstraints[i];
+				if (constraint.data.name == constraintName)
+					return constraint;
+			}
+			return null;
+		};
+		Skeleton.prototype.getBounds = function (offset, size) {
+			if (offset == null)
+				throw new Error("offset cannot be null.");
+			if (size == null)
+				throw new Error("size cannot be null.");
+			var drawOrder = this.drawOrder;
+			var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+			for (var i = 0, n = drawOrder.length; i < n; i++) {
+				var slot = drawOrder[i];
+				var vertices = null;
+				var attachment = slot.getAttachment();
+				if (attachment instanceof spine.RegionAttachment)
+					vertices = attachment.updateWorldVertices(slot, false);
+				else if (attachment instanceof spine.MeshAttachment)
+					vertices = attachment.updateWorldVertices(slot, true);
+				if (vertices != null) {
+					for (var ii = 0, nn = vertices.length; ii < nn; ii += 8) {
+						var x = vertices[ii], y = vertices[ii + 1];
+						minX = Math.min(minX, x);
+						minY = Math.min(minY, y);
+						maxX = Math.max(maxX, x);
+						maxY = Math.max(maxY, y);
+					}
+				}
+			}
+			offset.set(minX, minY);
+			size.set(maxX - minX, maxY - minY);
+		};
+		Skeleton.prototype.update = function (delta) {
+			this.time += delta;
+		};
+		return Skeleton;
+	}());
+	spine.Skeleton = Skeleton;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var SkeletonBounds = (function () {
+		function SkeletonBounds() {
+			this.minX = 0;
+			this.minY = 0;
+			this.maxX = 0;
+			this.maxY = 0;
+			this.boundingBoxes = new Array();
+			this.polygons = new Array();
+			this.polygonPool = new spine.Pool(function () {
+				return spine.Utils.newFloatArray(16);
+			});
+		}
+		SkeletonBounds.prototype.update = function (skeleton, updateAabb) {
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			var boundingBoxes = this.boundingBoxes;
+			var polygons = this.polygons;
+			var polygonPool = this.polygonPool;
+			var slots = skeleton.slots;
+			var slotCount = slots.length;
+			boundingBoxes.length = 0;
+			polygonPool.freeAll(polygons);
+			polygons.length = 0;
+			for (var i = 0; i < slotCount; i++) {
+				var slot = slots[i];
+				var attachment = slot.getAttachment();
+				if (attachment instanceof spine.BoundingBoxAttachment) {
+					var boundingBox = attachment;
+					boundingBoxes.push(boundingBox);
+					var polygon = polygonPool.obtain();
+					if (polygon.length != boundingBox.worldVerticesLength) {
+						polygon = spine.Utils.newFloatArray(boundingBox.worldVerticesLength);
+					}
+					polygons.push(polygon);
+					boundingBox.computeWorldVertices(slot, polygon);
+				}
+			}
+			if (updateAabb)
+				this.aabbCompute();
+		};
+		SkeletonBounds.prototype.aabbCompute = function () {
+			var minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
+			var polygons = this.polygons;
+			for (var i = 0, n = polygons.length; i < n; i++) {
+				var polygon = polygons[i];
+				var vertices = polygon;
+				for (var ii = 0, nn = polygon.length; ii < nn; ii += 2) {
+					var x = vertices[ii];
+					var y = vertices[ii + 1];
+					minX = Math.min(minX, x);
+					minY = Math.min(minY, y);
+					maxX = Math.max(maxX, x);
+					maxY = Math.max(maxY, y);
+				}
+			}
+			this.minX = minX;
+			this.minY = minY;
+			this.maxX = maxX;
+			this.maxY = maxY;
+		};
+		SkeletonBounds.prototype.aabbContainsPoint = function (x, y) {
+			return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
+		};
+		SkeletonBounds.prototype.aabbIntersectsSegment = function (x1, y1, x2, y2) {
+			var minX = this.minX;
+			var minY = this.minY;
+			var maxX = this.maxX;
+			var maxY = this.maxY;
+			if ((x1 <= minX && x2 <= minX) || (y1 <= minY && y2 <= minY) || (x1 >= maxX && x2 >= maxX) || (y1 >= maxY && y2 >= maxY))
+				return false;
+			var m = (y2 - y1) / (x2 - x1);
+			var y = m * (minX - x1) + y1;
+			if (y > minY && y < maxY)
+				return true;
+			y = m * (maxX - x1) + y1;
+			if (y > minY && y < maxY)
+				return true;
+			var x = (minY - y1) / m + x1;
+			if (x > minX && x < maxX)
+				return true;
+			x = (maxY - y1) / m + x1;
+			if (x > minX && x < maxX)
+				return true;
+			return false;
+		};
+		SkeletonBounds.prototype.aabbIntersectsSkeleton = function (bounds) {
+			return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
+		};
+		SkeletonBounds.prototype.containsPoint = function (x, y) {
+			var polygons = this.polygons;
+			for (var i = 0, n = polygons.length; i < n; i++)
+				if (this.containsPointPolygon(polygons[i], x, y))
+					return this.boundingBoxes[i];
+			return null;
+		};
+		SkeletonBounds.prototype.containsPointPolygon = function (polygon, x, y) {
+			var vertices = polygon;
+			var nn = polygon.length;
+			var prevIndex = nn - 2;
+			var inside = false;
+			for (var ii = 0; ii < nn; ii += 2) {
+				var vertexY = vertices[ii + 1];
+				var prevY = vertices[prevIndex + 1];
+				if ((vertexY < y && prevY >= y) || (prevY < y && vertexY >= y)) {
+					var vertexX = vertices[ii];
+					if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x)
+						inside = !inside;
+				}
+				prevIndex = ii;
+			}
+			return inside;
+		};
+		SkeletonBounds.prototype.intersectsSegment = function (x1, y1, x2, y2) {
+			var polygons = this.polygons;
+			for (var i = 0, n = polygons.length; i < n; i++)
+				if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2))
+					return this.boundingBoxes[i];
+			return null;
+		};
+		SkeletonBounds.prototype.intersectsSegmentPolygon = function (polygon, x1, y1, x2, y2) {
+			var vertices = polygon;
+			var nn = polygon.length;
+			var width12 = x1 - x2, height12 = y1 - y2;
+			var det1 = x1 * y2 - y1 * x2;
+			var x3 = vertices[nn - 2], y3 = vertices[nn - 1];
+			for (var ii = 0; ii < nn; ii += 2) {
+				var x4 = vertices[ii], y4 = vertices[ii + 1];
+				var det2 = x3 * y4 - y3 * x4;
+				var width34 = x3 - x4, height34 = y3 - y4;
+				var det3 = width12 * height34 - height12 * width34;
+				var x = (det1 * width34 - width12 * det2) / det3;
+				if (((x >= x3 && x <= x4) || (x >= x4 && x <= x3)) && ((x >= x1 && x <= x2) || (x >= x2 && x <= x1))) {
+					var y = (det1 * height34 - height12 * det2) / det3;
+					if (((y >= y3 && y <= y4) || (y >= y4 && y <= y3)) && ((y >= y1 && y <= y2) || (y >= y2 && y <= y1)))
+						return true;
+				}
+				x3 = x4;
+				y3 = y4;
+			}
+			return false;
+		};
+		SkeletonBounds.prototype.getPolygon = function (boundingBox) {
+			if (boundingBox == null)
+				throw new Error("boundingBox cannot be null.");
+			var index = this.boundingBoxes.indexOf(boundingBox);
+			return index == -1 ? null : this.polygons[index];
+		};
+		SkeletonBounds.prototype.getWidth = function () {
+			return this.maxX - this.minX;
+		};
+		SkeletonBounds.prototype.getHeight = function () {
+			return this.maxY - this.minY;
+		};
+		return SkeletonBounds;
+	}());
+	spine.SkeletonBounds = SkeletonBounds;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var SkeletonData = (function () {
+		function SkeletonData() {
+			this.bones = new Array();
+			this.slots = new Array();
+			this.skins = new Array();
+			this.events = new Array();
+			this.animations = new Array();
+			this.ikConstraints = new Array();
+			this.transformConstraints = new Array();
