Files
BA-VitePress-Pages/.vitepress/theme/components/Spine-Player/spine-player.js
2025-11-26 15:17:27 +08:00

13443 lines
519 KiB
JavaScript

var __extends =
(this && this.__extends) ||
(function () {
var extendStatics = function (d, b) {
extendStatics =
Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array &&
function (d, b) {
d.__proto__ = b
}) ||
function (d, b) {
for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]
}
return extendStatics(d, b)
}
return function (d, b) {
if (typeof b !== 'function' && b !== null)
throw new TypeError('Class extends value ' + String(b) + ' is not a constructor or null')
extendStatics(d, b)
function __() {
this.constructor = d
}
d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __())
}
})()
var spine
;(function (spine) {
var Animation = (function () {
function Animation(name, timelines, duration) {
if (name == null) throw new Error('name cannot be null.')
if (timelines == null) throw new Error('timelines cannot be null.')
this.name = name
this.timelines = timelines
this.timelineIds = []
for (var i = 0; i < timelines.length; i++)
this.timelineIds[timelines[i].getPropertyId()] = true
this.duration = duration
}
Animation.prototype.hasTimeline = function (id) {
return this.timelineIds[id] == true
}
Animation.prototype.apply = function (
skeleton,
lastTime,
time,
loop,
events,
alpha,
blend,
direction,
) {
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, blend, direction)
}
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 MixBlend
;(function (MixBlend) {
MixBlend[(MixBlend['setup'] = 0)] = 'setup'
MixBlend[(MixBlend['first'] = 1)] = 'first'
MixBlend[(MixBlend['replace'] = 2)] = 'replace'
MixBlend[(MixBlend['add'] = 3)] = 'add'
})((MixBlend = spine.MixBlend || (spine.MixBlend = {})))
var MixDirection
;(function (MixDirection) {
MixDirection[(MixDirection['mixIn'] = 0)] = 'mixIn'
MixDirection[(MixDirection['mixOut'] = 1)] = 'mixOut'
})((MixDirection = spine.MixDirection || (spine.MixDirection = {})))
var TimelineType
;(function (TimelineType) {
TimelineType[(TimelineType['rotate'] = 0)] = 'rotate'
TimelineType[(TimelineType['translate'] = 1)] = 'translate'
TimelineType[(TimelineType['scale'] = 2)] = 'scale'
TimelineType[(TimelineType['shear'] = 3)] = 'shear'
TimelineType[(TimelineType['attachment'] = 4)] = 'attachment'
TimelineType[(TimelineType['color'] = 5)] = 'color'
TimelineType[(TimelineType['deform'] = 6)] = 'deform'
TimelineType[(TimelineType['event'] = 7)] = 'event'
TimelineType[(TimelineType['drawOrder'] = 8)] = 'drawOrder'
TimelineType[(TimelineType['ikConstraint'] = 9)] = 'ikConstraint'
TimelineType[(TimelineType['transformConstraint'] = 10)] = 'transformConstraint'
TimelineType[(TimelineType['pathConstraintPosition'] = 11)] = 'pathConstraintPosition'
TimelineType[(TimelineType['pathConstraintSpacing'] = 12)] = 'pathConstraintSpacing'
TimelineType[(TimelineType['pathConstraintMix'] = 13)] = 'pathConstraintMix'
TimelineType[(TimelineType['twoColor'] = 14)] = 'twoColor'
})((TimelineType = spine.TimelineType || (spine.TimelineType = {})))
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) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount << 1)
return _this
}
RotateTimeline.prototype.getPropertyId = function () {
return (TimelineType.rotate << 24) + this.boneIndex
}
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,
blend,
direction,
) {
var frames = this.frames
var bone = skeleton.bones[this.boneIndex]
if (!bone.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.rotation = bone.data.rotation
return
case MixBlend.first:
var r_1 = bone.data.rotation - bone.rotation
bone.rotation += (r_1 - (16384 - ((16384.499999999996 - r_1 / 360) | 0)) * 360) * alpha
}
return
}
if (time >= frames[frames.length - RotateTimeline.ENTRIES]) {
var r_2 = frames[frames.length + RotateTimeline.PREV_ROTATION]
switch (blend) {
case MixBlend.setup:
bone.rotation = bone.data.rotation + r_2 * alpha
break
case MixBlend.first:
case MixBlend.replace:
r_2 += bone.data.rotation - bone.rotation
r_2 -= (16384 - ((16384.499999999996 - r_2 / 360) | 0)) * 360
case MixBlend.add:
bone.rotation += r_2 * 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 r = frames[frame + RotateTimeline.ROTATION] - prevRotation
r = prevRotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * percent
switch (blend) {
case MixBlend.setup:
bone.rotation =
bone.data.rotation + (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * alpha
break
case MixBlend.first:
case MixBlend.replace:
r += bone.data.rotation - bone.rotation
case MixBlend.add:
bone.rotation += (r - (16384 - ((16384.499999999996 - r / 360) | 0)) * 360) * 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) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * TranslateTimeline.ENTRIES)
return _this
}
TranslateTimeline.prototype.getPropertyId = function () {
return (TimelineType.translate << 24) + this.boneIndex
}
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,
blend,
direction,
) {
var frames = this.frames
var bone = skeleton.bones[this.boneIndex]
if (!bone.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.x = bone.data.x
bone.y = bone.data.y
return
case MixBlend.first:
bone.x += (bone.data.x - bone.x) * alpha
bone.y += (bone.data.y - bone.y) * alpha
}
return
}
var x = 0,
y = 0
if (time >= frames[frames.length - TranslateTimeline.ENTRIES]) {
x = frames[frames.length + TranslateTimeline.PREV_X]
y = frames[frames.length + TranslateTimeline.PREV_Y]
} else {
var frame = Animation.binarySearch(frames, time, TranslateTimeline.ENTRIES)
x = frames[frame + TranslateTimeline.PREV_X]
y = 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),
)
x += (frames[frame + TranslateTimeline.X] - x) * percent
y += (frames[frame + TranslateTimeline.Y] - y) * percent
}
switch (blend) {
case MixBlend.setup:
bone.x = bone.data.x + x * alpha
bone.y = bone.data.y + y * alpha
break
case MixBlend.first:
case MixBlend.replace:
bone.x += (bone.data.x + x - bone.x) * alpha
bone.y += (bone.data.y + y - bone.y) * alpha
break
case MixBlend.add:
bone.x += x * alpha
bone.y += 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) {
return _super.call(this, frameCount) || this
}
ScaleTimeline.prototype.getPropertyId = function () {
return (TimelineType.scale << 24) + this.boneIndex
}
ScaleTimeline.prototype.apply = function (
skeleton,
lastTime,
time,
events,
alpha,
blend,
direction,
) {
var frames = this.frames
var bone = skeleton.bones[this.boneIndex]
if (!bone.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.scaleX = bone.data.scaleX
bone.scaleY = bone.data.scaleY
return
case MixBlend.first:
bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha
bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha
}
return
}
var x = 0,
y = 0
if (time >= frames[frames.length - ScaleTimeline.ENTRIES]) {
x = frames[frames.length + ScaleTimeline.PREV_X] * bone.data.scaleX
y = frames[frames.length + ScaleTimeline.PREV_Y] * bone.data.scaleY
} else {
var frame = Animation.binarySearch(frames, time, ScaleTimeline.ENTRIES)
x = frames[frame + ScaleTimeline.PREV_X]
y = 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),
)
x = (x + (frames[frame + ScaleTimeline.X] - x) * percent) * bone.data.scaleX
y = (y + (frames[frame + ScaleTimeline.Y] - y) * percent) * bone.data.scaleY
}
if (alpha == 1) {
if (blend == MixBlend.add) {
bone.scaleX += x - bone.data.scaleX
bone.scaleY += y - bone.data.scaleY
} else {
bone.scaleX = x
bone.scaleY = y
}
} else {
var bx = 0,
by = 0
if (direction == MixDirection.mixOut) {
switch (blend) {
case MixBlend.setup:
bx = bone.data.scaleX
by = bone.data.scaleY
bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha
bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha
break
case MixBlend.first:
case MixBlend.replace:
bx = bone.scaleX
by = bone.scaleY
bone.scaleX = bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bx) * alpha
bone.scaleY = by + (Math.abs(y) * spine.MathUtils.signum(by) - by) * alpha
break
case MixBlend.add:
bx = bone.scaleX
by = bone.scaleY
bone.scaleX =
bx + (Math.abs(x) * spine.MathUtils.signum(bx) - bone.data.scaleX) * alpha
bone.scaleY =
by + (Math.abs(y) * spine.MathUtils.signum(by) - bone.data.scaleY) * alpha
}
} else {
switch (blend) {
case MixBlend.setup:
bx = Math.abs(bone.data.scaleX) * spine.MathUtils.signum(x)
by = Math.abs(bone.data.scaleY) * spine.MathUtils.signum(y)
bone.scaleX = bx + (x - bx) * alpha
bone.scaleY = by + (y - by) * alpha
break
case MixBlend.first:
case MixBlend.replace:
bx = Math.abs(bone.scaleX) * spine.MathUtils.signum(x)
by = Math.abs(bone.scaleY) * spine.MathUtils.signum(y)
bone.scaleX = bx + (x - bx) * alpha
bone.scaleY = by + (y - by) * alpha
break
case MixBlend.add:
bx = spine.MathUtils.signum(x)
by = spine.MathUtils.signum(y)
bone.scaleX =
Math.abs(bone.scaleX) * bx + (x - Math.abs(bone.data.scaleX) * bx) * alpha
bone.scaleY =
Math.abs(bone.scaleY) * by + (y - Math.abs(bone.data.scaleY) * by) * alpha
}
}
}
}
return ScaleTimeline
})(TranslateTimeline)
spine.ScaleTimeline = ScaleTimeline
var ShearTimeline = (function (_super) {
__extends(ShearTimeline, _super)
function ShearTimeline(frameCount) {
return _super.call(this, frameCount) || this
}
ShearTimeline.prototype.getPropertyId = function () {
return (TimelineType.shear << 24) + this.boneIndex
}
ShearTimeline.prototype.apply = function (
skeleton,
lastTime,
time,
events,
alpha,
blend,
direction,
) {
var frames = this.frames
var bone = skeleton.bones[this.boneIndex]
if (!bone.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
bone.shearX = bone.data.shearX
bone.shearY = bone.data.shearY
return
case MixBlend.first:
bone.shearX += (bone.data.shearX - bone.shearX) * alpha
bone.shearY += (bone.data.shearY - bone.shearY) * alpha
}
return
}
var x = 0,
y = 0
if (time >= frames[frames.length - ShearTimeline.ENTRIES]) {
x = frames[frames.length + ShearTimeline.PREV_X]
y = frames[frames.length + ShearTimeline.PREV_Y]
} else {
var frame = Animation.binarySearch(frames, time, ShearTimeline.ENTRIES)
x = frames[frame + ShearTimeline.PREV_X]
y = 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),
)
x = x + (frames[frame + ShearTimeline.X] - x) * percent
y = y + (frames[frame + ShearTimeline.Y] - y) * percent
}
switch (blend) {
case MixBlend.setup:
bone.shearX = bone.data.shearX + x * alpha
bone.shearY = bone.data.shearY + y * alpha
break
case MixBlend.first:
case MixBlend.replace:
bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha
bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha
break
case MixBlend.add:
bone.shearX += x * alpha
bone.shearY += y * alpha
}
}
return ShearTimeline
})(TranslateTimeline)
spine.ShearTimeline = ShearTimeline
var ColorTimeline = (function (_super) {
__extends(ColorTimeline, _super)
function ColorTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * ColorTimeline.ENTRIES)
return _this
}
ColorTimeline.prototype.getPropertyId = function () {
return (TimelineType.color << 24) + this.slotIndex
}
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,
blend,
direction,
) {
var slot = skeleton.slots[this.slotIndex]
if (!slot.bone.active) return
var frames = this.frames
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
slot.color.setFromColor(slot.data.color)
return
case MixBlend.first:
var color = slot.color,
setup = slot.data.color
color.add(
(setup.r - color.r) * alpha,
(setup.g - color.g) * alpha,
(setup.b - color.b) * alpha,
(setup.a - color.a) * alpha,
)
}
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
}
if (alpha == 1) slot.color.set(r, g, b, a)
else {
var color = slot.color
if (blend == MixBlend.setup) color.setFromColor(slot.data.color)
color.add(
(r - color.r) * alpha,
(g - color.g) * alpha,
(b - color.b) * alpha,
(a - color.a) * alpha,
)
}
}
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 TwoColorTimeline = (function (_super) {
__extends(TwoColorTimeline, _super)
function TwoColorTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * TwoColorTimeline.ENTRIES)
return _this
}
TwoColorTimeline.prototype.getPropertyId = function () {
return (TimelineType.twoColor << 24) + this.slotIndex
}
TwoColorTimeline.prototype.setFrame = function (frameIndex, time, r, g, b, a, r2, g2, b2) {
frameIndex *= TwoColorTimeline.ENTRIES
this.frames[frameIndex] = time
this.frames[frameIndex + TwoColorTimeline.R] = r
this.frames[frameIndex + TwoColorTimeline.G] = g
this.frames[frameIndex + TwoColorTimeline.B] = b
this.frames[frameIndex + TwoColorTimeline.A] = a
this.frames[frameIndex + TwoColorTimeline.R2] = r2
this.frames[frameIndex + TwoColorTimeline.G2] = g2
this.frames[frameIndex + TwoColorTimeline.B2] = b2
}
TwoColorTimeline.prototype.apply = function (
skeleton,
lastTime,
time,
events,
alpha,
blend,
direction,
) {
var slot = skeleton.slots[this.slotIndex]
if (!slot.bone.active) return
var frames = this.frames
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
slot.color.setFromColor(slot.data.color)
slot.darkColor.setFromColor(slot.data.darkColor)
return
case MixBlend.first:
var light = slot.color,
dark = slot.darkColor,
setupLight = slot.data.color,
setupDark = slot.data.darkColor
light.add(
(setupLight.r - light.r) * alpha,
(setupLight.g - light.g) * alpha,
(setupLight.b - light.b) * alpha,
(setupLight.a - light.a) * alpha,
)
dark.add(
(setupDark.r - dark.r) * alpha,
(setupDark.g - dark.g) * alpha,
(setupDark.b - dark.b) * alpha,
0,
)
}
return
}
var r = 0,
g = 0,
b = 0,
a = 0,
r2 = 0,
g2 = 0,
b2 = 0
if (time >= frames[frames.length - TwoColorTimeline.ENTRIES]) {
var i = frames.length
r = frames[i + TwoColorTimeline.PREV_R]
g = frames[i + TwoColorTimeline.PREV_G]
b = frames[i + TwoColorTimeline.PREV_B]
a = frames[i + TwoColorTimeline.PREV_A]
r2 = frames[i + TwoColorTimeline.PREV_R2]
g2 = frames[i + TwoColorTimeline.PREV_G2]
b2 = frames[i + TwoColorTimeline.PREV_B2]
} else {
var frame = Animation.binarySearch(frames, time, TwoColorTimeline.ENTRIES)
r = frames[frame + TwoColorTimeline.PREV_R]
g = frames[frame + TwoColorTimeline.PREV_G]
b = frames[frame + TwoColorTimeline.PREV_B]
a = frames[frame + TwoColorTimeline.PREV_A]
r2 = frames[frame + TwoColorTimeline.PREV_R2]
g2 = frames[frame + TwoColorTimeline.PREV_G2]
b2 = frames[frame + TwoColorTimeline.PREV_B2]
var frameTime = frames[frame]
var percent = this.getCurvePercent(
frame / TwoColorTimeline.ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + TwoColorTimeline.PREV_TIME] - frameTime),
)
r += (frames[frame + TwoColorTimeline.R] - r) * percent
g += (frames[frame + TwoColorTimeline.G] - g) * percent
b += (frames[frame + TwoColorTimeline.B] - b) * percent
a += (frames[frame + TwoColorTimeline.A] - a) * percent
r2 += (frames[frame + TwoColorTimeline.R2] - r2) * percent
g2 += (frames[frame + TwoColorTimeline.G2] - g2) * percent
b2 += (frames[frame + TwoColorTimeline.B2] - b2) * percent
}
if (alpha == 1) {
slot.color.set(r, g, b, a)
slot.darkColor.set(r2, g2, b2, 1)
} else {
var light = slot.color,
dark = slot.darkColor
if (blend == MixBlend.setup) {
light.setFromColor(slot.data.color)
dark.setFromColor(slot.data.darkColor)
}
light.add(
(r - light.r) * alpha,
(g - light.g) * alpha,
(b - light.b) * alpha,
(a - light.a) * alpha,
)
dark.add((r2 - dark.r) * alpha, (g2 - dark.g) * alpha, (b2 - dark.b) * alpha, 0)
}
}
TwoColorTimeline.ENTRIES = 8
TwoColorTimeline.PREV_TIME = -8
TwoColorTimeline.PREV_R = -7
TwoColorTimeline.PREV_G = -6
TwoColorTimeline.PREV_B = -5
TwoColorTimeline.PREV_A = -4
TwoColorTimeline.PREV_R2 = -3
TwoColorTimeline.PREV_G2 = -2
TwoColorTimeline.PREV_B2 = -1
TwoColorTimeline.R = 1
TwoColorTimeline.G = 2
TwoColorTimeline.B = 3
TwoColorTimeline.A = 4
TwoColorTimeline.R2 = 5
TwoColorTimeline.G2 = 6
TwoColorTimeline.B2 = 7
return TwoColorTimeline
})(CurveTimeline)
spine.TwoColorTimeline = TwoColorTimeline
var AttachmentTimeline = (function () {
function AttachmentTimeline(frameCount) {
this.frames = spine.Utils.newFloatArray(frameCount)
this.attachmentNames = new Array(frameCount)
}
AttachmentTimeline.prototype.getPropertyId = function () {
return (TimelineType.attachment << 24) + this.slotIndex
}
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,
blend,
direction,
) {
var slot = skeleton.slots[this.slotIndex]
if (!slot.bone.active) return
if (direction == MixDirection.mixOut) {
if (blend == MixBlend.setup) this.setAttachment(skeleton, slot, slot.data.attachmentName)
return
}
var frames = this.frames
if (time < frames[0]) {
if (blend == MixBlend.setup || blend == MixBlend.first)
this.setAttachment(skeleton, slot, slot.data.attachmentName)
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),
)
}
AttachmentTimeline.prototype.setAttachment = function (skeleton, slot, attachmentName) {
slot.setAttachment(
attachmentName == null ? null : skeleton.getAttachment(this.slotIndex, attachmentName),
)
}
return AttachmentTimeline
})()
spine.AttachmentTimeline = AttachmentTimeline
var zeros = null
var DeformTimeline = (function (_super) {
__extends(DeformTimeline, _super)
function DeformTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount)
_this.frameVertices = new Array(frameCount)
if (zeros == null) zeros = spine.Utils.newFloatArray(64)
return _this
}
DeformTimeline.prototype.getPropertyId = function () {
return (TimelineType.deform << 27) + +this.attachment.id + this.slotIndex
}
DeformTimeline.prototype.setFrame = function (frameIndex, time, vertices) {
this.frames[frameIndex] = time
this.frameVertices[frameIndex] = vertices
}
DeformTimeline.prototype.apply = function (
skeleton,
lastTime,
time,
firedEvents,
alpha,
blend,
direction,
) {
var slot = skeleton.slots[this.slotIndex]
if (!slot.bone.active) return
var slotAttachment = slot.getAttachment()
if (
!(slotAttachment instanceof spine.VertexAttachment) ||
!(slotAttachment.deformAttachment == this.attachment)
)
return
var deformArray = slot.deform
if (deformArray.length == 0) blend = MixBlend.setup
var frameVertices = this.frameVertices
var vertexCount = frameVertices[0].length
var frames = this.frames
if (time < frames[0]) {
var vertexAttachment = slotAttachment
switch (blend) {
case MixBlend.setup:
deformArray.length = 0
return
case MixBlend.first:
if (alpha == 1) {
deformArray.length = 0
break
}
var deform_1 = spine.Utils.setArraySize(deformArray, vertexCount)
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices
for (var i = 0; i < vertexCount; i++)
deform_1[i] += (setupVertices[i] - deform_1[i]) * alpha
} else {
alpha = 1 - alpha
for (var i = 0; i < vertexCount; i++) deform_1[i] *= alpha
}
}
return
}
var deform = spine.Utils.setArraySize(deformArray, vertexCount)
if (time >= frames[frames.length - 1]) {
var lastVertices = frameVertices[frames.length - 1]
if (alpha == 1) {
if (blend == MixBlend.add) {
var vertexAttachment = slotAttachment
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices
for (var i_1 = 0; i_1 < vertexCount; i_1++) {
deform[i_1] += lastVertices[i_1] - setupVertices[i_1]
}
} else {
for (var i_2 = 0; i_2 < vertexCount; i_2++) deform[i_2] += lastVertices[i_2]
}
} else {
spine.Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount)
}
} else {
switch (blend) {
case MixBlend.setup: {
var vertexAttachment_1 = slotAttachment
if (vertexAttachment_1.bones == null) {
var setupVertices = vertexAttachment_1.vertices
for (var i_3 = 0; i_3 < vertexCount; i_3++) {
var setup = setupVertices[i_3]
deform[i_3] = setup + (lastVertices[i_3] - setup) * alpha
}
} else {
for (var i_4 = 0; i_4 < vertexCount; i_4++) deform[i_4] = lastVertices[i_4] * alpha
}
break
}
case MixBlend.first:
case MixBlend.replace:
for (var i_5 = 0; i_5 < vertexCount; i_5++)
deform[i_5] += (lastVertices[i_5] - deform[i_5]) * alpha
break
case MixBlend.add:
var vertexAttachment = slotAttachment
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices
for (var i_6 = 0; i_6 < vertexCount; i_6++) {
deform[i_6] += (lastVertices[i_6] - setupVertices[i_6]) * alpha
}
} else {
for (var i_7 = 0; i_7 < vertexCount; i_7++) deform[i_7] += lastVertices[i_7] * alpha
}
}
}
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) {
if (blend == MixBlend.add) {
var vertexAttachment = slotAttachment
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices
for (var i_8 = 0; i_8 < vertexCount; i_8++) {
var prev = prevVertices[i_8]
deform[i_8] += prev + (nextVertices[i_8] - prev) * percent - setupVertices[i_8]
}
} else {
for (var i_9 = 0; i_9 < vertexCount; i_9++) {
var prev = prevVertices[i_9]
deform[i_9] += prev + (nextVertices[i_9] - prev) * percent
}
}
} else {
for (var i_10 = 0; i_10 < vertexCount; i_10++) {
var prev = prevVertices[i_10]
deform[i_10] = prev + (nextVertices[i_10] - prev) * percent
}
}
} else {
switch (blend) {
case MixBlend.setup: {
var vertexAttachment_2 = slotAttachment
if (vertexAttachment_2.bones == null) {
var setupVertices = vertexAttachment_2.vertices
for (var i_11 = 0; i_11 < vertexCount; i_11++) {
var prev = prevVertices[i_11],
setup = setupVertices[i_11]
deform[i_11] =
setup + (prev + (nextVertices[i_11] - prev) * percent - setup) * alpha
}
} else {
for (var i_12 = 0; i_12 < vertexCount; i_12++) {
var prev = prevVertices[i_12]
deform[i_12] = (prev + (nextVertices[i_12] - prev) * percent) * alpha
}
}
break
}
case MixBlend.first:
case MixBlend.replace:
for (var i_13 = 0; i_13 < vertexCount; i_13++) {
var prev = prevVertices[i_13]
deform[i_13] += (prev + (nextVertices[i_13] - prev) * percent - deform[i_13]) * alpha
}
break
case MixBlend.add:
var vertexAttachment = slotAttachment
if (vertexAttachment.bones == null) {
var setupVertices = vertexAttachment.vertices
for (var i_14 = 0; i_14 < vertexCount; i_14++) {
var prev = prevVertices[i_14]
deform[i_14] +=
(prev + (nextVertices[i_14] - prev) * percent - setupVertices[i_14]) * alpha
}
} else {
for (var i_15 = 0; i_15 < vertexCount; i_15++) {
var prev = prevVertices[i_15]
deform[i_15] += (prev + (nextVertices[i_15] - prev) * percent) * alpha
}
}
}
}
}
return DeformTimeline
})(CurveTimeline)
spine.DeformTimeline = DeformTimeline
var EventTimeline = (function () {
function EventTimeline(frameCount) {
this.frames = spine.Utils.newFloatArray(frameCount)
this.events = new Array(frameCount)
}
EventTimeline.prototype.getPropertyId = function () {
return TimelineType.event << 24
}
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,
blend,
direction,
) {
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, blend, direction)
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.getPropertyId = function () {
return TimelineType.drawOrder << 24
}
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,
blend,
direction,
) {
var drawOrder = skeleton.drawOrder
var slots = skeleton.slots
if (direction == MixDirection.mixOut) {
if (blend == MixBlend.setup)
spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length)
return
}
var frames = this.frames
if (time < frames[0]) {
if (blend == MixBlend.setup || blend == MixBlend.first)
spine.Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length)
return
}
var frame = 0
if (time >= frames[frames.length - 1]) frame = frames.length - 1
else frame = Animation.binarySearch(frames, time) - 1
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 IkConstraintTimeline = (function (_super) {
__extends(IkConstraintTimeline, _super)
function IkConstraintTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * IkConstraintTimeline.ENTRIES)
return _this
}
IkConstraintTimeline.prototype.getPropertyId = function () {
return (TimelineType.ikConstraint << 24) + this.ikConstraintIndex
}
IkConstraintTimeline.prototype.setFrame = function (
frameIndex,
time,
mix,
softness,
bendDirection,
compress,
stretch,
) {
frameIndex *= IkConstraintTimeline.ENTRIES
this.frames[frameIndex] = time
this.frames[frameIndex + IkConstraintTimeline.MIX] = mix
this.frames[frameIndex + IkConstraintTimeline.SOFTNESS] = softness
this.frames[frameIndex + IkConstraintTimeline.BEND_DIRECTION] = bendDirection
this.frames[frameIndex + IkConstraintTimeline.COMPRESS] = compress ? 1 : 0
this.frames[frameIndex + IkConstraintTimeline.STRETCH] = stretch ? 1 : 0
}
IkConstraintTimeline.prototype.apply = function (
skeleton,
lastTime,
time,
firedEvents,
alpha,
blend,
direction,
) {
var frames = this.frames
var constraint = skeleton.ikConstraints[this.ikConstraintIndex]
if (!constraint.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.mix = constraint.data.mix
constraint.softness = constraint.data.softness
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
return
case MixBlend.first:
constraint.mix += (constraint.data.mix - constraint.mix) * alpha
constraint.softness += (constraint.data.softness - constraint.softness) * alpha
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
}
return
}
if (time >= frames[frames.length - IkConstraintTimeline.ENTRIES]) {
if (blend == MixBlend.setup) {
constraint.mix =
constraint.data.mix +
(frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.data.mix) * alpha
constraint.softness =
constraint.data.softness +
(frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] -
constraint.data.softness) *
alpha
if (direction == MixDirection.mixOut) {
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
} else {
constraint.bendDirection =
frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]
constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0
constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0
}
} else {
constraint.mix +=
(frames[frames.length + IkConstraintTimeline.PREV_MIX] - constraint.mix) * alpha
constraint.softness +=
(frames[frames.length + IkConstraintTimeline.PREV_SOFTNESS] - constraint.softness) *
alpha
if (direction == MixDirection.mixIn) {
constraint.bendDirection =
frames[frames.length + IkConstraintTimeline.PREV_BEND_DIRECTION]
constraint.compress = frames[frames.length + IkConstraintTimeline.PREV_COMPRESS] != 0
constraint.stretch = frames[frames.length + IkConstraintTimeline.PREV_STRETCH] != 0
}
}
return
}
var frame = Animation.binarySearch(frames, time, IkConstraintTimeline.ENTRIES)
var mix = frames[frame + IkConstraintTimeline.PREV_MIX]
var softness = frames[frame + IkConstraintTimeline.PREV_SOFTNESS]
var frameTime = frames[frame]
var percent = this.getCurvePercent(
frame / IkConstraintTimeline.ENTRIES - 1,
1 - (time - frameTime) / (frames[frame + IkConstraintTimeline.PREV_TIME] - frameTime),
)
if (blend == MixBlend.setup) {
constraint.mix =
constraint.data.mix +
(mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.data.mix) *
alpha
constraint.softness =
constraint.data.softness +
(softness +
(frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent -
constraint.data.softness) *
alpha
if (direction == MixDirection.mixOut) {
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
} else {
constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]
constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0
constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0
}
} else {
constraint.mix +=
(mix + (frames[frame + IkConstraintTimeline.MIX] - mix) * percent - constraint.mix) *
alpha
constraint.softness +=
(softness +
(frames[frame + IkConstraintTimeline.SOFTNESS] - softness) * percent -
constraint.softness) *
alpha
if (direction == MixDirection.mixIn) {
constraint.bendDirection = frames[frame + IkConstraintTimeline.PREV_BEND_DIRECTION]
constraint.compress = frames[frame + IkConstraintTimeline.PREV_COMPRESS] != 0
constraint.stretch = frames[frame + IkConstraintTimeline.PREV_STRETCH] != 0
}
}
}
IkConstraintTimeline.ENTRIES = 6
IkConstraintTimeline.PREV_TIME = -6
IkConstraintTimeline.PREV_MIX = -5
IkConstraintTimeline.PREV_SOFTNESS = -4
IkConstraintTimeline.PREV_BEND_DIRECTION = -3
IkConstraintTimeline.PREV_COMPRESS = -2
IkConstraintTimeline.PREV_STRETCH = -1
IkConstraintTimeline.MIX = 1
IkConstraintTimeline.SOFTNESS = 2
IkConstraintTimeline.BEND_DIRECTION = 3
IkConstraintTimeline.COMPRESS = 4
IkConstraintTimeline.STRETCH = 5
return IkConstraintTimeline
})(CurveTimeline)
spine.IkConstraintTimeline = IkConstraintTimeline
var TransformConstraintTimeline = (function (_super) {
__extends(TransformConstraintTimeline, _super)
function TransformConstraintTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * TransformConstraintTimeline.ENTRIES)
return _this
}
TransformConstraintTimeline.prototype.getPropertyId = function () {
return (TimelineType.transformConstraint << 24) + this.transformConstraintIndex
}
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,
blend,
direction,
) {
var frames = this.frames
var constraint = skeleton.transformConstraints[this.transformConstraintIndex]
if (!constraint.active) return
if (time < frames[0]) {
var data = constraint.data
switch (blend) {
case MixBlend.setup:
constraint.rotateMix = data.rotateMix
constraint.translateMix = data.translateMix
constraint.scaleMix = data.scaleMix
constraint.shearMix = data.shearMix
return
case MixBlend.first:
constraint.rotateMix += (data.rotateMix - constraint.rotateMix) * alpha
constraint.translateMix += (data.translateMix - constraint.translateMix) * alpha
constraint.scaleMix += (data.scaleMix - constraint.scaleMix) * alpha
constraint.shearMix += (data.shearMix - constraint.shearMix) * alpha
}
return
}
var rotate = 0,
translate = 0,
scale = 0,
shear = 0
if (time >= frames[frames.length - TransformConstraintTimeline.ENTRIES]) {
var i = frames.length
rotate = frames[i + TransformConstraintTimeline.PREV_ROTATE]
translate = frames[i + TransformConstraintTimeline.PREV_TRANSLATE]
scale = frames[i + TransformConstraintTimeline.PREV_SCALE]
shear = frames[i + TransformConstraintTimeline.PREV_SHEAR]
} else {
var frame = Animation.binarySearch(frames, time, TransformConstraintTimeline.ENTRIES)
rotate = frames[frame + TransformConstraintTimeline.PREV_ROTATE]
translate = frames[frame + TransformConstraintTimeline.PREV_TRANSLATE]
scale = frames[frame + TransformConstraintTimeline.PREV_SCALE]
shear = frames[frame + TransformConstraintTimeline.PREV_SHEAR]
var frameTime = frames[frame]
var percent = this.getCurvePercent(
frame / TransformConstraintTimeline.ENTRIES - 1,
1 -
(time - frameTime) /
(frames[frame + TransformConstraintTimeline.PREV_TIME] - frameTime),
)
rotate += (frames[frame + TransformConstraintTimeline.ROTATE] - rotate) * percent
translate += (frames[frame + TransformConstraintTimeline.TRANSLATE] - translate) * percent
scale += (frames[frame + TransformConstraintTimeline.SCALE] - scale) * percent
shear += (frames[frame + TransformConstraintTimeline.SHEAR] - shear) * percent
}
if (blend == MixBlend.setup) {
var data = constraint.data
constraint.rotateMix = data.rotateMix + (rotate - data.rotateMix) * alpha
constraint.translateMix = data.translateMix + (translate - data.translateMix) * alpha
constraint.scaleMix = data.scaleMix + (scale - data.scaleMix) * alpha
constraint.shearMix = data.shearMix + (shear - data.shearMix) * alpha
} else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha
constraint.translateMix += (translate - constraint.translateMix) * alpha
constraint.scaleMix += (scale - constraint.scaleMix) * alpha
constraint.shearMix += (shear - 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) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintPositionTimeline.ENTRIES)
return _this
}
PathConstraintPositionTimeline.prototype.getPropertyId = function () {
return (TimelineType.pathConstraintPosition << 24) + this.pathConstraintIndex
}
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,
blend,
direction,
) {
var frames = this.frames
var constraint = skeleton.pathConstraints[this.pathConstraintIndex]
if (!constraint.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.position = constraint.data.position
return
case MixBlend.first:
constraint.position += (constraint.data.position - constraint.position) * alpha
}
return
}
var position = 0
if (time >= frames[frames.length - PathConstraintPositionTimeline.ENTRIES])
position = frames[frames.length + PathConstraintPositionTimeline.PREV_VALUE]
else {
var frame = Animation.binarySearch(frames, time, PathConstraintPositionTimeline.ENTRIES)
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),
)
position += (frames[frame + PathConstraintPositionTimeline.VALUE] - position) * percent
}
if (blend == MixBlend.setup)
constraint.position =
constraint.data.position + (position - constraint.data.position) * alpha
else constraint.position += (position - 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) {
return _super.call(this, frameCount) || this
}
PathConstraintSpacingTimeline.prototype.getPropertyId = function () {
return (TimelineType.pathConstraintSpacing << 24) + this.pathConstraintIndex
}
PathConstraintSpacingTimeline.prototype.apply = function (
skeleton,
lastTime,
time,
firedEvents,
alpha,
blend,
direction,
) {
var frames = this.frames
var constraint = skeleton.pathConstraints[this.pathConstraintIndex]
if (!constraint.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.spacing = constraint.data.spacing
return
case MixBlend.first:
constraint.spacing += (constraint.data.spacing - constraint.spacing) * alpha
}
return
}
var spacing = 0
if (time >= frames[frames.length - PathConstraintSpacingTimeline.ENTRIES])
spacing = frames[frames.length + PathConstraintSpacingTimeline.PREV_VALUE]
else {
var frame = Animation.binarySearch(frames, time, PathConstraintSpacingTimeline.ENTRIES)
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),
)
spacing += (frames[frame + PathConstraintSpacingTimeline.VALUE] - spacing) * percent
}
if (blend == MixBlend.setup)
constraint.spacing = constraint.data.spacing + (spacing - constraint.data.spacing) * alpha
else constraint.spacing += (spacing - constraint.spacing) * alpha
}
return PathConstraintSpacingTimeline
})(PathConstraintPositionTimeline)
spine.PathConstraintSpacingTimeline = PathConstraintSpacingTimeline
var PathConstraintMixTimeline = (function (_super) {
__extends(PathConstraintMixTimeline, _super)
function PathConstraintMixTimeline(frameCount) {
var _this = _super.call(this, frameCount) || this
_this.frames = spine.Utils.newFloatArray(frameCount * PathConstraintMixTimeline.ENTRIES)
return _this
}
PathConstraintMixTimeline.prototype.getPropertyId = function () {
return (TimelineType.pathConstraintMix << 24) + this.pathConstraintIndex
}
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,
blend,
direction,
) {
var frames = this.frames
var constraint = skeleton.pathConstraints[this.pathConstraintIndex]
if (!constraint.active) return
if (time < frames[0]) {
switch (blend) {
case MixBlend.setup:
constraint.rotateMix = constraint.data.rotateMix
constraint.translateMix = constraint.data.translateMix
return
case MixBlend.first:
constraint.rotateMix += (constraint.data.rotateMix - constraint.rotateMix) * alpha
constraint.translateMix +=
(constraint.data.translateMix - constraint.translateMix) * alpha
}
return
}
var rotate = 0,
translate = 0
if (time >= frames[frames.length - PathConstraintMixTimeline.ENTRIES]) {
rotate = frames[frames.length + PathConstraintMixTimeline.PREV_ROTATE]
translate = frames[frames.length + PathConstraintMixTimeline.PREV_TRANSLATE]
} else {
var frame = Animation.binarySearch(frames, time, PathConstraintMixTimeline.ENTRIES)
rotate = frames[frame + PathConstraintMixTimeline.PREV_ROTATE]
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),
)
rotate += (frames[frame + PathConstraintMixTimeline.ROTATE] - rotate) * percent
translate += (frames[frame + PathConstraintMixTimeline.TRANSLATE] - translate) * percent
}
if (blend == MixBlend.setup) {
constraint.rotateMix =
constraint.data.rotateMix + (rotate - constraint.data.rotateMix) * alpha
constraint.translateMix =
constraint.data.translateMix + (translate - constraint.data.translateMix) * alpha
} else {
constraint.rotateMix += (rotate - constraint.rotateMix) * alpha
constraint.translateMix += (translate - 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) {
this.tracks = new Array()
this.timeScale = 1
this.unkeyedState = 0
this.events = new Array()
this.listeners = new Array()
this.queue = new EventQueue(this)
this.propertyIDs = new spine.IntSet()
this.animationsChanged = false
this.trackEntryPool = new spine.Pool(function () {
return new TrackEntry()
})
this.data = data
}
AnimationState.prototype.update = function (delta) {
delta *= this.timeScale
var tracks = this.tracks
for (var i = 0, n = tracks.length; i < n; i++) {
var current = tracks[i]
if (current == null) continue
current.animationLast = current.nextAnimationLast
current.trackLast = current.nextTrackLast
var currentDelta = delta * current.timeScale
if (current.delay > 0) {
current.delay -= currentDelta
if (current.delay > 0) continue
currentDelta = -current.delay
current.delay = 0
}
var next = current.next
if (next != null) {
var nextTime = current.trackLast - next.delay
if (nextTime >= 0) {
next.delay = 0
next.trackTime +=
current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale
current.trackTime += currentDelta
this.setCurrent(i, next, true)
while (next.mixingFrom != null) {
next.mixTime += delta
next = next.mixingFrom
}
continue
}
} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
tracks[i] = null
this.queue.end(current)
this.disposeNext(current)
continue
}
if (current.mixingFrom != null && this.updateMixingFrom(current, delta)) {
var from = current.mixingFrom
current.mixingFrom = null
if (from != null) from.mixingTo = null
while (from != null) {
this.queue.end(from)
from = from.mixingFrom
}
}
current.trackTime += currentDelta
}
this.queue.drain()
}
AnimationState.prototype.updateMixingFrom = function (to, delta) {
var from = to.mixingFrom
if (from == null) return true
var finished = this.updateMixingFrom(from, delta)
from.animationLast = from.nextAnimationLast
from.trackLast = from.nextTrackLast
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to
to.interruptAlpha = from.interruptAlpha
this.queue.end(from)
}
return finished
}
from.trackTime += delta * from.timeScale
to.mixTime += delta
return false
}
AnimationState.prototype.apply = function (skeleton) {
if (skeleton == null) throw new Error('skeleton cannot be null.')