+			this.pathConstraints = new Array();
+		}
+		SkeletonData.prototype.findBone = function (boneName) {
+			if (boneName == null)
+				throw new Error("boneName cannot be null.");
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++) {
+				var bone = bones[i];
+				if (bone.name == boneName)
+					return bone;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findBoneIndex = function (boneName) {
+			if (boneName == null)
+				throw new Error("boneName cannot be null.");
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++)
+				if (bones[i].name == boneName)
+					return i;
+			return -1;
+		};
+		SkeletonData.prototype.findSlot = function (slotName) {
+			if (slotName == null)
+				throw new Error("slotName cannot be null.");
+			var slots = this.slots;
+			for (var i = 0, n = slots.length; i < n; i++) {
+				var slot = slots[i];
+				if (slot.name == slotName)
+					return slot;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findSlotIndex = function (slotName) {
+			if (slotName == null)
+				throw new Error("slotName cannot be null.");
+			var slots = this.slots;
+			for (var i = 0, n = slots.length; i < n; i++)
+				if (slots[i].name == slotName)
+					return i;
+			return -1;
+		};
+		SkeletonData.prototype.findSkin = function (skinName) {
+			if (skinName == null)
+				throw new Error("skinName cannot be null.");
+			var skins = this.skins;
+			for (var i = 0, n = skins.length; i < n; i++) {
+				var skin = skins[i];
+				if (skin.name == skinName)
+					return skin;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findEvent = function (eventDataName) {
+			if (eventDataName == null)
+				throw new Error("eventDataName cannot be null.");
+			var events = this.events;
+			for (var i = 0, n = events.length; i < n; i++) {
+				var event_2 = events[i];
+				if (event_2.name == eventDataName)
+					return event_2;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findAnimation = function (animationName) {
+			if (animationName == null)
+				throw new Error("animationName cannot be null.");
+			var animations = this.animations;
+			for (var i = 0, n = animations.length; i < n; i++) {
+				var animation = animations[i];
+				if (animation.name == animationName)
+					return animation;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findIkConstraint = function (constraintName) {
+			if (constraintName == null)
+				throw new Error("constraintName cannot be null.");
+			var ikConstraints = this.ikConstraints;
+			for (var i = 0, n = ikConstraints.length; i < n; i++) {
+				var constraint = ikConstraints[i];
+				if (constraint.name == constraintName)
+					return constraint;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findTransformConstraint = function (constraintName) {
+			if (constraintName == null)
+				throw new Error("constraintName cannot be null.");
+			var transformConstraints = this.transformConstraints;
+			for (var i = 0, n = transformConstraints.length; i < n; i++) {
+				var constraint = transformConstraints[i];
+				if (constraint.name == constraintName)
+					return constraint;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findPathConstraint = function (constraintName) {
+			if (constraintName == null)
+				throw new Error("constraintName cannot be null.");
+			var pathConstraints = this.pathConstraints;
+			for (var i = 0, n = pathConstraints.length; i < n; i++) {
+				var constraint = pathConstraints[i];
+				if (constraint.name == constraintName)
+					return constraint;
+			}
+			return null;
+		};
+		SkeletonData.prototype.findPathConstraintIndex = function (pathConstraintName) {
+			if (pathConstraintName == null)
+				throw new Error("pathConstraintName cannot be null.");
+			var pathConstraints = this.pathConstraints;
+			for (var i = 0, n = pathConstraints.length; i < n; i++)
+				if (pathConstraints[i].name == pathConstraintName)
+					return i;
+			return -1;
+		};
+		return SkeletonData;
+	}());
+	spine.SkeletonData = SkeletonData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var SkeletonJson = (function () {
+		function SkeletonJson(attachmentLoader) {
+			this.scale = 1;
+			this.linkedMeshes = new Array();
+			this.attachmentLoader = attachmentLoader;
+		}
+		SkeletonJson.prototype.readSkeletonData = function (json) {
+			var scale = this.scale;
+			var skeletonData = new spine.SkeletonData();
+			var root = typeof (json) === "string" ? JSON.parse(json) : json;
+			var skeletonMap = root.skeleton;
+			if (skeletonMap != null) {
+				skeletonData.hash = skeletonMap.hash;
+				skeletonData.version = skeletonMap.spine;
+				skeletonData.width = skeletonMap.width;
+				skeletonData.height = skeletonMap.height;
+				skeletonData.imagesPath = skeletonMap.images;
+			}
+			if (root.bones) {
+				for (var i = 0; i < root.bones.length; i++) {
+					var boneMap = root.bones[i];
+					var parent_3 = null;
+					var parentName = this.getValue(boneMap, "parent", null);
+					if (parentName != null) {
+						parent_3 = skeletonData.findBone(parentName);
+						if (parent_3 == null)
+							throw new Error("Parent bone not found: " + parentName);
+					}
+					var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_3);
+					data.length = this.getValue(boneMap, "length", 0) * scale;
+					data.x = this.getValue(boneMap, "x", 0) * scale;
+					data.y = this.getValue(boneMap, "y", 0) * scale;
+					data.rotation = this.getValue(boneMap, "rotation", 0);
+					data.scaleX = this.getValue(boneMap, "scaleX", 1);
+					data.scaleY = this.getValue(boneMap, "scaleY", 1);
+					data.shearX = this.getValue(boneMap, "shearX", 0);
+					data.shearY = this.getValue(boneMap, "shearY", 0);
+					data.inheritRotation = this.getValue(boneMap, "inheritRotation", true);
+					data.inheritScale = this.getValue(boneMap, "inheritScale", true);
+					skeletonData.bones.push(data);
+				}
+			}
+			if (root.slots) {
+				for (var i = 0; i < root.slots.length; i++) {
+					var slotMap = root.slots[i];
+					var slotName = slotMap.name;
+					var boneName = slotMap.bone;
+					var boneData = skeletonData.findBone(boneName);
+					if (boneData == null)
+						throw new Error("Slot bone not found: " + boneName);
+					var data = new spine.SlotData(skeletonData.slots.length, slotName, boneData);
+					var color = this.getValue(slotMap, "color", null);
+					if (color != null)
+						data.color.setFromString(color);
+					data.attachmentName = this.getValue(slotMap, "attachment", null);
+					data.blendMode = SkeletonJson.blendModeFromString(this.getValue(slotMap, "blend", "normal"));
+					skeletonData.slots.push(data);
+				}
+			}
+			if (root.ik) {
+				for (var i = 0; i < root.ik.length; i++) {
+					var constraintMap = root.ik[i];
+					var data = new spine.IkConstraintData(constraintMap.name);
+					for (var j = 0; j < constraintMap.bones.length; j++) {
+						var boneName = constraintMap.bones[j];
+						var bone = skeletonData.findBone(boneName);
+						if (bone == null)
+							throw new Error("IK bone not found: " + boneName);
+						data.bones.push(bone);
+					}
+					var targetName = constraintMap.target;
+					data.target = skeletonData.findBone(targetName);
+					if (data.target == null)
+						throw new Error("IK target bone not found: " + targetName);