if (this.animationsChanged) this._animationsChanged()
var events = this.events
var tracks = this.tracks
var applied = false
for (var i_16 = 0, n_1 = tracks.length; i_16 < n_1; i_16++) {
var current = tracks[i_16]
if (current == null || current.delay > 0) continue
applied = true
var blend = i_16 == 0 ? spine.MixBlend.first : current.mixBlend
var mix = current.alpha
if (current.mixingFrom != null) mix *= this.applyMixingFrom(current, skeleton, blend)
else if (current.trackTime >= current.trackEnd && current.next == null) mix = 0
var animationLast = current.animationLast,
animationTime = current.getAnimationTime()
var timelineCount = current.animation.timelines.length
var timelines = current.animation.timelines
if ((i_16 == 0 && mix == 1) || blend == spine.MixBlend.add) {
for (var ii = 0; ii < timelineCount; ii++) {
spine.Utils.webkit602BugfixHelper(mix, blend)
var timeline = timelines[ii]
if (timeline instanceof spine.AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, animationTime, blend, true)
else
timeline.apply(
skeleton,
animationLast,
animationTime,
events,
mix,
blend,
spine.MixDirection.mixIn,
)
}
} else {
var timelineMode = current.timelineMode
var firstFrame = current.timelinesRotation.length == 0
if (firstFrame)
spine.Utils.setArraySize(current.timelinesRotation, timelineCount << 1, null)
var timelinesRotation = current.timelinesRotation
for (var ii = 0; ii < timelineCount; ii++) {
var timeline_1 = timelines[ii]
var timelineBlend =
timelineMode[ii] == AnimationState.SUBSEQUENT ? blend : spine.MixBlend.setup
if (timeline_1 instanceof spine.RotateTimeline) {
this.applyRotateTimeline(
timeline_1,
skeleton,
animationTime,
mix,
timelineBlend,
timelinesRotation,
ii << 1,
firstFrame,
)
} else if (timeline_1 instanceof spine.AttachmentTimeline) {
this.applyAttachmentTimeline(timeline_1, skeleton, animationTime, blend, true)
} else {
spine.Utils.webkit602BugfixHelper(mix, blend)
timeline_1.apply(
skeleton,
animationLast,
animationTime,
events,
mix,
timelineBlend,
spine.MixDirection.mixIn,
)
}
}
}
this.queueEvents(current, animationTime)
events.length = 0
current.nextAnimationLast = animationTime
current.nextTrackLast = current.trackTime
}
var setupState = this.unkeyedState + AnimationState.SETUP
var slots = skeleton.slots
for (var i = 0, n = skeleton.slots.length; i < n; i++) {
var slot = slots[i]
if (slot.attachmentState == setupState) {
var attachmentName = slot.data.attachmentName
slot.setAttachment(
attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName),
)
}
}
this.unkeyedState += 2
this.queue.drain()
return applied
}
AnimationState.prototype.applyMixingFrom = function (to, skeleton, blend) {
var from = to.mixingFrom
if (from.mixingFrom != null) this.applyMixingFrom(from, skeleton, blend)
var mix = 0
if (to.mixDuration == 0) {
mix = 1
if (blend == spine.MixBlend.first) blend = spine.MixBlend.setup
} else {
mix = to.mixTime / to.mixDuration
if (mix > 1) mix = 1
if (blend != spine.MixBlend.first) blend = from.mixBlend
}
var events = mix < from.eventThreshold ? this.events : null
var attachments = mix < from.attachmentThreshold,
drawOrder = mix < from.drawOrderThreshold
var animationLast = from.animationLast,
animationTime = from.getAnimationTime()
var timelineCount = from.animation.timelines.length
var timelines = from.animation.timelines
var alphaHold = from.alpha * to.interruptAlpha,
alphaMix = alphaHold * (1 - mix)
if (blend == spine.MixBlend.add) {
for (var i = 0; i < timelineCount; i++)
timelines[i].apply(
skeleton,
animationLast,
animationTime,
events,
alphaMix,
blend,
spine.MixDirection.mixOut,
)
} else {
var timelineMode = from.timelineMode
var timelineHoldMix = from.timelineHoldMix
var firstFrame = from.timelinesRotation.length == 0
if (firstFrame) spine.Utils.setArraySize(from.timelinesRotation, timelineCount << 1, null)
var timelinesRotation = from.timelinesRotation
from.totalAlpha = 0
for (var i = 0; i < timelineCount; i++) {
var timeline = timelines[i]
var direction = spine.MixDirection.mixOut
var timelineBlend = void 0
var alpha = 0
switch (timelineMode[i]) {
case AnimationState.SUBSEQUENT:
if (!drawOrder && timeline instanceof spine.DrawOrderTimeline) continue
timelineBlend = blend
alpha = alphaMix
break
case AnimationState.FIRST:
timelineBlend = spine.MixBlend.setup
alpha = alphaMix
break
case AnimationState.HOLD_SUBSEQUENT:
timelineBlend = blend
alpha = alphaHold
break
case AnimationState.HOLD_FIRST:
timelineBlend = spine.MixBlend.setup
alpha = alphaHold
break
default:
timelineBlend = spine.MixBlend.setup
var holdMix = timelineHoldMix[i]
alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration)
break
}
from.totalAlpha += alpha
if (timeline instanceof spine.RotateTimeline)
this.applyRotateTimeline(
timeline,
skeleton,
animationTime,
alpha,
timelineBlend,
timelinesRotation,
i << 1,
firstFrame,
)
else if (timeline instanceof spine.AttachmentTimeline)
this.applyAttachmentTimeline(
timeline,
skeleton,
animationTime,
timelineBlend,
attachments,
)
else {
spine.Utils.webkit602BugfixHelper(alpha, blend)
if (
drawOrder &&
timeline instanceof spine.DrawOrderTimeline &&
timelineBlend == spine.MixBlend.setup
)
direction = spine.MixDirection.mixIn
timeline.apply(
skeleton,
animationLast,
animationTime,
events,
alpha,
timelineBlend,
direction,
)
}
}
}
if (to.mixDuration > 0) this.queueEvents(from, animationTime)
this.events.length = 0
from.nextAnimationLast = animationTime
from.nextTrackLast = from.trackTime
return mix
}
AnimationState.prototype.applyAttachmentTimeline = function (
timeline,
skeleton,
time,
blend,
attachments,
) {
var slot = skeleton.slots[timeline.slotIndex]
if (!slot.bone.active) return
var frames = timeline.frames
if (time < frames[0]) {
if (blend == spine.MixBlend.setup || blend == spine.MixBlend.first)
this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments)
} else {
var frameIndex
if (time >= frames[frames.length - 1]) frameIndex = frames.length - 1
else frameIndex = spine.Animation.binarySearch(frames, time) - 1
this.setAttachment(skeleton, slot, timeline.attachmentNames[frameIndex], attachments)
}
if (slot.attachmentState <= this.unkeyedState)
slot.attachmentState = this.unkeyedState + AnimationState.SETUP
}
AnimationState.prototype.setAttachment = function (
skeleton,
slot,
attachmentName,
attachments,
) {
slot.setAttachment(
attachmentName == null ? null : skeleton.getAttachment(slot.data.index, attachmentName),
)
if (attachments) slot.attachmentState = this.unkeyedState + AnimationState.CURRENT
}
AnimationState.prototype.applyRotateTimeline = function (
timeline,
skeleton,
time,
alpha,
blend,
timelinesRotation,
i,
firstFrame,
) {
if (firstFrame) timelinesRotation[i] = 0
if (alpha == 1) {
timeline.apply(skeleton, 0, time, null, 1, blend, spine.MixDirection.mixIn)
return
}
var rotateTimeline = timeline
var frames = rotateTimeline.frames
var bone = skeleton.bones[rotateTimeline.boneIndex]
if (!bone.active) return
var r1 = 0,
r2 = 0
if (time < frames[0]) {
switch (blend) {
case spine.MixBlend.setup:
bone.rotation = bone.data.rotation
default:
return
case spine.MixBlend.first:
r1 = bone.rotation
r2 = bone.data.rotation
}
} else {
r1 = blend == spine.MixBlend.setup ? bone.data.rotation : bone.rotation
if (time >= frames[frames.length - spine.RotateTimeline.ENTRIES])
r2 = bone.data.rotation + frames[frames.length + spine.RotateTimeline.PREV_ROTATION]
else {
var frame = spine.Animation.binarySearch(frames, time, spine.RotateTimeline.ENTRIES)
var prevRotation = frames[frame + spine.RotateTimeline.PREV_ROTATION]
var frameTime = frames[frame]
var percent = rotateTimeline.getCurvePercent(
(frame >> 1) - 1,
1 - (time - frameTime) / (frames[frame + spine.RotateTimeline.PREV_TIME] - frameTime),
)
r2 = frames[frame + spine.RotateTimeline.ROTATION] - prevRotation
r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360
r2 = prevRotation + r2 * percent + bone.data.rotation
r2 -= (16384 - ((16384.499999999996 - r2 / 360) | 0)) * 360
}
}
var total = 0,
diff = r2 - r1
diff -= (16384 - ((16384.499999999996 - diff / 360) | 0)) * 360
if (diff == 0) {
total = timelinesRotation[i]
} else {
var lastTotal = 0,
lastDiff = 0
if (firstFrame) {
lastTotal = 0
lastDiff = diff
} else {
lastTotal = timelinesRotation[i]
lastDiff = timelinesRotation[i + 1]
}
var current = diff > 0,
dir = lastTotal >= 0
if (
spine.MathUtils.signum(lastDiff) != spine.MathUtils.signum(diff) &&
Math.abs(lastDiff) <= 90
) {
if (Math.abs(lastTotal) > 180) lastTotal += 360 * spine.MathUtils.signum(lastTotal)
dir = current
}
total = diff + lastTotal - (lastTotal % 360)
if (dir != current) total += 360 * spine.MathUtils.signum(lastTotal)
timelinesRotation[i] = total
}
timelinesRotation[i + 1] = diff
r1 += total * alpha
bone.rotation = r1 - (16384 - ((16384.499999999996 - r1 / 360) | 0)) * 360
}
AnimationState.prototype.queueEvents = function (entry, animationTime) {
var animationStart = entry.animationStart,
animationEnd = entry.animationEnd
var duration = animationEnd - animationStart
var trackLastWrapped = entry.trackLast % duration
var events = this.events
var i = 0,
n = events.length
for (; i < n; i++) {
var event_1 = events[i]
if (event_1.time < trackLastWrapped) break
if (event_1.time > animationEnd) continue
this.queue.event(entry, event_1)
}
var complete = false
if (entry.loop) complete = duration == 0 || trackLastWrapped > entry.trackTime % duration
else complete = animationTime >= animationEnd && entry.animationLast < animationEnd
if (complete) this.queue.complete(entry)
for (; i < n; i++) {
var event_2 = events[i]
if (event_2.time < animationStart) continue
this.queue.event(entry, events[i])
}
}
AnimationState.prototype.clearTracks = function () {
var oldDrainDisabled = this.queue.drainDisabled
this.queue.drainDisabled = true
for (var i = 0, n = this.tracks.length; i < n; i++) this.clearTrack(i)
this.tracks.length = 0
this.queue.drainDisabled = oldDrainDisabled
this.queue.drain()
}
AnimationState.prototype.clearTrack = function (trackIndex) {
if (trackIndex >= this.tracks.length) return
var current = this.tracks[trackIndex]
if (current == null) return
this.queue.end(current)
this.disposeNext(current)
var entry = current
while (true) {
var from = entry.mixingFrom
if (from == null) break
this.queue.end(from)
entry.mixingFrom = null
entry.mixingTo = null
entry = from
}
this.tracks[current.trackIndex] = null
this.queue.drain()
}
AnimationState.prototype.setCurrent = function (index, current, interrupt) {
var from = this.expandToIndex(index)
this.tracks[index] = current
if (from != null) {
if (interrupt) this.queue.interrupt(from)
current.mixingFrom = from
from.mixingTo = current
current.mixTime = 0
if (from.mixingFrom != null && from.mixDuration > 0)
current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration)
from.timelinesRotation.length = 0
}
this.queue.start(current)
}
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) {
if (animation == null) throw new Error('animation cannot be null.')
var interrupt = true
var current = this.expandToIndex(trackIndex)
if (current != null) {
if (current.nextTrackLast == -1) {
this.tracks[trackIndex] = current.mixingFrom
this.queue.interrupt(current)
this.queue.end(current)
this.disposeNext(current)
current = current.mixingFrom
interrupt = false
} else this.disposeNext(current)
}
var entry = this.trackEntry(trackIndex, animation, loop, current)
this.setCurrent(trackIndex, entry, interrupt)
this.queue.drain()
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) {
if (animation == null) throw new Error('animation cannot be null.')
var last = this.expandToIndex(trackIndex)
if (last != null) {
while (last.next != null) last = last.next
}
var entry = this.trackEntry(trackIndex, animation, loop, last)
if (last == null) {
this.setCurrent(trackIndex, entry, true)
this.queue.drain()
} else {
last.next = entry
if (delay <= 0) {
var duration = last.animationEnd - last.animationStart
if (duration != 0) {
if (last.loop) delay += duration * (1 + ((last.trackTime / duration) | 0))
else delay += Math.max(duration, last.trackTime)
delay -= this.data.getMix(last.animation, animation)
} else delay = last.trackTime
}
}
entry.delay = delay
return entry
}
AnimationState.prototype.setEmptyAnimation = function (trackIndex, mixDuration) {
var entry = this.setAnimationWith(trackIndex, AnimationState.emptyAnimation, false)
entry.mixDuration = mixDuration
entry.trackEnd = mixDuration
return entry
}
AnimationState.prototype.addEmptyAnimation = function (trackIndex, mixDuration, delay) {
if (delay <= 0) delay -= mixDuration
var entry = this.addAnimationWith(trackIndex, AnimationState.emptyAnimation, false, delay)
entry.mixDuration = mixDuration
entry.trackEnd = mixDuration
return entry
}
AnimationState.prototype.setEmptyAnimations = function (mixDuration) {
var oldDrainDisabled = this.queue.drainDisabled
this.queue.drainDisabled = true
for (var i = 0, n = this.tracks.length; i < n; i++) {
var current = this.tracks[i]
if (current != null) this.setEmptyAnimation(current.trackIndex, mixDuration)
}
this.queue.drainDisabled = oldDrainDisabled
this.queue.drain()
}
AnimationState.prototype.expandToIndex = function (index) {
if (index < this.tracks.length) return this.tracks[index]
spine.Utils.ensureArrayCapacity(this.tracks, index + 1, null)
this.tracks.length = index + 1
return null
}
AnimationState.prototype.trackEntry = function (trackIndex, animation, loop, last) {
var entry = this.trackEntryPool.obtain()
entry.trackIndex = trackIndex
entry.animation = animation
entry.loop = loop
entry.holdPrevious = false
entry.eventThreshold = 0
entry.attachmentThreshold = 0
entry.drawOrderThreshold = 0
entry.animationStart = 0
entry.animationEnd = animation.duration
entry.animationLast = -1
entry.nextAnimationLast = -1
entry.delay = 0
entry.trackTime = 0
entry.trackLast = -1
entry.nextTrackLast = -1
entry.trackEnd = Number.MAX_VALUE
entry.timeScale = 1
entry.alpha = 1
entry.interruptAlpha = 1
entry.mixTime = 0
entry.mixDuration = last == null ? 0 : this.data.getMix(last.animation, animation)
entry.mixBlend = spine.MixBlend.replace
return entry
}
AnimationState.prototype.disposeNext = function (entry) {
var next = entry.next
while (next != null) {
this.queue.dispose(next)
next = next.next
}
entry.next = null
}
AnimationState.prototype._animationsChanged = function () {
this.animationsChanged = false
this.propertyIDs.clear()
for (var i = 0, n = this.tracks.length; i < n; i++) {
var entry = this.tracks[i]
if (entry == null) continue
while (entry.mixingFrom != null) entry = entry.mixingFrom
do {
if (entry.mixingFrom == null || entry.mixBlend != spine.MixBlend.add)
this.computeHold(entry)
entry = entry.mixingTo
} while (entry != null)
}
}
AnimationState.prototype.computeHold = function (entry) {
var to = entry.mixingTo
var timelines = entry.animation.timelines
var timelinesCount = entry.animation.timelines.length
var timelineMode = spine.Utils.setArraySize(entry.timelineMode, timelinesCount)
entry.timelineHoldMix.length = 0
var timelineDipMix = spine.Utils.setArraySize(entry.timelineHoldMix, timelinesCount)
var propertyIDs = this.propertyIDs
if (to != null && to.holdPrevious) {
for (var i = 0; i < timelinesCount; i++) {
timelineMode[i] = propertyIDs.add(timelines[i].getPropertyId())
? AnimationState.HOLD_FIRST
: AnimationState.HOLD_SUBSEQUENT
}
return
}
outer: for (var i = 0; i < timelinesCount; i++) {
var timeline = timelines[i]
var id = timeline.getPropertyId()
if (!propertyIDs.add(id)) timelineMode[i] = AnimationState.SUBSEQUENT
else if (
to == null ||
timeline instanceof spine.AttachmentTimeline ||
timeline instanceof spine.DrawOrderTimeline ||
timeline instanceof spine.EventTimeline ||
!to.animation.hasTimeline(id)
) {
timelineMode[i] = AnimationState.FIRST
} else {
for (var next = to.mixingTo; next != null; next = next.mixingTo) {
if (next.animation.hasTimeline(id)) continue
if (entry.mixDuration > 0) {
timelineMode[i] = AnimationState.HOLD_MIX
timelineDipMix[i] = next
continue outer
}
break
}
timelineMode[i] = AnimationState.HOLD_FIRST
}
}
}
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
}
AnimationState.prototype.clearListenerNotifications = function () {
this.queue.clear()
}
AnimationState.emptyAnimation = new spine.Animation('<empty>', [], 0)
AnimationState.SUBSEQUENT = 0
AnimationState.FIRST = 1
AnimationState.HOLD_SUBSEQUENT = 2
AnimationState.HOLD_FIRST = 3
AnimationState.HOLD_MIX = 4
AnimationState.SETUP = 1
AnimationState.CURRENT = 2
return AnimationState
})()
spine.AnimationState = AnimationState
var TrackEntry = (function () {
function TrackEntry() {
this.mixBlend = spine.MixBlend.replace
this.timelineMode = new Array()
this.timelineHoldMix = new Array()
this.timelinesRotation = new Array()
}
TrackEntry.prototype.reset = function () {
this.next = null
this.mixingFrom = null
this.mixingTo = null
this.animation = null
this.listener = null
this.timelineMode.length = 0
this.timelineHoldMix.length = 0
this.timelinesRotation.length = 0
}
TrackEntry.prototype.getAnimationTime = function () {
if (this.loop) {
var duration = this.animationEnd - this.animationStart
if (duration == 0) return this.animationStart
return (this.trackTime % duration) + this.animationStart
}
return Math.min(this.trackTime + this.animationStart, this.animationEnd)
}
TrackEntry.prototype.setAnimationLast = function (animationLast) {
this.animationLast = animationLast
this.nextAnimationLast = animationLast
}
TrackEntry.prototype.isComplete = function () {
return this.trackTime >= this.animationEnd - this.animationStart
}
TrackEntry.prototype.resetRotationDirections = function () {
this.timelinesRotation.length = 0
}
return TrackEntry
})()
spine.TrackEntry = TrackEntry
var EventQueue = (function () {
function EventQueue(animState) {
this.objects = []
this.drainDisabled = false
this.animState = animState
}
EventQueue.prototype.start = function (entry) {
this.objects.push(EventType.start)
this.objects.push(entry)
this.animState.animationsChanged = true
}
EventQueue.prototype.interrupt = function (entry) {
this.objects.push(EventType.interrupt)
this.objects.push(entry)
}
EventQueue.prototype.end = function (entry) {
this.objects.push(EventType.end)
this.objects.push(entry)
this.animState.animationsChanged = true
}
EventQueue.prototype.dispose = function (entry) {
this.objects.push(EventType.dispose)
this.objects.push(entry)
}
EventQueue.prototype.complete = function (entry) {
this.objects.push(EventType.complete)
this.objects.push(entry)
}
EventQueue.prototype.event = function (entry, event) {
this.objects.push(EventType.event)
this.objects.push(entry)
this.objects.push(event)
}
EventQueue.prototype.drain = function () {
if (this.drainDisabled) return
this.drainDisabled = true
var objects = this.objects
var listeners = this.animState.listeners
for (var i = 0; i < objects.length; i += 2) {
var type = objects[i]
var entry = objects[i + 1]
switch (type) {
case EventType.start:
if (entry.listener != null && entry.listener.start) entry.listener.start(entry)
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].start) listeners[ii].start(entry)
break
case EventType.interrupt:
if (entry.listener != null && entry.listener.interrupt) entry.listener.interrupt(entry)
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].interrupt) listeners[ii].interrupt(entry)
break
case EventType.end:
if (entry.listener != null && entry.listener.end) entry.listener.end(entry)
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].end) listeners[ii].end(entry)
case EventType.dispose:
if (entry.listener != null && entry.listener.dispose) entry.listener.dispose(entry)
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].dispose) listeners[ii].dispose(entry)
this.animState.trackEntryPool.free(entry)
break
case EventType.complete:
if (entry.listener != null && entry.listener.complete) entry.listener.complete(entry)
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].complete) listeners[ii].complete(entry)
break
case EventType.event:
var event_3 = objects[i++ + 2]
if (entry.listener != null && entry.listener.event) entry.listener.event(entry, event_3)
for (var ii = 0; ii < listeners.length; ii++)
if (listeners[ii].event) listeners[ii].event(entry, event_3)
break
}
}
this.clear()
this.drainDisabled = false
}
EventQueue.prototype.clear = function () {
this.objects.length = 0
}
return EventQueue
})()
spine.EventQueue = EventQueue
var EventType
;(function (EventType) {
EventType[(EventType['start'] = 0)] = 'start'
EventType[(EventType['interrupt'] = 1)] = 'interrupt'
EventType[(EventType['end'] = 2)] = 'end'
EventType[(EventType['dispose'] = 3)] = 'dispose'
EventType[(EventType['complete'] = 4)] = 'complete'
EventType[(EventType['event'] = 5)] = 'event'
})((EventType = spine.EventType || (spine.EventType = {})))
var AnimationStateAdapter = (function () {
function AnimationStateAdapter() {}
AnimationStateAdapter.prototype.start = function (entry) {}
AnimationStateAdapter.prototype.interrupt = function (entry) {}
AnimationStateAdapter.prototype.end = function (entry) {}
AnimationStateAdapter.prototype.dispose = function (entry) {}
AnimationStateAdapter.prototype.complete = function (entry) {}
AnimationStateAdapter.prototype.event = function (entry, event) {}
return AnimationStateAdapter
})()
spine.AnimationStateAdapter = AnimationStateAdapter
})(spine || (spine = {}))
var spine
;(function (spine) {
var AnimationStateData = (function () {
function AnimationStateData(skeletonData) {
this.animationToMixTime = {}
this.defaultMix = 0
if (skeletonData == null) throw new Error('skeletonData cannot be null.')
this.skeletonData = skeletonData
}
AnimationStateData.prototype.setMix = function (fromName, toName, duration) {
var from = this.skeletonData.findAnimation(fromName)
if (from == null) throw new Error('Animation not found: ' + fromName)
var to = this.skeletonData.findAnimation(toName)
if (to == null) throw new Error('Animation not found: ' + toName)
this.setMixWith(from, to, duration)
}
AnimationStateData.prototype.setMixWith = function (from, to, duration) {
if (from == null) throw new Error('from cannot be null.')
if (to == null) throw new Error('to cannot be null.')