+					data.bendDirection = this.getValue(constraintMap, "bendPositive", true) ? 1 : -1;
+					data.mix = this.getValue(constraintMap, "mix", 1);
+					skeletonData.ikConstraints.push(data);
+				}
+			}
+			if (root.transform) {
+				for (var i = 0; i < root.transform.length; i++) {
+					var constraintMap = root.transform[i];
+					var data = new spine.TransformConstraintData(constraintMap.name);
+					for (var j = 0; j < constraintMap.bones.length; j++) {
+						var boneName = constraintMap.bones[j];
+						var bone = skeletonData.findBone(boneName);
+						if (bone == null)
+							throw new Error("Transform constraint bone not found: " + boneName);
+						data.bones.push(bone);
+					}
+					var targetName = constraintMap.target;
+					data.target = skeletonData.findBone(targetName);
+					if (data.target == null)
+						throw new Error("Transform constraint target bone not found: " + targetName);
+					data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
+					data.offsetX = this.getValue(constraintMap, "x", 0) * scale;
+					data.offsetY = this.getValue(constraintMap, "y", 0) * scale;
+					data.offsetScaleX = this.getValue(constraintMap, "scaleX", 0);
+					data.offsetScaleY = this.getValue(constraintMap, "scaleY", 0);
+					data.offsetShearY = this.getValue(constraintMap, "shearY", 0);
+					data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
+					data.translateMix = this.getValue(constraintMap, "translateMix", 1);
+					data.scaleMix = this.getValue(constraintMap, "scaleMix", 1);
+					data.shearMix = this.getValue(constraintMap, "shearMix", 1);
+					skeletonData.transformConstraints.push(data);
+				}
+			}
+			if (root.path) {
+				for (var i = 0; i < root.path.length; i++) {
+					var constraintMap = root.path[i];
+					var data = new spine.PathConstraintData(constraintMap.name);
+					for (var j = 0; j < constraintMap.bones.length; j++) {
+						var boneName = constraintMap.bones[j];
+						var bone = skeletonData.findBone(boneName);
+						if (bone == null)
+							throw new Error("Transform constraint bone not found: " + boneName);
+						data.bones.push(bone);
+					}
+					var targetName = constraintMap.target;
+					data.target = skeletonData.findSlot(targetName);
+					if (data.target == null)
+						throw new Error("Path target slot not found: " + targetName);
+					data.positionMode = SkeletonJson.positionModeFromString(this.getValue(constraintMap, "positionMode", "percent"));
+					data.spacingMode = SkeletonJson.spacingModeFromString(this.getValue(constraintMap, "spacingMode", "length"));
+					data.rotateMode = SkeletonJson.rotateModeFromString(this.getValue(constraintMap, "rotateMode", "tangent"));
+					data.offsetRotation = this.getValue(constraintMap, "rotation", 0);
+					data.position = this.getValue(constraintMap, "position", 0);
+					if (data.positionMode == spine.PositionMode.Fixed)
+						data.position *= scale;
+					data.spacing = this.getValue(constraintMap, "spacing", 0);
+					if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
+						data.spacing *= scale;
+					data.rotateMix = this.getValue(constraintMap, "rotateMix", 1);
+					data.translateMix = this.getValue(constraintMap, "translateMix", 1);
+					skeletonData.pathConstraints.push(data);
+				}
+			}
+			if (root.skins) {
+				for (var skinName in root.skins) {
+					var skinMap = root.skins[skinName];
+					var skin = new spine.Skin(skinName);
+					for (var slotName in skinMap) {
+						var slotIndex = skeletonData.findSlotIndex(slotName);
+						if (slotIndex == -1)
+							throw new Error("Slot not found: " + slotName);
+						var slotMap = skinMap[slotName];
+						for (var entryName in slotMap) {
+							var attachment = this.readAttachment(slotMap[entryName], skin, slotIndex, entryName);
+							if (attachment != null)
+								skin.addAttachment(slotIndex, entryName, attachment);
+						}
+					}
+					skeletonData.skins.push(skin);
+					if (skin.name == "default")
+						skeletonData.defaultSkin = skin;
+				}
+			}
+			for (var i = 0, n = this.linkedMeshes.length; i < n; i++) {
+				var linkedMesh = this.linkedMeshes[i];
+				var skin = linkedMesh.skin == null ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
+				if (skin == null)
+					throw new Error("Skin not found: " + linkedMesh.skin);
+				var parent_4 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent);
+				if (parent_4 == null)
+					throw new Error("Parent mesh not found: " + linkedMesh.parent);
+				linkedMesh.mesh.setParentMesh(parent_4);
+				linkedMesh.mesh.updateUVs();
+			}
+			this.linkedMeshes.length = 0;
+			if (root.events) {
+				for (var eventName in root.events) {
+					var eventMap = root.events[eventName];
+					var data = new spine.EventData(eventName);
+					data.intValue = this.getValue(eventMap, "int", 0);
+					data.floatValue = this.getValue(eventMap, "float", 0);
+					data.stringValue = this.getValue(eventMap, "string", null);
+					skeletonData.events.push(data);
+				}
+			}
+			if (root.animations) {
+				for (var animationName in root.animations) {
+					var animationMap = root.animations[animationName];
+					this.readAnimation(animationMap, animationName, skeletonData);
+				}
+			}
+			return skeletonData;
+		};
+		SkeletonJson.prototype.readAttachment = function (map, skin, slotIndex, name) {
+			var scale = this.scale;
+			name = this.getValue(map, "name", name);
+			var type = this.getValue(map, "type", "region");
+			switch (type) {
+				case "region": {
+					var path = this.getValue(map, "path", name);
+					var region = this.attachmentLoader.newRegionAttachment(skin, name, path);
+					if (region == null)
+						return null;
+					region.path = path;
+					region.x = this.getValue(map, "x", 0) * scale;
+					region.y = this.getValue(map, "y", 0) * scale;
+					region.scaleX = this.getValue(map, "scaleX", 1);
+					region.scaleY = this.getValue(map, "scaleY", 1);
+					region.rotation = this.getValue(map, "rotation", 0);
+					region.width = map.width * scale;
+					region.height = map.height * scale;
+					var color = this.getValue(map, "color", null);
+					if (color != null)
+						region.color.setFromString(color);
+					region.updateOffset();
+					return region;
+				}
+				case "boundingbox": {
+					var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name);
+					if (box == null)
+						return null;
+					this.readVertices(map, box, map.vertexCount << 1);
+					var color = this.getValue(map, "color", null);
+					if (color != null)
+						box.color.setFromString(color);
+					return box;
+				}
+				case "mesh":
+				case "linkedmesh": {
+					var path = this.getValue(map, "path", name);
+					var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path);
+					if (mesh == null)
+						return null;
+					mesh.path = path;
+					var color = this.getValue(map, "color", null);
+					if (color != null)
+						mesh.color.setFromString(color);
+					var parent_5 = this.getValue(map, "parent", null);
+					if (parent_5 != null) {
+						mesh.inheritDeform = this.getValue(map, "deform", true);
+						this.linkedMeshes.push(new LinkedMesh(mesh, this.getValue(map, "skin", null), slotIndex, parent_5));
+						return mesh;
+					}
+					var uvs = map.uvs;