var key = from.name + '.' + to.name
this.animationToMixTime[key] = duration
}
AnimationStateData.prototype.getMix = function (from, to) {
var key = from.name + '.' + to.name
var value = this.animationToMixTime[key]
return value === undefined ? this.defaultMix : value
}
return AnimationStateData
})()
spine.AnimationStateData = AnimationStateData
})(spine || (spine = {}))
var spine
;(function (spine) {
var AssetManager = (function () {
function AssetManager(textureLoader, pathPrefix) {
if (pathPrefix === void 0) {
pathPrefix = ''
}
this.assets = {}
this.errors = {}
this.toLoad = 0
this.loaded = 0
this.rawDataUris = {}
this.textureLoader = textureLoader
this.pathPrefix = pathPrefix
}
AssetManager.prototype.downloadText = function (url, success, error) {
var request = new XMLHttpRequest()
request.overrideMimeType('text/html')
if (this.rawDataUris[url]) url = this.rawDataUris[url]
request.open('GET', url, true)
request.onload = function () {
if (request.status == 200) {
success(request.responseText)
} else {
error(request.status, request.responseText)
}
}
request.onerror = function () {
error(request.status, request.responseText)
}
request.send()
}
AssetManager.prototype.downloadBinary = function (url, success, error) {
var request = new XMLHttpRequest()
if (this.rawDataUris[url]) url = this.rawDataUris[url]
request.open('GET', url, true)
request.responseType = 'arraybuffer'
request.onload = function () {
if (request.status == 200) {
success(new Uint8Array(request.response))
} else {
error(request.status, request.responseText)
}
}
request.onerror = function () {
error(request.status, request.responseText)
}
request.send()
}
AssetManager.prototype.setRawDataURI = function (path, data) {
this.rawDataUris[this.pathPrefix + path] = data
}
AssetManager.prototype.loadBinary = 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++
this.downloadBinary(
path,
function (data) {
_this.assets[path] = data
if (success) success(path, data)
_this.toLoad--
_this.loaded++
},
function (state, responseText) {
_this.errors[path] = "Couldn't load binary "
.concat(path, ': status ')
.concat(status, ', ')
.concat(responseText)
if (error)
error(
path,
"Couldn't load binary "
.concat(path, ': status ')
.concat(status, ', ')
.concat(responseText),
)
_this.toLoad--
_this.loaded++
},
)
}
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++
this.downloadText(
path,
function (data) {
_this.assets[path] = data
if (success) success(path, data)
_this.toLoad--
_this.loaded++
},
function (state, responseText) {
_this.errors[path] = "Couldn't load text "
.concat(path, ': status ')
.concat(status, ', ')
.concat(responseText)
if (error)
error(
path,
"Couldn't load text "
.concat(path, ': status ')
.concat(status, ', ')
.concat(responseText),
)
_this.toLoad--
_this.loaded++
},
)
}
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
var storagePath = path
this.toLoad++
var img = new Image()
img.crossOrigin = 'anonymous'
img.onload = function (ev) {
var texture = _this.textureLoader(img)
_this.assets[storagePath] = texture
_this.toLoad--
_this.loaded++
if (success) success(path, img)
}
img.onerror = function (ev) {
_this.errors[path] = "Couldn't load image ".concat(path)
_this.toLoad--
_this.loaded++
if (error) error(path, "Couldn't load image ".concat(path))
}
if (this.rawDataUris[path]) path = this.rawDataUris[path]
img.src = path
}
AssetManager.prototype.loadTextureAtlas = function (path, success, error) {
var _this = this
if (success === void 0) {
success = null
}
if (error === void 0) {
error = null
}
var parent = path.lastIndexOf('/') >= 0 ? path.substring(0, path.lastIndexOf('/')) : ''
path = this.pathPrefix + path
this.toLoad++
this.downloadText(
path,
function (atlasData) {
var pagesLoaded = { count: 0 }
var atlasPages = new Array()
try {
var atlas = new spine.TextureAtlas(atlasData, function (path) {
atlasPages.push(parent == '' ? path : parent + '/' + path)
var image = document.createElement('img')
image.width = 16
image.height = 16
return new spine.FakeTexture(image)
})
} catch (e) {
var ex = e
_this.errors[path] = "Couldn't load texture atlas "
.concat(path, ': ')
.concat(ex.message)
if (error)
error(path, "Couldn't load texture atlas ".concat(path, ': ').concat(ex.message))
_this.toLoad--
_this.loaded++
return
}
var _loop_1 = function (atlasPage) {
var pageLoadError = false
_this.loadTexture(
atlasPage,
function (imagePath, image) {
pagesLoaded.count++
if (pagesLoaded.count == atlasPages.length) {
if (!pageLoadError) {
try {
var atlas = new spine.TextureAtlas(atlasData, function (path) {
return _this.get(parent == '' ? path : parent + '/' + path)
})
_this.assets[path] = atlas
if (success) success(path, atlas)
_this.toLoad--
_this.loaded++
} catch (e) {
var ex = e
_this.errors[path] = "Couldn't load texture atlas "
.concat(path, ': ')
.concat(ex.message)
if (error)
error(
path,
"Couldn't load texture atlas ".concat(path, ': ').concat(ex.message),
)
_this.toLoad--
_this.loaded++
}
} else {
_this.errors[path] = "Couldn't load texture atlas page "
.concat(imagePath, '} of atlas ')
.concat(path)
if (error)
error(
path,
"Couldn't load texture atlas page "
.concat(imagePath, ' of atlas ')
.concat(path),
)
_this.toLoad--
_this.loaded++
}
}
},
function (imagePath, errorMessage) {
pageLoadError = true
pagesLoaded.count++
if (pagesLoaded.count == atlasPages.length) {
_this.errors[path] = "Couldn't load texture atlas page "
.concat(imagePath, '} of atlas ')
.concat(path)
if (error)
error(
path,
"Couldn't load texture atlas page "
.concat(imagePath, ' of atlas ')
.concat(path),
)
_this.toLoad--
_this.loaded++
}
},
)
}
for (var _i = 0, atlasPages_1 = atlasPages; _i < atlasPages_1.length; _i++) {
var atlasPage = atlasPages_1[_i]
_loop_1(atlasPage)
}
},
function (state, responseText) {
_this.errors[path] = "Couldn't load texture atlas "
.concat(path, ': status ')
.concat(status, ', ')
.concat(responseText)
if (error)
error(
path,
"Couldn't load texture atlas "
.concat(path, ': status ')
.concat(status, ', ')
.concat(responseText),
)
_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 spine
;(function (spine) {
var AtlasAttachmentLoader = (function () {
function AtlasAttachmentLoader(atlas) {
this.atlas = atlas
}
AtlasAttachmentLoader.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
}
AtlasAttachmentLoader.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
}
AtlasAttachmentLoader.prototype.newBoundingBoxAttachment = function (skin, name) {
return new spine.BoundingBoxAttachment(name)
}
AtlasAttachmentLoader.prototype.newPathAttachment = function (skin, name) {
return new spine.PathAttachment(name)
}
AtlasAttachmentLoader.prototype.newPointAttachment = function (skin, name) {
return new spine.PointAttachment(name)
}
AtlasAttachmentLoader.prototype.newClippingAttachment = function (skin, name) {
return new spine.ClippingAttachment(name)
}
return AtlasAttachmentLoader
})()
spine.AtlasAttachmentLoader = AtlasAttachmentLoader
})(spine || (spine = {}))
var spine
;(function (spine) {
var BlendMode
;(function (BlendMode) {
BlendMode[(BlendMode['Normal'] = 0)] = 'Normal'
BlendMode[(BlendMode['Additive'] = 1)] = 'Additive'
BlendMode[(BlendMode['Multiply'] = 2)] = 'Multiply'
BlendMode[(BlendMode['Screen'] = 3)] = 'Screen'
})((BlendMode = spine.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.ax = 0
this.ay = 0
this.arotation = 0
this.ascaleX = 0
this.ascaleY = 0
this.ashearX = 0
this.ashearY = 0
this.appliedValid = false
this.a = 0
this.b = 0
this.c = 0
this.d = 0
this.worldY = 0
this.worldX = 0
this.sorted = false
this.active = 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.isActive = function () {
return this.active
}
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.ax = x
this.ay = y
this.arotation = rotation
this.ascaleX = scaleX
this.ascaleY = scaleY
this.ashearX = shearX
this.ashearY = shearY
this.appliedValid = true
var parent = this.parent
if (parent == null) {
var skeleton = this.skeleton
var rotationY = rotation + 90 + shearY
var sx = skeleton.scaleX
var sy = skeleton.scaleY
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX * sx
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY * sx
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX * sy
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY * sy
this.worldX = x * sx + skeleton.x
this.worldY = y * sy + skeleton.y
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
switch (this.data.transformMode) {
case spine.TransformMode.Normal: {
var rotationY = rotation + 90 + shearY
var la = spine.MathUtils.cosDeg(rotation + shearX) * scaleX
var lb = spine.MathUtils.cosDeg(rotationY) * scaleY
var lc = spine.MathUtils.sinDeg(rotation + shearX) * scaleX
var ld = spine.MathUtils.sinDeg(rotationY) * scaleY
this.a = pa * la + pb * lc
this.b = pa * lb + pb * ld
this.c = pc * la + pd * lc
this.d = pc * lb + pd * ld
return
}
case spine.TransformMode.OnlyTranslation: {
var rotationY = rotation + 90 + shearY
this.a = spine.MathUtils.cosDeg(rotation + shearX) * scaleX
this.b = spine.MathUtils.cosDeg(rotationY) * scaleY
this.c = spine.MathUtils.sinDeg(rotation + shearX) * scaleX
this.d = spine.MathUtils.sinDeg(rotationY) * scaleY
break
}
case spine.TransformMode.NoRotationOrReflection: {
var s = pa * pa + pc * pc
var prx = 0
if (s > 0.0001) {
s = Math.abs(pa * pd - pb * pc) / s
pa /= this.skeleton.scaleX
pc /= this.skeleton.scaleY
pb = pc * s
pd = pa * s
prx = Math.atan2(pc, pa) * spine.MathUtils.radDeg
} else {
pa = 0
pc = 0
prx = 90 - Math.atan2(pd, pb) * spine.MathUtils.radDeg
}
var rx = rotation + shearX - prx
var ry = rotation + shearY - prx + 90
var la = spine.MathUtils.cosDeg(rx) * scaleX
var lb = spine.MathUtils.cosDeg(ry) * scaleY
var lc = spine.MathUtils.sinDeg(rx) * scaleX
var ld = spine.MathUtils.sinDeg(ry) * scaleY
this.a = pa * la - pb * lc
this.b = pa * lb - pb * ld
this.c = pc * la + pd * lc
this.d = pc * lb + pd * ld
break
}
case spine.TransformMode.NoScale:
case spine.TransformMode.NoScaleOrReflection: {
var cos = spine.MathUtils.cosDeg(rotation)
var sin = spine.MathUtils.sinDeg(rotation)
var za = (pa * cos + pb * sin) / this.skeleton.scaleX
var zc = (pc * cos + pd * sin) / this.skeleton.scaleY
var s = Math.sqrt(za * za + zc * zc)
if (s > 0.00001) s = 1 / s
za *= s
zc *= s
s = Math.sqrt(za * za + zc * zc)
if (
this.data.transformMode == spine.TransformMode.NoScale &&
pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)
)
s = -s
var r = Math.PI / 2 + Math.atan2(zc, za)
var zb = Math.cos(r) * s
var zd = Math.sin(r) * s
var la = spine.MathUtils.cosDeg(shearX) * scaleX
var lb = spine.MathUtils.cosDeg(90 + shearY) * scaleY
var lc = spine.MathUtils.sinDeg(shearX) * scaleX
var ld = spine.MathUtils.sinDeg(90 + shearY) * scaleY
this.a = za * la + zb * lc
this.b = za * lb + zb * ld
this.c = zc * la + zd * lc
this.d = zc * lb + zd * ld
break
}
}
this.a *= this.skeleton.scaleX
this.b *= this.skeleton.scaleX
this.c *= this.skeleton.scaleY
this.d *= this.skeleton.scaleY
}
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.c * this.c)
}
Bone.prototype.getWorldScaleY = function () {
return Math.sqrt(this.b * this.b + this.d * this.d)
}
Bone.prototype.updateAppliedTransform = function () {
this.appliedValid = true
var parent = this.parent
if (parent == null) {
this.ax = this.worldX
this.ay = this.worldY
this.arotation = Math.atan2(this.c, this.a) * spine.MathUtils.radDeg
this.ascaleX = Math.sqrt(this.a * this.a + this.c * this.c)
this.ascaleY = Math.sqrt(this.b * this.b + this.d * this.d)
this.ashearX = 0
this.ashearY =
Math.atan2(this.a * this.b + this.c * this.d, this.a * this.d - this.b * this.c) *
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.ax = dx * pd * pid - dy * pb * pid
this.ay = 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.ashearX = 0
this.ascaleX = Math.sqrt(ra * ra + rc * rc)
if (this.ascaleX > 0.0001) {
var det = ra * rd - rb * rc
this.ascaleY = det / this.ascaleX
this.ashearY = Math.atan2(ra * rb + rc * rd, det) * spine.MathUtils.radDeg
this.arotation = Math.atan2(rc, ra) * spine.MathUtils.radDeg
} else {
this.ascaleX = 0
this.ascaleY = Math.sqrt(rb * rb + rd * rd)
this.ashearY = 0
this.arotation = 90 - Math.atan2(rd, rb) * spine.MathUtils.radDeg
}
}
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
}
Bone.prototype.worldToLocalRotation = function (worldRotation) {
var sin = spine.MathUtils.sinDeg(worldRotation),
cos = spine.MathUtils.cosDeg(worldRotation)
return (
Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) *
spine.MathUtils.radDeg +
this.rotation -
this.shearX
)
}
Bone.prototype.localToWorldRotation = function (localRotation) {
localRotation -= this.rotation - this.shearX
var sin = spine.MathUtils.sinDeg(localRotation),
cos = spine.MathUtils.cosDeg(localRotation)
return (
Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) *
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
this.appliedValid = false
}
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.transformMode = TransformMode.Normal
this.skinRequired = false
this.color = new spine.Color()
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
var TransformMode
;(function (TransformMode) {
TransformMode[(TransformMode['Normal'] = 0)] = 'Normal'
TransformMode[(TransformMode['OnlyTranslation'] = 1)] = 'OnlyTranslation'
TransformMode[(TransformMode['NoRotationOrReflection'] = 2)] = 'NoRotationOrReflection'
TransformMode[(TransformMode['NoScale'] = 3)] = 'NoScale'
TransformMode[(TransformMode['NoScaleOrReflection'] = 4)] = 'NoScaleOrReflection'
})((TransformMode = spine.TransformMode || (spine.TransformMode = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var ConstraintData = (function () {
function ConstraintData(name, order, skinRequired) {
this.name = name
this.order = order
this.skinRequired = skinRequired
}
return ConstraintData
})()
spine.ConstraintData = ConstraintData
})(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.bendDirection = 0
this.compress = false
this.stretch = false
this.mix = 1
this.softness = 0
this.active = 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.mix = data.mix
this.softness = data.softness
this.bendDirection = data.bendDirection
this.compress = data.compress
this.stretch = data.stretch
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.isActive = function () {
return this.active
}
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.compress,
this.stretch,
this.data.uniform,
this.mix,
)
break
case 2:
this.apply2(
bones[0],
bones[1],
target.worldX,
target.worldY,
this.bendDirection,
this.stretch,
this.softness,
this.mix,
)
break
}
}
IkConstraint.prototype.apply1 = function (
bone,
targetX,
targetY,
compress,
stretch,
uniform,
alpha,
) {
if (!bone.appliedValid) bone.updateAppliedTransform()
var p = bone.parent
var pa = p.a,
pb = p.b,
pc = p.c,
pd = p.d
var rotationIK = -bone.ashearX - bone.arotation,
tx = 0,
ty = 0
switch (bone.data.transformMode) {
case spine.TransformMode.OnlyTranslation:
tx = targetX - bone.worldX
ty = targetY - bone.worldY
break
case spine.TransformMode.NoRotationOrReflection:
var s = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc)
var sa = pa / bone.skeleton.scaleX
var sc = pc / bone.skeleton.scaleY
pb = -sc * s * bone.skeleton.scaleX
pd = sa * s * bone.skeleton.scaleY
rotationIK += Math.atan2(sc, sa) * spine.MathUtils.radDeg
default:
var x = targetX - p.worldX,
y = targetY - p.worldY
var d = pa * pd - pb * pc
tx = (x * pd - y * pb) / d - bone.ax
ty = (y * pa - x * pc) / d - bone.ay
}
rotationIK += Math.atan2(ty, tx) * spine.MathUtils.radDeg
if (bone.ascaleX < 0) rotationIK += 180
if (rotationIK > 180) rotationIK -= 360
else if (rotationIK < -180) rotationIK += 360
var sx = bone.ascaleX,
sy = bone.ascaleY
if (compress || stretch) {
switch (bone.data.transformMode) {
case spine.TransformMode.NoScale:
case spine.TransformMode.NoScaleOrReflection:
tx = targetX - bone.worldX
ty = targetY - bone.worldY
}
var b = bone.data.length * sx,
dd = Math.sqrt(tx * tx + ty * ty)
if ((compress && dd < b) || (stretch && dd > b && b > 0.0001)) {
var s = (dd / b - 1) * alpha + 1
sx *= s
if (uniform) sy *= s
}
}
bone.updateWorldTransformWith(
bone.ax,
bone.ay,
bone.arotation + rotationIK * alpha,
sx,
sy,
bone.ashearX,
bone.ashearY,
)
}
IkConstraint.prototype.apply2 = function (
parent,
child,
targetX,
targetY,
bendDir,
stretch,
softness,
alpha,
) {
if (alpha == 0) {
child.updateWorldTransform()
return
}
if (!parent.appliedValid) parent.updateAppliedTransform()
if (!child.appliedValid) child.updateAppliedTransform()
var px = parent.ax,
py = parent.ay,
psx = parent.ascaleX,
sx = psx,
psy = parent.ascaleY,
csx = child.ascaleX
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.ax,
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.ay
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 = 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,
a2
if (l1 < 0.0001) {
this.apply1(parent, targetX, targetY, false, stretch, false, alpha)
child.updateWorldTransformWith(
cx,
cy,
0,
child.ascaleX,
child.ascaleY,
child.ashearX,
child.ashearY,
)
return
}
x = targetX - pp.worldX
y = targetY - pp.worldY
var tx = (x * d - y * b) * id - px,
ty = (y * a - x * c) * id - py
var dd = tx * tx + ty * ty
if (softness != 0) {
softness *= (psx * (csx + 1)) / 2
var td = Math.sqrt(dd),
sd = td - l1 - l2 * psx + softness
if (sd > 0) {
var p = Math.min(1, sd / (softness * 2)) - 1
p = (sd - softness * (1 - p * p)) / td
tx -= p * tx
ty -= p * ty
dd = tx * tx + ty * ty
}
}
outer: if (u) {
l2 *= psx
var cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2)
if (cos < -1) cos = -1
else if (cos > 1) {
cos = 1
if (stretch) sx *= (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 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,
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 = spine.MathUtils.PI,
minX = l1 - a,
minDist = minX * minX,
minY = 0
var maxAngle = 0,
maxX = l1 + a,
maxDist = maxX * maxX,
maxY = 0
c = (-a * l1) / (aa - bb)
if (c >= -1 && c <= 1) {
c = Math.acos(c)
x = a * Math.cos(c) + l1
y = b * Math.sin(c)
d = x * x + y * y
if (d < minDist) {
minAngle = c
minDist = d
minX = x
minY = y
}
if (d > maxDist) {
maxAngle = c
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.arotation
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, sx, parent.ascaleY, 0, 0)
rotation = child.arotation
a2 = ((a2 + os) * spine.MathUtils.radDeg - child.ashearX) * s2 + os2 - rotation
if (a2 > 180) a2 -= 360
else if (a2 < -180) a2 += 360
child.updateWorldTransformWith(
cx,
cy,
rotation + a2 * alpha,
child.ascaleX,
child.ascaleY,
child.ashearX,
child.ashearY,
)
}
return IkConstraint
})()
spine.IkConstraint = IkConstraint
})(spine || (spine = {}))
var spine
;(function (spine) {
var IkConstraintData = (function (_super) {
__extends(IkConstraintData, _super)
function IkConstraintData(name) {
var _this = _super.call(this, name, 0, false) || this
_this.bones = new Array()
_this.bendDirection = 1
_this.compress = false
_this.stretch = false
_this.uniform = false
_this.mix = 1
_this.softness = 0
return _this
}
return IkConstraintData
})(spine.ConstraintData)
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()
this.active = 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.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.isActive = function () {
return this.active
}
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 percentSpacing = data.spacingMode == spine.SpacingMode.Percent
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 || !percentSpacing) {
if (scale) lengths = spine.Utils.setArraySize(this.lengths, boneCount)
var lengthSpacing = data.spacingMode == spine.SpacingMode.Length
for (var i = 0, n = spacesCount - 1; i < n; ) {
var bone = bones[i]
var setupLength = bone.data.length
if (setupLength < PathConstraint.epsilon) {
if (scale) lengths[i] = 0
spaces[++i] = 0
} else if (percentSpacing) {
if (scale) {
var x = setupLength * bone.a,
y = setupLength * bone.c
var length_1 = Math.sqrt(x * x + y * y)
lengths[i] = length_1
}
spaces[++i] = spacing
} else {
var x = setupLength * bone.a,
y = setupLength * bone.c
var length_2 = Math.sqrt(x * x + y * y)
if (scale) lengths[i] = length_2
spaces[++i] =
((lengthSpacing ? setupLength + spacing : spacing) * length_2) / setupLength
}
}
} else {
for (var i = 1; i < spacesCount; i++) spaces[i] = spacing
}
var positions = this.computeWorldPositions(
attachment,
spacesCount,
tangents,
data.positionMode == spine.PositionMode.Percent,
percentSpacing,
)
var boneX = positions[0],
boneY = positions[1],
offsetRotation = data.offsetRotation
var tip = false
if (offsetRotation == 0) tip = rotateMode == spine.RotateMode.Chain
else {
tip = false
var p = this.target.bone
offsetRotation *=
p.a * p.d - p.b * p.c > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad
}
for (var i = 0, p = 3; i < boneCount; i++, p += 3) {
var bone = bones[i]
bone.worldX += (boneX - bone.worldX) * translateMix
bone.worldY += (boneY - bone.worldY) * translateMix
var x = positions[p],
y = positions[p + 1],
dx = x - boneX,
dy = y - boneY
if (scale) {
var length_3 = lengths[i]
if (length_3 != 0) {
var s = (Math.sqrt(dx * dx + dy * dy) / length_3 - 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)
if (tip) {
cos = Math.cos(r)
sin = Math.sin(r)
var length_4 = bone.data.length
boneX += (length_4 * (cos * a - sin * c) - dx) * rotateMix
boneY += (length_4 * (sin * a + cos * c) - dy) * rotateMix
} else {
r += offsetRotation
}
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
}
bone.appliedValid = false
}
}
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 = 1; 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.computeWorldVertices(target, 2, 4, world, 0, 2)
}
this.addBeforePosition(p, world, 0, out, o)
continue
} else if (p > pathLength_1) {
if (prevCurve != PathConstraint.AFTER) {
prevCurve = PathConstraint.AFTER
path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2)
}
this.addAfterPosition(p - pathLength_1, world, 0, out, o)
continue
}
for (; ; curve++) {
var length_5 = lengths[curve]
if (p > length_5) continue
if (curve == 0) p /= length_5
else {
var prev = lengths[curve - 1]
p = (p - prev) / (length_5 - prev)
}
break
}
if (curve != prevCurve) {
prevCurve = curve
if (closed && curve == curveCount) {
path.computeWorldVertices(target, verticesLength - 4, 4, world, 0, 2)
path.computeWorldVertices(target, 0, 4, world, 4, 2)
} else path.computeWorldVertices(target, curve * 6 + 2, 8, world, 0, 2)
}
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.computeWorldVertices(target, 2, verticesLength - 4, world, 0, 2)
path.computeWorldVertices(target, 0, 2, world, verticesLength - 4, 2)
world[verticesLength - 2] = world[0]
world[verticesLength - 1] = world[1]
} else {
curveCount--
verticesLength -= 4
world = spine.Utils.setArraySize(this.world, verticesLength)
path.computeWorldVertices(target, 2, verticesLength, world, 0, 2)
}
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
else position *= pathLength / path.lengths[curveCount - 1]
if (percentSpacing) {
for (var i = 1; 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_6 = curves[curve]
if (p > length_6) continue
if (curve == 0) p /= length_6
else {
var prev = curves[curve - 1]
p = (p - prev) / (length_6 - 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_7 = segments[segment]
if (p > length_7) continue
if (segment == 0) p /= length_7
else {
var prev = segments[segment - 1]
p = segment + (p - prev) / (length_7 - 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 || isNaN(p)) {
out[o] = x1
out[o + 1] = y1
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1)
return
}
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) {
if (p < 0.001) out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1)
else
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
PathConstraint.epsilon = 0.00001
return PathConstraint
})()
spine.PathConstraint = PathConstraint
})(spine || (spine = {}))
var spine
;(function (spine) {
var PathConstraintData = (function (_super) {
__extends(PathConstraintData, _super)
function PathConstraintData(name) {
var _this = _super.call(this, name, 0, false) || this
_this.bones = new Array()
return _this
}
return PathConstraintData
})(spine.ConstraintData)
spine.PathConstraintData = PathConstraintData
var PositionMode
;(function (PositionMode) {
PositionMode[(PositionMode['Fixed'] = 0)] = 'Fixed'
PositionMode[(PositionMode['Percent'] = 1)] = 'Percent'
})((PositionMode = spine.PositionMode || (spine.PositionMode = {})))
var SpacingMode
;(function (SpacingMode) {
SpacingMode[(SpacingMode['Length'] = 0)] = 'Length'
SpacingMode[(SpacingMode['Fixed'] = 1)] = 'Fixed'
SpacingMode[(SpacingMode['Percent'] = 2)] = 'Percent'
})((SpacingMode = spine.SpacingMode || (spine.SpacingMode = {})))
var RotateMode
;(function (RotateMode) {
RotateMode[(RotateMode['Tangent'] = 0)] = 'Tangent'
RotateMode[(RotateMode['Chain'] = 1)] = 'Chain'
RotateMode[(RotateMode['ChainScale'] = 2)] = 'ChainScale'
})((RotateMode = spine.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.overrideMimeType('text/html')
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 "
.concat(path, ': status ')
.concat(request.status, ', ')
.concat(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.overrideMimeType('text/html')
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 "
.concat(path, ': status ')
.concat(request.status, ', ')
.concat(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 isBrowser = !!(
typeof window !== 'undefined' &&
typeof navigator !== 'undefined' &&
window.document
)
var isWebWorker = !isBrowser && typeof importScripts !== 'undefined'
if (isWebWorker) {
var options = { mode: 'cors' }
fetch(path, options)
.then(function (response) {
if (!response.ok) {
_this.errors[path] = "Couldn't load image " + path
}
return response.blob()
})
.then(function (blob) {
return createImageBitmap(blob, {
premultiplyAlpha: 'none',
colorSpaceConversion: 'none',
})
})
.then(function (bitmap) {
_this.rawAssets[path] = bitmap
})
} else {
var img_1 = new Image()
img_1.crossOrigin = 'anonymous'
img_1.onload = function (ev) {
_this.rawAssets[path] = img_1
}
img_1.onerror = function (ev) {
_this.errors[path] = "Couldn't load image ".concat(path)
}
img_1.src = 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) {
var isBrowser = !!(
typeof window !== 'undefined' &&
typeof navigator !== 'undefined' &&
window.document
)
var isWebWorker = !isBrowser && typeof importScripts !== 'undefined'
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 (isWebWorker) {
if (rawAsset instanceof ImageBitmap) {
clientAssets.assets[path] = clientAssets.textureLoader(rawAsset)
} else {
clientAssets.assets[path] = rawAsset
}
} else {
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.updateCacheReset = new Array()
this.time = 0
this.scaleX = 1
this.scaleY = 1
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()
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
this.updateCacheReset.length = 0
var bones = this.bones
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
bone.sorted = bone.data.skinRequired
bone.active = !bone.sorted
}
if (this.skin != null) {
var skinBones = this.skin.bones
for (var i = 0, n = this.skin.bones.length; i < n; i++) {
var bone = this.bones[skinBones[i].index]
do {
bone.sorted = false
bone.active = true
bone = bone.parent
} while (bone != null)
}
}
var ikConstraints = this.ikConstraints
var transformConstraints = this.transformConstraints
var pathConstraints = this.pathConstraints
var ikCount = ikConstraints.length,
transformCount = transformConstraints.length,
pathCount = pathConstraints.length
var constraintCount = ikCount + transformCount + pathCount
outer: for (var i = 0; i < constraintCount; i++) {
for (var ii = 0; ii < ikCount; ii++) {
var constraint = ikConstraints[ii]
if (constraint.data.order == i) {
this.sortIkConstraint(constraint)
continue outer
}
}
for (var ii = 0; ii < transformCount; ii++) {
var constraint = transformConstraints[ii]
if (constraint.data.order == i) {
this.sortTransformConstraint(constraint)
continue outer
}
}
for (var ii = 0; ii < pathCount; ii++) {
var constraint = pathConstraints[ii]
if (constraint.data.order == i) {
this.sortPathConstraint(constraint)
continue outer
}
}
}
for (var i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i])
}
Skeleton.prototype.sortIkConstraint = function (constraint) {
constraint.active =
constraint.target.isActive() &&
(!constraint.data.skinRequired ||
(this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)))
if (!constraint.active) return
var target = constraint.target
this.sortBone(target)
var constrained = constraint.bones
var parent = constrained[0]
this.sortBone(parent)
if (constrained.length > 1) {
var child = constrained[constrained.length - 1]
if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child)
}
this._updateCache.push(constraint)
this.sortReset(parent.children)
constrained[constrained.length - 1].sorted = true
}
Skeleton.prototype.sortPathConstraint = function (constraint) {
constraint.active =
constraint.target.bone.isActive() &&
(!constraint.data.skinRequired ||
(this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)))
if (!constraint.active) return
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 i = 0, n = this.data.skins.length; i < n; i++)
this.sortPathConstraintAttachment(this.data.skins[i], 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 i = 0; i < boneCount; i++) this.sortBone(constrained[i])
this._updateCache.push(constraint)
for (var i = 0; i < boneCount; i++) this.sortReset(constrained[i].children)
for (var i = 0; i < boneCount; i++) constrained[i].sorted = true
}
Skeleton.prototype.sortTransformConstraint = function (constraint) {
constraint.active =
constraint.target.isActive() &&
(!constraint.data.skinRequired ||
(this.skin != null && spine.Utils.contains(this.skin.constraints, constraint.data, true)))
if (!constraint.active) return
this.sortBone(constraint.target)
var constrained = constraint.bones
var boneCount = constrained.length
if (constraint.data.local) {
for (var i = 0; i < boneCount; i++) {
var child = constrained[i]
this.sortBone(child.parent)
if (!(this._updateCache.indexOf(child) > -1)) this.updateCacheReset.push(child)
}
} else {
for (var i = 0; i < boneCount; i++) {
this.sortBone(constrained[i])
}
}
this._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
}
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
var i = 0
while (i < pathBones.length) {
var boneCount = pathBones[i++]
for (var n = i + boneCount; i < n; 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.active) continue
if (bone.sorted) this.sortReset(bone.children)
bone.sorted = false
}
}
Skeleton.prototype.updateWorldTransform = function () {
var updateCacheReset = this.updateCacheReset
for (var i = 0, n = updateCacheReset.length; i < n; i++) {
var bone = updateCacheReset[i]
bone.ax = bone.x
bone.ay = bone.y
bone.arotation = bone.rotation
bone.ascaleX = bone.scaleX
bone.ascaleY = bone.scaleY
bone.ashearX = bone.shearX
bone.ashearY = bone.shearY
bone.appliedValid = true
}
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.mix = constraint.data.mix
constraint.softness = constraint.data.softness
constraint.bendDirection = constraint.data.bendDirection
constraint.compress = constraint.data.compress
constraint.stretch = constraint.data.stretch
}
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 == this.skin) return
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
this.updateCache()
}
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, temp) {
if (temp === void 0) {
temp = new Array(2)
}
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]
if (!slot.bone.active) continue
var verticesLength = 0
var vertices = null
var attachment = slot.getAttachment()
if (attachment instanceof spine.RegionAttachment) {
verticesLength = 8
vertices = spine.Utils.setArraySize(temp, verticesLength, 0)
attachment.computeWorldVertices(slot.bone, vertices, 0, 2)
} else if (attachment instanceof spine.MeshAttachment) {
var mesh = attachment
verticesLength = mesh.worldVerticesLength
vertices = spine.Utils.setArraySize(temp, verticesLength, 0)
mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2)
}
if (vertices != null) {
for (var ii = 0, nn = vertices.length; ii < nn; ii += 2) {
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 SkeletonBinary = (function () {
function SkeletonBinary(attachmentLoader) {
this.scale = 1
this.linkedMeshes = new Array()
this.attachmentLoader = attachmentLoader
}
SkeletonBinary.prototype.readSkeletonData = function (binary) {
var scale = this.scale
var skeletonData = new spine.SkeletonData()
skeletonData.name = ''
var input = new BinaryInput(binary)
skeletonData.hash = input.readString()
skeletonData.version = input.readString()
if ('3.8.75' == skeletonData.version)
throw new Error('Unsupported skeleton data, please export with a newer version of Spine.')
skeletonData.x = input.readFloat()
skeletonData.y = input.readFloat()
skeletonData.width = input.readFloat()
skeletonData.height = input.readFloat()
var nonessential = input.readBoolean()
if (nonessential) {
skeletonData.fps = input.readFloat()
skeletonData.imagesPath = input.readString()
skeletonData.audioPath = input.readString()
}
var n = 0
n = input.readInt(true)
for (var i = 0; i < n; i++) input.strings.push(input.readString())
n = input.readInt(true)
for (var i = 0; i < n; i++) {
var name_2 = input.readString()
var parent_2 = i == 0 ? null : skeletonData.bones[input.readInt(true)]
var data = new spine.BoneData(i, name_2, parent_2)
data.rotation = input.readFloat()
data.x = input.readFloat() * scale
data.y = input.readFloat() * scale
data.scaleX = input.readFloat()
data.scaleY = input.readFloat()
data.shearX = input.readFloat()
data.shearY = input.readFloat()
data.length = input.readFloat() * scale
data.transformMode = SkeletonBinary.TransformModeValues[input.readInt(true)]
data.skinRequired = input.readBoolean()
if (nonessential) spine.Color.rgba8888ToColor(data.color, input.readInt32())
skeletonData.bones.push(data)
}
n = input.readInt(true)
for (var i = 0; i < n; i++) {
var slotName = input.readString()
var boneData = skeletonData.bones[input.readInt(true)]
var data = new spine.SlotData(i, slotName, boneData)
spine.Color.rgba8888ToColor(data.color, input.readInt32())
var darkColor = input.readInt32()
if (darkColor != -1)
spine.Color.rgb888ToColor((data.darkColor = new spine.Color()), darkColor)
data.attachmentName = input.readStringRef()
data.blendMode = SkeletonBinary.BlendModeValues[input.readInt(true)]
skeletonData.slots.push(data)
}
n = input.readInt(true)
for (var i = 0, nn = void 0; i < n; i++) {
var data = new spine.IkConstraintData(input.readString())
data.order = input.readInt(true)
data.skinRequired = input.readBoolean()
nn = input.readInt(true)
for (var ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)])
data.target = skeletonData.bones[input.readInt(true)]
data.mix = input.readFloat()
data.softness = input.readFloat() * scale
data.bendDirection = input.readByte()
data.compress = input.readBoolean()
data.stretch = input.readBoolean()
data.uniform = input.readBoolean()
skeletonData.ikConstraints.push(data)
}
n = input.readInt(true)
for (var i = 0, nn = void 0; i < n; i++) {
var data = new spine.TransformConstraintData(input.readString())
data.order = input.readInt(true)
data.skinRequired = input.readBoolean()
nn = input.readInt(true)
for (var ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)])
data.target = skeletonData.bones[input.readInt(true)]
data.local = input.readBoolean()
data.relative = input.readBoolean()
data.offsetRotation = input.readFloat()
data.offsetX = input.readFloat() * scale
data.offsetY = input.readFloat() * scale
data.offsetScaleX = input.readFloat()
data.offsetScaleY = input.readFloat()
data.offsetShearY = input.readFloat()
data.rotateMix = input.readFloat()
data.translateMix = input.readFloat()
data.scaleMix = input.readFloat()
data.shearMix = input.readFloat()
skeletonData.transformConstraints.push(data)
}
n = input.readInt(true)
for (var i = 0, nn = void 0; i < n; i++) {
var data = new spine.PathConstraintData(input.readString())
data.order = input.readInt(true)
data.skinRequired = input.readBoolean()
nn = input.readInt(true)
for (var ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)])
data.target = skeletonData.slots[input.readInt(true)]
data.positionMode = SkeletonBinary.PositionModeValues[input.readInt(true)]
data.spacingMode = SkeletonBinary.SpacingModeValues[input.readInt(true)]
data.rotateMode = SkeletonBinary.RotateModeValues[input.readInt(true)]
data.offsetRotation = input.readFloat()
data.position = input.readFloat()
if (data.positionMode == spine.PositionMode.Fixed) data.position *= scale
data.spacing = input.readFloat()
if (
data.spacingMode == spine.SpacingMode.Length ||
data.spacingMode == spine.SpacingMode.Fixed
)
data.spacing *= scale
data.rotateMix = input.readFloat()
data.translateMix = input.readFloat()
skeletonData.pathConstraints.push(data)
}
var defaultSkin = this.readSkin(input, skeletonData, true, nonessential)
if (defaultSkin != null) {
skeletonData.defaultSkin = defaultSkin
skeletonData.skins.push(defaultSkin)
}
{
var i = skeletonData.skins.length
spine.Utils.setArraySize(skeletonData.skins, (n = i + input.readInt(true)))
for (; i < n; i++)
skeletonData.skins[i] = this.readSkin(input, skeletonData, false, nonessential)
}
n = this.linkedMeshes.length
for (var i = 0; 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_3 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent)
if (parent_3 == null) throw new Error('Parent mesh not found: ' + linkedMesh.parent)
linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_3 : linkedMesh.mesh
linkedMesh.mesh.setParentMesh(parent_3)
linkedMesh.mesh.updateUVs()
}
this.linkedMeshes.length = 0
n = input.readInt(true)
for (var i = 0; i < n; i++) {
var data = new spine.EventData(input.readStringRef())
data.intValue = input.readInt(false)
data.floatValue = input.readFloat()
data.stringValue = input.readString()
data.audioPath = input.readString()
if (data.audioPath != null) {
data.volume = input.readFloat()
data.balance = input.readFloat()
}
skeletonData.events.push(data)
}
n = input.readInt(true)
for (var i = 0; i < n; i++)
skeletonData.animations.push(this.readAnimation(input, input.readString(), skeletonData))
return skeletonData
}
SkeletonBinary.prototype.readSkin = function (input, skeletonData, defaultSkin, nonessential) {
var skin = null
var slotCount = 0
if (defaultSkin) {
slotCount = input.readInt(true)
if (slotCount == 0) return null
skin = new spine.Skin('default')
} else {
skin = new spine.Skin(input.readStringRef())
skin.bones.length = input.readInt(true)
for (var i = 0, n = skin.bones.length; i < n; i++)
skin.bones[i] = skeletonData.bones[input.readInt(true)]
for (var i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)])
for (var i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)])
for (var i = 0, n = input.readInt(true); i < n; i++)
skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)])
slotCount = input.readInt(true)
}
for (var i = 0; i < slotCount; i++) {
var slotIndex = input.readInt(true)
for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
var name_3 = input.readStringRef()
var attachment = this.readAttachment(
input,
skeletonData,
skin,
slotIndex,
name_3,
nonessential,
)
if (attachment != null) skin.setAttachment(slotIndex, name_3, attachment)
}
}
return skin
}
SkeletonBinary.prototype.readAttachment = function (
input,
skeletonData,
skin,
slotIndex,
attachmentName,
nonessential,
) {
var scale = this.scale
var name = input.readStringRef()
if (name == null) name = attachmentName
var typeIndex = input.readByte()
var type = SkeletonBinary.AttachmentTypeValues[typeIndex]
switch (type) {
case spine.AttachmentType.Region: {
var path = input.readStringRef()
var rotation = input.readFloat()
var x = input.readFloat()
var y = input.readFloat()
var scaleX = input.readFloat()
var scaleY = input.readFloat()
var width = input.readFloat()
var height = input.readFloat()