+					this.readVertices(map, mesh, uvs.length);
+					mesh.triangles = map.triangles;
+					mesh.regionUVs = uvs;
+					mesh.updateUVs();
+					mesh.hullLength = this.getValue(map, "hull", 0) * 2;
+					return mesh;
+				}
+				case "path": {
+					var path = this.attachmentLoader.newPathAttachment(skin, name);
+					if (path == null)
+						return null;
+					path.closed = this.getValue(map, "closed", false);
+					path.constantSpeed = this.getValue(map, "constantSpeed", true);
+					var vertexCount = map.vertexCount;
+					this.readVertices(map, path, vertexCount << 1);
+					var lengths = spine.Utils.newArray(vertexCount / 3, 0);
+					for (var i = 0; i < map.lengths.length; i++)
+						lengths[i++] = map.lengths[i] * scale;
+					path.lengths = lengths;
+					var color = this.getValue(map, "color", null);
+					if (color != null)
+						path.color.setFromString(color);
+					return path;
+				}
+			}
+			return null;
+		};
+		SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
+			var scale = this.scale;
+			attachment.worldVerticesLength = verticesLength;
+			var vertices = map.vertices;
+			if (verticesLength == vertices.length) {
+				if (scale != 1) {
+					for (var i = 0, n = vertices.length; i < n; i++)
+						vertices[i] *= scale;
+				}
+				attachment.vertices = spine.Utils.toFloatArray(vertices);
+				return;
+			}
+			var weights = new Array();
+			var bones = new Array();
+			for (var i = 0, n = vertices.length; i < n;) {
+				var boneCount = vertices[i++];
+				bones.push(boneCount);
+				for (var nn = i + boneCount * 4; i < nn; i += 4) {
+					bones.push(vertices[i]);
+					weights.push(vertices[i + 1] * scale);
+					weights.push(vertices[i + 2] * scale);
+					weights.push(vertices[i + 3]);
+				}
+			}
+			attachment.bones = bones;
+			attachment.vertices = spine.Utils.toFloatArray(weights);
+		};
+		SkeletonJson.prototype.readAnimation = function (map, name, skeletonData) {
+			var scale = this.scale;
+			var timelines = new Array();
+			var duration = 0;
+			if (map.slots) {
+				for (var slotName in map.slots) {
+					var slotMap = map.slots[slotName];
+					var slotIndex = skeletonData.findSlotIndex(slotName);
+					if (slotIndex == -1)
+						throw new Error("Slot not found: " + slotName);
+					for (var timelineName in slotMap) {
+						var timelineMap = slotMap[timelineName];
+						if (timelineName == "color") {
+							var timeline = new spine.ColorTimeline(timelineMap.length);
+							timeline.slotIndex = slotIndex;
+							var frameIndex = 0;
+							for (var i = 0; i < timelineMap.length; i++) {
+								var valueMap = timelineMap[i];
+								var color = new spine.Color();
+								color.setFromString(valueMap.color);
+								timeline.setFrame(frameIndex, valueMap.time, color.r, color.g, color.b, color.a);
+								this.readCurve(valueMap, timeline, frameIndex);
+								frameIndex++;
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.ColorTimeline.ENTRIES]);
+						}
+						else if (timelineName = "attachment") {
+							var timeline = new spine.AttachmentTimeline(timelineMap.length);
+							timeline.slotIndex = slotIndex;
+							var frameIndex = 0;
+							for (var i = 0; i < timelineMap.length; i++) {
+								var valueMap = timelineMap[i];
+								timeline.setFrame(frameIndex++, valueMap.time, valueMap.name);
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+						}
+						else
+							throw new Error("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
+					}
+				}
+			}
+			if (map.bones) {
+				for (var boneName in map.bones) {
+					var boneMap = map.bones[boneName];
+					var boneIndex = skeletonData.findBoneIndex(boneName);
+					if (boneIndex == -1)
+						throw new Error("Bone not found: " + boneName);
+					for (var timelineName in boneMap) {
+						var timelineMap = boneMap[timelineName];
+						if (timelineName === "rotate") {
+							var timeline = new spine.RotateTimeline(timelineMap.length);
+							timeline.boneIndex = boneIndex;
+							var frameIndex = 0;
+							for (var i = 0; i < timelineMap.length; i++) {
+								var valueMap = timelineMap[i];
+								timeline.setFrame(frameIndex, valueMap.time, valueMap.angle);
+								this.readCurve(valueMap, timeline, frameIndex);
+								frameIndex++;
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.RotateTimeline.ENTRIES]);
+						}
+						else if (timelineName === "translate" || timelineName === "scale" || timelineName === "shear") {
+							var timeline = null;
+							var timelineScale = 1;
+							if (timelineName === "scale")
+								timeline = new spine.ScaleTimeline(timelineMap.length);
+							else if (timelineName === "shear")
+								timeline = new spine.ShearTimeline(timelineMap.length);
+							else {
+								timeline = new spine.TranslateTimeline(timelineMap.length);
+								timelineScale = scale;
+							}
+							timeline.boneIndex = boneIndex;
+							var frameIndex = 0;
+							for (var i = 0; i < timelineMap.length; i++) {
+								var valueMap = timelineMap[i];
+								var x = this.getValue(valueMap, "x", 0), y = this.getValue(valueMap, "y", 0);
+								timeline.setFrame(frameIndex, valueMap.time, x * timelineScale, y * timelineScale);
+								this.readCurve(valueMap, timeline, frameIndex);
+								frameIndex++;
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TranslateTimeline.ENTRIES]);
+						}
+						else
+							throw new Error("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
+					}
+				}
+			}
+			if (map.ik) {
+				for (var constraintName in map.ik) {
+					var constraintMap = map.ik[constraintName];
+					var constraint = skeletonData.findIkConstraint(constraintName);
+					var timeline = new spine.IkConstraintTimeline(constraintMap.length);
+					timeline.ikConstraintIndex = skeletonData.ikConstraints.indexOf(constraint);
+					var frameIndex = 0;
+					for (var i = 0; i < constraintMap.length; i++) {
+						var valueMap = constraintMap[i];
+						timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "mix", 1), this.getValue(valueMap, "bendPositive", true) ? 1 : -1);
+						this.readCurve(valueMap, timeline, frameIndex);
+						frameIndex++;
+					}
+					timelines.push(timeline);
+					duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.IkConstraintTimeline.ENTRIES]);
+				}
+			}
+			if (map.transform) {
+				for (var constraintName in map.transform) {
+					var constraintMap = map.transform[constraintName];
+					var constraint = skeletonData.findTransformConstraint(constraintName);
+					var timeline = new spine.TransformConstraintTimeline(constraintMap.length);
+					timeline.transformConstraintIndex = skeletonData.transformConstraints.indexOf(constraint);
+					var frameIndex = 0;
+					for (var i = 0; i < constraintMap.length; i++) {
+						var valueMap = constraintMap[i];
+						timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1), this.getValue(valueMap, "scaleMix", 1), this.getValue(valueMap, "shearMix", 1));
+						this.readCurve(valueMap, timeline, frameIndex);
+						frameIndex++;
+					}
+					timelines.push(timeline);
+					duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.TransformConstraintTimeline.ENTRIES]);
+				}
+			}
+			if (map.paths) {
+				for (var constraintName in map.paths) {
+					var constraintMap = map.paths[constraintName];
+					var index = skeletonData.findPathConstraintIndex(constraintName);
+					if (index == -1)
+						throw new Error("Path constraint not found: " + constraintName);
+					var data = skeletonData.pathConstraints[index];
+					for (var timelineName in constraintMap) {
+						var timelineMap = constraintMap[timelineName];
+						if (timelineName === "position" || timelineName === "spacing") {
+							var timeline = null;
+							var timelineScale = 1;
+							if (timelineName === "spacing") {
+								timeline = new spine.PathConstraintSpacingTimeline(timelineMap.length);
+								if (data.spacingMode == spine.SpacingMode.Length || data.spacingMode == spine.SpacingMode.Fixed)
+									timelineScale = scale;
+							}
+							else {
+								timeline = new spine.PathConstraintPositionTimeline(timelineMap.length);
+								if (data.positionMode == spine.PositionMode.Fixed)
+									timelineScale = scale;
+							}
+							timeline.pathConstraintIndex = index;
+							var frameIndex = 0;
+							for (var i = 0; i < timelineMap.length; i++) {
+								var valueMap = timelineMap[i];
+								timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, timelineName, 0) * timelineScale);
+								this.readCurve(valueMap, timeline, frameIndex);
+								frameIndex++;
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintPositionTimeline.ENTRIES]);
+						}
+						else if (timelineName === "mix") {
+							var timeline = new spine.PathConstraintMixTimeline(timelineMap.length);
+							timeline.pathConstraintIndex = index;
+							var frameIndex = 0;
+							for (var i = 0; i < timelineMap.length; i++) {
+								var valueMap = timelineMap[i];
+								timeline.setFrame(frameIndex, valueMap.time, this.getValue(valueMap, "rotateMix", 1), this.getValue(valueMap, "translateMix", 1));
+								this.readCurve(valueMap, timeline, frameIndex);
+								frameIndex++;
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[(timeline.getFrameCount() - 1) * spine.PathConstraintMixTimeline.ENTRIES]);
+						}
+					}
+				}
+			}
+			if (map.deform) {
+				for (var deformName in map.deform) {
+					var deformMap = map.deform[deformName];
+					var skin = skeletonData.findSkin(deformName);
+					if (skin == null)
+						throw new Error("Skin not found: " + deformName);
+					for (var slotName in deformMap) {
+						var slotMap = deformMap[slotName];
+						var slotIndex = skeletonData.findSlotIndex(slotName);
+						if (slotIndex == -1)
+							throw new Error("Slot not found: " + slotMap.name);
+						for (var timelineName in slotMap) {
+							var timelineMap = slotMap[timelineName];
+							var attachment = skin.getAttachment(slotIndex, timelineName);
+							if (attachment == null)
+								throw new Error("Deform attachment not found: " + timelineMap.name);
+							var weighted = attachment.bones != null;
+							var vertices = attachment.vertices;
+							var deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
+							var timeline = new spine.DeformTimeline(timelineMap.length);
+							timeline.slotIndex = slotIndex;
+							timeline.attachment = attachment;
+							var frameIndex = 0;
+							for (var j = 0; j < timelineMap.length; j++) {
+								var valueMap = timelineMap[j];
+								var deform = void 0;
+								var verticesValue = this.getValue(valueMap, "vertices", null);
+								if (verticesValue == null)
+									deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices;
+								else {
+									deform = spine.Utils.newFloatArray(deformLength);
+									var start = this.getValue(valueMap, "offset", 0);
+									spine.Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
+									if (scale != 1) {
+										for (var i = start, n = i + verticesValue.length; i < n; i++)
+											deform[i] *= scale;
+									}
+									if (!weighted) {
+										for (var i = 0; i < deformLength; i++)
+											deform[i] += vertices[i];
+									}
+								}
+								timeline.setFrame(frameIndex, valueMap.time, deform);
+								this.readCurve(valueMap, timeline, frameIndex);
+								frameIndex++;
+							}
+							timelines.push(timeline);
+							duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+						}
+					}
+				}
+			}
+			var drawOrderNode = map.drawOrder;
+			if (drawOrderNode == null)
+				drawOrderNode = map.draworder;
+			if (drawOrderNode != null) {
+				var timeline = new spine.DrawOrderTimeline(drawOrderNode.length);
+				var slotCount = skeletonData.slots.length;
+				var frameIndex = 0;
+				for (var j = 0; j < drawOrderNode.length; j++) {
+					var drawOrderMap = drawOrderNode[j];
+					var drawOrder = null;
+					var offsets = this.getValue(drawOrderMap, "offsets", null);
+					if (offsets != null) {
+						drawOrder = spine.Utils.newArray(slotCount, -1);
+						var unchanged = spine.Utils.newArray(slotCount - offsets.length, 0);
+						var originalIndex = 0, unchangedIndex = 0;
+						for (var i = 0; i < offsets.length; i++) {
+							var offsetMap = offsets[i];
+							var slotIndex = skeletonData.findSlotIndex(offsetMap.slot);
+							if (slotIndex == -1)
+								throw new Error("Slot not found: " + offsetMap.slot);
+							while (originalIndex != slotIndex)
+								unchanged[unchangedIndex++] = originalIndex++;
+							drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
+						}
+						while (originalIndex < slotCount)
+							unchanged[unchangedIndex++] = originalIndex++;
+						for (var i = slotCount - 1; i >= 0; i--)
+							if (drawOrder[i] == -1)
+								drawOrder[i] = unchanged[--unchangedIndex];
+					}
+					timeline.setFrame(frameIndex++, drawOrderMap.time, drawOrder);
+				}
+				timelines.push(timeline);
+				duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+			}
+			if (map.events) {
+				var timeline = new spine.EventTimeline(map.events.length);
+				var frameIndex = 0;
+				for (var i = 0; i < map.events.length; i++) {
+					var eventMap = map.events[i];
+					var eventData = skeletonData.findEvent(eventMap.name);
+					if (eventData == null)
+						throw new Error("Event not found: " + eventMap.name);
+					var event_3 = new spine.Event(eventMap.time, eventData);
+					event_3.intValue = this.getValue(eventMap, "int", eventData.intValue);
+					event_3.floatValue = this.getValue(eventMap, "float", eventData.floatValue);
+					event_3.stringValue = this.getValue(eventMap, "string", eventData.stringValue);
+					timeline.setFrame(frameIndex++, event_3);
+				}
+				timelines.push(timeline);
+				duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1]);
+			}
+			if (isNaN(duration)) {
+				throw new Error("Error while parsing animation, duration is NaN");
+			}
+			skeletonData.animations.push(new spine.Animation(name, timelines, duration));
+		};
+		SkeletonJson.prototype.readCurve = function (map, timeline, frameIndex) {
+			if (!map.curve)
+				return;
+			if (map.curve === "stepped")
+				timeline.setStepped(frameIndex);
+			else if (Object.prototype.toString.call(map.curve) === '[object Array]') {
+				var curve = map.curve;
+				timeline.setCurve(frameIndex, curve[0], curve[1], curve[2], curve[3]);
+			}
+		};
+		SkeletonJson.prototype.getValue = function (map, prop, defaultValue) {