var color = input.readInt32()
if (path == null) path = name
var region = this.attachmentLoader.newRegionAttachment(skin, name, path)
if (region == null) return null
region.path = path
region.x = x * scale
region.y = y * scale
region.scaleX = scaleX
region.scaleY = scaleY
region.rotation = rotation
region.width = width * scale
region.height = height * scale
spine.Color.rgba8888ToColor(region.color, color)
region.updateOffset()
return region
}
case spine.AttachmentType.BoundingBox: {
var vertexCount = input.readInt(true)
var vertices = this.readVertices(input, vertexCount)
var color = nonessential ? input.readInt32() : 0
var box = this.attachmentLoader.newBoundingBoxAttachment(skin, name)
if (box == null) return null
box.worldVerticesLength = vertexCount << 1
box.vertices = vertices.vertices
box.bones = vertices.bones
if (nonessential) spine.Color.rgba8888ToColor(box.color, color)
return box
}
case spine.AttachmentType.Mesh: {
var path = input.readStringRef()
var color = input.readInt32()
var vertexCount = input.readInt(true)
var uvs = this.readFloatArray(input, vertexCount << 1, 1)
var triangles = this.readShortArray(input)
var vertices = this.readVertices(input, vertexCount)
var hullLength = input.readInt(true)
var edges = null
var width = 0,
height = 0
if (nonessential) {
edges = this.readShortArray(input)
width = input.readFloat()
height = input.readFloat()
}
if (path == null) path = name
var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path)
if (mesh == null) return null
mesh.path = path
spine.Color.rgba8888ToColor(mesh.color, color)
mesh.bones = vertices.bones
mesh.vertices = vertices.vertices
mesh.worldVerticesLength = vertexCount << 1
mesh.triangles = triangles
mesh.regionUVs = uvs
mesh.updateUVs()
mesh.hullLength = hullLength << 1
if (nonessential) {
mesh.edges = edges
mesh.width = width * scale
mesh.height = height * scale
}
return mesh
}
case spine.AttachmentType.LinkedMesh: {
var path = input.readStringRef()
var color = input.readInt32()
var skinName = input.readStringRef()
var parent_4 = input.readStringRef()
var inheritDeform = input.readBoolean()
var width = 0,
height = 0
if (nonessential) {
width = input.readFloat()
height = input.readFloat()
}
if (path == null) path = name
var mesh = this.attachmentLoader.newMeshAttachment(skin, name, path)
if (mesh == null) return null
mesh.path = path
spine.Color.rgba8888ToColor(mesh.color, color)
if (nonessential) {
mesh.width = width * scale
mesh.height = height * scale
}
this.linkedMeshes.push(new LinkedMesh(mesh, skinName, slotIndex, parent_4, inheritDeform))
return mesh
}
case spine.AttachmentType.Path: {
var closed_1 = input.readBoolean()
var constantSpeed = input.readBoolean()
var vertexCount = input.readInt(true)
var vertices = this.readVertices(input, vertexCount)
var lengths = spine.Utils.newArray(vertexCount / 3, 0)
for (var i = 0, n = lengths.length; i < n; i++) lengths[i] = input.readFloat() * scale
var color = nonessential ? input.readInt32() : 0
var path = this.attachmentLoader.newPathAttachment(skin, name)
if (path == null) return null
path.closed = closed_1
path.constantSpeed = constantSpeed
path.worldVerticesLength = vertexCount << 1
path.vertices = vertices.vertices
path.bones = vertices.bones
path.lengths = lengths
if (nonessential) spine.Color.rgba8888ToColor(path.color, color)
return path
}
case spine.AttachmentType.Point: {
var rotation = input.readFloat()
var x = input.readFloat()
var y = input.readFloat()
var color = nonessential ? input.readInt32() : 0
var point = this.attachmentLoader.newPointAttachment(skin, name)
if (point == null) return null
point.x = x * scale
point.y = y * scale
point.rotation = rotation
if (nonessential) spine.Color.rgba8888ToColor(point.color, color)
return point
}
case spine.AttachmentType.Clipping: {
var endSlotIndex = input.readInt(true)
var vertexCount = input.readInt(true)
var vertices = this.readVertices(input, vertexCount)
var color = nonessential ? input.readInt32() : 0
var clip = this.attachmentLoader.newClippingAttachment(skin, name)
if (clip == null) return null
clip.endSlot = skeletonData.slots[endSlotIndex]
clip.worldVerticesLength = vertexCount << 1
clip.vertices = vertices.vertices
clip.bones = vertices.bones
if (nonessential) spine.Color.rgba8888ToColor(clip.color, color)
return clip
}
}
return null
}
SkeletonBinary.prototype.readVertices = function (input, vertexCount) {
var verticesLength = vertexCount << 1
var vertices = new Vertices()
var scale = this.scale
if (!input.readBoolean()) {
vertices.vertices = this.readFloatArray(input, verticesLength, scale)
return vertices
}
var weights = new Array()
var bonesArray = new Array()
for (var i = 0; i < vertexCount; i++) {
var boneCount = input.readInt(true)
bonesArray.push(boneCount)
for (var ii = 0; ii < boneCount; ii++) {
bonesArray.push(input.readInt(true))
weights.push(input.readFloat() * scale)
weights.push(input.readFloat() * scale)
weights.push(input.readFloat())
}
}
vertices.vertices = spine.Utils.toFloatArray(weights)
vertices.bones = bonesArray
return vertices
}
SkeletonBinary.prototype.readFloatArray = function (input, n, scale) {
var array = new Array(n)
if (scale == 1) {
for (var i = 0; i < n; i++) array[i] = input.readFloat()
} else {
for (var i = 0; i < n; i++) array[i] = input.readFloat() * scale
}
return array
}
SkeletonBinary.prototype.readShortArray = function (input) {
var n = input.readInt(true)
var array = new Array(n)
for (var i = 0; i < n; i++) array[i] = input.readShort()
return array
}
SkeletonBinary.prototype.readAnimation = function (input, name, skeletonData) {
var timelines = new Array()
var scale = this.scale
var duration = 0
var tempColor1 = new spine.Color()
var tempColor2 = new spine.Color()
for (var i = 0, n = input.readInt(true); i < n; i++) {
var slotIndex = input.readInt(true)
for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
var timelineType = input.readByte()
var frameCount = input.readInt(true)
switch (timelineType) {
case SkeletonBinary.SLOT_ATTACHMENT: {
var timeline = new spine.AttachmentTimeline(frameCount)
timeline.slotIndex = slotIndex
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++)
timeline.setFrame(frameIndex, input.readFloat(), input.readStringRef())
timelines.push(timeline)
duration = Math.max(duration, timeline.frames[frameCount - 1])
break
}
case SkeletonBinary.SLOT_COLOR: {
var timeline = new spine.ColorTimeline(frameCount)
timeline.slotIndex = slotIndex
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
var time = input.readFloat()
spine.Color.rgba8888ToColor(tempColor1, input.readInt32())
timeline.setFrame(
frameIndex,
time,
tempColor1.r,
tempColor1.g,
tempColor1.b,
tempColor1.a,
)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.ColorTimeline.ENTRIES],
)
break
}
case SkeletonBinary.SLOT_TWO_COLOR: {
var timeline = new spine.TwoColorTimeline(frameCount)
timeline.slotIndex = slotIndex
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
var time = input.readFloat()
spine.Color.rgba8888ToColor(tempColor1, input.readInt32())
spine.Color.rgb888ToColor(tempColor2, input.readInt32())
timeline.setFrame(
frameIndex,
time,
tempColor1.r,
tempColor1.g,
tempColor1.b,
tempColor1.a,
tempColor2.r,
tempColor2.g,
tempColor2.b,
)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.TwoColorTimeline.ENTRIES],
)
break
}
}
}
}
for (var i = 0, n = input.readInt(true); i < n; i++) {
var boneIndex = input.readInt(true)
for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
var timelineType = input.readByte()
var frameCount = input.readInt(true)
switch (timelineType) {
case SkeletonBinary.BONE_ROTATE: {
var timeline = new spine.RotateTimeline(frameCount)
timeline.boneIndex = boneIndex
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat())
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.RotateTimeline.ENTRIES],
)
break
}
case SkeletonBinary.BONE_TRANSLATE:
case SkeletonBinary.BONE_SCALE:
case SkeletonBinary.BONE_SHEAR: {
var timeline = void 0
var timelineScale = 1
if (timelineType == SkeletonBinary.BONE_SCALE)
timeline = new spine.ScaleTimeline(frameCount)
else if (timelineType == SkeletonBinary.BONE_SHEAR)
timeline = new spine.ShearTimeline(frameCount)
else {
timeline = new spine.TranslateTimeline(frameCount)
timelineScale = scale
}
timeline.boneIndex = boneIndex
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(
frameIndex,
input.readFloat(),
input.readFloat() * timelineScale,
input.readFloat() * timelineScale,
)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.TranslateTimeline.ENTRIES],
)
break
}
}
}
}
for (var i = 0, n = input.readInt(true); i < n; i++) {
var index = input.readInt(true)
var frameCount = input.readInt(true)
var timeline = new spine.IkConstraintTimeline(frameCount)
timeline.ikConstraintIndex = index
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(
frameIndex,
input.readFloat(),
input.readFloat(),
input.readFloat() * scale,
input.readByte(),
input.readBoolean(),
input.readBoolean(),
)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.IkConstraintTimeline.ENTRIES],
)
}
for (var i = 0, n = input.readInt(true); i < n; i++) {
var index = input.readInt(true)
var frameCount = input.readInt(true)
var timeline = new spine.TransformConstraintTimeline(frameCount)
timeline.transformConstraintIndex = index
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(
frameIndex,
input.readFloat(),
input.readFloat(),
input.readFloat(),
input.readFloat(),
input.readFloat(),
)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.TransformConstraintTimeline.ENTRIES],
)
}
for (var i = 0, n = input.readInt(true); i < n; i++) {
var index = input.readInt(true)
var data = skeletonData.pathConstraints[index]
for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
var timelineType = input.readByte()
var frameCount = input.readInt(true)
switch (timelineType) {
case SkeletonBinary.PATH_POSITION:
case SkeletonBinary.PATH_SPACING: {
var timeline = void 0
var timelineScale = 1
if (timelineType == SkeletonBinary.PATH_SPACING) {
timeline = new spine.PathConstraintSpacingTimeline(frameCount)
if (
data.spacingMode == spine.SpacingMode.Length ||
data.spacingMode == spine.SpacingMode.Fixed
)
timelineScale = scale
} else {
timeline = new spine.PathConstraintPositionTimeline(frameCount)
if (data.positionMode == spine.PositionMode.Fixed) timelineScale = scale
}
timeline.pathConstraintIndex = index
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(frameIndex, input.readFloat(), input.readFloat() * timelineScale)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.PathConstraintPositionTimeline.ENTRIES],
)
break
}
case SkeletonBinary.PATH_MIX: {
var timeline = new spine.PathConstraintMixTimeline(frameCount)
timeline.pathConstraintIndex = index
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
timeline.setFrame(
frameIndex,
input.readFloat(),
input.readFloat(),
input.readFloat(),
)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(frameCount - 1) * spine.PathConstraintMixTimeline.ENTRIES],
)
break
}
}
}
}
for (var i = 0, n = input.readInt(true); i < n; i++) {
var skin = skeletonData.skins[input.readInt(true)]
for (var ii = 0, nn = input.readInt(true); ii < nn; ii++) {
var slotIndex = input.readInt(true)
for (var iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
var attachment = skin.getAttachment(slotIndex, input.readStringRef())
var weighted = attachment.bones != null
var vertices = attachment.vertices
var deformLength = weighted ? (vertices.length / 3) * 2 : vertices.length
var frameCount = input.readInt(true)
var timeline = new spine.DeformTimeline(frameCount)
timeline.slotIndex = slotIndex
timeline.attachment = attachment
for (var frameIndex = 0; frameIndex < frameCount; frameIndex++) {
var time = input.readFloat()
var deform = void 0
var end = input.readInt(true)
if (end == 0) deform = weighted ? spine.Utils.newFloatArray(deformLength) : vertices
else {
deform = spine.Utils.newFloatArray(deformLength)
var start = input.readInt(true)
end += start
if (scale == 1) {
for (var v = start; v < end; v++) deform[v] = input.readFloat()
} else {
for (var v = start; v < end; v++) deform[v] = input.readFloat() * scale
}
if (!weighted) {
for (var v = 0, vn = deform.length; v < vn; v++) deform[v] += vertices[v]
}
}
timeline.setFrame(frameIndex, time, deform)
if (frameIndex < frameCount - 1) this.readCurve(input, frameIndex, timeline)
}
timelines.push(timeline)
duration = Math.max(duration, timeline.frames[frameCount - 1])
}
}
}
var drawOrderCount = input.readInt(true)
if (drawOrderCount > 0) {
var timeline = new spine.DrawOrderTimeline(drawOrderCount)
var slotCount = skeletonData.slots.length
for (var i = 0; i < drawOrderCount; i++) {
var time = input.readFloat()
var offsetCount = input.readInt(true)
var drawOrder = spine.Utils.newArray(slotCount, 0)
for (var ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1
var unchanged = spine.Utils.newArray(slotCount - offsetCount, 0)
var originalIndex = 0,
unchangedIndex = 0
for (var ii = 0; ii < offsetCount; ii++) {
var slotIndex = input.readInt(true)
while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++
drawOrder[originalIndex + input.readInt(true)] = originalIndex++
}
while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++
for (var ii = slotCount - 1; ii >= 0; ii--)
if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]
timeline.setFrame(i, time, drawOrder)
}
timelines.push(timeline)
duration = Math.max(duration, timeline.frames[drawOrderCount - 1])
}
var eventCount = input.readInt(true)
if (eventCount > 0) {
var timeline = new spine.EventTimeline(eventCount)
for (var i = 0; i < eventCount; i++) {
var time = input.readFloat()
var eventData = skeletonData.events[input.readInt(true)]
var event_4 = new spine.Event(time, eventData)
event_4.intValue = input.readInt(false)
event_4.floatValue = input.readFloat()
event_4.stringValue = input.readBoolean() ? input.readString() : eventData.stringValue
if (event_4.data.audioPath != null) {
event_4.volume = input.readFloat()
event_4.balance = input.readFloat()
}
timeline.setFrame(i, event_4)
}
timelines.push(timeline)
duration = Math.max(duration, timeline.frames[eventCount - 1])
}
return new spine.Animation(name, timelines, duration)
}
SkeletonBinary.prototype.readCurve = function (input, frameIndex, timeline) {
switch (input.readByte()) {
case SkeletonBinary.CURVE_STEPPED:
timeline.setStepped(frameIndex)
break
case SkeletonBinary.CURVE_BEZIER:
this.setCurve(
timeline,
frameIndex,
input.readFloat(),
input.readFloat(),
input.readFloat(),
input.readFloat(),
)
break
}
}
SkeletonBinary.prototype.setCurve = function (timeline, frameIndex, cx1, cy1, cx2, cy2) {
timeline.setCurve(frameIndex, cx1, cy1, cx2, cy2)
}
SkeletonBinary.AttachmentTypeValues = [0, 1, 2, 3, 4, 5, 6]
SkeletonBinary.TransformModeValues = [
spine.TransformMode.Normal,
spine.TransformMode.OnlyTranslation,
spine.TransformMode.NoRotationOrReflection,
spine.TransformMode.NoScale,
spine.TransformMode.NoScaleOrReflection,
]
SkeletonBinary.PositionModeValues = [spine.PositionMode.Fixed, spine.PositionMode.Percent]
SkeletonBinary.SpacingModeValues = [
spine.SpacingMode.Length,
spine.SpacingMode.Fixed,
spine.SpacingMode.Percent,
]
SkeletonBinary.RotateModeValues = [
spine.RotateMode.Tangent,
spine.RotateMode.Chain,
spine.RotateMode.ChainScale,
]
SkeletonBinary.BlendModeValues = [
spine.BlendMode.Normal,
spine.BlendMode.Additive,
spine.BlendMode.Multiply,
spine.BlendMode.Screen,
]
SkeletonBinary.BONE_ROTATE = 0
SkeletonBinary.BONE_TRANSLATE = 1
SkeletonBinary.BONE_SCALE = 2
SkeletonBinary.BONE_SHEAR = 3
SkeletonBinary.SLOT_ATTACHMENT = 0
SkeletonBinary.SLOT_COLOR = 1
SkeletonBinary.SLOT_TWO_COLOR = 2
SkeletonBinary.PATH_POSITION = 0
SkeletonBinary.PATH_SPACING = 1
SkeletonBinary.PATH_MIX = 2
SkeletonBinary.CURVE_LINEAR = 0
SkeletonBinary.CURVE_STEPPED = 1
SkeletonBinary.CURVE_BEZIER = 2
return SkeletonBinary
})()
spine.SkeletonBinary = SkeletonBinary
var BinaryInput = (function () {
function BinaryInput(data, strings, index, buffer) {
if (strings === void 0) {
strings = new Array()
}
if (index === void 0) {
index = 0
}
if (buffer === void 0) {
buffer = new DataView(data.buffer)
}
this.strings = strings
this.index = index
this.buffer = buffer
}
BinaryInput.prototype.readByte = function () {
return this.buffer.getInt8(this.index++)
}
BinaryInput.prototype.readShort = function () {
var value = this.buffer.getInt16(this.index)
this.index += 2
return value
}
BinaryInput.prototype.readInt32 = function () {
var value = this.buffer.getInt32(this.index)
this.index += 4
return value
}
BinaryInput.prototype.readInt = function (optimizePositive) {
var b = this.readByte()
var result = b & 0x7f
if ((b & 0x80) != 0) {
b = this.readByte()
result |= (b & 0x7f) << 7
if ((b & 0x80) != 0) {
b = this.readByte()
result |= (b & 0x7f) << 14
if ((b & 0x80) != 0) {
b = this.readByte()
result |= (b & 0x7f) << 21
if ((b & 0x80) != 0) {
b = this.readByte()
result |= (b & 0x7f) << 28
}
}
}
}
return optimizePositive ? result : (result >>> 1) ^ -(result & 1)
}
BinaryInput.prototype.readStringRef = function () {
var index = this.readInt(true)
return index == 0 ? null : this.strings[index - 1]
}
BinaryInput.prototype.readString = function () {
var byteCount = this.readInt(true)
switch (byteCount) {
case 0:
return null
case 1:
return ''
}
byteCount--
var chars = ''
var charCount = 0
for (var i = 0; i < byteCount; ) {
var b = this.readByte()
switch (b >> 4) {
case 12:
case 13:
chars += String.fromCharCode(((b & 0x1f) << 6) | (this.readByte() & 0x3f))
i += 2
break
case 14:
chars += String.fromCharCode(
((b & 0x0f) << 12) | ((this.readByte() & 0x3f) << 6) | (this.readByte() & 0x3f),
)
i += 3
break
default:
chars += String.fromCharCode(b)
i++
}
}
return chars
}
BinaryInput.prototype.readFloat = function () {
var value = this.buffer.getFloat32(this.index)
this.index += 4
return value
}
BinaryInput.prototype.readBoolean = function () {
return this.readByte() != 0
}
return BinaryInput
})()
var LinkedMesh = (function () {
function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
this.mesh = mesh
this.skin = skin
this.slotIndex = slotIndex
this.parent = parent
this.inheritDeform = inheritDeform
}
return LinkedMesh
})()
var Vertices = (function () {
function Vertices(bones, vertices) {
if (bones === void 0) {
bones = null
}
if (vertices === void 0) {
vertices = null
}
this.bones = bones
this.vertices = vertices
}
return Vertices
})()
})(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]
if (!slot.bone.active) continue
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, 0, boundingBox.worldVerticesLength, polygon, 0, 2)
}
}
if (updateAabb) {
this.aabbCompute()
} else {
this.minX = Number.POSITIVE_INFINITY
this.minY = Number.POSITIVE_INFINITY
this.maxX = Number.NEGATIVE_INFINITY
this.maxY = Number.NEGATIVE_INFINITY
}
}
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 SkeletonClipping = (function () {
function SkeletonClipping() {
this.triangulator = new spine.Triangulator()
this.clippingPolygon = new Array()
this.clipOutput = new Array()
this.clippedVertices = new Array()
this.clippedTriangles = new Array()
this.scratch = new Array()
}
SkeletonClipping.prototype.clipStart = function (slot, clip) {
if (this.clipAttachment != null) return 0
this.clipAttachment = clip
var n = clip.worldVerticesLength
var vertices = spine.Utils.setArraySize(this.clippingPolygon, n)
clip.computeWorldVertices(slot, 0, n, vertices, 0, 2)
var clippingPolygon = this.clippingPolygon
SkeletonClipping.makeClockwise(clippingPolygon)
var clippingPolygons = (this.clippingPolygons = this.triangulator.decompose(
clippingPolygon,
this.triangulator.triangulate(clippingPolygon),
))
for (var i = 0, n_2 = clippingPolygons.length; i < n_2; i++) {
var polygon = clippingPolygons[i]
SkeletonClipping.makeClockwise(polygon)
polygon.push(polygon[0])
polygon.push(polygon[1])
}
return clippingPolygons.length
}
SkeletonClipping.prototype.clipEndWithSlot = function (slot) {
if (this.clipAttachment != null && this.clipAttachment.endSlot == slot.data) this.clipEnd()
}
SkeletonClipping.prototype.clipEnd = function () {
if (this.clipAttachment == null) return
this.clipAttachment = null
this.clippingPolygons = null
this.clippedVertices.length = 0
this.clippedTriangles.length = 0
this.clippingPolygon.length = 0
}
SkeletonClipping.prototype.isClipping = function () {
return this.clipAttachment != null
}
SkeletonClipping.prototype.clipTriangles = function (
vertices,
verticesLength,
triangles,
trianglesLength,
uvs,
light,
dark,
twoColor,
) {
var clipOutput = this.clipOutput,
clippedVertices = this.clippedVertices
var clippedTriangles = this.clippedTriangles
var polygons = this.clippingPolygons
var polygonsCount = this.clippingPolygons.length
var vertexSize = twoColor ? 12 : 8
var index = 0
clippedVertices.length = 0
clippedTriangles.length = 0
outer: for (var i = 0; i < trianglesLength; i += 3) {
var vertexOffset = triangles[i] << 1
var x1 = vertices[vertexOffset],
y1 = vertices[vertexOffset + 1]
var u1 = uvs[vertexOffset],
v1 = uvs[vertexOffset + 1]
vertexOffset = triangles[i + 1] << 1
var x2 = vertices[vertexOffset],
y2 = vertices[vertexOffset + 1]
var u2 = uvs[vertexOffset],
v2 = uvs[vertexOffset + 1]
vertexOffset = triangles[i + 2] << 1
var x3 = vertices[vertexOffset],
y3 = vertices[vertexOffset + 1]
var u3 = uvs[vertexOffset],
v3 = uvs[vertexOffset + 1]
for (var p = 0; p < polygonsCount; p++) {
var s = clippedVertices.length
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) {
var clipOutputLength = clipOutput.length
if (clipOutputLength == 0) continue
var d0 = y2 - y3,
d1 = x3 - x2,
d2 = x1 - x3,
d4 = y3 - y1
var d = 1 / (d0 * d2 + d1 * (y1 - y3))
var clipOutputCount = clipOutputLength >> 1
var clipOutputItems = this.clipOutput
var clippedVerticesItems = spine.Utils.setArraySize(
clippedVertices,
s + clipOutputCount * vertexSize,
)
for (var ii = 0; ii < clipOutputLength; ii += 2) {
var x = clipOutputItems[ii],
y = clipOutputItems[ii + 1]
clippedVerticesItems[s] = x
clippedVerticesItems[s + 1] = y
clippedVerticesItems[s + 2] = light.r
clippedVerticesItems[s + 3] = light.g
clippedVerticesItems[s + 4] = light.b
clippedVerticesItems[s + 5] = light.a
var c0 = x - x3,
c1 = y - y3
var a = (d0 * c0 + d1 * c1) * d
var b = (d4 * c0 + d2 * c1) * d
var c = 1 - a - b
clippedVerticesItems[s + 6] = u1 * a + u2 * b + u3 * c
clippedVerticesItems[s + 7] = v1 * a + v2 * b + v3 * c
if (twoColor) {
clippedVerticesItems[s + 8] = dark.r
clippedVerticesItems[s + 9] = dark.g
clippedVerticesItems[s + 10] = dark.b
clippedVerticesItems[s + 11] = dark.a
}
s += vertexSize
}
s = clippedTriangles.length
var clippedTrianglesItems = spine.Utils.setArraySize(
clippedTriangles,
s + 3 * (clipOutputCount - 2),
)
clipOutputCount--
for (var ii = 1; ii < clipOutputCount; ii++) {
clippedTrianglesItems[s] = index
clippedTrianglesItems[s + 1] = index + ii
clippedTrianglesItems[s + 2] = index + ii + 1
s += 3
}
index += clipOutputCount + 1
} else {
var clippedVerticesItems = spine.Utils.setArraySize(clippedVertices, s + 3 * vertexSize)
clippedVerticesItems[s] = x1
clippedVerticesItems[s + 1] = y1
clippedVerticesItems[s + 2] = light.r
clippedVerticesItems[s + 3] = light.g
clippedVerticesItems[s + 4] = light.b
clippedVerticesItems[s + 5] = light.a
if (!twoColor) {
clippedVerticesItems[s + 6] = u1
clippedVerticesItems[s + 7] = v1
clippedVerticesItems[s + 8] = x2
clippedVerticesItems[s + 9] = y2
clippedVerticesItems[s + 10] = light.r
clippedVerticesItems[s + 11] = light.g
clippedVerticesItems[s + 12] = light.b
clippedVerticesItems[s + 13] = light.a
clippedVerticesItems[s + 14] = u2
clippedVerticesItems[s + 15] = v2
clippedVerticesItems[s + 16] = x3
clippedVerticesItems[s + 17] = y3
clippedVerticesItems[s + 18] = light.r
clippedVerticesItems[s + 19] = light.g
clippedVerticesItems[s + 20] = light.b
clippedVerticesItems[s + 21] = light.a
clippedVerticesItems[s + 22] = u3
clippedVerticesItems[s + 23] = v3
} else {
clippedVerticesItems[s + 6] = u1
clippedVerticesItems[s + 7] = v1
clippedVerticesItems[s + 8] = dark.r
clippedVerticesItems[s + 9] = dark.g
clippedVerticesItems[s + 10] = dark.b
clippedVerticesItems[s + 11] = dark.a
clippedVerticesItems[s + 12] = x2
clippedVerticesItems[s + 13] = y2
clippedVerticesItems[s + 14] = light.r
clippedVerticesItems[s + 15] = light.g
clippedVerticesItems[s + 16] = light.b
clippedVerticesItems[s + 17] = light.a
clippedVerticesItems[s + 18] = u2
clippedVerticesItems[s + 19] = v2
clippedVerticesItems[s + 20] = dark.r
clippedVerticesItems[s + 21] = dark.g
clippedVerticesItems[s + 22] = dark.b
clippedVerticesItems[s + 23] = dark.a
clippedVerticesItems[s + 24] = x3
clippedVerticesItems[s + 25] = y3
clippedVerticesItems[s + 26] = light.r
clippedVerticesItems[s + 27] = light.g
clippedVerticesItems[s + 28] = light.b
clippedVerticesItems[s + 29] = light.a
clippedVerticesItems[s + 30] = u3
clippedVerticesItems[s + 31] = v3
clippedVerticesItems[s + 32] = dark.r
clippedVerticesItems[s + 33] = dark.g
clippedVerticesItems[s + 34] = dark.b
clippedVerticesItems[s + 35] = dark.a
}
s = clippedTriangles.length
var clippedTrianglesItems = spine.Utils.setArraySize(clippedTriangles, s + 3)
clippedTrianglesItems[s] = index
clippedTrianglesItems[s + 1] = index + 1
clippedTrianglesItems[s + 2] = index + 2
index += 3
continue outer
}
}
}
}
SkeletonClipping.prototype.clip = function (x1, y1, x2, y2, x3, y3, clippingArea, output) {
var originalOutput = output
var clipped = false
var input = null
if (clippingArea.length % 4 >= 2) {
input = output
output = this.scratch
} else input = this.scratch
input.length = 0
input.push(x1)
input.push(y1)
input.push(x2)
input.push(y2)
input.push(x3)
input.push(y3)
input.push(x1)
input.push(y1)
output.length = 0
var clippingVertices = clippingArea
var clippingVerticesLast = clippingArea.length - 4
for (var i = 0; ; i += 2) {
var edgeX = clippingVertices[i],
edgeY = clippingVertices[i + 1]
var edgeX2 = clippingVertices[i + 2],
edgeY2 = clippingVertices[i + 3]
var deltaX = edgeX - edgeX2,
deltaY = edgeY - edgeY2
var inputVertices = input
var inputVerticesLength = input.length - 2,
outputStart = output.length
for (var ii = 0; ii < inputVerticesLength; ii += 2) {
var inputX = inputVertices[ii],
inputY = inputVertices[ii + 1]
var inputX2 = inputVertices[ii + 2],
inputY2 = inputVertices[ii + 3]
var side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0
if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
if (side2) {
output.push(inputX2)
output.push(inputY2)
continue
}
var c0 = inputY2 - inputY,
c2 = inputX2 - inputX
var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY)
if (Math.abs(s) > 0.000001) {
var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s
output.push(edgeX + (edgeX2 - edgeX) * ua)
output.push(edgeY + (edgeY2 - edgeY) * ua)
} else {
output.push(edgeX)
output.push(edgeY)
}
} else if (side2) {
var c0 = inputY2 - inputY,
c2 = inputX2 - inputX
var s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY)
if (Math.abs(s) > 0.000001) {
var ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s
output.push(edgeX + (edgeX2 - edgeX) * ua)
output.push(edgeY + (edgeY2 - edgeY) * ua)
} else {
output.push(edgeX)
output.push(edgeY)
}
output.push(inputX2)
output.push(inputY2)
}
clipped = true
}
if (outputStart == output.length) {
originalOutput.length = 0
return true
}
output.push(output[0])
output.push(output[1])
if (i == clippingVerticesLast) break
var temp = output
output = input
output.length = 0
input = temp
}
if (originalOutput != output) {
originalOutput.length = 0
for (var i = 0, n = output.length - 2; i < n; i++) originalOutput[i] = output[i]
} else originalOutput.length = originalOutput.length - 2
return clipped
}
SkeletonClipping.makeClockwise = function (polygon) {
var vertices = polygon
var verticeslength = polygon.length
var area =
vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1],
p1x = 0,
p1y = 0,
p2x = 0,
p2y = 0
for (var i = 0, n = verticeslength - 3; i < n; i += 2) {
p1x = vertices[i]
p1y = vertices[i + 1]
p2x = vertices[i + 2]
p2y = vertices[i + 3]
area += p1x * p2y - p2x * p1y
}
if (area < 0) return
for (var i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) {
var x = vertices[i],
y = vertices[i + 1]
var other = lastX - i
vertices[i] = vertices[other]
vertices[i + 1] = vertices[other + 1]
vertices[other] = x
vertices[other + 1] = y
}
}
return SkeletonClipping
})()
spine.SkeletonClipping = SkeletonClipping
})(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()
this.fps = 0
}
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_5 = events[i]
if (event_5.name == eventDataName) return event_5
}
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
if ('3.8.75' == skeletonData.version)
throw new Error('Unsupported skeleton data, please export with a newer version of Spine.')
skeletonData.x = skeletonMap.x
skeletonData.y = skeletonMap.y
skeletonData.width = skeletonMap.width
skeletonData.height = skeletonMap.height
skeletonData.fps = skeletonMap.fps
skeletonData.imagesPath = skeletonMap.images
}
if (root.bones) {
for (var i = 0; i < root.bones.length; i++) {
var boneMap = root.bones[i]
var parent_5 = null
var parentName = this.getValue(boneMap, 'parent', null)
if (parentName != null) {
parent_5 = skeletonData.findBone(parentName)
if (parent_5 == null) throw new Error('Parent bone not found: ' + parentName)
}
var data = new spine.BoneData(skeletonData.bones.length, boneMap.name, parent_5)
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.transformMode = SkeletonJson.transformModeFromString(
this.getValue(boneMap, 'transform', 'normal'),
)
data.skinRequired = this.getValue(boneMap, 'skin', false)
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)
var dark = this.getValue(slotMap, 'dark', null)
if (dark != null) {
data.darkColor = new spine.Color(1, 1, 1, 1)
data.darkColor.setFromString(dark)
}
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)
data.order = this.getValue(constraintMap, 'order', 0)
data.skinRequired = this.getValue(constraintMap, 'skin', false)
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.mix = this.getValue(constraintMap, 'mix', 1)
data.softness = this.getValue(constraintMap, 'softness', 0) * scale
data.bendDirection = this.getValue(constraintMap, 'bendPositive', true) ? 1 : -1
data.compress = this.getValue(constraintMap, 'compress', false)
data.stretch = this.getValue(constraintMap, 'stretch', false)
data.uniform = this.getValue(constraintMap, 'uniform', false)
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)
data.order = this.getValue(constraintMap, 'order', 0)
data.skinRequired = this.getValue(constraintMap, 'skin', false)
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.local = this.getValue(constraintMap, 'local', false)
data.relative = this.getValue(constraintMap, 'relative', false)
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)
data.order = this.getValue(constraintMap, 'order', 0)
data.skinRequired = this.getValue(constraintMap, 'skin', false)
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 i = 0; i < root.skins.length; i++) {
var skinMap = root.skins[i]
var skin = new spine.Skin(skinMap.name)
if (skinMap.bones) {
for (var ii = 0; ii < skinMap.bones.length; ii++) {
var bone = skeletonData.findBone(skinMap.bones[ii])
if (bone == null) throw new Error('Skin bone not found: ' + skinMap.bones[i])
skin.bones.push(bone)
}
}
if (skinMap.ik) {
for (var ii = 0; ii < skinMap.ik.length; ii++) {
var constraint = skeletonData.findIkConstraint(skinMap.ik[ii])
if (constraint == null)
throw new Error('Skin IK constraint not found: ' + skinMap.ik[i])
skin.constraints.push(constraint)
}
}
if (skinMap.transform) {
for (var ii = 0; ii < skinMap.transform.length; ii++) {
var constraint = skeletonData.findTransformConstraint(skinMap.transform[ii])
if (constraint == null)
throw new Error('Skin transform constraint not found: ' + skinMap.transform[i])
skin.constraints.push(constraint)
}
}
if (skinMap.path) {
for (var ii = 0; ii < skinMap.path.length; ii++) {
var constraint = skeletonData.findPathConstraint(skinMap.path[ii])
if (constraint == null)
throw new Error('Skin path constraint not found: ' + skinMap.path[i])
skin.constraints.push(constraint)
}
}
for (var slotName in skinMap.attachments) {
var slot = skeletonData.findSlot(slotName)
if (slot == null) throw new Error('Slot not found: ' + slotName)
var slotMap = skinMap.attachments[slotName]
for (var entryName in slotMap) {
var attachment = this.readAttachment(
slotMap[entryName],
skin,
slot.index,
entryName,
skeletonData,
)
if (attachment != null) skin.setAttachment(slot.index, 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_6 = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent)
if (parent_6 == null) throw new Error('Parent mesh not found: ' + linkedMesh.parent)
linkedMesh.mesh.deformAttachment = linkedMesh.inheritDeform ? parent_6 : linkedMesh.mesh
linkedMesh.mesh.setParentMesh(parent_6)
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', '')
data.audioPath = this.getValue(eventMap, 'audio', null)
if (data.audioPath != null) {
data.volume = this.getValue(eventMap, 'volume', 1)
data.balance = this.getValue(eventMap, 'balance', 0)
}
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, skeletonData) {
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)
mesh.width = this.getValue(map, 'width', 0) * scale
mesh.height = this.getValue(map, 'height', 0) * scale
var parent_7 = this.getValue(map, 'parent', null)
if (parent_7 != null) {
this.linkedMeshes.push(
new LinkedMesh(
mesh,
this.getValue(map, 'skin', null),
slotIndex,
parent_7,
this.getValue(map, 'deform', true),
),
)
return mesh
}
var uvs = map.uvs
this.readVertices(map, mesh, uvs.length)
mesh.triangles = map.triangles
mesh.regionUVs = uvs
mesh.updateUVs()
mesh.edges = this.getValue(map, 'edges', null)
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
}
case 'point': {
var point = this.attachmentLoader.newPointAttachment(skin, name)
if (point == null) return null
point.x = this.getValue(map, 'x', 0) * scale
point.y = this.getValue(map, 'y', 0) * scale
point.rotation = this.getValue(map, 'rotation', 0)
var color = this.getValue(map, 'color', null)
if (color != null) point.color.setFromString(color)
return point
}
case 'clipping': {
var clip = this.attachmentLoader.newClippingAttachment(skin, name)
if (clip == null) return null
var end = this.getValue(map, 'end', null)
if (end != null) {
var slot = skeletonData.findSlot(end)
if (slot == null) throw new Error('Clipping end slot not found: ' + end)
clip.endSlot = slot
}
var vertexCount = map.vertexCount
this.readVertices(map, clip, vertexCount << 1)
var color = this.getValue(map, 'color', null)
if (color != null) clip.color.setFromString(color)
return clip
}
}
return null
}
SkeletonJson.prototype.readVertices = function (map, attachment, verticesLength) {
var scale = this.scale
attachment.worldVerticesLength = verticesLength
var vertices = map.vertices
if (verticesLength == vertices.length) {
var scaledVertices = spine.Utils.toFloatArray(vertices)
if (scale != 1) {
for (var i = 0, n = vertices.length; i < n; i++) scaledVertices[i] *= scale
}
attachment.vertices = scaledVertices
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 == '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++, this.getValue(valueMap, 'time', 0), valueMap.name)
}
timelines.push(timeline)
duration = Math.max(duration, timeline.frames[timeline.getFrameCount() - 1])
} else 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,
this.getValue(valueMap, 'time', 0),
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 == 'twoColor') {
var timeline = new spine.TwoColorTimeline(timelineMap.length)
timeline.slotIndex = slotIndex
var frameIndex = 0
for (var i = 0; i < timelineMap.length; i++) {
var valueMap = timelineMap[i]
var light = new spine.Color()
var dark = new spine.Color()
light.setFromString(valueMap.light)
dark.setFromString(valueMap.dark)
timeline.setFrame(
frameIndex,
this.getValue(valueMap, 'time', 0),
light.r,
light.g,
light.b,
light.a,
dark.r,
dark.g,
dark.b,
)
this.readCurve(valueMap, timeline, frameIndex)
frameIndex++
}
timelines.push(timeline)
duration = Math.max(
duration,
timeline.frames[(timeline.getFrameCount() - 1) * spine.TwoColorTimeline.ENTRIES],
)
} 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,
this.getValue(valueMap, 'time', 0),
this.getValue(valueMap, 'angle', 0),
)
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,
defaultValue = 0
if (timelineName === 'scale') {
timeline = new spine.ScaleTimeline(timelineMap.length)
defaultValue = 1
} 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', defaultValue),
y = this.getValue(valueMap, 'y', defaultValue)
timeline.setFrame(
frameIndex,
this.getValue(valueMap, 'time', 0),
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,
this.getValue(valueMap, 'time', 0),
this.getValue(valueMap, 'mix', 1),
this.getValue(valueMap, 'softness', 0) * scale,
this.getValue(valueMap, 'bendPositive', true) ? 1 : -1,
this.getValue(valueMap, 'compress', false),
this.getValue(valueMap, 'stretch', false),
)
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,
this.getValue(valueMap, 'time', 0),
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.path) {
for (var constraintName in map.path) {
var constraintMap = map.path[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,
this.getValue(valueMap, 'time', 0),
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,
this.getValue(valueMap, 'time', 0),
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, this.getValue(valueMap, 'time', 0), 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++, this.getValue(drawOrderMap, 'time', 0), 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_6 = new spine.Event(
spine.Utils.toSinglePrecision(this.getValue(eventMap, 'time', 0)),
eventData,
)
event_6.intValue = this.getValue(eventMap, 'int', eventData.intValue)
event_6.floatValue = this.getValue(eventMap, 'float', eventData.floatValue)
event_6.stringValue = this.getValue(eventMap, 'string', eventData.stringValue)
if (event_6.data.audioPath != null) {
event_6.volume = this.getValue(eventMap, 'volume', 1)
event_6.balance = this.getValue(eventMap, 'balance', 0)
}
timeline.setFrame(frameIndex++, event_6)
}
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.hasOwnProperty('curve')) return
if (map.curve == 'stepped') timeline.setStepped(frameIndex)
else {
var curve = map.curve
timeline.setCurve(
frameIndex,
curve,
this.getValue(map, 'c2', 0),
this.getValue(map, 'c3', 1),
this.getValue(map, 'c4', 1),
)
}
}
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: '.concat(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: '.concat(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: '.concat(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: '.concat(str))
}
SkeletonJson.transformModeFromString = function (str) {
str = str.toLowerCase()
if (str == 'normal') return spine.TransformMode.Normal
if (str == 'onlytranslation') return spine.TransformMode.OnlyTranslation
if (str == 'norotationorreflection') return spine.TransformMode.NoRotationOrReflection
if (str == 'noscale') return spine.TransformMode.NoScale
if (str == 'noscaleorreflection') return spine.TransformMode.NoScaleOrReflection
throw new Error('Unknown transform mode: '.concat(str))
}
return SkeletonJson
})()
spine.SkeletonJson = SkeletonJson
var LinkedMesh = (function () {
function LinkedMesh(mesh, skin, slotIndex, parent, inheritDeform) {
this.mesh = mesh
this.skin = skin
this.slotIndex = slotIndex
this.parent = parent
this.inheritDeform = inheritDeform
}
return LinkedMesh
})()
})(spine || (spine = {}))
var spine
;(function (spine) {
var SkinEntry = (function () {
function SkinEntry(slotIndex, name, attachment) {
this.slotIndex = slotIndex
this.name = name
this.attachment = attachment
}
return SkinEntry
})()
spine.SkinEntry = SkinEntry
var Skin = (function () {
function Skin(name) {
this.attachments = new Array()
this.bones = Array()
this.constraints = new Array()
if (name == null) throw new Error('name cannot be null.')
this.name = name
}
Skin.prototype.setAttachment = 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.addSkin = function (skin) {
for (var i = 0; i < skin.bones.length; i++) {
var bone = skin.bones[i]
var contained = false
for (var j = 0; j < this.bones.length; j++) {
if (this.bones[j] == bone) {
contained = true
break
}
}
if (!contained) this.bones.push(bone)
}
for (var i = 0; i < skin.constraints.length; i++) {
var constraint = skin.constraints[i]
var contained = false
for (var j = 0; j < this.constraints.length; j++) {
if (this.constraints[j] == constraint) {
contained = true
break
}
}
if (!contained) this.constraints.push(constraint)
}
var attachments = skin.getAttachments()
for (var i = 0; i < attachments.length; i++) {
var attachment = attachments[i]
this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment)
}
}
Skin.prototype.copySkin = function (skin) {
for (var i = 0; i < skin.bones.length; i++) {
var bone = skin.bones[i]
var contained = false
for (var j = 0; j < this.bones.length; j++) {
if (this.bones[j] == bone) {
contained = true
break
}
}
if (!contained) this.bones.push(bone)
}
for (var i = 0; i < skin.constraints.length; i++) {
var constraint = skin.constraints[i]
var contained = false
for (var j = 0; j < this.constraints.length; j++) {
if (this.constraints[j] == constraint) {
contained = true
break
}
}
if (!contained) this.constraints.push(constraint)
}
var attachments = skin.getAttachments()
for (var i = 0; i < attachments.length; i++) {
var attachment = attachments[i]
if (attachment.attachment == null) continue
if (attachment.attachment instanceof spine.MeshAttachment) {
attachment.attachment = attachment.attachment.newLinkedMesh()
this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment)
} else {
attachment.attachment = attachment.attachment.copy()
this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment)
}
}
}
Skin.prototype.getAttachment = function (slotIndex, name) {
var dictionary = this.attachments[slotIndex]
return dictionary ? dictionary[name] : null
}
Skin.prototype.removeAttachment = function (slotIndex, name) {
var dictionary = this.attachments[slotIndex]
if (dictionary) dictionary[name] = null
}
Skin.prototype.getAttachments = function () {
var entries = new Array()
for (var i = 0; i < this.attachments.length; i++) {
var slotAttachments = this.attachments[i]
if (slotAttachments) {
for (var name_4 in slotAttachments) {
var attachment = slotAttachments[name_4]
if (attachment) entries.push(new SkinEntry(i, name_4, attachment))
}
}
}
return entries
}
Skin.prototype.getAttachmentsForSlot = function (slotIndex, attachments) {
var slotAttachments = this.attachments[slotIndex]
if (slotAttachments) {
for (var name_5 in slotAttachments) {
var attachment = slotAttachments[name_5]
if (attachment) attachments.push(new SkinEntry(slotIndex, name_5, attachment))
}
}
}
Skin.prototype.clear = function () {
this.attachments.length = 0
this.bones.length = 0
this.constraints.length = 0
}
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.deform = 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.darkColor = data.darkColor == null ? null : new spine.Color()
this.setToSetupPose()
}
Slot.prototype.getSkeleton = function () {
return this.bone.skeleton
}
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.deform.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.darkColor != null) this.darkColor.setFromColor(this.data.darkColor)
if (this.data.attachmentName == null) this.attachment = null
else {
this.attachment = null
this.setAttachment(
this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName),
)
}
}
return Slot
})()
spine.Slot = Slot
})(spine || (spine = {}))
var spine
;(function (spine) {
var SlotData = (function () {
function SlotData(index, name, boneData) {
this.color = new spine.Color(1, 1, 1, 1)
if (index < 0) throw new Error('index must be >= 0.')
if (name == null) throw new Error('name cannot be null.')
if (boneData == null) throw new Error('boneData cannot be null.')
this.index = index
this.name = name
this.boneData = boneData
}
return SlotData
})()
spine.SlotData = SlotData
})(spine || (spine = {}))
var spine
;(function (spine) {
var Texture = (function () {
function Texture(image) {
this._image = image
}
Texture.prototype.getImage = function () {
return this._image
}
Texture.filterFromString = function (text) {
switch (text.toLowerCase()) {
case 'nearest':
return TextureFilter.Nearest
case 'linear':
return TextureFilter.Linear
case 'mipmap':
return TextureFilter.MipMap
case 'mipmapnearestnearest':
return TextureFilter.MipMapNearestNearest
case 'mipmaplinearnearest':
return TextureFilter.MipMapLinearNearest
case 'mipmapnearestlinear':
return TextureFilter.MipMapNearestLinear
case 'mipmaplinearlinear':
return TextureFilter.MipMapLinearLinear
default:
throw new Error('Unknown texture filter '.concat(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 '.concat(text))
}
}
return Texture
})()
spine.Texture = Texture
var TextureFilter
;(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'
})((TextureFilter = spine.TextureFilter || (spine.TextureFilter = {})))
var TextureWrap
;(function (TextureWrap) {
TextureWrap[(TextureWrap['MirroredRepeat'] = 33648)] = 'MirroredRepeat'
TextureWrap[(TextureWrap['ClampToEdge'] = 33071)] = 'ClampToEdge'
TextureWrap[(TextureWrap['Repeat'] = 10497)] = 'Repeat'
})((TextureWrap = spine.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
var FakeTexture = (function (_super) {
__extends(FakeTexture, _super)
function FakeTexture() {
return (_super !== null && _super.apply(this, arguments)) || this
}
FakeTexture.prototype.setFilters = function (minFilter, magFilter) {}
FakeTexture.prototype.setWraps = function (uWrap, vWrap) {}
FakeTexture.prototype.dispose = function () {}
return FakeTexture
})(Texture)
spine.FakeTexture = FakeTexture
})(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
var rotateValue = reader.readValue()
if (rotateValue.toLocaleLowerCase() == 'true') {
region.degrees = 90
} else if (rotateValue.toLocaleLowerCase() == 'false') {
region.degrees = 0
} else {
region.degrees = parseFloat(rotateValue)
}
region.rotate = region.degrees == 90
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() {
return (_super !== null && _super.apply(this, arguments)) || this
}
return TextureAtlasRegion
})(spine.TextureRegion)
spine.TextureAtlasRegion = TextureAtlasRegion
})(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()
this.active = 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.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.isActive = function () {
return this.active
}
TransformConstraint.prototype.apply = function () {
this.update()
}
TransformConstraint.prototype.update = function () {
if (this.data.local) {
if (this.data.relative) this.applyRelativeLocal()
else this.applyAbsoluteLocal()
} else {
if (this.data.relative) this.applyRelativeWorld()
else this.applyAbsoluteWorld()
}
}
TransformConstraint.prototype.applyAbsoluteWorld = 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 degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad
var offsetRotation = this.data.offsetRotation * degRadReflect
var offsetShearY = this.data.offsetShearY * degRadReflect
var bones = this.bones
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
var modified = false
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) + offsetRotation
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
modified = true
}
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
modified = true
}
if (scaleMix > 0) {
var s = Math.sqrt(bone.a * bone.a + bone.c * bone.c)
var ts = Math.sqrt(ta * ta + tc * tc)
if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleX) * scaleMix) / s
bone.a *= s
bone.c *= s
s = Math.sqrt(bone.b * bone.b + bone.d * bone.d)
ts = Math.sqrt(tb * tb + td * td)
if (s > 0.00001) s = (s + (ts - s + this.data.offsetScaleY) * scaleMix) / s
bone.b *= s
bone.d *= s
modified = true
}
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 + offsetShearY) * shearMix
var s = Math.sqrt(b * b + d * d)
bone.b = Math.cos(r) * s
bone.d = Math.sin(r) * s
modified = true
}
if (modified) bone.appliedValid = false
}
}
TransformConstraint.prototype.applyRelativeWorld = 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 degRadReflect = ta * td - tb * tc > 0 ? spine.MathUtils.degRad : -spine.MathUtils.degRad
var offsetRotation = this.data.offsetRotation * degRadReflect,
offsetShearY = this.data.offsetShearY * degRadReflect
var bones = this.bones
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
var modified = false
if (rotateMix != 0) {
var a = bone.a,
b = bone.b,
c = bone.c,
d = bone.d
var r = Math.atan2(tc, ta) + offsetRotation
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
modified = true
}
if (translateMix != 0) {
var temp = this.temp
target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY))
bone.worldX += temp.x * translateMix
bone.worldY += temp.y * translateMix
modified = true
}
if (scaleMix > 0) {
var s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * scaleMix + 1
bone.a *= s
bone.c *= s
s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * scaleMix + 1
bone.b *= s
bone.d *= s
modified = true
}
if (shearMix > 0) {
var r = Math.atan2(td, tb) - Math.atan2(tc, ta)
if (r > spine.MathUtils.PI) r -= spine.MathUtils.PI2
else if (r < -spine.MathUtils.PI) r += spine.MathUtils.PI2
var b = bone.b,
d = bone.d
r = Math.atan2(d, b) + (r - spine.MathUtils.PI / 2 + offsetShearY) * shearMix
var s = Math.sqrt(b * b + d * d)
bone.b = Math.cos(r) * s
bone.d = Math.sin(r) * s
modified = true
}
if (modified) bone.appliedValid = false
}
}
TransformConstraint.prototype.applyAbsoluteLocal = function () {
var rotateMix = this.rotateMix,
translateMix = this.translateMix,
scaleMix = this.scaleMix,
shearMix = this.shearMix
var target = this.target
if (!target.appliedValid) target.updateAppliedTransform()
var bones = this.bones
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
if (!bone.appliedValid) bone.updateAppliedTransform()
var rotation = bone.arotation
if (rotateMix != 0) {
var r = target.arotation - rotation + this.data.offsetRotation
r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360
rotation += r * rotateMix
}
var x = bone.ax,
y = bone.ay
if (translateMix != 0) {
x += (target.ax - x + this.data.offsetX) * translateMix
y += (target.ay - y + this.data.offsetY) * translateMix
}
var scaleX = bone.ascaleX,
scaleY = bone.ascaleY
if (scaleMix != 0) {
if (scaleX > 0.00001)
scaleX =
(scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * scaleMix) / scaleX
if (scaleY > 0.00001)
scaleY =
(scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * scaleMix) / scaleY
}
var shearY = bone.ashearY
if (shearMix != 0) {
var r = target.ashearY - shearY + this.data.offsetShearY
r -= (16384 - ((16384.499999999996 - r / 360) | 0)) * 360
bone.shearY += r * shearMix
}
bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY)
}
}
TransformConstraint.prototype.applyRelativeLocal = function () {
var rotateMix = this.rotateMix,
translateMix = this.translateMix,
scaleMix = this.scaleMix,
shearMix = this.shearMix
var target = this.target
if (!target.appliedValid) target.updateAppliedTransform()
var bones = this.bones
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
if (!bone.appliedValid) bone.updateAppliedTransform()
var rotation = bone.arotation
if (rotateMix != 0) rotation += (target.arotation + this.data.offsetRotation) * rotateMix
var x = bone.ax,
y = bone.ay
if (translateMix != 0) {
x += (target.ax + this.data.offsetX) * translateMix
y += (target.ay + this.data.offsetY) * translateMix
}
var scaleX = bone.ascaleX,
scaleY = bone.ascaleY
if (scaleMix != 0) {
if (scaleX > 0.00001)
scaleX *= (target.ascaleX - 1 + this.data.offsetScaleX) * scaleMix + 1
if (scaleY > 0.00001)
scaleY *= (target.ascaleY - 1 + this.data.offsetScaleY) * scaleMix + 1
}
var shearY = bone.ashearY
if (shearMix != 0) shearY += (target.ashearY + this.data.offsetShearY) * shearMix
bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY)
}
}
return TransformConstraint
})()
spine.TransformConstraint = TransformConstraint
})(spine || (spine = {}))
var spine
;(function (spine) {
var TransformConstraintData = (function (_super) {
__extends(TransformConstraintData, _super)
function TransformConstraintData(name) {
var _this = _super.call(this, name, 0, false) || this
_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
_this.relative = false
_this.local = false
return _this
}
return TransformConstraintData
})(spine.ConstraintData)
spine.TransformConstraintData = TransformConstraintData
})(spine || (spine = {}))
var spine
;(function (spine) {
var Triangulator = (function () {
function Triangulator() {
this.convexPolygons = new Array()
this.convexPolygonsIndices = new Array()
this.indicesArray = new Array()
this.isConcaveArray = new Array()
this.triangles = new Array()
this.polygonPool = new spine.Pool(function () {
return new Array()
})
this.polygonIndicesPool = new spine.Pool(function () {
return new Array()
})
}
Triangulator.prototype.triangulate = function (verticesArray) {
var vertices = verticesArray
var vertexCount = verticesArray.length >> 1
var indices = this.indicesArray
indices.length = 0
for (var i = 0; i < vertexCount; i++) indices[i] = i
var isConcave = this.isConcaveArray
isConcave.length = 0
for (var i = 0, n = vertexCount; i < n; ++i)
isConcave[i] = Triangulator.isConcave(i, vertexCount, vertices, indices)
var triangles = this.triangles
triangles.length = 0
while (vertexCount > 3) {
var previous = vertexCount - 1,
i = 0,
next = 1
while (true) {
outer: if (!isConcave[i]) {
var p1 = indices[previous] << 1,
p2 = indices[i] << 1,
p3 = indices[next] << 1
var p1x = vertices[p1],
p1y = vertices[p1 + 1]
var p2x = vertices[p2],
p2y = vertices[p2 + 1]
var p3x = vertices[p3],
p3y = vertices[p3 + 1]
for (var ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
if (!isConcave[ii]) continue
var v = indices[ii] << 1
var vx = vertices[v],
vy = vertices[v + 1]
if (Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
if (Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
if (Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer
}
}
}
break
}
if (next == 0) {
do {
if (!isConcave[i]) break
i--
} while (i > 0)
break
}
previous = i
i = next
next = (next + 1) % vertexCount
}
triangles.push(indices[(vertexCount + i - 1) % vertexCount])
triangles.push(indices[i])
triangles.push(indices[(i + 1) % vertexCount])
indices.splice(i, 1)
isConcave.splice(i, 1)
vertexCount--
var previousIndex = (vertexCount + i - 1) % vertexCount
var nextIndex = i == vertexCount ? 0 : i
isConcave[previousIndex] = Triangulator.isConcave(
previousIndex,
vertexCount,
vertices,
indices,
)
isConcave[nextIndex] = Triangulator.isConcave(nextIndex, vertexCount, vertices, indices)
}
if (vertexCount == 3) {
triangles.push(indices[2])
triangles.push(indices[0])
triangles.push(indices[1])
}
return triangles
}
Triangulator.prototype.decompose = function (verticesArray, triangles) {
var vertices = verticesArray
var convexPolygons = this.convexPolygons
this.polygonPool.freeAll(convexPolygons)
convexPolygons.length = 0
var convexPolygonsIndices = this.convexPolygonsIndices
this.polygonIndicesPool.freeAll(convexPolygonsIndices)
convexPolygonsIndices.length = 0
var polygonIndices = this.polygonIndicesPool.obtain()
polygonIndices.length = 0
var polygon = this.polygonPool.obtain()
polygon.length = 0
var fanBaseIndex = -1,
lastWinding = 0
for (var i = 0, n = triangles.length; i < n; i += 3) {
var t1 = triangles[i] << 1,
t2 = triangles[i + 1] << 1,
t3 = triangles[i + 2] << 1
var x1 = vertices[t1],
y1 = vertices[t1 + 1]
var x2 = vertices[t2],
y2 = vertices[t2 + 1]
var x3 = vertices[t3],
y3 = vertices[t3 + 1]
var merged = false
if (fanBaseIndex == t1) {
var o = polygon.length - 4
var winding1 = Triangulator.winding(
polygon[o],
polygon[o + 1],
polygon[o + 2],
polygon[o + 3],
x3,
y3,
)
var winding2 = Triangulator.winding(
x3,
y3,
polygon[0],
polygon[1],
polygon[2],
polygon[3],
)
if (winding1 == lastWinding && winding2 == lastWinding) {
polygon.push(x3)
polygon.push(y3)
polygonIndices.push(t3)
merged = true
}
}
if (!merged) {
if (polygon.length > 0) {
convexPolygons.push(polygon)
convexPolygonsIndices.push(polygonIndices)
} else {
this.polygonPool.free(polygon)
this.polygonIndicesPool.free(polygonIndices)
}
polygon = this.polygonPool.obtain()
polygon.length = 0
polygon.push(x1)
polygon.push(y1)
polygon.push(x2)
polygon.push(y2)
polygon.push(x3)
polygon.push(y3)
polygonIndices = this.polygonIndicesPool.obtain()
polygonIndices.length = 0
polygonIndices.push(t1)
polygonIndices.push(t2)
polygonIndices.push(t3)
lastWinding = Triangulator.winding(x1, y1, x2, y2, x3, y3)
fanBaseIndex = t1
}
}
if (polygon.length > 0) {
convexPolygons.push(polygon)
convexPolygonsIndices.push(polygonIndices)
}
for (var i = 0, n = convexPolygons.length; i < n; i++) {
polygonIndices = convexPolygonsIndices[i]
if (polygonIndices.length == 0) continue
var firstIndex = polygonIndices[0]
var lastIndex = polygonIndices[polygonIndices.length - 1]
polygon = convexPolygons[i]
var o = polygon.length - 4
var prevPrevX = polygon[o],
prevPrevY = polygon[o + 1]
var prevX = polygon[o + 2],
prevY = polygon[o + 3]
var firstX = polygon[0],
firstY = polygon[1]
var secondX = polygon[2],
secondY = polygon[3]
var winding = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY)
for (var ii = 0; ii < n; ii++) {
if (ii == i) continue
var otherIndices = convexPolygonsIndices[ii]
if (otherIndices.length != 3) continue
var otherFirstIndex = otherIndices[0]
var otherSecondIndex = otherIndices[1]
var otherLastIndex = otherIndices[2]
var otherPoly = convexPolygons[ii]
var x3 = otherPoly[otherPoly.length - 2],
y3 = otherPoly[otherPoly.length - 1]
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue
var winding1 = Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3)
var winding2 = Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY)
if (winding1 == winding && winding2 == winding) {
otherPoly.length = 0
otherIndices.length = 0
polygon.push(x3)
polygon.push(y3)
polygonIndices.push(otherLastIndex)
prevPrevX = prevX
prevPrevY = prevY
prevX = x3
prevY = y3
ii = 0
}
}
}
for (var i = convexPolygons.length - 1; i >= 0; i--) {
polygon = convexPolygons[i]
if (polygon.length == 0) {
convexPolygons.splice(i, 1)
this.polygonPool.free(polygon)
polygonIndices = convexPolygonsIndices[i]
convexPolygonsIndices.splice(i, 1)
this.polygonIndicesPool.free(polygonIndices)
}
}
return convexPolygons
}
Triangulator.isConcave = function (index, vertexCount, vertices, indices) {
var previous = indices[(vertexCount + index - 1) % vertexCount] << 1
var current = indices[index] << 1
var next = indices[(index + 1) % vertexCount] << 1
return !this.positiveArea(
vertices[previous],
vertices[previous + 1],
vertices[current],
vertices[current + 1],
vertices[next],
vertices[next + 1],
)
}
Triangulator.positiveArea = function (p1x, p1y, p2x, p2y, p3x, p3y) {
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0
}
Triangulator.winding = function (p1x, p1y, p2x, p2y, p3x, p3y) {
var px = p2x - p1x,
py = p2y - p1y
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1
}
return Triangulator
})()
spine.Triangulator = Triangulator
})(spine || (spine = {}))
var spine
;(function (spine) {
var IntSet = (function () {
function IntSet() {
this.array = new Array()
}
IntSet.prototype.add = function (value) {
var contains = this.contains(value)
this.array[value | 0] = value | 0
return !contains
}
IntSet.prototype.contains = function (value) {
return this.array[value | 0] != undefined
}
IntSet.prototype.remove = function (value) {
this.array[value | 0] = undefined
}
IntSet.prototype.clear = function () {
this.array.length = 0
}
return IntSet
})()
spine.IntSet = IntSet
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.rgba8888ToColor = function (color, value) {
color.r = ((value & 0xff000000) >>> 24) / 255
color.g = ((value & 0x00ff0000) >>> 16) / 255
color.b = ((value & 0x0000ff00) >>> 8) / 255
color.a = (value & 0x000000ff) / 255
}
Color.rgb888ToColor = function (color, value) {
color.r = ((value & 0x00ff0000) >>> 16) / 255
color.g = ((value & 0x0000ff00) >>> 8) / 255
color.b = (value & 0x000000ff) / 255
}
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 : value < 0 ? -1 : 0
}
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.randomTriangular = function (min, max) {
return MathUtils.randomTriangularWith(min, max, (min + max) * 0.5)
}
MathUtils.randomTriangularWith = function (min, max, mode) {
var u = Math.random()
var d = max - min
if (u <= (mode - min) / d) return min + Math.sqrt(u * d * (mode - min))
return max - Math.sqrt((1 - u) * d * (max - mode))
}
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 Interpolation = (function () {
function Interpolation() {}
Interpolation.prototype.apply = function (start, end, a) {
return start + (end - start) * this.applyInternal(a)
}
return Interpolation
})()
spine.Interpolation = Interpolation
var Pow = (function (_super) {
__extends(Pow, _super)
function Pow(power) {
var _this = _super.call(this) || this
_this.power = 2
_this.power = power
return _this
}
Pow.prototype.applyInternal = function (a) {
if (a <= 0.5) return Math.pow(a * 2, this.power) / 2
return Math.pow((a - 1) * 2, this.power) / (this.power % 2 == 0 ? -2 : 2) + 1
}
return Pow
})(Interpolation)
spine.Pow = Pow
var PowOut = (function (_super) {
__extends(PowOut, _super)
function PowOut(power) {
return _super.call(this, power) || this
}
PowOut.prototype.applyInternal = function (a) {
return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1
}
return PowOut
})(Pow)
spine.PowOut = PowOut
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.ensureArrayCapacity = function (array, size, value) {
if (value === void 0) {
value = 0
}
if (array.length >= size) return array
return Utils.setArraySize(array, size, value)
}
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.newShortArray = function (size) {
if (Utils.SUPPORTS_TYPED_ARRAYS) {
return new Int16Array(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.toSinglePrecision = function (value) {
return Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value
}
Utils.webkit602BugfixHelper = function (alpha, blend) {}
Utils.contains = function (array, element, identity) {
if (identity === void 0) {
identity = true
}
for (var i = 0; i < array.length; i++) {
if (array[i] == element) return true
}
return false
}
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) {
if (item.reset) item.reset()
this.items.push(item)
}
Pool.prototype.freeAll = function (items) {
for (var i = 0; i < items.length; i++) {
this.free(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
var WindowedMean = (function () {
function WindowedMean(windowSize) {
if (windowSize === void 0) {
windowSize = 32
}
this.addedValues = 0
this.lastValue = 0
this.mean = 0
this.dirty = true
this.values = new Array(windowSize)
}
WindowedMean.prototype.hasEnoughData = function () {
return this.addedValues >= this.values.length
}
WindowedMean.prototype.addValue = function (value) {
if (this.addedValues < this.values.length) this.addedValues++
this.values[this.lastValue++] = value
if (this.lastValue > this.values.length - 1) this.lastValue = 0
this.dirty = true
}
WindowedMean.prototype.getMean = function () {
if (this.hasEnoughData()) {
if (this.dirty) {
var mean = 0
for (var i = 0; i < this.values.length; i++) {
mean += this.values[i]
}
this.mean = mean / this.values.length
this.dirty = false
}
return this.mean
} else {
return 0
}
}
return WindowedMean
})()
spine.WindowedMean = WindowedMean
})(spine || (spine = {}))
;(function () {
if (!Math.fround) {
Math.fround = (function (array) {
return function (x) {
return (array[0] = x), array[0]
}
})(new Float32Array(1))
}
})()
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) {
var _this = _super.call(this, name) || this
_this.id = (VertexAttachment.nextID++ & 65535) << 11
_this.worldVerticesLength = 0
_this.deformAttachment = _this
return _this
}
VertexAttachment.prototype.computeWorldVertices = function (
slot,
start,
count,
worldVertices,
offset,
stride,
) {
count = offset + (count >> 1) * stride
var skeleton = slot.bone.skeleton
var deformArray = slot.deform
var vertices = this.vertices
var bones = this.bones
if (bones == null) {
if (deformArray.length > 0) vertices = deformArray
var bone = slot.bone
var x = bone.worldX
var 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 += stride) {
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 += stride) {
var wx = 0,
wy = 0
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 += stride) {
var wx = 0,
wy = 0
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.copyTo = function (attachment) {
if (this.bones != null) {
attachment.bones = new Array(this.bones.length)
spine.Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length)
} else attachment.bones = null
if (this.vertices != null) {
attachment.vertices = spine.Utils.newFloatArray(this.vertices.length)
spine.Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length)
} else attachment.vertices = null
attachment.worldVerticesLength = this.worldVerticesLength
attachment.deformAttachment = this.deformAttachment
}
VertexAttachment.nextID = 0
return VertexAttachment
})(Attachment)
spine.VertexAttachment = VertexAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var AttachmentType
;(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'
AttachmentType[(AttachmentType['Point'] = 5)] = 'Point'
AttachmentType[(AttachmentType['Clipping'] = 6)] = 'Clipping'
})((AttachmentType = spine.AttachmentType || (spine.AttachmentType = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var BoundingBoxAttachment = (function (_super) {
__extends(BoundingBoxAttachment, _super)
function BoundingBoxAttachment(name) {
var _this = _super.call(this, name) || this
_this.color = new spine.Color(1, 1, 1, 1)
return _this
}
BoundingBoxAttachment.prototype.copy = function () {
var copy = new BoundingBoxAttachment(this.name)
this.copyTo(copy)
copy.color.setFromColor(this.color)
return copy
}
return BoundingBoxAttachment
})(spine.VertexAttachment)
spine.BoundingBoxAttachment = BoundingBoxAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var ClippingAttachment = (function (_super) {
__extends(ClippingAttachment, _super)
function ClippingAttachment(name) {
var _this = _super.call(this, name) || this
_this.color = new spine.Color(0.2275, 0.2275, 0.8078, 1)
return _this
}
ClippingAttachment.prototype.copy = function () {
var copy = new ClippingAttachment(this.name)
this.copyTo(copy)
copy.endSlot = this.endSlot
copy.color.setFromColor(this.color)
return copy
}
return ClippingAttachment
})(spine.VertexAttachment)
spine.ClippingAttachment = ClippingAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var MeshAttachment = (function (_super) {
__extends(MeshAttachment, _super)
function MeshAttachment(name) {
var _this = _super.call(this, name) || this
_this.color = new spine.Color(1, 1, 1, 1)
_this.tempColor = new spine.Color(0, 0, 0, 0)
return _this
}
MeshAttachment.prototype.updateUVs = function () {
var regionUVs = this.regionUVs
if (this.uvs == null || this.uvs.length != regionUVs.length)
this.uvs = spine.Utils.newFloatArray(regionUVs.length)
var uvs = this.uvs
var n = this.uvs.length
var u = this.region.u,
v = this.region.v,
width = 0,
height = 0
if (this.region instanceof spine.TextureAtlasRegion) {
var region = this.region
var textureWidth = region.texture.getImage().width,
textureHeight = region.texture.getImage().height
switch (region.degrees) {
case 90:
u -= (region.originalHeight - region.offsetY - region.height) / textureWidth
v -= (region.originalWidth - region.offsetX - region.width) / textureHeight
width = region.originalHeight / textureWidth
height = region.originalWidth / textureHeight
for (var i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width
uvs[i + 1] = v + (1 - regionUVs[i]) * height
}
return
case 180:
u -= (region.originalWidth - region.offsetX - region.width) / textureWidth
v -= region.offsetY / textureHeight
width = region.originalWidth / textureWidth
height = region.originalHeight / textureHeight
for (var i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i]) * width
uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height
}
return
case 270:
u -= region.offsetY / textureWidth
v -= region.offsetX / textureHeight
width = region.originalHeight / textureWidth
height = region.originalWidth / textureHeight
for (var i = 0; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width
uvs[i + 1] = v + regionUVs[i] * height
}
return
}
u -= region.offsetX / textureWidth
v -= (region.originalHeight - region.offsetY - region.height) / textureHeight
width = region.originalWidth / textureWidth
height = region.originalHeight / textureHeight
} else if (this.region == null) {
u = v = 0
width = height = 1
} else {
width = this.region.u2 - u
height = this.region.v2 - v
}
for (var i = 0; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width
uvs[i + 1] = v + regionUVs[i + 1] * height
}
}
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.worldVerticesLength = parentMesh.worldVerticesLength
this.regionUVs = parentMesh.regionUVs
this.triangles = parentMesh.triangles
this.hullLength = parentMesh.hullLength
this.worldVerticesLength = parentMesh.worldVerticesLength
}
}
MeshAttachment.prototype.copy = function () {
if (this.parentMesh != null) return this.newLinkedMesh()
var copy = new MeshAttachment(this.name)
copy.region = this.region
copy.path = this.path
copy.color.setFromColor(this.color)
this.copyTo(copy)
copy.regionUVs = new Array(this.regionUVs.length)
spine.Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length)
copy.uvs = new Array(this.uvs.length)
spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length)
copy.triangles = new Array(this.triangles.length)
spine.Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length)
copy.hullLength = this.hullLength
if (this.edges != null) {
copy.edges = new Array(this.edges.length)
spine.Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length)
}
copy.width = this.width
copy.height = this.height
return copy
}
MeshAttachment.prototype.newLinkedMesh = function () {
var copy = new MeshAttachment(this.name)
copy.region = this.region
copy.path = this.path
copy.color.setFromColor(this.color)
copy.deformAttachment = this.deformAttachment
copy.setParentMesh(this.parentMesh != null ? this.parentMesh : this)
copy.updateUVs()
return copy
}
return MeshAttachment
})(spine.VertexAttachment)
spine.MeshAttachment = MeshAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var PathAttachment = (function (_super) {
__extends(PathAttachment, _super)
function PathAttachment(name) {
var _this = _super.call(this, name) || this
_this.closed = false
_this.constantSpeed = false
_this.color = new spine.Color(1, 1, 1, 1)
return _this
}
PathAttachment.prototype.copy = function () {
var copy = new PathAttachment(this.name)
this.copyTo(copy)
copy.lengths = new Array(this.lengths.length)
spine.Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length)
copy.closed = closed
copy.constantSpeed = this.constantSpeed
copy.color.setFromColor(this.color)
return copy
}
return PathAttachment
})(spine.VertexAttachment)
spine.PathAttachment = PathAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var PointAttachment = (function (_super) {
__extends(PointAttachment, _super)
function PointAttachment(name) {
var _this = _super.call(this, name) || this
_this.color = new spine.Color(0.38, 0.94, 0, 1)
return _this
}
PointAttachment.prototype.computeWorldPosition = function (bone, point) {
point.x = this.x * bone.a + this.y * bone.b + bone.worldX
point.y = this.x * bone.c + this.y * bone.d + bone.worldY
return point
}
PointAttachment.prototype.computeWorldRotation = function (bone) {
var cos = spine.MathUtils.cosDeg(this.rotation),
sin = spine.MathUtils.sinDeg(this.rotation)
var x = cos * bone.a + sin * bone.b
var y = cos * bone.c + sin * bone.d
return Math.atan2(y, x) * spine.MathUtils.radDeg
}
PointAttachment.prototype.copy = function () {
var copy = new PointAttachment(this.name)
copy.x = this.x
copy.y = this.y
copy.rotation = this.rotation
copy.color.setFromColor(this.color)
return copy
}
return PointAttachment
})(spine.VertexAttachment)
spine.PointAttachment = PointAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var RegionAttachment = (function (_super) {
__extends(RegionAttachment, _super)
function RegionAttachment(name) {
var _this = _super.call(this, name) || this
_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.uvs = spine.Utils.newFloatArray(8)
_this.tempColor = new spine.Color(1, 1, 1, 1)
return _this
}
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.setRegion = function (region) {
this.region = region
var uvs = this.uvs
if (region.rotate) {
uvs[2] = region.u
uvs[3] = region.v2
uvs[4] = region.u
uvs[5] = region.v
uvs[6] = region.u2
uvs[7] = region.v
uvs[0] = region.u2
uvs[1] = region.v2
} else {
uvs[0] = region.u
uvs[1] = region.v2
uvs[2] = region.u
uvs[3] = region.v
uvs[4] = region.u2
uvs[5] = region.v
uvs[6] = region.u2
uvs[7] = region.v2
}
}
RegionAttachment.prototype.computeWorldVertices = function (
bone,
worldVertices,
offset,
stride,
) {
var vertexOffset = this.offset
var x = bone.worldX,
y = bone.worldY
var a = bone.a,
b = bone.b,
c = bone.c,
d = bone.d
var offsetX = 0,
offsetY = 0
offsetX = vertexOffset[RegionAttachment.OX1]
offsetY = vertexOffset[RegionAttachment.OY1]
worldVertices[offset] = offsetX * a + offsetY * b + x
worldVertices[offset + 1] = offsetX * c + offsetY * d + y
offset += stride
offsetX = vertexOffset[RegionAttachment.OX2]
offsetY = vertexOffset[RegionAttachment.OY2]
worldVertices[offset] = offsetX * a + offsetY * b + x
worldVertices[offset + 1] = offsetX * c + offsetY * d + y
offset += stride
offsetX = vertexOffset[RegionAttachment.OX3]
offsetY = vertexOffset[RegionAttachment.OY3]
worldVertices[offset] = offsetX * a + offsetY * b + x
worldVertices[offset + 1] = offsetX * c + offsetY * d + y
offset += stride
offsetX = vertexOffset[RegionAttachment.OX4]