+			return map[prop] !== undefined ? map[prop] : defaultValue;
+		};
+		SkeletonJson.blendModeFromString = function (str) {
+			str = str.toLowerCase();
+			if (str == "normal")
+				return spine.BlendMode.Normal;
+			if (str == "additive")
+				return spine.BlendMode.Additive;
+			if (str == "multiply")
+				return spine.BlendMode.Multiply;
+			if (str == "screen")
+				return spine.BlendMode.Screen;
+			throw new Error("Unknown blend mode: " + str);
+		};
+		SkeletonJson.positionModeFromString = function (str) {
+			str = str.toLowerCase();
+			if (str == "fixed")
+				return spine.PositionMode.Fixed;
+			if (str == "percent")
+				return spine.PositionMode.Percent;
+			throw new Error("Unknown position mode: " + str);
+		};
+		SkeletonJson.spacingModeFromString = function (str) {
+			str = str.toLowerCase();
+			if (str == "length")
+				return spine.SpacingMode.Length;
+			if (str == "fixed")
+				return spine.SpacingMode.Fixed;
+			if (str == "percent")
+				return spine.SpacingMode.Percent;
+			throw new Error("Unknown position mode: " + str);
+		};
+		SkeletonJson.rotateModeFromString = function (str) {
+			str = str.toLowerCase();
+			if (str == "tangent")
+				return spine.RotateMode.Tangent;
+			if (str == "chain")
+				return spine.RotateMode.Chain;
+			if (str == "chainscale")
+				return spine.RotateMode.ChainScale;
+			throw new Error("Unknown rotate mode: " + str);
+		};
+		return SkeletonJson;
+	}());
+	spine.SkeletonJson = SkeletonJson;
+	var LinkedMesh = (function () {
+		function LinkedMesh(mesh, skin, slotIndex, parent) {
+			this.mesh = mesh;
+			this.skin = skin;
+			this.slotIndex = slotIndex;
+			this.parent = parent;
+		}
+		return LinkedMesh;
+	}());
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Skin = (function () {
+		function Skin(name) {
+			this.attachments = new Array();
+			if (name == null)
+				throw new Error("name cannot be null.");
+			this.name = name;
+		}
+		Skin.prototype.addAttachment = function (slotIndex, name, attachment) {
+			if (attachment == null)
+				throw new Error("attachment cannot be null.");
+			var attachments = this.attachments;
+			if (slotIndex >= attachments.length)
+				attachments.length = slotIndex + 1;
+			if (!attachments[slotIndex])
+				attachments[slotIndex] = {};
+			attachments[slotIndex][name] = attachment;
+		};
+		Skin.prototype.getAttachment = function (slotIndex, name) {
+			var dictionary = this.attachments[slotIndex];
+			return dictionary ? dictionary[name] : null;
+		};
+		Skin.prototype.attachAll = function (skeleton, oldSkin) {
+			var slotIndex = 0;
+			for (var i = 0; i < skeleton.slots.length; i++) {
+				var slot = skeleton.slots[i];
+				var slotAttachment = slot.getAttachment();
+				if (slotAttachment && slotIndex < oldSkin.attachments.length) {
+					var dictionary = oldSkin.attachments[slotIndex];
+					for (var key in dictionary) {
+						var skinAttachment = dictionary[key];
+						if (slotAttachment == skinAttachment) {
+							var attachment = this.getAttachment(slotIndex, key);
+							if (attachment != null)
+								slot.setAttachment(attachment);
+							break;
+						}
+					}
+				}
+				slotIndex++;
+			}
+		};
+		return Skin;
+	}());
+	spine.Skin = Skin;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Slot = (function () {
+		function Slot(data, bone) {
+			this.attachmentVertices = new Array();
+			if (data == null)
+				throw new Error("data cannot be null.");
+			if (bone == null)
+				throw new Error("bone cannot be null.");
+			this.data = data;
+			this.bone = bone;
+			this.color = new spine.Color();
+			this.setToSetupPose();
+		}
+		Slot.prototype.getAttachment = function () {
+			return this.attachment;
+		};
+		Slot.prototype.setAttachment = function (attachment) {
+			if (this.attachment == attachment)
+				return;
+			this.attachment = attachment;
+			this.attachmentTime = this.bone.skeleton.time;
+			this.attachmentVertices.length = 0;
+		};
+		Slot.prototype.setAttachmentTime = function (time) {
+			this.attachmentTime = this.bone.skeleton.time - time;
+		};
+		Slot.prototype.getAttachmentTime = function () {
+			return this.bone.skeleton.time - this.attachmentTime;
+		};
+		Slot.prototype.setToSetupPose = function () {
+			this.color.setFromColor(this.data.color);
+			if (this.data.attachmentName == null)
+				this.attachment = null;
+			else {
+				this.attachment = null;
+				this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName));
+			}
+		};
+		return Slot;
+	}());
+	spine.Slot = Slot;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var SlotData = (function () {
+		function SlotData(index, name, boneData) {
+			this.color = new spine.Color(1, 1, 1, 1);
+			if (index < 0)
+				throw new Error("index must be >= 0.");
+			if (name == null)
+				throw new Error("name cannot be null.");
+			if (boneData == null)
+				throw new Error("boneData cannot be null.");
+			this.index = index;
+			this.name = name;
+			this.boneData = boneData;
+		}
+		return SlotData;
+	}());
+	spine.SlotData = SlotData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var TextureAtlas = (function () {
+		function TextureAtlas(atlasText, textureLoader) {
+			this.pages = new Array();
+			this.regions = new Array();
+			this.load(atlasText, textureLoader);
+		}
+		TextureAtlas.prototype.load = function (atlasText, textureLoader) {
+			if (textureLoader == null)
+				throw new Error("textureLoader cannot be null.");
+			var reader = new TextureAtlasReader(atlasText);
+			var tuple = new Array(4);
+			var page = null;
+			while (true) {
+				var line = reader.readLine();
+				if (line == null)
+					break;
+				line = line.trim();
+				if (line.length == 0)
+					page = null;
+				else if (!page) {
+					page = new TextureAtlasPage();
+					page.name = line;
+					if (reader.readTuple(tuple) == 2) {
+						page.width = parseInt(tuple[0]);
+						page.height = parseInt(tuple[1]);
+						reader.readTuple(tuple);
+					}
+					reader.readTuple(tuple);
+					page.minFilter = spine.Texture.filterFromString(tuple[0]);
+					page.magFilter = spine.Texture.filterFromString(tuple[1]);
+					var direction = reader.readValue();
+					page.uWrap = spine.TextureWrap.ClampToEdge;
+					page.vWrap = spine.TextureWrap.ClampToEdge;
+					if (direction == "x")
+						page.uWrap = spine.TextureWrap.Repeat;
+					else if (direction == "y")
+						page.vWrap = spine.TextureWrap.Repeat;
+					else if (direction == "xy")
+						page.uWrap = page.vWrap = spine.TextureWrap.Repeat;
+					page.texture = textureLoader(line);
+					page.texture.setFilters(page.minFilter, page.magFilter);
+					page.texture.setWraps(page.uWrap, page.vWrap);
+					page.width = page.texture.getImage().width;
+					page.height = page.texture.getImage().height;
+					this.pages.push(page);
+				}
+				else {
+					var region = new TextureAtlasRegion();
+					region.name = line;
+					region.page = page;
+					region.rotate = reader.readValue() == "true";
+					reader.readTuple(tuple);
+					var x = parseInt(tuple[0]);
+					var y = parseInt(tuple[1]);
+					reader.readTuple(tuple);
+					var width = parseInt(tuple[0]);
+					var height = parseInt(tuple[1]);
+					region.u = x / page.width;
+					region.v = y / page.height;
+					if (region.rotate) {