offsetY = vertexOffset[RegionAttachment.OY4]
worldVertices[offset] = offsetX * a + offsetY * b + x
worldVertices[offset + 1] = offsetX * c + offsetY * d + y
}
RegionAttachment.prototype.copy = function () {
var copy = new RegionAttachment(this.name)
copy.region = this.region
copy.rendererObject = this.rendererObject
copy.path = this.path
copy.x = this.x
copy.y = this.y
copy.scaleX = this.scaleX
copy.scaleY = this.scaleY
copy.rotation = this.rotation
copy.width = this.width
copy.height = this.height
spine.Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8)
spine.Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8)
copy.color.setFromColor(this.color)
return copy
}
RegionAttachment.OX1 = 0
RegionAttachment.OY1 = 1
RegionAttachment.OX2 = 2
RegionAttachment.OY2 = 3
RegionAttachment.OX3 = 4
RegionAttachment.OY3 = 5
RegionAttachment.OX4 = 6
RegionAttachment.OY4 = 7
RegionAttachment.X1 = 0
RegionAttachment.Y1 = 1
RegionAttachment.C1R = 2
RegionAttachment.C1G = 3
RegionAttachment.C1B = 4
RegionAttachment.C1A = 5
RegionAttachment.U1 = 6
RegionAttachment.V1 = 7
RegionAttachment.X2 = 8
RegionAttachment.Y2 = 9
RegionAttachment.C2R = 10
RegionAttachment.C2G = 11
RegionAttachment.C2B = 12
RegionAttachment.C2A = 13
RegionAttachment.U2 = 14
RegionAttachment.V2 = 15
RegionAttachment.X3 = 16
RegionAttachment.Y3 = 17
RegionAttachment.C3R = 18
RegionAttachment.C3G = 19
RegionAttachment.C3B = 20
RegionAttachment.C3A = 21
RegionAttachment.U3 = 22
RegionAttachment.V3 = 23
RegionAttachment.X4 = 24
RegionAttachment.Y4 = 25
RegionAttachment.C4R = 26
RegionAttachment.C4G = 27
RegionAttachment.C4B = 28
RegionAttachment.C4A = 29
RegionAttachment.U4 = 30
RegionAttachment.V4 = 31
return RegionAttachment
})(spine.Attachment)
spine.RegionAttachment = RegionAttachment
})(spine || (spine = {}))
var spine
;(function (spine) {
var JitterEffect = (function () {
function JitterEffect(jitterX, jitterY) {
this.jitterX = 0
this.jitterY = 0
this.jitterX = jitterX
this.jitterY = jitterY
}
JitterEffect.prototype.begin = function (skeleton) {}
JitterEffect.prototype.transform = function (position, uv, light, dark) {
position.x += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY)
position.y += spine.MathUtils.randomTriangular(-this.jitterX, this.jitterY)
}
JitterEffect.prototype.end = function () {}
return JitterEffect
})()
spine.JitterEffect = JitterEffect
})(spine || (spine = {}))
var spine
;(function (spine) {
var SwirlEffect = (function () {
function SwirlEffect(radius) {
this.centerX = 0
this.centerY = 0
this.radius = 0
this.angle = 0
this.worldX = 0
this.worldY = 0
this.radius = radius
}
SwirlEffect.prototype.begin = function (skeleton) {
this.worldX = skeleton.x + this.centerX
this.worldY = skeleton.y + this.centerY
}
SwirlEffect.prototype.transform = function (position, uv, light, dark) {
var radAngle = this.angle * spine.MathUtils.degreesToRadians
var x = position.x - this.worldX
var y = position.y - this.worldY
var dist = Math.sqrt(x * x + y * y)
if (dist < this.radius) {
var theta = SwirlEffect.interpolation.apply(0, radAngle, (this.radius - dist) / this.radius)
var cos = Math.cos(theta)
var sin = Math.sin(theta)
position.x = cos * x - sin * y + this.worldX
position.y = sin * x + cos * y + this.worldY
}
}
SwirlEffect.prototype.end = function () {}
SwirlEffect.interpolation = new spine.PowOut(2)
return SwirlEffect
})()
spine.SwirlEffect = SwirlEffect
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var AssetManager = (function (_super) {
__extends(AssetManager, _super)
function AssetManager(context, pathPrefix) {
if (pathPrefix === void 0) {
pathPrefix = ''
}
return (
_super.call(
this,
function (image) {
return new spine.webgl.GLTexture(context, image)
},
pathPrefix,
) || this
)
}
return AssetManager
})(spine.AssetManager)
webgl.AssetManager = AssetManager
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var OrthoCamera = (function () {
function OrthoCamera(viewportWidth, viewportHeight) {
this.position = new webgl.Vector3(0, 0, 0)
this.direction = new webgl.Vector3(0, 0, -1)
this.up = new webgl.Vector3(0, 1, 0)
this.near = 0
this.far = 100
this.zoom = 1
this.viewportWidth = 0
this.viewportHeight = 0
this.projectionView = new webgl.Matrix4()
this.inverseProjectionView = new webgl.Matrix4()
this.projection = new webgl.Matrix4()
this.view = new webgl.Matrix4()
this.tmp = new webgl.Vector3()
this.viewportWidth = viewportWidth
this.viewportHeight = viewportHeight
this.update()
}
OrthoCamera.prototype.update = function () {
var projection = this.projection
var view = this.view
var projectionView = this.projectionView
var inverseProjectionView = this.inverseProjectionView
var zoom = this.zoom,
viewportWidth = this.viewportWidth,
viewportHeight = this.viewportHeight
projection.ortho(
zoom * (-viewportWidth / 2),
zoom * (viewportWidth / 2),
zoom * (-viewportHeight / 2),
zoom * (viewportHeight / 2),
this.near,
this.far,
)
view.lookAt(this.position, this.direction, this.up)
projectionView.set(projection.values)
projectionView.multiply(view)
inverseProjectionView.set(projectionView.values).invert()
}
OrthoCamera.prototype.screenToWorld = function (screenCoords, screenWidth, screenHeight) {
var x = screenCoords.x,
y = screenHeight - screenCoords.y - 1
var tmp = this.tmp
tmp.x = (2 * x) / screenWidth - 1
tmp.y = (2 * y) / screenHeight - 1
tmp.z = 2 * screenCoords.z - 1
tmp.project(this.inverseProjectionView)
screenCoords.set(tmp.x, tmp.y, tmp.z)
return screenCoords
}
OrthoCamera.prototype.setViewport = function (viewportWidth, viewportHeight) {
this.viewportWidth = viewportWidth
this.viewportHeight = viewportHeight
}
return OrthoCamera
})()
webgl.OrthoCamera = OrthoCamera
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var GLTexture = (function (_super) {
__extends(GLTexture, _super)
function GLTexture(context, image, useMipMaps) {
if (useMipMaps === void 0) {
useMipMaps = false
}
var _this = _super.call(this, image) || this
_this.texture = null
_this.boundUnit = 0
_this.useMipMaps = false
_this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
_this.useMipMaps = useMipMaps
_this.restore()
_this.context.addRestorable(_this)
return _this
}
GLTexture.prototype.setFilters = function (minFilter, magFilter) {
var gl = this.context.gl
this.bind()
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter)
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MAG_FILTER,
GLTexture.validateMagFilter(magFilter),
)
}
GLTexture.validateMagFilter = function (magFilter) {
switch (magFilter) {
case spine.TextureFilter.MipMap:
case spine.TextureFilter.MipMapLinearLinear:
case spine.TextureFilter.MipMapLinearNearest:
case spine.TextureFilter.MipMapNearestLinear:
case spine.TextureFilter.MipMapNearestNearest:
return spine.TextureFilter.Linear
default:
return magFilter
}
}
GLTexture.prototype.setWraps = function (uWrap, vWrap) {
var gl = this.context.gl
this.bind()
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, uWrap)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, vWrap)
}
GLTexture.prototype.update = function (useMipMaps) {
var gl = this.context.gl
if (!this.texture) {
this.texture = this.context.gl.createTexture()
}
this.bind()
if (GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false)
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._image)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
useMipMaps ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR,
)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
if (useMipMaps) gl.generateMipmap(gl.TEXTURE_2D)
}
GLTexture.prototype.restore = function () {
this.texture = null
this.update(this.useMipMaps)
}
GLTexture.prototype.bind = function (unit) {
if (unit === void 0) {
unit = 0
}
var gl = this.context.gl
this.boundUnit = unit
gl.activeTexture(gl.TEXTURE0 + unit)
gl.bindTexture(gl.TEXTURE_2D, this.texture)
}
GLTexture.prototype.unbind = function () {
var gl = this.context.gl
gl.activeTexture(gl.TEXTURE0 + this.boundUnit)
gl.bindTexture(gl.TEXTURE_2D, null)
}
GLTexture.prototype.dispose = function () {
this.context.removeRestorable(this)
var gl = this.context.gl
gl.deleteTexture(this.texture)
}
GLTexture.DISABLE_UNPACK_PREMULTIPLIED_ALPHA_WEBGL = false
return GLTexture
})(spine.Texture)
webgl.GLTexture = GLTexture
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var Input = (function () {
function Input(element) {
this.lastX = 0
this.lastY = 0
this.buttonDown = false
this.currTouch = null
this.touchesPool = new spine.Pool(function () {
return new spine.webgl.Touch(0, 0, 0)
})
this.listeners = new Array()
this.element = element
this.setupCallbacks(element)
}
Input.prototype.setupCallbacks = function (element) {
var _this = this
var mouseDown = function (ev) {
if (ev instanceof MouseEvent) {
var rect = element.getBoundingClientRect()
var x = ev.clientX - rect.left
var y = ev.clientY - rect.top
var listeners = _this.listeners
for (var i = 0; i < listeners.length; i++) {
if (listeners[i].down) listeners[i].down(x, y)
}
_this.lastX = x
_this.lastY = y
_this.buttonDown = true
document.addEventListener('mousemove', mouseMove)
document.addEventListener('mouseup', mouseUp)
}
}
var mouseMove = function (ev) {
if (ev instanceof MouseEvent) {
var rect = element.getBoundingClientRect()
var x = ev.clientX - rect.left
var y = ev.clientY - rect.top
var listeners = _this.listeners
for (var i = 0; i < listeners.length; i++) {
if (_this.buttonDown) {
if (listeners[i].dragged) listeners[i].dragged(x, y)
} else {
if (listeners[i].moved) listeners[i].moved(x, y)
}
}
_this.lastX = x
_this.lastY = y
}
}
var mouseUp = function (ev) {
if (ev instanceof MouseEvent) {
var rect = element.getBoundingClientRect()
var x = ev.clientX - rect.left
var y = ev.clientY - rect.top
var listeners = _this.listeners
for (var i = 0; i < listeners.length; i++) {
if (listeners[i].up) listeners[i].up(x, y)
}
_this.lastX = x
_this.lastY = y
_this.buttonDown = false
document.removeEventListener('mousemove', mouseMove)
document.removeEventListener('mouseup', mouseUp)
}
}
element.addEventListener('mousedown', mouseDown, true)
element.addEventListener('mousemove', mouseMove, true)
element.addEventListener('mouseup', mouseUp, true)
element.addEventListener(
'touchstart',
function (ev) {
if (_this.currTouch != null) return
var touches = ev.changedTouches
for (var i = 0; i < touches.length; i++) {
var touch = touches[i]
var rect = element.getBoundingClientRect()
var x = touch.clientX - rect.left
var y = touch.clientY - rect.top
_this.currTouch = _this.touchesPool.obtain()
_this.currTouch.identifier = touch.identifier
_this.currTouch.x = x
_this.currTouch.y = y
break
}
var listeners = _this.listeners
for (var i_17 = 0; i_17 < listeners.length; i_17++) {
if (listeners[i_17].down) listeners[i_17].down(_this.currTouch.x, _this.currTouch.y)
}
_this.lastX = _this.currTouch.x
_this.lastY = _this.currTouch.y
_this.buttonDown = true
ev.preventDefault()
},
false,
)
element.addEventListener(
'touchend',
function (ev) {
var touches = ev.changedTouches
for (var i = 0; i < touches.length; i++) {
var touch = touches[i]
if (_this.currTouch.identifier === touch.identifier) {
var rect = element.getBoundingClientRect()
var x = (_this.currTouch.x = touch.clientX - rect.left)
var y = (_this.currTouch.y = touch.clientY - rect.top)
_this.touchesPool.free(_this.currTouch)
var listeners = _this.listeners
for (var i_18 = 0; i_18 < listeners.length; i_18++) {
if (listeners[i_18].up) listeners[i_18].up(x, y)
}
_this.lastX = x
_this.lastY = y
_this.buttonDown = false
_this.currTouch = null
break
}
}
ev.preventDefault()
},
false,
)
element.addEventListener(
'touchcancel',
function (ev) {
var touches = ev.changedTouches
for (var i = 0; i < touches.length; i++) {
var touch = touches[i]
if (_this.currTouch.identifier === touch.identifier) {
var rect = element.getBoundingClientRect()
var x = (_this.currTouch.x = touch.clientX - rect.left)
var y = (_this.currTouch.y = touch.clientY - rect.top)
_this.touchesPool.free(_this.currTouch)
var listeners = _this.listeners
for (var i_19 = 0; i_19 < listeners.length; i_19++) {
if (listeners[i_19].up) listeners[i_19].up(x, y)
}
_this.lastX = x
_this.lastY = y
_this.buttonDown = false
_this.currTouch = null
break
}
}
ev.preventDefault()
},
false,
)
element.addEventListener(
'touchmove',
function (ev) {
if (_this.currTouch == null) return
var touches = ev.changedTouches
for (var i = 0; i < touches.length; i++) {
var touch = touches[i]
if (_this.currTouch.identifier === touch.identifier) {
var rect = element.getBoundingClientRect()
var x = touch.clientX - rect.left
var y = touch.clientY - rect.top
var listeners = _this.listeners
for (var i_20 = 0; i_20 < listeners.length; i_20++) {
if (listeners[i_20].dragged) listeners[i_20].dragged(x, y)
}
_this.lastX = _this.currTouch.x = x
_this.lastY = _this.currTouch.y = y
break
}
}
ev.preventDefault()
},
false,
)
}
Input.prototype.addListener = function (listener) {
this.listeners.push(listener)
}
Input.prototype.removeListener = function (listener) {
var idx = this.listeners.indexOf(listener)
if (idx > -1) {
this.listeners.splice(idx, 1)
}
}
return Input
})()
webgl.Input = Input
var Touch = (function () {
function Touch(identifier, x, y) {
this.identifier = identifier
this.x = x
this.y = y
}
return Touch
})()
webgl.Touch = Touch
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var LoadingScreen = (function () {
function LoadingScreen(renderer) {
this.logo = null
this.spinner = null
this.angle = 0
this.fadeOut = 0
this.timeKeeper = new spine.TimeKeeper()
this.backgroundColor = new spine.Color(0.135, 0.135, 0.135, 1)
this.tempColor = new spine.Color()
this.firstDraw = 0
this.renderer = renderer
this.timeKeeper.maxDelta = 9
if (LoadingScreen.logoImg === null) {
var isSafari = navigator.userAgent.indexOf('Safari') > -1
LoadingScreen.logoImg = new Image()
LoadingScreen.logoImg.src = LoadingScreen.SPINE_LOGO_DATA
if (!isSafari) LoadingScreen.logoImg.crossOrigin = 'anonymous'
LoadingScreen.logoImg.onload = function (ev) {
LoadingScreen.loaded++
}
LoadingScreen.spinnerImg = new Image()
LoadingScreen.spinnerImg.src = LoadingScreen.SPINNER_DATA
if (!isSafari) LoadingScreen.spinnerImg.crossOrigin = 'anonymous'
LoadingScreen.spinnerImg.onload = function (ev) {
LoadingScreen.loaded++
}
}
}
LoadingScreen.prototype.draw = function (complete) {
if (complete === void 0) {
complete = false
}
if (complete && this.fadeOut > LoadingScreen.FADE_SECONDS) return
this.timeKeeper.update()
var a = Math.abs(Math.sin(this.timeKeeper.totalTime + 0.75))
this.angle -= (this.timeKeeper.delta / 1.4) * 360 * (1 + 1.5 * Math.pow(a, 5))
var renderer = this.renderer
var canvas = renderer.canvas
var gl = renderer.context.gl
renderer.resize(webgl.ResizeMode.Stretch)
var oldX = renderer.camera.position.x,
oldY = renderer.camera.position.y
renderer.camera.position.set(canvas.width / 2, canvas.height / 2, 0)
renderer.camera.viewportWidth = canvas.width
renderer.camera.viewportHeight = canvas.height
if (!complete) {
gl.clearColor(
this.backgroundColor.r,
this.backgroundColor.g,
this.backgroundColor.b,
this.backgroundColor.a,
)
gl.clear(gl.COLOR_BUFFER_BIT)
this.tempColor.a = 1
} else {
this.fadeOut += this.timeKeeper.delta * (this.timeKeeper.totalTime < 1 ? 2 : 1)
if (this.fadeOut > LoadingScreen.FADE_SECONDS) {
renderer.camera.position.set(oldX, oldY, 0)
return
}
a = 1 - this.fadeOut / LoadingScreen.FADE_SECONDS
this.tempColor.setFromColor(this.backgroundColor)
this.tempColor.a = 1 - (a - 1) * (a - 1)
renderer.begin()
renderer.quad(
true,
0,
0,
canvas.width,
0,
canvas.width,
canvas.height,
0,
canvas.height,
this.tempColor,
this.tempColor,
this.tempColor,
this.tempColor,
)
renderer.end()
}
this.tempColor.set(1, 1, 1, this.tempColor.a)
if (LoadingScreen.loaded != 2) return
if (this.logo === null) {
this.logo = new webgl.GLTexture(renderer.context, LoadingScreen.logoImg)
this.spinner = new webgl.GLTexture(renderer.context, LoadingScreen.spinnerImg)
}
this.logo.update(false)
this.spinner.update(false)
var logoWidth = this.logo.getImage().width
var logoHeight = this.logo.getImage().height
var spinnerWidth = this.spinner.getImage().width
var spinnerHeight = this.spinner.getImage().height
renderer.batcher.setBlendMode(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
renderer.begin()
renderer.drawTexture(
this.logo,
(canvas.width - logoWidth) / 2,
(canvas.height - logoHeight) / 2,
logoWidth,
logoHeight,
this.tempColor,
)
renderer.drawTextureRotated(
this.spinner,
(canvas.width - spinnerWidth) / 2,
(canvas.height - spinnerHeight) / 2,
spinnerWidth,
spinnerHeight,
spinnerWidth / 2,
spinnerHeight / 2,
this.angle,
this.tempColor,
)
renderer.end()
renderer.camera.position.set(oldX, oldY, 0)
}
LoadingScreen.FADE_SECONDS = 1
LoadingScreen.loaded = 0
LoadingScreen.spinnerImg = null
LoadingScreen.logoImg = null
LoadingScreen.SPINNER_DATA =
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LoadingScreen.SPINE_LOGO_DATA =
'data:image/png;base64,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'
return LoadingScreen
})()
webgl.LoadingScreen = LoadingScreen
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
webgl.M00 = 0
webgl.M01 = 4
webgl.M02 = 8
webgl.M03 = 12
webgl.M10 = 1
webgl.M11 = 5
webgl.M12 = 9
webgl.M13 = 13
webgl.M20 = 2
webgl.M21 = 6
webgl.M22 = 10
webgl.M23 = 14
webgl.M30 = 3
webgl.M31 = 7
webgl.M32 = 11
webgl.M33 = 15
var Matrix4 = (function () {
function Matrix4() {
this.temp = new Float32Array(16)
this.values = new Float32Array(16)
var v = this.values
v[webgl.M00] = 1
v[webgl.M11] = 1
v[webgl.M22] = 1
v[webgl.M33] = 1
}
Matrix4.prototype.set = function (values) {
this.values.set(values)
return this
}
Matrix4.prototype.transpose = function () {
var t = this.temp
var v = this.values
t[webgl.M00] = v[webgl.M00]
t[webgl.M01] = v[webgl.M10]
t[webgl.M02] = v[webgl.M20]
t[webgl.M03] = v[webgl.M30]
t[webgl.M10] = v[webgl.M01]
t[webgl.M11] = v[webgl.M11]
t[webgl.M12] = v[webgl.M21]
t[webgl.M13] = v[webgl.M31]
t[webgl.M20] = v[webgl.M02]
t[webgl.M21] = v[webgl.M12]
t[webgl.M22] = v[webgl.M22]
t[webgl.M23] = v[webgl.M32]
t[webgl.M30] = v[webgl.M03]
t[webgl.M31] = v[webgl.M13]
t[webgl.M32] = v[webgl.M23]
t[webgl.M33] = v[webgl.M33]
return this.set(t)
}
Matrix4.prototype.identity = function () {
var v = this.values
v[webgl.M00] = 1
v[webgl.M01] = 0
v[webgl.M02] = 0
v[webgl.M03] = 0
v[webgl.M10] = 0
v[webgl.M11] = 1
v[webgl.M12] = 0
v[webgl.M13] = 0
v[webgl.M20] = 0
v[webgl.M21] = 0
v[webgl.M22] = 1
v[webgl.M23] = 0
v[webgl.M30] = 0
v[webgl.M31] = 0
v[webgl.M32] = 0
v[webgl.M33] = 1
return this
}
Matrix4.prototype.invert = function () {
var v = this.values
var t = this.temp
var l_det =
v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] -
v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] -
v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] +
v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] +
v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] -
v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] -
v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] +
v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] +
v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] -
v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] -
v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] +
v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] +
v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] -
v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] -
v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] +
v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] +
v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] -
v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] -
v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] +
v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] +
v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] -
v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] -
v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] +
v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]
if (l_det == 0) throw new Error('non-invertible matrix')
var inv_det = 1.0 / l_det
t[webgl.M00] =
v[webgl.M12] * v[webgl.M23] * v[webgl.M31] -
v[webgl.M13] * v[webgl.M22] * v[webgl.M31] +
v[webgl.M13] * v[webgl.M21] * v[webgl.M32] -
v[webgl.M11] * v[webgl.M23] * v[webgl.M32] -
v[webgl.M12] * v[webgl.M21] * v[webgl.M33] +
v[webgl.M11] * v[webgl.M22] * v[webgl.M33]
t[webgl.M01] =
v[webgl.M03] * v[webgl.M22] * v[webgl.M31] -
v[webgl.M02] * v[webgl.M23] * v[webgl.M31] -
v[webgl.M03] * v[webgl.M21] * v[webgl.M32] +
v[webgl.M01] * v[webgl.M23] * v[webgl.M32] +
v[webgl.M02] * v[webgl.M21] * v[webgl.M33] -
v[webgl.M01] * v[webgl.M22] * v[webgl.M33]
t[webgl.M02] =
v[webgl.M02] * v[webgl.M13] * v[webgl.M31] -
v[webgl.M03] * v[webgl.M12] * v[webgl.M31] +
v[webgl.M03] * v[webgl.M11] * v[webgl.M32] -
v[webgl.M01] * v[webgl.M13] * v[webgl.M32] -
v[webgl.M02] * v[webgl.M11] * v[webgl.M33] +
v[webgl.M01] * v[webgl.M12] * v[webgl.M33]
t[webgl.M03] =
v[webgl.M03] * v[webgl.M12] * v[webgl.M21] -
v[webgl.M02] * v[webgl.M13] * v[webgl.M21] -
v[webgl.M03] * v[webgl.M11] * v[webgl.M22] +
v[webgl.M01] * v[webgl.M13] * v[webgl.M22] +
v[webgl.M02] * v[webgl.M11] * v[webgl.M23] -
v[webgl.M01] * v[webgl.M12] * v[webgl.M23]
t[webgl.M10] =
v[webgl.M13] * v[webgl.M22] * v[webgl.M30] -
v[webgl.M12] * v[webgl.M23] * v[webgl.M30] -
v[webgl.M13] * v[webgl.M20] * v[webgl.M32] +
v[webgl.M10] * v[webgl.M23] * v[webgl.M32] +
v[webgl.M12] * v[webgl.M20] * v[webgl.M33] -
v[webgl.M10] * v[webgl.M22] * v[webgl.M33]
t[webgl.M11] =
v[webgl.M02] * v[webgl.M23] * v[webgl.M30] -
v[webgl.M03] * v[webgl.M22] * v[webgl.M30] +
v[webgl.M03] * v[webgl.M20] * v[webgl.M32] -
v[webgl.M00] * v[webgl.M23] * v[webgl.M32] -
v[webgl.M02] * v[webgl.M20] * v[webgl.M33] +
v[webgl.M00] * v[webgl.M22] * v[webgl.M33]
t[webgl.M12] =
v[webgl.M03] * v[webgl.M12] * v[webgl.M30] -
v[webgl.M02] * v[webgl.M13] * v[webgl.M30] -
v[webgl.M03] * v[webgl.M10] * v[webgl.M32] +
v[webgl.M00] * v[webgl.M13] * v[webgl.M32] +
v[webgl.M02] * v[webgl.M10] * v[webgl.M33] -
v[webgl.M00] * v[webgl.M12] * v[webgl.M33]
t[webgl.M13] =
v[webgl.M02] * v[webgl.M13] * v[webgl.M20] -
v[webgl.M03] * v[webgl.M12] * v[webgl.M20] +
v[webgl.M03] * v[webgl.M10] * v[webgl.M22] -
v[webgl.M00] * v[webgl.M13] * v[webgl.M22] -
v[webgl.M02] * v[webgl.M10] * v[webgl.M23] +
v[webgl.M00] * v[webgl.M12] * v[webgl.M23]
t[webgl.M20] =
v[webgl.M11] * v[webgl.M23] * v[webgl.M30] -
v[webgl.M13] * v[webgl.M21] * v[webgl.M30] +
v[webgl.M13] * v[webgl.M20] * v[webgl.M31] -
v[webgl.M10] * v[webgl.M23] * v[webgl.M31] -
v[webgl.M11] * v[webgl.M20] * v[webgl.M33] +
v[webgl.M10] * v[webgl.M21] * v[webgl.M33]
t[webgl.M21] =
v[webgl.M03] * v[webgl.M21] * v[webgl.M30] -
v[webgl.M01] * v[webgl.M23] * v[webgl.M30] -
v[webgl.M03] * v[webgl.M20] * v[webgl.M31] +
v[webgl.M00] * v[webgl.M23] * v[webgl.M31] +
v[webgl.M01] * v[webgl.M20] * v[webgl.M33] -
v[webgl.M00] * v[webgl.M21] * v[webgl.M33]
t[webgl.M22] =
v[webgl.M01] * v[webgl.M13] * v[webgl.M30] -
v[webgl.M03] * v[webgl.M11] * v[webgl.M30] +
v[webgl.M03] * v[webgl.M10] * v[webgl.M31] -
v[webgl.M00] * v[webgl.M13] * v[webgl.M31] -
v[webgl.M01] * v[webgl.M10] * v[webgl.M33] +
v[webgl.M00] * v[webgl.M11] * v[webgl.M33]
t[webgl.M23] =
v[webgl.M03] * v[webgl.M11] * v[webgl.M20] -
v[webgl.M01] * v[webgl.M13] * v[webgl.M20] -
v[webgl.M03] * v[webgl.M10] * v[webgl.M21] +
v[webgl.M00] * v[webgl.M13] * v[webgl.M21] +
v[webgl.M01] * v[webgl.M10] * v[webgl.M23] -
v[webgl.M00] * v[webgl.M11] * v[webgl.M23]
t[webgl.M30] =
v[webgl.M12] * v[webgl.M21] * v[webgl.M30] -
v[webgl.M11] * v[webgl.M22] * v[webgl.M30] -
v[webgl.M12] * v[webgl.M20] * v[webgl.M31] +
v[webgl.M10] * v[webgl.M22] * v[webgl.M31] +
v[webgl.M11] * v[webgl.M20] * v[webgl.M32] -
v[webgl.M10] * v[webgl.M21] * v[webgl.M32]
t[webgl.M31] =
v[webgl.M01] * v[webgl.M22] * v[webgl.M30] -
v[webgl.M02] * v[webgl.M21] * v[webgl.M30] +
v[webgl.M02] * v[webgl.M20] * v[webgl.M31] -
v[webgl.M00] * v[webgl.M22] * v[webgl.M31] -
v[webgl.M01] * v[webgl.M20] * v[webgl.M32] +
v[webgl.M00] * v[webgl.M21] * v[webgl.M32]
t[webgl.M32] =
v[webgl.M02] * v[webgl.M11] * v[webgl.M30] -
v[webgl.M01] * v[webgl.M12] * v[webgl.M30] -
v[webgl.M02] * v[webgl.M10] * v[webgl.M31] +
v[webgl.M00] * v[webgl.M12] * v[webgl.M31] +
v[webgl.M01] * v[webgl.M10] * v[webgl.M32] -
v[webgl.M00] * v[webgl.M11] * v[webgl.M32]
t[webgl.M33] =
v[webgl.M01] * v[webgl.M12] * v[webgl.M20] -
v[webgl.M02] * v[webgl.M11] * v[webgl.M20] +
v[webgl.M02] * v[webgl.M10] * v[webgl.M21] -
v[webgl.M00] * v[webgl.M12] * v[webgl.M21] -
v[webgl.M01] * v[webgl.M10] * v[webgl.M22] +
v[webgl.M00] * v[webgl.M11] * v[webgl.M22]
v[webgl.M00] = t[webgl.M00] * inv_det
v[webgl.M01] = t[webgl.M01] * inv_det
v[webgl.M02] = t[webgl.M02] * inv_det
v[webgl.M03] = t[webgl.M03] * inv_det
v[webgl.M10] = t[webgl.M10] * inv_det
v[webgl.M11] = t[webgl.M11] * inv_det
v[webgl.M12] = t[webgl.M12] * inv_det
v[webgl.M13] = t[webgl.M13] * inv_det
v[webgl.M20] = t[webgl.M20] * inv_det
v[webgl.M21] = t[webgl.M21] * inv_det
v[webgl.M22] = t[webgl.M22] * inv_det
v[webgl.M23] = t[webgl.M23] * inv_det
v[webgl.M30] = t[webgl.M30] * inv_det
v[webgl.M31] = t[webgl.M31] * inv_det
v[webgl.M32] = t[webgl.M32] * inv_det
v[webgl.M33] = t[webgl.M33] * inv_det
return this
}
Matrix4.prototype.determinant = function () {
var v = this.values
return (
v[webgl.M30] * v[webgl.M21] * v[webgl.M12] * v[webgl.M03] -
v[webgl.M20] * v[webgl.M31] * v[webgl.M12] * v[webgl.M03] -
v[webgl.M30] * v[webgl.M11] * v[webgl.M22] * v[webgl.M03] +
v[webgl.M10] * v[webgl.M31] * v[webgl.M22] * v[webgl.M03] +
v[webgl.M20] * v[webgl.M11] * v[webgl.M32] * v[webgl.M03] -
v[webgl.M10] * v[webgl.M21] * v[webgl.M32] * v[webgl.M03] -
v[webgl.M30] * v[webgl.M21] * v[webgl.M02] * v[webgl.M13] +
v[webgl.M20] * v[webgl.M31] * v[webgl.M02] * v[webgl.M13] +
v[webgl.M30] * v[webgl.M01] * v[webgl.M22] * v[webgl.M13] -
v[webgl.M00] * v[webgl.M31] * v[webgl.M22] * v[webgl.M13] -
v[webgl.M20] * v[webgl.M01] * v[webgl.M32] * v[webgl.M13] +
v[webgl.M00] * v[webgl.M21] * v[webgl.M32] * v[webgl.M13] +
v[webgl.M30] * v[webgl.M11] * v[webgl.M02] * v[webgl.M23] -
v[webgl.M10] * v[webgl.M31] * v[webgl.M02] * v[webgl.M23] -
v[webgl.M30] * v[webgl.M01] * v[webgl.M12] * v[webgl.M23] +
v[webgl.M00] * v[webgl.M31] * v[webgl.M12] * v[webgl.M23] +
v[webgl.M10] * v[webgl.M01] * v[webgl.M32] * v[webgl.M23] -
v[webgl.M00] * v[webgl.M11] * v[webgl.M32] * v[webgl.M23] -
v[webgl.M20] * v[webgl.M11] * v[webgl.M02] * v[webgl.M33] +
v[webgl.M10] * v[webgl.M21] * v[webgl.M02] * v[webgl.M33] +
v[webgl.M20] * v[webgl.M01] * v[webgl.M12] * v[webgl.M33] -
v[webgl.M00] * v[webgl.M21] * v[webgl.M12] * v[webgl.M33] -
v[webgl.M10] * v[webgl.M01] * v[webgl.M22] * v[webgl.M33] +
v[webgl.M00] * v[webgl.M11] * v[webgl.M22] * v[webgl.M33]
)
}
Matrix4.prototype.translate = function (x, y, z) {
var v = this.values
v[webgl.M03] += x
v[webgl.M13] += y
v[webgl.M23] += z
return this
}
Matrix4.prototype.copy = function () {
return new Matrix4().set(this.values)
}
Matrix4.prototype.projection = function (near, far, fovy, aspectRatio) {
this.identity()
var l_fd = 1.0 / Math.tan((fovy * (Math.PI / 180)) / 2.0)
var l_a1 = (far + near) / (near - far)
var l_a2 = (2 * far * near) / (near - far)
var v = this.values
v[webgl.M00] = l_fd / aspectRatio
v[webgl.M10] = 0
v[webgl.M20] = 0
v[webgl.M30] = 0
v[webgl.M01] = 0
v[webgl.M11] = l_fd
v[webgl.M21] = 0
v[webgl.M31] = 0
v[webgl.M02] = 0
v[webgl.M12] = 0
v[webgl.M22] = l_a1
v[webgl.M32] = -1
v[webgl.M03] = 0
v[webgl.M13] = 0
v[webgl.M23] = l_a2
v[webgl.M33] = 0
return this
}
Matrix4.prototype.ortho2d = function (x, y, width, height) {
return this.ortho(x, x + width, y, y + height, 0, 1)
}
Matrix4.prototype.ortho = function (left, right, bottom, top, near, far) {
this.identity()
var x_orth = 2 / (right - left)
var y_orth = 2 / (top - bottom)
var z_orth = -2 / (far - near)
var tx = -(right + left) / (right - left)
var ty = -(top + bottom) / (top - bottom)
var tz = -(far + near) / (far - near)
var v = this.values
v[webgl.M00] = x_orth
v[webgl.M10] = 0
v[webgl.M20] = 0
v[webgl.M30] = 0
v[webgl.M01] = 0
v[webgl.M11] = y_orth
v[webgl.M21] = 0
v[webgl.M31] = 0
v[webgl.M02] = 0
v[webgl.M12] = 0
v[webgl.M22] = z_orth
v[webgl.M32] = 0
v[webgl.M03] = tx
v[webgl.M13] = ty
v[webgl.M23] = tz
v[webgl.M33] = 1
return this
}
Matrix4.prototype.multiply = function (matrix) {
var t = this.temp
var v = this.values
var m = matrix.values
t[webgl.M00] =
v[webgl.M00] * m[webgl.M00] +
v[webgl.M01] * m[webgl.M10] +
v[webgl.M02] * m[webgl.M20] +
v[webgl.M03] * m[webgl.M30]
t[webgl.M01] =
v[webgl.M00] * m[webgl.M01] +
v[webgl.M01] * m[webgl.M11] +
v[webgl.M02] * m[webgl.M21] +
v[webgl.M03] * m[webgl.M31]
t[webgl.M02] =
v[webgl.M00] * m[webgl.M02] +
v[webgl.M01] * m[webgl.M12] +
v[webgl.M02] * m[webgl.M22] +
v[webgl.M03] * m[webgl.M32]
t[webgl.M03] =
v[webgl.M00] * m[webgl.M03] +
v[webgl.M01] * m[webgl.M13] +
v[webgl.M02] * m[webgl.M23] +
v[webgl.M03] * m[webgl.M33]
t[webgl.M10] =
v[webgl.M10] * m[webgl.M00] +
v[webgl.M11] * m[webgl.M10] +
v[webgl.M12] * m[webgl.M20] +
v[webgl.M13] * m[webgl.M30]
t[webgl.M11] =
v[webgl.M10] * m[webgl.M01] +
v[webgl.M11] * m[webgl.M11] +
v[webgl.M12] * m[webgl.M21] +
v[webgl.M13] * m[webgl.M31]
t[webgl.M12] =
v[webgl.M10] * m[webgl.M02] +
v[webgl.M11] * m[webgl.M12] +
v[webgl.M12] * m[webgl.M22] +
v[webgl.M13] * m[webgl.M32]
t[webgl.M13] =
v[webgl.M10] * m[webgl.M03] +
v[webgl.M11] * m[webgl.M13] +
v[webgl.M12] * m[webgl.M23] +
v[webgl.M13] * m[webgl.M33]
t[webgl.M20] =
v[webgl.M20] * m[webgl.M00] +
v[webgl.M21] * m[webgl.M10] +
v[webgl.M22] * m[webgl.M20] +
v[webgl.M23] * m[webgl.M30]
t[webgl.M21] =
v[webgl.M20] * m[webgl.M01] +
v[webgl.M21] * m[webgl.M11] +
v[webgl.M22] * m[webgl.M21] +
v[webgl.M23] * m[webgl.M31]
t[webgl.M22] =
v[webgl.M20] * m[webgl.M02] +
v[webgl.M21] * m[webgl.M12] +
v[webgl.M22] * m[webgl.M22] +
v[webgl.M23] * m[webgl.M32]
t[webgl.M23] =
v[webgl.M20] * m[webgl.M03] +
v[webgl.M21] * m[webgl.M13] +
v[webgl.M22] * m[webgl.M23] +
v[webgl.M23] * m[webgl.M33]
t[webgl.M30] =
v[webgl.M30] * m[webgl.M00] +
v[webgl.M31] * m[webgl.M10] +
v[webgl.M32] * m[webgl.M20] +
v[webgl.M33] * m[webgl.M30]
t[webgl.M31] =
v[webgl.M30] * m[webgl.M01] +
v[webgl.M31] * m[webgl.M11] +
v[webgl.M32] * m[webgl.M21] +
v[webgl.M33] * m[webgl.M31]
t[webgl.M32] =
v[webgl.M30] * m[webgl.M02] +
v[webgl.M31] * m[webgl.M12] +
v[webgl.M32] * m[webgl.M22] +
v[webgl.M33] * m[webgl.M32]
t[webgl.M33] =
v[webgl.M30] * m[webgl.M03] +
v[webgl.M31] * m[webgl.M13] +
v[webgl.M32] * m[webgl.M23] +
v[webgl.M33] * m[webgl.M33]
return this.set(this.temp)
}
Matrix4.prototype.multiplyLeft = function (matrix) {
var t = this.temp
var v = this.values
var m = matrix.values
t[webgl.M00] =
m[webgl.M00] * v[webgl.M00] +
m[webgl.M01] * v[webgl.M10] +
m[webgl.M02] * v[webgl.M20] +
m[webgl.M03] * v[webgl.M30]
t[webgl.M01] =
m[webgl.M00] * v[webgl.M01] +
m[webgl.M01] * v[webgl.M11] +
m[webgl.M02] * v[webgl.M21] +
m[webgl.M03] * v[webgl.M31]
t[webgl.M02] =
m[webgl.M00] * v[webgl.M02] +
m[webgl.M01] * v[webgl.M12] +
m[webgl.M02] * v[webgl.M22] +
m[webgl.M03] * v[webgl.M32]
t[webgl.M03] =
m[webgl.M00] * v[webgl.M03] +
m[webgl.M01] * v[webgl.M13] +
m[webgl.M02] * v[webgl.M23] +
m[webgl.M03] * v[webgl.M33]
t[webgl.M10] =
m[webgl.M10] * v[webgl.M00] +
m[webgl.M11] * v[webgl.M10] +
m[webgl.M12] * v[webgl.M20] +
m[webgl.M13] * v[webgl.M30]
t[webgl.M11] =
m[webgl.M10] * v[webgl.M01] +
m[webgl.M11] * v[webgl.M11] +
m[webgl.M12] * v[webgl.M21] +
m[webgl.M13] * v[webgl.M31]
t[webgl.M12] =
m[webgl.M10] * v[webgl.M02] +
m[webgl.M11] * v[webgl.M12] +
m[webgl.M12] * v[webgl.M22] +
m[webgl.M13] * v[webgl.M32]
t[webgl.M13] =
m[webgl.M10] * v[webgl.M03] +
m[webgl.M11] * v[webgl.M13] +
m[webgl.M12] * v[webgl.M23] +
m[webgl.M13] * v[webgl.M33]
t[webgl.M20] =
m[webgl.M20] * v[webgl.M00] +
m[webgl.M21] * v[webgl.M10] +
m[webgl.M22] * v[webgl.M20] +
m[webgl.M23] * v[webgl.M30]
t[webgl.M21] =
m[webgl.M20] * v[webgl.M01] +
m[webgl.M21] * v[webgl.M11] +
m[webgl.M22] * v[webgl.M21] +
m[webgl.M23] * v[webgl.M31]
t[webgl.M22] =
m[webgl.M20] * v[webgl.M02] +
m[webgl.M21] * v[webgl.M12] +
m[webgl.M22] * v[webgl.M22] +
m[webgl.M23] * v[webgl.M32]
t[webgl.M23] =
m[webgl.M20] * v[webgl.M03] +
m[webgl.M21] * v[webgl.M13] +
m[webgl.M22] * v[webgl.M23] +
m[webgl.M23] * v[webgl.M33]
t[webgl.M30] =
m[webgl.M30] * v[webgl.M00] +
m[webgl.M31] * v[webgl.M10] +
m[webgl.M32] * v[webgl.M20] +
m[webgl.M33] * v[webgl.M30]
t[webgl.M31] =
m[webgl.M30] * v[webgl.M01] +
m[webgl.M31] * v[webgl.M11] +
m[webgl.M32] * v[webgl.M21] +
m[webgl.M33] * v[webgl.M31]
t[webgl.M32] =
m[webgl.M30] * v[webgl.M02] +
m[webgl.M31] * v[webgl.M12] +
m[webgl.M32] * v[webgl.M22] +
m[webgl.M33] * v[webgl.M32]
t[webgl.M33] =
m[webgl.M30] * v[webgl.M03] +
m[webgl.M31] * v[webgl.M13] +
m[webgl.M32] * v[webgl.M23] +
m[webgl.M33] * v[webgl.M33]
return this.set(this.temp)
}
Matrix4.prototype.lookAt = function (position, direction, up) {
Matrix4.initTemps()
var xAxis = Matrix4.xAxis,
yAxis = Matrix4.yAxis,
zAxis = Matrix4.zAxis
zAxis.setFrom(direction).normalize()
xAxis.setFrom(direction).normalize()
xAxis.cross(up).normalize()
yAxis.setFrom(xAxis).cross(zAxis).normalize()
this.identity()
var val = this.values
val[webgl.M00] = xAxis.x
val[webgl.M01] = xAxis.y
val[webgl.M02] = xAxis.z
val[webgl.M10] = yAxis.x
val[webgl.M11] = yAxis.y
val[webgl.M12] = yAxis.z
val[webgl.M20] = -zAxis.x
val[webgl.M21] = -zAxis.y
val[webgl.M22] = -zAxis.z
Matrix4.tmpMatrix.identity()
Matrix4.tmpMatrix.values[webgl.M03] = -position.x
Matrix4.tmpMatrix.values[webgl.M13] = -position.y
Matrix4.tmpMatrix.values[webgl.M23] = -position.z
this.multiply(Matrix4.tmpMatrix)
return this
}
Matrix4.initTemps = function () {
if (Matrix4.xAxis === null) Matrix4.xAxis = new webgl.Vector3()
if (Matrix4.yAxis === null) Matrix4.yAxis = new webgl.Vector3()
if (Matrix4.zAxis === null) Matrix4.zAxis = new webgl.Vector3()
}
Matrix4.xAxis = null
Matrix4.yAxis = null
Matrix4.zAxis = null
Matrix4.tmpMatrix = new Matrix4()
return Matrix4
})()
webgl.Matrix4 = Matrix4
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var Mesh = (function () {