+						region.u2 = (x + height) / page.width;
+						region.v2 = (y + width) / page.height;
+					}
+					else {
+						region.u2 = (x + width) / page.width;
+						region.v2 = (y + height) / page.height;
+					}
+					region.x = x;
+					region.y = y;
+					region.width = Math.abs(width);
+					region.height = Math.abs(height);
+					if (reader.readTuple(tuple) == 4) {
+						if (reader.readTuple(tuple) == 4) {
+							reader.readTuple(tuple);
+						}
+					}
+					region.originalWidth = parseInt(tuple[0]);
+					region.originalHeight = parseInt(tuple[1]);
+					reader.readTuple(tuple);
+					region.offsetX = parseInt(tuple[0]);
+					region.offsetY = parseInt(tuple[1]);
+					region.index = parseInt(reader.readValue());
+					region.texture = page.texture;
+					this.regions.push(region);
+				}
+			}
+		};
+		TextureAtlas.prototype.findRegion = function (name) {
+			for (var i = 0; i < this.regions.length; i++) {
+				if (this.regions[i].name == name) {
+					return this.regions[i];
+				}
+			}
+			return null;
+		};
+		TextureAtlas.prototype.dispose = function () {
+			for (var i = 0; i < this.pages.length; i++) {
+				this.pages[i].texture.dispose();
+			}
+		};
+		return TextureAtlas;
+	}());
+	spine.TextureAtlas = TextureAtlas;
+	var TextureAtlasReader = (function () {
+		function TextureAtlasReader(text) {
+			this.index = 0;
+			this.lines = text.split(/\r\n|\r|\n/);
+		}
+		TextureAtlasReader.prototype.readLine = function () {
+			if (this.index >= this.lines.length)
+				return null;
+			return this.lines[this.index++];
+		};
+		TextureAtlasReader.prototype.readValue = function () {
+			var line = this.readLine();
+			var colon = line.indexOf(":");
+			if (colon == -1)
+				throw new Error("Invalid line: " + line);
+			return line.substring(colon + 1).trim();
+		};
+		TextureAtlasReader.prototype.readTuple = function (tuple) {
+			var line = this.readLine();
+			var colon = line.indexOf(":");
+			if (colon == -1)
+				throw new Error("Invalid line: " + line);
+			var i = 0, lastMatch = colon + 1;
+			for (; i < 3; i++) {
+				var comma = line.indexOf(",", lastMatch);
+				if (comma == -1)
+					break;
+				tuple[i] = line.substr(lastMatch, comma - lastMatch).trim();
+				lastMatch = comma + 1;
+			}
+			tuple[i] = line.substring(lastMatch).trim();
+			return i + 1;
+		};
+		return TextureAtlasReader;
+	}());
+	var TextureAtlasPage = (function () {
+		function TextureAtlasPage() {
+		}
+		return TextureAtlasPage;
+	}());
+	spine.TextureAtlasPage = TextureAtlasPage;
+	var TextureAtlasRegion = (function (_super) {
+		__extends(TextureAtlasRegion, _super);
+		function TextureAtlasRegion() {
+			_super.apply(this, arguments);
+		}
+		return TextureAtlasRegion;
+	}(spine.TextureRegion));
+	spine.TextureAtlasRegion = TextureAtlasRegion;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var TextureAtlasAttachmentLoader = (function () {
+		function TextureAtlasAttachmentLoader(atlas) {
+			this.atlas = atlas;
+		}
+		TextureAtlasAttachmentLoader.prototype.newRegionAttachment = function (skin, name, path) {
+			var region = this.atlas.findRegion(path);
+			if (region == null)
+				throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")");
+			region.renderObject = region;
+			var attachment = new spine.RegionAttachment(name);
+			attachment.setRegion(region);
+			return attachment;
+		};
+		TextureAtlasAttachmentLoader.prototype.newMeshAttachment = function (skin, name, path) {
+			var region = this.atlas.findRegion(path);
+			if (region == null)
+				throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")");
+			region.renderObject = region;
+			var attachment = new spine.MeshAttachment(name);
+			attachment.region = region;
+			return attachment;
+		};
+		TextureAtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
+			return new spine.BoundingBoxAttachment(name);
+		};
+		TextureAtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
+			return new spine.PathAttachment(name);
+		};
+		return TextureAtlasAttachmentLoader;
+	}());
+	spine.TextureAtlasAttachmentLoader = TextureAtlasAttachmentLoader;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var TransformConstraint = (function () {
+		function TransformConstraint(data, skeleton) {
+			this.rotateMix = 0;
+			this.translateMix = 0;
+			this.scaleMix = 0;
+			this.shearMix = 0;
+			this.temp = new spine.Vector2();
+			if (data == null)
+				throw new Error("data cannot be null.");
+			if (skeleton == null)
+				throw new Error("skeleton cannot be null.");
+			this.data = data;
+			this.rotateMix = data.rotateMix;
+			this.translateMix = data.translateMix;
+			this.scaleMix = data.scaleMix;
+			this.shearMix = data.shearMix;
+			this.bones = new Array();
+			for (var i = 0; i < data.bones.length; i++)
+				this.bones.push(skeleton.findBone(data.bones[i].name));
+			this.target = skeleton.findBone(data.target.name);
+		}
+		TransformConstraint.prototype.apply = function () {
+			this.update();
+		};
+		TransformConstraint.prototype.update = function () {
+			var rotateMix = this.rotateMix, translateMix = this.translateMix, scaleMix = this.scaleMix, shearMix = this.shearMix;
+			var target = this.target;
+			var ta = target.a, tb = target.b, tc = target.c, td = target.d;
+			var bones = this.bones;
+			for (var i = 0, n = bones.length; i < n; i++) {
+				var bone = bones[i];
+				if (rotateMix > 0) {
+					var a = bone.a, b = bone.b, c = bone.c, d = bone.d;
+					var r = Math.atan2(tc, ta) - Math.atan2(c, a) + this.data.offsetRotation * spine.MathUtils.degRad;
+					if (r > spine.MathUtils.PI)
+						r -= spine.MathUtils.PI2;
+					else if (r < -spine.MathUtils.PI)
+						r += spine.MathUtils.PI2;
+					r *= rotateMix;
+					var cos = Math.cos(r), sin = Math.sin(r);
+					bone.a = cos * a - sin * c;
+					bone.b = cos * b - sin * d;
+					bone.c = sin * a + cos * c;
+					bone.d = sin * b + cos * d;
+				}
+				if (translateMix > 0) {
+					var temp = this.temp;
+					target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY));
+					bone.worldX += (temp.x - bone.worldX) * translateMix;
+					bone.worldY += (temp.y - bone.worldY) * translateMix;
+				}
+				if (scaleMix > 0) {
+					var bs = Math.sqrt(bone.a * bone.a + bone.c * bone.c);
+					var ts = Math.sqrt(ta * ta + tc * tc);
+					var s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleX) * scaleMix) / bs : 0;
+					bone.a *= s;
+					bone.c *= s;
+					bs = Math.sqrt(bone.b * bone.b + bone.d * bone.d);
+					ts = Math.sqrt(tb * tb + td * td);
+					s = bs > 0.00001 ? (bs + (ts - bs + this.data.offsetScaleY) * scaleMix) / bs : 0;
+					bone.b *= s;
+					bone.d *= s;
+				}
+				if (shearMix > 0) {
+					var b = bone.b, d = bone.d;
+					var by = Math.atan2(d, b);
+					var r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a));
+					if (r > spine.MathUtils.PI)
+						r -= spine.MathUtils.PI2;
+					else if (r < -spine.MathUtils.PI)
+						r += spine.MathUtils.PI2;
+					r = by + (r + this.data.offsetShearY * spine.MathUtils.degRad) * shearMix;
+					var s = Math.sqrt(b * b + d * d);
+					bone.b = Math.cos(r) * s;
+					bone.d = Math.sin(r) * s;
+				}
+			}
+		};
+		return TransformConstraint;
+	}());