function Mesh(context, attributes, maxVertices, maxIndices) {
this.attributes = attributes
this.verticesLength = 0
this.dirtyVertices = false
this.indicesLength = 0
this.dirtyIndices = false
this.elementsPerVertex = 0
this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
this.elementsPerVertex = 0
for (var i = 0; i < attributes.length; i++) {
this.elementsPerVertex += attributes[i].numElements
}
this.vertices = new Float32Array(maxVertices * this.elementsPerVertex)
this.indices = new Uint16Array(maxIndices)
this.context.addRestorable(this)
}
Mesh.prototype.getAttributes = function () {
return this.attributes
}
Mesh.prototype.maxVertices = function () {
return this.vertices.length / this.elementsPerVertex
}
Mesh.prototype.numVertices = function () {
return this.verticesLength / this.elementsPerVertex
}
Mesh.prototype.setVerticesLength = function (length) {
this.dirtyVertices = true
this.verticesLength = length
}
Mesh.prototype.getVertices = function () {
return this.vertices
}
Mesh.prototype.maxIndices = function () {
return this.indices.length
}
Mesh.prototype.numIndices = function () {
return this.indicesLength
}
Mesh.prototype.setIndicesLength = function (length) {
this.dirtyIndices = true
this.indicesLength = length
}
Mesh.prototype.getIndices = function () {
return this.indices
}
Mesh.prototype.getVertexSizeInFloats = function () {
var size = 0
for (var i = 0; i < this.attributes.length; i++) {
var attribute = this.attributes[i]
size += attribute.numElements
}
return size
}
Mesh.prototype.setVertices = function (vertices) {
this.dirtyVertices = true
if (vertices.length > this.vertices.length)
throw Error("Mesh can't store more than " + this.maxVertices() + ' vertices')
this.vertices.set(vertices, 0)
this.verticesLength = vertices.length
}
Mesh.prototype.setIndices = function (indices) {
this.dirtyIndices = true
if (indices.length > this.indices.length)
throw Error("Mesh can't store more than " + this.maxIndices() + ' indices')
this.indices.set(indices, 0)
this.indicesLength = indices.length
}
Mesh.prototype.draw = function (shader, primitiveType) {
this.drawWithOffset(
shader,
primitiveType,
0,
this.indicesLength > 0
? this.indicesLength
: this.verticesLength / this.elementsPerVertex,
)
}
Mesh.prototype.drawWithOffset = function (shader, primitiveType, offset, count) {
var gl = this.context.gl
if (this.dirtyVertices || this.dirtyIndices) this.update()
this.bind(shader)
if (this.indicesLength > 0) {
gl.drawElements(primitiveType, count, gl.UNSIGNED_SHORT, offset * 2)
} else {
gl.drawArrays(primitiveType, offset, count)
}
this.unbind(shader)
}
Mesh.prototype.bind = function (shader) {
var gl = this.context.gl
gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer)
var offset = 0
for (var i = 0; i < this.attributes.length; i++) {
var attrib = this.attributes[i]
var location_1 = shader.getAttributeLocation(attrib.name)
gl.enableVertexAttribArray(location_1)
gl.vertexAttribPointer(
location_1,
attrib.numElements,
gl.FLOAT,
false,
this.elementsPerVertex * 4,
offset * 4,
)
offset += attrib.numElements
}
if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer)
}
Mesh.prototype.unbind = function (shader) {
var gl = this.context.gl
for (var i = 0; i < this.attributes.length; i++) {
var attrib = this.attributes[i]
var location_2 = shader.getAttributeLocation(attrib.name)
gl.disableVertexAttribArray(location_2)
}
gl.bindBuffer(gl.ARRAY_BUFFER, null)
if (this.indicesLength > 0) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null)
}
Mesh.prototype.update = function () {
var gl = this.context.gl
if (this.dirtyVertices) {
if (!this.verticesBuffer) {
this.verticesBuffer = gl.createBuffer()
}
gl.bindBuffer(gl.ARRAY_BUFFER, this.verticesBuffer)
gl.bufferData(
gl.ARRAY_BUFFER,
this.vertices.subarray(0, this.verticesLength),
gl.DYNAMIC_DRAW,
)
this.dirtyVertices = false
}
if (this.dirtyIndices) {
if (!this.indicesBuffer) {
this.indicesBuffer = gl.createBuffer()
}
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer)
gl.bufferData(
gl.ELEMENT_ARRAY_BUFFER,
this.indices.subarray(0, this.indicesLength),
gl.DYNAMIC_DRAW,
)
this.dirtyIndices = false
}
}
Mesh.prototype.restore = function () {
this.verticesBuffer = null
this.indicesBuffer = null
this.update()
}
Mesh.prototype.dispose = function () {
this.context.removeRestorable(this)
var gl = this.context.gl
gl.deleteBuffer(this.verticesBuffer)
gl.deleteBuffer(this.indicesBuffer)
}
return Mesh
})()
webgl.Mesh = Mesh
var VertexAttribute = (function () {
function VertexAttribute(name, type, numElements) {
this.name = name
this.type = type
this.numElements = numElements
}
return VertexAttribute
})()
webgl.VertexAttribute = VertexAttribute
var Position2Attribute = (function (_super) {
__extends(Position2Attribute, _super)
function Position2Attribute() {
return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 2) || this
}
return Position2Attribute
})(VertexAttribute)
webgl.Position2Attribute = Position2Attribute
var Position3Attribute = (function (_super) {
__extends(Position3Attribute, _super)
function Position3Attribute() {
return _super.call(this, webgl.Shader.POSITION, VertexAttributeType.Float, 3) || this
}
return Position3Attribute
})(VertexAttribute)
webgl.Position3Attribute = Position3Attribute
var TexCoordAttribute = (function (_super) {
__extends(TexCoordAttribute, _super)
function TexCoordAttribute(unit) {
if (unit === void 0) {
unit = 0
}
return (
_super.call(
this,
webgl.Shader.TEXCOORDS + (unit == 0 ? '' : unit),
VertexAttributeType.Float,
2,
) || this
)
}
return TexCoordAttribute
})(VertexAttribute)
webgl.TexCoordAttribute = TexCoordAttribute
var ColorAttribute = (function (_super) {
__extends(ColorAttribute, _super)
function ColorAttribute() {
return _super.call(this, webgl.Shader.COLOR, VertexAttributeType.Float, 4) || this
}
return ColorAttribute
})(VertexAttribute)
webgl.ColorAttribute = ColorAttribute
var Color2Attribute = (function (_super) {
__extends(Color2Attribute, _super)
function Color2Attribute() {
return _super.call(this, webgl.Shader.COLOR2, VertexAttributeType.Float, 4) || this
}
return Color2Attribute
})(VertexAttribute)
webgl.Color2Attribute = Color2Attribute
var VertexAttributeType
;(function (VertexAttributeType) {
VertexAttributeType[(VertexAttributeType['Float'] = 0)] = 'Float'
})((VertexAttributeType = webgl.VertexAttributeType || (webgl.VertexAttributeType = {})))
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var PolygonBatcher = (function () {
function PolygonBatcher(context, twoColorTint, maxVertices) {
if (twoColorTint === void 0) {
twoColorTint = true
}
if (maxVertices === void 0) {
maxVertices = 10920
}
this.isDrawing = false
this.shader = null
this.lastTexture = null
this.verticesLength = 0
this.indicesLength = 0
if (maxVertices > 10920)
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices)
this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
var attributes = twoColorTint
? [
new webgl.Position2Attribute(),
new webgl.ColorAttribute(),
new webgl.TexCoordAttribute(),
new webgl.Color2Attribute(),
]
: [
new webgl.Position2Attribute(),
new webgl.ColorAttribute(),
new webgl.TexCoordAttribute(),
]
this.mesh = new webgl.Mesh(context, attributes, maxVertices, maxVertices * 3)
this.srcBlend = this.context.gl.SRC_ALPHA
this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA
}
PolygonBatcher.prototype.begin = function (shader) {
var gl = this.context.gl
if (this.isDrawing)
throw new Error(
'PolygonBatch is already drawing. Call PolygonBatch.end() before calling PolygonBatch.begin()',
)
this.drawCalls = 0
this.shader = shader
this.lastTexture = null
this.isDrawing = true
gl.enable(gl.BLEND)
gl.blendFunc(this.srcBlend, this.dstBlend)
}
PolygonBatcher.prototype.setBlendMode = function (srcBlend, dstBlend) {
var gl = this.context.gl
this.srcBlend = srcBlend
this.dstBlend = dstBlend
if (this.isDrawing) {
this.flush()
gl.blendFunc(this.srcBlend, this.dstBlend)
}
}
PolygonBatcher.prototype.draw = function (texture, vertices, indices) {
if (texture != this.lastTexture) {
this.flush()
this.lastTexture = texture
} else if (
this.verticesLength + vertices.length > this.mesh.getVertices().length ||
this.indicesLength + indices.length > this.mesh.getIndices().length
) {
this.flush()
}
var indexStart = this.mesh.numVertices()
this.mesh.getVertices().set(vertices, this.verticesLength)
this.verticesLength += vertices.length
this.mesh.setVerticesLength(this.verticesLength)
var indicesArray = this.mesh.getIndices()
for (var i = this.indicesLength, j = 0; j < indices.length; i++, j++)
indicesArray[i] = indices[j] + indexStart
this.indicesLength += indices.length
this.mesh.setIndicesLength(this.indicesLength)
}
PolygonBatcher.prototype.flush = function () {
var gl = this.context.gl
if (this.verticesLength == 0) return
this.lastTexture.bind()
this.mesh.draw(this.shader, gl.TRIANGLES)
this.verticesLength = 0
this.indicesLength = 0
this.mesh.setVerticesLength(0)
this.mesh.setIndicesLength(0)
this.drawCalls++
}
PolygonBatcher.prototype.end = function () {
var gl = this.context.gl
if (!this.isDrawing)
throw new Error(
'PolygonBatch is not drawing. Call PolygonBatch.begin() before calling PolygonBatch.end()',
)
if (this.verticesLength > 0 || this.indicesLength > 0) this.flush()
this.shader = null
this.lastTexture = null
this.isDrawing = false
gl.disable(gl.BLEND)
}
PolygonBatcher.prototype.getDrawCalls = function () {
return this.drawCalls
}
PolygonBatcher.prototype.dispose = function () {
this.mesh.dispose()
}
return PolygonBatcher
})()
webgl.PolygonBatcher = PolygonBatcher
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var SceneRenderer = (function () {
function SceneRenderer(canvas, context, twoColorTint) {
if (twoColorTint === void 0) {
twoColorTint = true
}
this.twoColorTint = false
this.activeRenderer = null
this.QUAD = [
0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1,
0, 0,
]
this.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]
this.WHITE = new spine.Color(1, 1, 1, 1)
this.canvas = canvas
this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
this.twoColorTint = twoColorTint
this.camera = new webgl.OrthoCamera(canvas.width, canvas.height)
this.batcherShader = twoColorTint
? webgl.Shader.newTwoColoredTextured(this.context)
: webgl.Shader.newColoredTextured(this.context)
this.batcher = new webgl.PolygonBatcher(this.context, twoColorTint)
this.shapesShader = webgl.Shader.newColored(this.context)
this.shapes = new webgl.ShapeRenderer(this.context)
this.skeletonRenderer = new webgl.SkeletonRenderer(this.context, twoColorTint)
this.skeletonDebugRenderer = new webgl.SkeletonDebugRenderer(this.context)
}
SceneRenderer.prototype.begin = function () {
this.camera.update()
this.enableRenderer(this.batcher)
}
SceneRenderer.prototype.drawSkeleton = function (
skeleton,
premultipliedAlpha,
slotRangeStart,
slotRangeEnd,
) {
if (premultipliedAlpha === void 0) {
premultipliedAlpha = false
}
if (slotRangeStart === void 0) {
slotRangeStart = -1
}
if (slotRangeEnd === void 0) {
slotRangeEnd = -1
}
this.enableRenderer(this.batcher)
this.skeletonRenderer.premultipliedAlpha = premultipliedAlpha
this.skeletonRenderer.draw(this.batcher, skeleton, slotRangeStart, slotRangeEnd)
}
SceneRenderer.prototype.drawSkeletonDebug = function (
skeleton,
premultipliedAlpha,
ignoredBones,
) {
if (premultipliedAlpha === void 0) {
premultipliedAlpha = false
}
if (ignoredBones === void 0) {
ignoredBones = null
}
this.enableRenderer(this.shapes)
this.skeletonDebugRenderer.premultipliedAlpha = premultipliedAlpha
this.skeletonDebugRenderer.draw(this.shapes, skeleton, ignoredBones)
}
SceneRenderer.prototype.drawTexture = function (texture, x, y, width, height, color) {
if (color === void 0) {
color = null
}
this.enableRenderer(this.batcher)
if (color === null) color = this.WHITE
var quad = this.QUAD
var i = 0
quad[i++] = x
quad[i++] = y
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 0
quad[i++] = 1
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x + width
quad[i++] = y
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 1
quad[i++] = 1
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x + width
quad[i++] = y + height
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 1
quad[i++] = 0
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x
quad[i++] = y + height
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 0
quad[i++] = 0
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
this.batcher.draw(texture, quad, this.QUAD_TRIANGLES)
}
SceneRenderer.prototype.drawTextureUV = function (
texture,
x,
y,
width,
height,
u,
v,
u2,
v2,
color,
) {
if (color === void 0) {
color = null
}
this.enableRenderer(this.batcher)
if (color === null) color = this.WHITE
var quad = this.QUAD
var i = 0
quad[i++] = x
quad[i++] = y
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = u
quad[i++] = v
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x + width
quad[i++] = y
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = u2
quad[i++] = v
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x + width
quad[i++] = y + height
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = u2
quad[i++] = v2
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x
quad[i++] = y + height
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = u
quad[i++] = v2
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
this.batcher.draw(texture, quad, this.QUAD_TRIANGLES)
}
SceneRenderer.prototype.drawTextureRotated = function (
texture,
x,
y,
width,
height,
pivotX,
pivotY,
angle,
color,
premultipliedAlpha,
) {
if (color === void 0) {
color = null
}
if (premultipliedAlpha === void 0) {
premultipliedAlpha = false
}
this.enableRenderer(this.batcher)
if (color === null) color = this.WHITE
var quad = this.QUAD
var worldOriginX = x + pivotX
var worldOriginY = y + pivotY
var fx = -pivotX
var fy = -pivotY
var fx2 = width - pivotX
var fy2 = height - pivotY
var p1x = fx
var p1y = fy
var p2x = fx
var p2y = fy2
var p3x = fx2
var p3y = fy2
var p4x = fx2
var p4y = fy
var x1 = 0
var y1 = 0
var x2 = 0
var y2 = 0
var x3 = 0
var y3 = 0
var x4 = 0
var y4 = 0
if (angle != 0) {
var cos = spine.MathUtils.cosDeg(angle)
var sin = spine.MathUtils.sinDeg(angle)
x1 = cos * p1x - sin * p1y
y1 = sin * p1x + cos * p1y
x4 = cos * p2x - sin * p2y
y4 = sin * p2x + cos * p2y
x3 = cos * p3x - sin * p3y
y3 = sin * p3x + cos * p3y
x2 = x3 + (x1 - x4)
y2 = y3 + (y1 - y4)
} else {
x1 = p1x
y1 = p1y
x4 = p2x
y4 = p2y
x3 = p3x
y3 = p3y
x2 = p4x
y2 = p4y
}
x1 += worldOriginX
y1 += worldOriginY
x2 += worldOriginX
y2 += worldOriginY
x3 += worldOriginX
y3 += worldOriginY
x4 += worldOriginX
y4 += worldOriginY
var i = 0
quad[i++] = x1
quad[i++] = y1
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 0
quad[i++] = 1
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x2
quad[i++] = y2
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 1
quad[i++] = 1
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x3
quad[i++] = y3
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 1
quad[i++] = 0
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x4
quad[i++] = y4
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = 0
quad[i++] = 0
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
this.batcher.draw(texture, quad, this.QUAD_TRIANGLES)
}
SceneRenderer.prototype.drawRegion = function (
region,
x,
y,
width,
height,
color,
premultipliedAlpha,
) {
if (color === void 0) {
color = null
}
if (premultipliedAlpha === void 0) {
premultipliedAlpha = false
}
this.enableRenderer(this.batcher)
if (color === null) color = this.WHITE
var quad = this.QUAD
var i = 0
quad[i++] = x
quad[i++] = y
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = region.u
quad[i++] = region.v2
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x + width
quad[i++] = y
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = region.u2
quad[i++] = region.v2
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x + width
quad[i++] = y + height
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = region.u2
quad[i++] = region.v
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
quad[i++] = x
quad[i++] = y + height
quad[i++] = color.r
quad[i++] = color.g
quad[i++] = color.b
quad[i++] = color.a
quad[i++] = region.u
quad[i++] = region.v
if (this.twoColorTint) {
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
quad[i++] = 0
}
this.batcher.draw(region.texture, quad, this.QUAD_TRIANGLES)
}
SceneRenderer.prototype.line = function (x, y, x2, y2, color, color2) {
if (color === void 0) {
color = null
}
if (color2 === void 0) {
color2 = null
}
this.enableRenderer(this.shapes)
this.shapes.line(x, y, x2, y2, color)
}
SceneRenderer.prototype.triangle = function (
filled,
x,
y,
x2,
y2,
x3,
y3,
color,
color2,
color3,
) {
if (color === void 0) {
color = null
}
if (color2 === void 0) {
color2 = null
}
if (color3 === void 0) {
color3 = null
}
this.enableRenderer(this.shapes)
this.shapes.triangle(filled, x, y, x2, y2, x3, y3, color, color2, color3)
}
SceneRenderer.prototype.quad = function (
filled,
x,
y,
x2,
y2,
x3,
y3,
x4,
y4,
color,
color2,
color3,
color4,
) {
if (color === void 0) {
color = null
}
if (color2 === void 0) {
color2 = null
}
if (color3 === void 0) {
color3 = null
}
if (color4 === void 0) {
color4 = null
}
this.enableRenderer(this.shapes)
this.shapes.quad(filled, x, y, x2, y2, x3, y3, x4, y4, color, color2, color3, color4)
}
SceneRenderer.prototype.rect = function (filled, x, y, width, height, color) {
if (color === void 0) {
color = null
}
this.enableRenderer(this.shapes)
this.shapes.rect(filled, x, y, width, height, color)
}
SceneRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
if (color === void 0) {
color = null
}
this.enableRenderer(this.shapes)
this.shapes.rectLine(filled, x1, y1, x2, y2, width, color)
}
SceneRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
if (color === void 0) {
color = null
}
this.enableRenderer(this.shapes)
this.shapes.polygon(polygonVertices, offset, count, color)
}
SceneRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
if (color === void 0) {
color = null
}
if (segments === void 0) {
segments = 0
}
this.enableRenderer(this.shapes)
this.shapes.circle(filled, x, y, radius, color, segments)
}
SceneRenderer.prototype.curve = function (
x1,
y1,
cx1,
cy1,
cx2,
cy2,
x2,
y2,
segments,
color,
) {
if (color === void 0) {
color = null
}
this.enableRenderer(this.shapes)
this.shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, segments, color)
}
SceneRenderer.prototype.end = function () {
if (this.activeRenderer === this.batcher) this.batcher.end()
else if (this.activeRenderer === this.shapes) this.shapes.end()
this.activeRenderer = null
}
SceneRenderer.prototype.resize = function (resizeMode) {
var canvas = this.canvas
var w = canvas.clientWidth
var h = canvas.clientHeight
// 修改: 抗锯齿 start
let DPR = window.devicePixelRatio <= 2 ? 2 : Math.ceil(window.devicePixelRatio)
if (canvas.width != w * DPR || canvas.height != h * DPR) {
canvas.width = w * DPR
canvas.height = h * DPR
}
this.context.gl.viewport(0, 0, canvas.width, canvas.height)
if (resizeMode === ResizeMode.Stretch) {
} else if (resizeMode === ResizeMode.Expand) {
this.camera.setViewport(canvas.width, canvas.height)
// 修改: 抗锯齿 end
} else if (resizeMode === ResizeMode.Fit) {
var sourceWidth = canvas.width,
sourceHeight = canvas.height
var targetWidth = this.camera.viewportWidth,
targetHeight = this.camera.viewportHeight
var targetRatio = targetHeight / targetWidth
var sourceRatio = sourceHeight / sourceWidth
var scale =
targetRatio < sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight
this.camera.viewportWidth = sourceWidth * scale
this.camera.viewportHeight = sourceHeight * scale
}
this.camera.update()
}
SceneRenderer.prototype.enableRenderer = function (renderer) {
if (this.activeRenderer === renderer) return
this.end()
if (renderer instanceof webgl.PolygonBatcher) {
this.batcherShader.bind()
this.batcherShader.setUniform4x4f(
webgl.Shader.MVP_MATRIX,
this.camera.projectionView.values,
)
this.batcherShader.setUniformi('u_texture', 0)
this.batcher.begin(this.batcherShader)
this.activeRenderer = this.batcher
} else if (renderer instanceof webgl.ShapeRenderer) {
this.shapesShader.bind()
this.shapesShader.setUniform4x4f(
webgl.Shader.MVP_MATRIX,
this.camera.projectionView.values,
)
this.shapes.begin(this.shapesShader)
this.activeRenderer = this.shapes
} else {
this.activeRenderer = this.skeletonDebugRenderer
}
}
SceneRenderer.prototype.dispose = function () {
this.batcher.dispose()
this.batcherShader.dispose()
this.shapes.dispose()
this.shapesShader.dispose()
this.skeletonDebugRenderer.dispose()
}
return SceneRenderer
})()
webgl.SceneRenderer = SceneRenderer
var ResizeMode
;(function (ResizeMode) {
ResizeMode[(ResizeMode['Stretch'] = 0)] = 'Stretch'
ResizeMode[(ResizeMode['Expand'] = 1)] = 'Expand'
ResizeMode[(ResizeMode['Fit'] = 2)] = 'Fit'
})((ResizeMode = webgl.ResizeMode || (webgl.ResizeMode = {})))
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var Shader = (function () {
function Shader(context, vertexShader, fragmentShader) {
this.vertexShader = vertexShader
this.fragmentShader = fragmentShader
this.vs = null
this.fs = null
this.program = null
this.tmp2x2 = new Float32Array(2 * 2)
this.tmp3x3 = new Float32Array(3 * 3)
this.tmp4x4 = new Float32Array(4 * 4)
this.vsSource = vertexShader
this.fsSource = fragmentShader
this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
this.context.addRestorable(this)
this.compile()
}
Shader.prototype.getProgram = function () {
return this.program
}
Shader.prototype.getVertexShader = function () {
return this.vertexShader
}
Shader.prototype.getFragmentShader = function () {
return this.fragmentShader
}
Shader.prototype.getVertexShaderSource = function () {
return this.vsSource
}
Shader.prototype.getFragmentSource = function () {
return this.fsSource
}
Shader.prototype.compile = function () {
var gl = this.context.gl
try {
this.vs = this.compileShader(gl.VERTEX_SHADER, this.vertexShader)
this.fs = this.compileShader(gl.FRAGMENT_SHADER, this.fragmentShader)
this.program = this.compileProgram(this.vs, this.fs)
} catch (e) {
this.dispose()
throw e
}
}
Shader.prototype.compileShader = function (type, source) {
var gl = this.context.gl
var shader = gl.createShader(type)
gl.shaderSource(shader, source)
gl.compileShader(shader)
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
var error = "Couldn't compile shader: " + gl.getShaderInfoLog(shader)
gl.deleteShader(shader)
if (!gl.isContextLost()) throw new Error(error)
}
return shader
}
Shader.prototype.compileProgram = function (vs, fs) {
var gl = this.context.gl
var program = gl.createProgram()
gl.attachShader(program, vs)
gl.attachShader(program, fs)
gl.linkProgram(program)
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var error = "Couldn't compile shader program: " + gl.getProgramInfoLog(program)
gl.deleteProgram(program)
if (!gl.isContextLost()) throw new Error(error)
}
return program
}
Shader.prototype.restore = function () {
this.compile()
}
Shader.prototype.bind = function () {
this.context.gl.useProgram(this.program)
}
Shader.prototype.unbind = function () {
this.context.gl.useProgram(null)
}
Shader.prototype.setUniformi = function (uniform, value) {
this.context.gl.uniform1i(this.getUniformLocation(uniform), value)
}
Shader.prototype.setUniformf = function (uniform, value) {
this.context.gl.uniform1f(this.getUniformLocation(uniform), value)
}
Shader.prototype.setUniform2f = function (uniform, value, value2) {
this.context.gl.uniform2f(this.getUniformLocation(uniform), value, value2)
}
Shader.prototype.setUniform3f = function (uniform, value, value2, value3) {
this.context.gl.uniform3f(this.getUniformLocation(uniform), value, value2, value3)
}
Shader.prototype.setUniform4f = function (uniform, value, value2, value3, value4) {
this.context.gl.uniform4f(this.getUniformLocation(uniform), value, value2, value3, value4)
}
Shader.prototype.setUniform2x2f = function (uniform, value) {
var gl = this.context.gl
this.tmp2x2.set(value)
gl.uniformMatrix2fv(this.getUniformLocation(uniform), false, this.tmp2x2)
}
Shader.prototype.setUniform3x3f = function (uniform, value) {
var gl = this.context.gl
this.tmp3x3.set(value)
gl.uniformMatrix3fv(this.getUniformLocation(uniform), false, this.tmp3x3)
}
Shader.prototype.setUniform4x4f = function (uniform, value) {
var gl = this.context.gl
this.tmp4x4.set(value)
gl.uniformMatrix4fv(this.getUniformLocation(uniform), false, this.tmp4x4)
}
Shader.prototype.getUniformLocation = function (uniform) {
var gl = this.context.gl
var location = gl.getUniformLocation(this.program, uniform)
if (!location && !gl.isContextLost())
throw new Error("Couldn't find location for uniform ".concat(uniform))
return location
}
Shader.prototype.getAttributeLocation = function (attribute) {
var gl = this.context.gl
var location = gl.getAttribLocation(this.program, attribute)
if (location == -1 && !gl.isContextLost())
throw new Error("Couldn't find location for attribute ".concat(attribute))
return location
}
Shader.prototype.dispose = function () {
this.context.removeRestorable(this)
var gl = this.context.gl
if (this.vs) {
gl.deleteShader(this.vs)
this.vs = null
}
if (this.fs) {
gl.deleteShader(this.fs)
this.fs = null
}
if (this.program) {
gl.deleteProgram(this.program)
this.program = null
}
}
Shader.newColoredTextured = function (context) {
var vs = '\n\t\t\t\tattribute vec4 '
.concat(Shader.POSITION, ';\n\t\t\t\tattribute vec4 ')
.concat(Shader.COLOR, ';\n\t\t\t\tattribute vec2 ')
.concat(Shader.TEXCOORDS, ';\n\t\t\t\tuniform mat4 ')
.concat(
Shader.MVP_MATRIX,
';\n\t\t\t\tvarying vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = ',
)
.concat(Shader.COLOR, ';\n\t\t\t\t\tv_texCoords = ')
.concat(Shader.TEXCOORDS, ';\n\t\t\t\t\tgl_Position = ')
.concat(Shader.MVP_MATRIX, ' * ')
.concat(Shader.POSITION, ';\n\t\t\t\t}\n\t\t\t')
var fs =
'\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color * texture2D(u_texture, v_texCoords);\n\t\t\t\t}\n\t\t\t'
return new Shader(context, vs, fs)
}
Shader.newTwoColoredTextured = function (context) {
var vs = '\n\t\t\t\tattribute vec4 '
.concat(Shader.POSITION, ';\n\t\t\t\tattribute vec4 ')
.concat(Shader.COLOR, ';\n\t\t\t\tattribute vec4 ')
.concat(Shader.COLOR2, ';\n\t\t\t\tattribute vec2 ')
.concat(Shader.TEXCOORDS, ';\n\t\t\t\tuniform mat4 ')
.concat(
Shader.MVP_MATRIX,
';\n\t\t\t\tvarying vec4 v_light;\n\t\t\t\tvarying vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_light = ',
)
.concat(Shader.COLOR, ';\n\t\t\t\t\tv_dark = ')
.concat(Shader.COLOR2, ';\n\t\t\t\t\tv_texCoords = ')
.concat(Shader.TEXCOORDS, ';\n\t\t\t\t\tgl_Position = ')
.concat(Shader.MVP_MATRIX, ' * ')
.concat(Shader.POSITION, ';\n\t\t\t\t}\n\t\t\t')
var fs =
'\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_light;\n\t\t\t\tvarying LOWP vec4 v_dark;\n\t\t\t\tvarying vec2 v_texCoords;\n\t\t\t\tuniform sampler2D u_texture;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tvec4 texColor = texture2D(u_texture, v_texCoords);\n\t\t\t\t\tgl_FragColor.a = texColor.a * v_light.a;\n\t\t\t\t\tgl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n\t\t\t\t}\n\t\t\t'
return new Shader(context, vs, fs)
}
Shader.newColored = function (context) {
var vs = '\n\t\t\t\tattribute vec4 '
.concat(Shader.POSITION, ';\n\t\t\t\tattribute vec4 ')
.concat(Shader.COLOR, ';\n\t\t\t\tuniform mat4 ')
.concat(
Shader.MVP_MATRIX,
';\n\t\t\t\tvarying vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tv_color = ',
)
.concat(Shader.COLOR, ';\n\t\t\t\t\tgl_Position = ')
.concat(Shader.MVP_MATRIX, ' * ')
.concat(Shader.POSITION, ';\n\t\t\t\t}\n\t\t\t')
var fs =
'\n\t\t\t\t#ifdef GL_ES\n\t\t\t\t\t#define LOWP lowp\n\t\t\t\t\tprecision mediump float;\n\t\t\t\t#else\n\t\t\t\t\t#define LOWP\n\t\t\t\t#endif\n\t\t\t\tvarying LOWP vec4 v_color;\n\n\t\t\t\tvoid main () {\n\t\t\t\t\tgl_FragColor = v_color;\n\t\t\t\t}\n\t\t\t'
return new Shader(context, vs, fs)
}
Shader.MVP_MATRIX = 'u_projTrans'
Shader.POSITION = 'a_position'
Shader.COLOR = 'a_color'
Shader.COLOR2 = 'a_color2'
Shader.TEXCOORDS = 'a_texCoords'
Shader.SAMPLER = 'u_texture'
return Shader
})()
webgl.Shader = Shader
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var ShapeRenderer = (function () {
function ShapeRenderer(context, maxVertices) {
if (maxVertices === void 0) {
maxVertices = 10920
}
this.isDrawing = false
this.shapeType = ShapeType.Filled
this.color = new spine.Color(1, 1, 1, 1)
this.vertexIndex = 0
this.tmp = new spine.Vector2()
if (maxVertices > 10920)
throw new Error("Can't have more than 10920 triangles per batch: " + maxVertices)
this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
this.mesh = new webgl.Mesh(
context,
[new webgl.Position2Attribute(), new webgl.ColorAttribute()],
maxVertices,
0,
)
this.srcBlend = this.context.gl.SRC_ALPHA
this.dstBlend = this.context.gl.ONE_MINUS_SRC_ALPHA
}
ShapeRenderer.prototype.begin = function (shader) {
if (this.isDrawing) throw new Error('ShapeRenderer.begin() has already been called')
this.shader = shader
this.vertexIndex = 0
this.isDrawing = true
var gl = this.context.gl
gl.enable(gl.BLEND)
gl.blendFunc(this.srcBlend, this.dstBlend)
}
ShapeRenderer.prototype.setBlendMode = function (srcBlend, dstBlend) {
var gl = this.context.gl
this.srcBlend = srcBlend
this.dstBlend = dstBlend
if (this.isDrawing) {
this.flush()
gl.blendFunc(this.srcBlend, this.dstBlend)
}
}
ShapeRenderer.prototype.setColor = function (color) {
this.color.setFromColor(color)
}
ShapeRenderer.prototype.setColorWith = function (r, g, b, a) {
this.color.set(r, g, b, a)
}
ShapeRenderer.prototype.point = function (x, y, color) {
if (color === void 0) {
color = null
}
this.check(ShapeType.Point, 1)
if (color === null) color = this.color
this.vertex(x, y, color)
}
ShapeRenderer.prototype.line = function (x, y, x2, y2, color) {
if (color === void 0) {
color = null
}
this.check(ShapeType.Line, 2)
var vertices = this.mesh.getVertices()
var idx = this.vertexIndex
if (color === null) color = this.color
this.vertex(x, y, color)
this.vertex(x2, y2, color)
}
ShapeRenderer.prototype.triangle = function (
filled,
x,
y,
x2,
y2,
x3,
y3,
color,
color2,
color3,
) {
if (color === void 0) {
color = null
}
if (color2 === void 0) {
color2 = null
}
if (color3 === void 0) {
color3 = null
}
this.check(filled ? ShapeType.Filled : ShapeType.Line, 3)
var vertices = this.mesh.getVertices()
var idx = this.vertexIndex
if (color === null) color = this.color
if (color2 === null) color2 = this.color
if (color3 === null) color3 = this.color
if (filled) {
this.vertex(x, y, color)
this.vertex(x2, y2, color2)
this.vertex(x3, y3, color3)
} else {
this.vertex(x, y, color)
this.vertex(x2, y2, color2)
this.vertex(x2, y2, color)
this.vertex(x3, y3, color2)
this.vertex(x3, y3, color)
this.vertex(x, y, color2)
}
}
ShapeRenderer.prototype.quad = function (
filled,
x,
y,
x2,
y2,
x3,
y3,
x4,
y4,
color,
color2,
color3,
color4,
) {
if (color === void 0) {
color = null
}
if (color2 === void 0) {
color2 = null
}
if (color3 === void 0) {
color3 = null
}
if (color4 === void 0) {
color4 = null
}
this.check(filled ? ShapeType.Filled : ShapeType.Line, 3)
var vertices = this.mesh.getVertices()
var idx = this.vertexIndex
if (color === null) color = this.color
if (color2 === null) color2 = this.color
if (color3 === null) color3 = this.color
if (color4 === null) color4 = this.color
if (filled) {
this.vertex(x, y, color)
this.vertex(x2, y2, color2)
this.vertex(x3, y3, color3)
this.vertex(x3, y3, color3)
this.vertex(x4, y4, color4)
this.vertex(x, y, color)
} else {
this.vertex(x, y, color)
this.vertex(x2, y2, color2)
this.vertex(x2, y2, color2)
this.vertex(x3, y3, color3)
this.vertex(x3, y3, color3)
this.vertex(x4, y4, color4)
this.vertex(x4, y4, color4)
this.vertex(x, y, color)
}
}
ShapeRenderer.prototype.rect = function (filled, x, y, width, height, color) {
if (color === void 0) {
color = null
}
this.quad(
filled,
x,
y,
x + width,
y,
x + width,
y + height,
x,
y + height,
color,
color,
color,
color,
)
}
ShapeRenderer.prototype.rectLine = function (filled, x1, y1, x2, y2, width, color) {
if (color === void 0) {
color = null
}
this.check(filled ? ShapeType.Filled : ShapeType.Line, 8)
if (color === null) color = this.color
var t = this.tmp.set(y2 - y1, x1 - x2)
t.normalize()
width *= 0.5
var tx = t.x * width
var ty = t.y * width
if (!filled) {
this.vertex(x1 + tx, y1 + ty, color)
this.vertex(x1 - tx, y1 - ty, color)
this.vertex(x2 + tx, y2 + ty, color)
this.vertex(x2 - tx, y2 - ty, color)
this.vertex(x2 + tx, y2 + ty, color)
this.vertex(x1 + tx, y1 + ty, color)
this.vertex(x2 - tx, y2 - ty, color)
this.vertex(x1 - tx, y1 - ty, color)
} else {
this.vertex(x1 + tx, y1 + ty, color)
this.vertex(x1 - tx, y1 - ty, color)
this.vertex(x2 + tx, y2 + ty, color)
this.vertex(x2 - tx, y2 - ty, color)
this.vertex(x2 + tx, y2 + ty, color)
this.vertex(x1 - tx, y1 - ty, color)
}
}
ShapeRenderer.prototype.x = function (x, y, size) {
this.line(x - size, y - size, x + size, y + size)
this.line(x - size, y + size, x + size, y - size)
}
ShapeRenderer.prototype.polygon = function (polygonVertices, offset, count, color) {
if (color === void 0) {
color = null
}
if (count < 3) throw new Error('Polygon must contain at least 3 vertices')
this.check(ShapeType.Line, count * 2)
if (color === null) color = this.color
var vertices = this.mesh.getVertices()
var idx = this.vertexIndex
offset <<= 1
count <<= 1
var firstX = polygonVertices[offset]
var firstY = polygonVertices[offset + 1]
var last = offset + count
for (var i = offset, n = offset + count - 2; i < n; i += 2) {
var x1 = polygonVertices[i]
var y1 = polygonVertices[i + 1]
var x2 = 0
var y2 = 0
if (i + 2 >= last) {
x2 = firstX
y2 = firstY
} else {
x2 = polygonVertices[i + 2]
y2 = polygonVertices[i + 3]
}
this.vertex(x1, y1, color)
this.vertex(x2, y2, color)
}
}
ShapeRenderer.prototype.circle = function (filled, x, y, radius, color, segments) {
if (color === void 0) {
color = null
}
if (segments === void 0) {
segments = 0
}
if (segments === 0) segments = Math.max(1, (6 * spine.MathUtils.cbrt(radius)) | 0)
if (segments <= 0) throw new Error('segments must be > 0.')