+	spine.TransformConstraint = TransformConstraint;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var TransformConstraintData = (function () {
+		function TransformConstraintData(name) {
+			this.bones = new Array();
+			this.rotateMix = 0;
+			this.translateMix = 0;
+			this.scaleMix = 0;
+			this.shearMix = 0;
+			this.offsetRotation = 0;
+			this.offsetX = 0;
+			this.offsetY = 0;
+			this.offsetScaleX = 0;
+			this.offsetScaleY = 0;
+			this.offsetShearY = 0;
+			if (name == null)
+				throw new Error("name cannot be null.");
+			this.name = name;
+		}
+		return TransformConstraintData;
+	}());
+	spine.TransformConstraintData = TransformConstraintData;
+})(spine || (spine = {}));
+var spine;
+(function (spine) {
+	var Color = (function () {
+		function Color(r, g, b, a) {
+			if (r === void 0) { r = 0; }
+			if (g === void 0) { g = 0; }
+			if (b === void 0) { b = 0; }
+			if (a === void 0) { a = 0; }
+			this.r = r;
+			this.g = g;
+			this.b = b;
+			this.a = a;
+		}
+		Color.prototype.set = function (r, g, b, a) {
+			this.r = r;
+			this.g = g;
+			this.b = b;
+			this.a = a;
+			this.clamp();
+			return this;
+		};
+		Color.prototype.setFromColor = function (c) {
+			this.r = c.r;
+			this.g = c.g;
+			this.b = c.b;
+			this.a = c.a;
+			return this;
+		};
+		Color.prototype.setFromString = function (hex) {
+			hex = hex.charAt(0) == '#' ? hex.substr(1) : hex;
+			this.r = parseInt(hex.substr(0, 2), 16) / 255.0;
+			this.g = parseInt(hex.substr(2, 2), 16) / 255.0;
+			this.b = parseInt(hex.substr(4, 2), 16) / 255.0;
+			this.a = (hex.length != 8 ? 255 : parseInt(hex.substr(6, 2), 16)) / 255.0;
+			return this;
+		};
+		Color.prototype.add = function (r, g, b, a) {
+			this.r += r;
+			this.g += g;
+			this.b += b;
+			this.a += a;
+			this.clamp();
+			return this;
+		};
+		Color.prototype.clamp = function () {
+			if (this.r < 0)
+				this.r = 0;
+			else if (this.r > 1)
+				this.r = 1;
+			if (this.g < 0)
+				this.g = 0;
+			else if (this.g > 1)
+				this.g = 1;
+			if (this.b < 0)
+				this.b = 0;
+			else if (this.b > 1)
+				this.b = 1;
+			if (this.a < 0)
+				this.a = 0;
+			else if (this.a > 1)
+				this.a = 1;
+			return this;
+		};
+		Color.WHITE = new Color(1, 1, 1, 1);
+		Color.RED = new Color(1, 0, 0, 1);
+		Color.GREEN = new Color(0, 1, 0, 1);
+		Color.BLUE = new Color(0, 0, 1, 1);
+		Color.MAGENTA = new Color(1, 0, 1, 1);
+		return Color;
+	}());
+	spine.Color = Color;
+	var MathUtils = (function () {
+		function MathUtils() {
+		}
+		MathUtils.clamp = function (value, min, max) {
+			if (value < min)
+				return min;
+			if (value > max)
+				return max;
+			return value;
+		};
+		MathUtils.cosDeg = function (degrees) {
+			return Math.cos(degrees * MathUtils.degRad);
+		};
+		MathUtils.sinDeg = function (degrees) {
+			return Math.sin(degrees * MathUtils.degRad);
+		};
+		MathUtils.signum = function (value) {
+			return value >= 0 ? 1 : -1;
+		};
+		MathUtils.toInt = function (x) {
+			return x > 0 ? Math.floor(x) : Math.ceil(x);
+		};
+		MathUtils.cbrt = function (x) {
+			var y = Math.pow(Math.abs(x), 1 / 3);
+			return x < 0 ? -y : y;
+		};
+		MathUtils.PI = 3.1415927;
+		MathUtils.PI2 = MathUtils.PI * 2;
+		MathUtils.radiansToDegrees = 180 / MathUtils.PI;
+		MathUtils.radDeg = MathUtils.radiansToDegrees;
+		MathUtils.degreesToRadians = MathUtils.PI / 180;
+		MathUtils.degRad = MathUtils.degreesToRadians;
+		return MathUtils;
+	}());
+	spine.MathUtils = MathUtils;
+	var Utils = (function () {
+		function Utils() {
+		}
+		Utils.arrayCopy = function (source, sourceStart, dest, destStart, numElements) {
+			for (var i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) {
+				dest[j] = source[i];
+			}
+		};
+		Utils.setArraySize = function (array, size, value) {
+			if (value === void 0) { value = 0; }
+			var oldSize = array.length;
+			if (oldSize == size)
+				return array;
+			array.length = size;
+			if (oldSize < size) {
+				for (var i = oldSize; i < size; i++)
+					array[i] = value;
+			}
+			return array;
+		};
+		Utils.newArray = function (size, defaultValue) {
+			var array = new Array(size);
+			for (var i = 0; i < size; i++)
+				array[i] = defaultValue;
+			return array;
+		};
+		Utils.newFloatArray = function (size) {
+			if (Utils.SUPPORTS_TYPED_ARRAYS) {
+				return new Float32Array(size);
+			}
+			else {
+				var array = new Array(size);
+				for (var i = 0; i < array.length; i++)
+					array[i] = 0;
+				return array;
+			}
+		};
+		Utils.toFloatArray = function (array) {
+			return Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array;
+		};
+		Utils.SUPPORTS_TYPED_ARRAYS = typeof (Float32Array) !== "undefined";
+		return Utils;
+	}());
+	spine.Utils = Utils;
+	var DebugUtils = (function () {
+		function DebugUtils() {
+		}
+		DebugUtils.logBones = function (skeleton) {
+			for (var i = 0; i < skeleton.bones.length; i++) {
+				var bone = skeleton.bones[i];
+				console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY);
+			}
+		};
+		return DebugUtils;
+	}());
+	spine.DebugUtils = DebugUtils;
+	var Pool = (function () {
+		function Pool(instantiator) {
+			this.items = new Array();
+			this.instantiator = instantiator;
+		}
+		Pool.prototype.obtain = function () {
+			return this.items.length > 0 ? this.items.pop() : this.instantiator();
+		};
+		Pool.prototype.free = function (item) {
+			this.items.push(item);
+		};
+		Pool.prototype.freeAll = function (items) {
+			for (var i = 0; i < items.length; i++)
+				this.items[i] = items[i];
+		};
+		Pool.prototype.clear = function () {
+			this.items.length = 0;
+		};
+		return Pool;
+	}());
+	spine.Pool = Pool;
+	var Vector2 = (function () {
+		function Vector2(x, y) {
+			if (x === void 0) { x = 0; }
+			if (y === void 0) { y = 0; }
+			this.x = x;
+			this.y = y;
+		}
+		Vector2.prototype.set = function (x, y) {
+			this.x = x;
+			this.y = y;
+			return this;
+		};
+		Vector2.prototype.length = function () {
+			var x = this.x;
+			var y = this.y;
+			return Math.sqrt(x * x + y * y);
+		};
+		Vector2.prototype.normalize = function () {
+			var len = this.length();
+			if (len != 0) {
+				this.x /= len;
+				this.y /= len;
+			}
+			return this;
+		};
+		return Vector2;
+	}());
+	spine.Vector2 = Vector2;
+	var TimeKeeper = (function () {
+		function TimeKeeper() {
+			this.maxDelta = 0.064;
+			this.framesPerSecond = 0;
+			this.delta = 0;
+			this.totalTime = 0;
+			this.lastTime = Date.now() / 1000;
+			this.frameCount = 0;
+			this.frameTime = 0;
+		}
+		TimeKeeper.prototype.update = function () {
+			var now = Date.now() / 1000;
+			this.delta = now - this.lastTime;
+			this.frameTime += this.delta;
+			this.totalTime += this.delta;
+			if (this.delta > this.maxDelta)
+				this.delta = this.maxDelta;
+			this.lastTime = now;
+			this.frameCount++;
+			if (this.frameTime > 1) {
+				this.framesPerSecond = this.frameCount / this.frameTime;
+				this.frameTime = 0;
+				this.frameCount = 0;
+			}
+		};
+		return TimeKeeper;
+	}());
+	spine.TimeKeeper = TimeKeeper;
+})(spine || (spine = {}));
+//# sourceMappingURL=spine-canvas.js.map

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 0 - 0
spine-ts/build/spine-canvas.js.map


برخی فایل ها در این مقایسه diff نمایش داده نمی شوند زیرا تعداد فایل ها بسیار زیاد است