if (color === null) color = this.color
var angle = (2 * spine.MathUtils.PI) / segments
var cos = Math.cos(angle)
var sin = Math.sin(angle)
var cx = radius,
cy = 0
if (!filled) {
this.check(ShapeType.Line, segments * 2 + 2)
for (var i = 0; i < segments; i++) {
this.vertex(x + cx, y + cy, color)
var temp_1 = cx
cx = cos * cx - sin * cy
cy = sin * temp_1 + cos * cy
this.vertex(x + cx, y + cy, color)
}
this.vertex(x + cx, y + cy, color)
} else {
this.check(ShapeType.Filled, segments * 3 + 3)
segments--
for (var i = 0; i < segments; i++) {
this.vertex(x, y, color)
this.vertex(x + cx, y + cy, color)
var temp_2 = cx
cx = cos * cx - sin * cy
cy = sin * temp_2 + cos * cy
this.vertex(x + cx, y + cy, color)
}
this.vertex(x, y, color)
this.vertex(x + cx, y + cy, color)
}
var temp = cx
cx = radius
cy = 0
this.vertex(x + cx, y + cy, color)
}
ShapeRenderer.prototype.curve = function (
x1,
y1,
cx1,
cy1,
cx2,
cy2,
x2,
y2,
segments,
color,
) {
if (color === void 0) {
color = null
}
this.check(ShapeType.Line, segments * 2 + 2)
if (color === null) color = this.color
var subdiv_step = 1 / segments
var subdiv_step2 = subdiv_step * subdiv_step
var subdiv_step3 = subdiv_step * subdiv_step * subdiv_step
var pre1 = 3 * subdiv_step
var pre2 = 3 * subdiv_step2
var pre4 = 6 * subdiv_step2
var pre5 = 6 * subdiv_step3
var tmp1x = x1 - cx1 * 2 + cx2
var tmp1y = y1 - cy1 * 2 + cy2
var tmp2x = (cx1 - cx2) * 3 - x1 + x2
var tmp2y = (cy1 - cy2) * 3 - y1 + y2
var fx = x1
var fy = y1
var dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3
var dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3
var ddfx = tmp1x * pre4 + tmp2x * pre5
var ddfy = tmp1y * pre4 + tmp2y * pre5
var dddfx = tmp2x * pre5
var dddfy = tmp2y * pre5
while (segments-- > 0) {
this.vertex(fx, fy, color)
fx += dfx
fy += dfy
dfx += ddfx
dfy += ddfy
ddfx += dddfx
ddfy += dddfy
this.vertex(fx, fy, color)
}
this.vertex(fx, fy, color)
this.vertex(x2, y2, color)
}
ShapeRenderer.prototype.vertex = function (x, y, color) {
var idx = this.vertexIndex
var vertices = this.mesh.getVertices()
vertices[idx++] = x
vertices[idx++] = y
vertices[idx++] = color.r
vertices[idx++] = color.g
vertices[idx++] = color.b
vertices[idx++] = color.a
this.vertexIndex = idx
}
ShapeRenderer.prototype.end = function () {
if (!this.isDrawing) throw new Error('ShapeRenderer.begin() has not been called')
this.flush()
this.context.gl.disable(this.context.gl.BLEND)
this.isDrawing = false
}
ShapeRenderer.prototype.flush = function () {
if (this.vertexIndex == 0) return
this.mesh.setVerticesLength(this.vertexIndex)
this.mesh.draw(this.shader, this.shapeType)
this.vertexIndex = 0
}
ShapeRenderer.prototype.check = function (shapeType, numVertices) {
if (!this.isDrawing) throw new Error('ShapeRenderer.begin() has not been called')
if (this.shapeType == shapeType) {
if (this.mesh.maxVertices() - this.mesh.numVertices() < numVertices) this.flush()
else return
} else {
this.flush()
this.shapeType = shapeType
}
}
ShapeRenderer.prototype.dispose = function () {
this.mesh.dispose()
}
return ShapeRenderer
})()
webgl.ShapeRenderer = ShapeRenderer
var ShapeType
;(function (ShapeType) {
ShapeType[(ShapeType['Point'] = 0)] = 'Point'
ShapeType[(ShapeType['Line'] = 1)] = 'Line'
ShapeType[(ShapeType['Filled'] = 4)] = 'Filled'
})((ShapeType = webgl.ShapeType || (webgl.ShapeType = {})))
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var SkeletonDebugRenderer = (function () {
function SkeletonDebugRenderer(context) {
this.boneLineColor = new spine.Color(1, 0, 0, 1)
this.boneOriginColor = new spine.Color(0, 1, 0, 1)
this.attachmentLineColor = new spine.Color(0, 0, 1, 0.5)
this.triangleLineColor = new spine.Color(1, 0.64, 0, 0.5)
this.pathColor = new spine.Color().setFromString('FF7F00')
this.clipColor = new spine.Color(0.8, 0, 0, 2)
this.aabbColor = new spine.Color(0, 1, 0, 0.5)
this.drawBones = true
this.drawRegionAttachments = true
this.drawBoundingBoxes = true
this.drawMeshHull = true
this.drawMeshTriangles = true
this.drawPaths = true
this.drawSkeletonXY = false
this.drawClipping = true
this.premultipliedAlpha = false
this.scale = 1
this.boneWidth = 2
this.bounds = new spine.SkeletonBounds()
this.temp = new Array()
this.vertices = spine.Utils.newFloatArray(2 * 1024)
this.context =
context instanceof webgl.ManagedWebGLRenderingContext
? context
: new webgl.ManagedWebGLRenderingContext(context)
}
SkeletonDebugRenderer.prototype.draw = function (shapes, skeleton, ignoredBones) {
if (ignoredBones === void 0) {
ignoredBones = null
}
var skeletonX = skeleton.x
var skeletonY = skeleton.y
var gl = this.context.gl
var srcFunc = this.premultipliedAlpha ? gl.ONE : gl.SRC_ALPHA
shapes.setBlendMode(srcFunc, gl.ONE_MINUS_SRC_ALPHA)
var bones = skeleton.bones
if (this.drawBones) {
shapes.setColor(this.boneLineColor)
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue
if (bone.parent == null) continue
var x = skeletonX + bone.data.length * bone.a + bone.worldX
var y = skeletonY + bone.data.length * bone.c + bone.worldY
shapes.rectLine(
true,
skeletonX + bone.worldX,
skeletonY + bone.worldY,
x,
y,
this.boneWidth * this.scale,
)
}
if (this.drawSkeletonXY) shapes.x(skeletonX, skeletonY, 4 * this.scale)
}
if (this.drawRegionAttachments) {
shapes.setColor(this.attachmentLineColor)
var slots = skeleton.slots
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i]
var attachment = slot.getAttachment()
if (attachment instanceof spine.RegionAttachment) {
var regionAttachment = attachment
var vertices = this.vertices
regionAttachment.computeWorldVertices(slot.bone, vertices, 0, 2)
shapes.line(vertices[0], vertices[1], vertices[2], vertices[3])
shapes.line(vertices[2], vertices[3], vertices[4], vertices[5])
shapes.line(vertices[4], vertices[5], vertices[6], vertices[7])
shapes.line(vertices[6], vertices[7], vertices[0], vertices[1])
}
}
}
if (this.drawMeshHull || this.drawMeshTriangles) {
var slots = skeleton.slots
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i]
if (!slot.bone.active) continue
var attachment = slot.getAttachment()
if (!(attachment instanceof spine.MeshAttachment)) continue
var mesh = attachment
var vertices = this.vertices
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, 2)
var triangles = mesh.triangles
var hullLength = mesh.hullLength
if (this.drawMeshTriangles) {
shapes.setColor(this.triangleLineColor)
for (var ii = 0, nn = triangles.length; ii < nn; ii += 3) {
var v1 = triangles[ii] * 2,
v2 = triangles[ii + 1] * 2,
v3 = triangles[ii + 2] * 2
shapes.triangle(
false,
vertices[v1],
vertices[v1 + 1],
vertices[v2],
vertices[v2 + 1],
vertices[v3],
vertices[v3 + 1],
)
}
}
if (this.drawMeshHull && hullLength > 0) {
shapes.setColor(this.attachmentLineColor)
hullLength = (hullLength >> 1) * 2
var lastX = vertices[hullLength - 2],
lastY = vertices[hullLength - 1]
for (var ii = 0, nn = hullLength; ii < nn; ii += 2) {
var x = vertices[ii],
y = vertices[ii + 1]
shapes.line(x, y, lastX, lastY)
lastX = x
lastY = y
}
}
}
}
if (this.drawBoundingBoxes) {
var bounds = this.bounds
bounds.update(skeleton, true)
shapes.setColor(this.aabbColor)
shapes.rect(false, bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight())
var polygons = bounds.polygons
var boxes = bounds.boundingBoxes
for (var i = 0, n = polygons.length; i < n; i++) {
var polygon = polygons[i]
shapes.setColor(boxes[i].color)
shapes.polygon(polygon, 0, polygon.length)
}
}
if (this.drawPaths) {
var slots = skeleton.slots
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i]
if (!slot.bone.active) continue
var attachment = slot.getAttachment()
if (!(attachment instanceof spine.PathAttachment)) continue
var path = attachment
var nn = path.worldVerticesLength
var world = (this.temp = spine.Utils.setArraySize(this.temp, nn, 0))
path.computeWorldVertices(slot, 0, nn, world, 0, 2)
var color = this.pathColor
var x1 = world[2],
y1 = world[3],
x2 = 0,
y2 = 0
if (path.closed) {
shapes.setColor(color)
var cx1 = world[0],
cy1 = world[1],
cx2 = world[nn - 2],
cy2 = world[nn - 1]
x2 = world[nn - 4]
y2 = world[nn - 3]
shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32)
shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY)
shapes.line(x1, y1, cx1, cy1)
shapes.line(x2, y2, cx2, cy2)
}
nn -= 4
for (var ii = 4; ii < nn; ii += 6) {
var cx1 = world[ii],
cy1 = world[ii + 1],
cx2 = world[ii + 2],
cy2 = world[ii + 3]
x2 = world[ii + 4]
y2 = world[ii + 5]
shapes.setColor(color)
shapes.curve(x1, y1, cx1, cy1, cx2, cy2, x2, y2, 32)
shapes.setColor(SkeletonDebugRenderer.LIGHT_GRAY)
shapes.line(x1, y1, cx1, cy1)
shapes.line(x2, y2, cx2, cy2)
x1 = x2
y1 = y2
}
}
}
if (this.drawBones) {
shapes.setColor(this.boneOriginColor)
for (var i = 0, n = bones.length; i < n; i++) {
var bone = bones[i]
if (ignoredBones && ignoredBones.indexOf(bone.data.name) > -1) continue
shapes.circle(
true,
skeletonX + bone.worldX,
skeletonY + bone.worldY,
3 * this.scale,
SkeletonDebugRenderer.GREEN,
8,
)
}
}
if (this.drawClipping) {
var slots = skeleton.slots
shapes.setColor(this.clipColor)
for (var i = 0, n = slots.length; i < n; i++) {
var slot = slots[i]
if (!slot.bone.active) continue
var attachment = slot.getAttachment()
if (!(attachment instanceof spine.ClippingAttachment)) continue
var clip = attachment
var nn = clip.worldVerticesLength
var world = (this.temp = spine.Utils.setArraySize(this.temp, nn, 0))
clip.computeWorldVertices(slot, 0, nn, world, 0, 2)
for (var i_21 = 0, n_3 = world.length; i_21 < n_3; i_21 += 2) {
var x = world[i_21]
var y = world[i_21 + 1]
var x2 = world[(i_21 + 2) % world.length]
var y2 = world[(i_21 + 3) % world.length]
shapes.line(x, y, x2, y2)
}
}
}
}
SkeletonDebugRenderer.prototype.dispose = function () {}
SkeletonDebugRenderer.LIGHT_GRAY = new spine.Color(192 / 255, 192 / 255, 192 / 255, 1)
SkeletonDebugRenderer.GREEN = new spine.Color(0, 1, 0, 1)
return SkeletonDebugRenderer
})()
webgl.SkeletonDebugRenderer = SkeletonDebugRenderer
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var Renderable = (function () {
function Renderable(vertices, numVertices, numFloats) {
this.vertices = vertices
this.numVertices = numVertices
this.numFloats = numFloats
}
return Renderable
})()
var SkeletonRenderer = (function () {
function SkeletonRenderer(context, twoColorTint) {
if (twoColorTint === void 0) {
twoColorTint = true
}
this.premultipliedAlpha = false
this.vertexEffect = null
this.tempColor = new spine.Color()
this.tempColor2 = new spine.Color()
this.vertexSize = 2 + 2 + 4
this.twoColorTint = false
this.renderable = new Renderable(null, 0, 0)
this.clipper = new spine.SkeletonClipping()
this.temp = new spine.Vector2()
this.temp2 = new spine.Vector2()
this.temp3 = new spine.Color()
this.temp4 = new spine.Color()
this.twoColorTint = twoColorTint
if (twoColorTint) this.vertexSize += 4
this.vertices = spine.Utils.newFloatArray(this.vertexSize * 1024)
}
SkeletonRenderer.prototype.draw = function (batcher, skeleton, slotRangeStart, slotRangeEnd) {
if (slotRangeStart === void 0) {
slotRangeStart = -1
}
if (slotRangeEnd === void 0) {
slotRangeEnd = -1
}
var clipper = this.clipper
var premultipliedAlpha = this.premultipliedAlpha
var twoColorTint = this.twoColorTint
var blendMode = null
var tempPos = this.temp
var tempUv = this.temp2
var tempLight = this.temp3
var tempDark = this.temp4
var renderable = this.renderable
var uvs = null
var triangles = null
var drawOrder = skeleton.drawOrder
var attachmentColor = null
var skeletonColor = skeleton.color
var vertexSize = twoColorTint ? 12 : 8
var inRange = false
if (slotRangeStart == -1) inRange = true
for (var i = 0, n = drawOrder.length; i < n; i++) {
var clippedVertexSize = clipper.isClipping() ? 2 : vertexSize
var slot = drawOrder[i]
if (!slot.bone.active) {
clipper.clipEndWithSlot(slot)
continue
}
if (slotRangeStart >= 0 && slotRangeStart == slot.data.index) {
inRange = true
}
if (!inRange) {
clipper.clipEndWithSlot(slot)
continue
}
if (slotRangeEnd >= 0 && slotRangeEnd == slot.data.index) {
inRange = false
}
var attachment = slot.getAttachment()
var texture = null
if (attachment instanceof spine.RegionAttachment) {
var region = attachment
renderable.vertices = this.vertices
renderable.numVertices = 4
renderable.numFloats = clippedVertexSize << 2
region.computeWorldVertices(slot.bone, renderable.vertices, 0, clippedVertexSize)
triangles = SkeletonRenderer.QUAD_TRIANGLES
uvs = region.uvs
texture = region.region.renderObject.texture
attachmentColor = region.color
} else if (attachment instanceof spine.MeshAttachment) {
var mesh = attachment
renderable.vertices = this.vertices
renderable.numVertices = mesh.worldVerticesLength >> 1
renderable.numFloats = renderable.numVertices * clippedVertexSize
if (renderable.numFloats > renderable.vertices.length) {
renderable.vertices = this.vertices = spine.Utils.newFloatArray(renderable.numFloats)
}
mesh.computeWorldVertices(
slot,
0,
mesh.worldVerticesLength,
renderable.vertices,
0,
clippedVertexSize,
)
triangles = mesh.triangles
texture = mesh.region.renderObject.texture
uvs = mesh.uvs
attachmentColor = mesh.color
} else if (attachment instanceof spine.ClippingAttachment) {
var clip = attachment
clipper.clipStart(slot, clip)
continue
} else {
clipper.clipEndWithSlot(slot)
continue
}
if (texture != null) {
var slotColor = slot.color
var finalColor = this.tempColor
finalColor.r = skeletonColor.r * slotColor.r * attachmentColor.r
finalColor.g = skeletonColor.g * slotColor.g * attachmentColor.g
finalColor.b = skeletonColor.b * slotColor.b * attachmentColor.b
finalColor.a = skeletonColor.a * slotColor.a * attachmentColor.a
if (premultipliedAlpha) {
finalColor.r *= finalColor.a
finalColor.g *= finalColor.a
finalColor.b *= finalColor.a
}
var darkColor = this.tempColor2
if (slot.darkColor == null) darkColor.set(0, 0, 0, 1.0)
else {
if (premultipliedAlpha) {
darkColor.r = slot.darkColor.r * finalColor.a
darkColor.g = slot.darkColor.g * finalColor.a
darkColor.b = slot.darkColor.b * finalColor.a
} else {
darkColor.setFromColor(slot.darkColor)
}
darkColor.a = premultipliedAlpha ? 1.0 : 0.0
}
var slotBlendMode = slot.data.blendMode
if (slotBlendMode != blendMode) {
blendMode = slotBlendMode
batcher.setBlendMode(
webgl.WebGLBlendModeConverter.getSourceGLBlendMode(blendMode, premultipliedAlpha),
webgl.WebGLBlendModeConverter.getDestGLBlendMode(blendMode),
)
}
if (clipper.isClipping()) {
clipper.clipTriangles(
renderable.vertices,
renderable.numFloats,
triangles,
triangles.length,
uvs,
finalColor,
darkColor,
twoColorTint,
)
var clippedVertices = new Float32Array(clipper.clippedVertices)
var clippedTriangles = clipper.clippedTriangles
if (this.vertexEffect != null) {
var vertexEffect = this.vertexEffect
var verts = clippedVertices
if (!twoColorTint) {
for (var v = 0, n_4 = clippedVertices.length; v < n_4; v += vertexSize) {
tempPos.x = verts[v]
tempPos.y = verts[v + 1]
tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5])
tempUv.x = verts[v + 6]
tempUv.y = verts[v + 7]
tempDark.set(0, 0, 0, 0)
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark)
verts[v] = tempPos.x
verts[v + 1] = tempPos.y
verts[v + 2] = tempLight.r
verts[v + 3] = tempLight.g
verts[v + 4] = tempLight.b
verts[v + 5] = tempLight.a
verts[v + 6] = tempUv.x
verts[v + 7] = tempUv.y
}
} else {
for (var v = 0, n_5 = clippedVertices.length; v < n_5; v += vertexSize) {
tempPos.x = verts[v]
tempPos.y = verts[v + 1]
tempLight.set(verts[v + 2], verts[v + 3], verts[v + 4], verts[v + 5])
tempUv.x = verts[v + 6]
tempUv.y = verts[v + 7]
tempDark.set(verts[v + 8], verts[v + 9], verts[v + 10], verts[v + 11])
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark)
verts[v] = tempPos.x
verts[v + 1] = tempPos.y
verts[v + 2] = tempLight.r
verts[v + 3] = tempLight.g
verts[v + 4] = tempLight.b
verts[v + 5] = tempLight.a
verts[v + 6] = tempUv.x
verts[v + 7] = tempUv.y
verts[v + 8] = tempDark.r
verts[v + 9] = tempDark.g
verts[v + 10] = tempDark.b
verts[v + 11] = tempDark.a
}
}
}
batcher.draw(texture, clippedVertices, clippedTriangles)
} else {
var verts = renderable.vertices
if (this.vertexEffect != null) {
var vertexEffect = this.vertexEffect
if (!twoColorTint) {
for (
var v = 0, u = 0, n_6 = renderable.numFloats;
v < n_6;
v += vertexSize, u += 2
) {
tempPos.x = verts[v]
tempPos.y = verts[v + 1]
tempUv.x = uvs[u]
tempUv.y = uvs[u + 1]
tempLight.setFromColor(finalColor)
tempDark.set(0, 0, 0, 0)
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark)
verts[v] = tempPos.x
verts[v + 1] = tempPos.y
verts[v + 2] = tempLight.r
verts[v + 3] = tempLight.g
verts[v + 4] = tempLight.b
verts[v + 5] = tempLight.a
verts[v + 6] = tempUv.x
verts[v + 7] = tempUv.y
}
} else {
for (
var v = 0, u = 0, n_7 = renderable.numFloats;
v < n_7;
v += vertexSize, u += 2
) {
tempPos.x = verts[v]
tempPos.y = verts[v + 1]
tempUv.x = uvs[u]
tempUv.y = uvs[u + 1]
tempLight.setFromColor(finalColor)
tempDark.setFromColor(darkColor)
vertexEffect.transform(tempPos, tempUv, tempLight, tempDark)
verts[v] = tempPos.x
verts[v + 1] = tempPos.y
verts[v + 2] = tempLight.r
verts[v + 3] = tempLight.g
verts[v + 4] = tempLight.b
verts[v + 5] = tempLight.a
verts[v + 6] = tempUv.x
verts[v + 7] = tempUv.y
verts[v + 8] = tempDark.r
verts[v + 9] = tempDark.g
verts[v + 10] = tempDark.b
verts[v + 11] = tempDark.a
}
}
} else {
if (!twoColorTint) {
for (
var v = 2, u = 0, n_8 = renderable.numFloats;
v < n_8;
v += vertexSize, u += 2
) {
verts[v] = finalColor.r
verts[v + 1] = finalColor.g
verts[v + 2] = finalColor.b
verts[v + 3] = finalColor.a
verts[v + 4] = uvs[u]
verts[v + 5] = uvs[u + 1]
}
} else {
for (
var v = 2, u = 0, n_9 = renderable.numFloats;
v < n_9;
v += vertexSize, u += 2
) {
verts[v] = finalColor.r
verts[v + 1] = finalColor.g
verts[v + 2] = finalColor.b
verts[v + 3] = finalColor.a
verts[v + 4] = uvs[u]
verts[v + 5] = uvs[u + 1]
verts[v + 6] = darkColor.r
verts[v + 7] = darkColor.g
verts[v + 8] = darkColor.b
verts[v + 9] = darkColor.a
}
}
}
var view = renderable.vertices.subarray(0, renderable.numFloats)
batcher.draw(texture, view, triangles)
}
}
clipper.clipEndWithSlot(slot)
}
clipper.clipEnd()
}
SkeletonRenderer.QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]
return SkeletonRenderer
})()
webgl.SkeletonRenderer = SkeletonRenderer
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var Vector3 = (function () {
function Vector3(x, y, z) {
if (x === void 0) {
x = 0
}
if (y === void 0) {
y = 0
}
if (z === void 0) {
z = 0
}
this.x = 0
this.y = 0
this.z = 0
this.x = x
this.y = y
this.z = z
}
Vector3.prototype.setFrom = function (v) {
this.x = v.x
this.y = v.y
this.z = v.z
return this
}
Vector3.prototype.set = function (x, y, z) {
this.x = x
this.y = y
this.z = z
return this
}
Vector3.prototype.add = function (v) {
this.x += v.x
this.y += v.y
this.z += v.z
return this
}
Vector3.prototype.sub = function (v) {
this.x -= v.x
this.y -= v.y
this.z -= v.z
return this
}
Vector3.prototype.scale = function (s) {
this.x *= s
this.y *= s
this.z *= s
return this
}
Vector3.prototype.normalize = function () {
var len = this.length()
if (len == 0) return this
len = 1 / len
this.x *= len
this.y *= len
this.z *= len
return this
}
Vector3.prototype.cross = function (v) {
return this.set(
this.y * v.z - this.z * v.y,
this.z * v.x - this.x * v.z,
this.x * v.y - this.y * v.x,
)
}
Vector3.prototype.multiply = function (matrix) {
var l_mat = matrix.values
return this.set(
this.x * l_mat[webgl.M00] +
this.y * l_mat[webgl.M01] +
this.z * l_mat[webgl.M02] +
l_mat[webgl.M03],
this.x * l_mat[webgl.M10] +
this.y * l_mat[webgl.M11] +
this.z * l_mat[webgl.M12] +
l_mat[webgl.M13],
this.x * l_mat[webgl.M20] +
this.y * l_mat[webgl.M21] +
this.z * l_mat[webgl.M22] +
l_mat[webgl.M23],
)
}
Vector3.prototype.project = function (matrix) {
var l_mat = matrix.values
var l_w =
1 /
(this.x * l_mat[webgl.M30] +
this.y * l_mat[webgl.M31] +
this.z * l_mat[webgl.M32] +
l_mat[webgl.M33])
return this.set(
(this.x * l_mat[webgl.M00] +
this.y * l_mat[webgl.M01] +
this.z * l_mat[webgl.M02] +
l_mat[webgl.M03]) *
l_w,
(this.x * l_mat[webgl.M10] +
this.y * l_mat[webgl.M11] +
this.z * l_mat[webgl.M12] +
l_mat[webgl.M13]) *
l_w,
(this.x * l_mat[webgl.M20] +
this.y * l_mat[webgl.M21] +
this.z * l_mat[webgl.M22] +
l_mat[webgl.M23]) *
l_w,
)
}
Vector3.prototype.dot = function (v) {
return this.x * v.x + this.y * v.y + this.z * v.z
}
Vector3.prototype.length = function () {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z)
}
Vector3.prototype.distance = function (v) {
var a = v.x - this.x
var b = v.y - this.y
var c = v.z - this.z
return Math.sqrt(a * a + b * b + c * c)
}
return Vector3
})()
webgl.Vector3 = Vector3
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var webgl
;(function (webgl) {
var ManagedWebGLRenderingContext = (function () {
function ManagedWebGLRenderingContext(canvasOrContext, contextConfig) {
if (contextConfig === void 0) {
contextConfig = { alpha: 'true' }
}
this.restorables = new Array()
if (
!(
canvasOrContext instanceof WebGLRenderingContext ||
canvasOrContext instanceof WebGL2RenderingContext
)
) {
this.setupCanvas(canvasOrContext, contextConfig)
} else {
this.gl = canvasOrContext
this.canvas = this.gl.canvas
}
}
ManagedWebGLRenderingContext.prototype.setupCanvas = function (canvas, contextConfig) {
var _this = this
this.gl =
canvas.getContext('webgl2', contextConfig) || canvas.getContext('webgl', contextConfig)
this.canvas = canvas
canvas.addEventListener('webglcontextlost', function (e) {
var event = e
if (e) {
e.preventDefault()
}
})
canvas.addEventListener('webglcontextrestored', function (e) {
for (var i = 0, n = _this.restorables.length; i < n; i++) {
_this.restorables[i].restore()
}
})
}
ManagedWebGLRenderingContext.prototype.addRestorable = function (restorable) {
this.restorables.push(restorable)
}
ManagedWebGLRenderingContext.prototype.removeRestorable = function (restorable) {
var index = this.restorables.indexOf(restorable)
if (index > -1) this.restorables.splice(index, 1)
}
return ManagedWebGLRenderingContext
})()
webgl.ManagedWebGLRenderingContext = ManagedWebGLRenderingContext
var WebGLBlendModeConverter = (function () {
function WebGLBlendModeConverter() {}
WebGLBlendModeConverter.getDestGLBlendMode = function (blendMode) {
switch (blendMode) {
case spine.BlendMode.Normal:
return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA
case spine.BlendMode.Additive:
return WebGLBlendModeConverter.ONE
case spine.BlendMode.Multiply:
return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA
case spine.BlendMode.Screen:
return WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA
default:
throw new Error('Unknown blend mode: ' + blendMode)
}
}
WebGLBlendModeConverter.getSourceGLBlendMode = function (blendMode, premultipliedAlpha) {
if (premultipliedAlpha === void 0) {
premultipliedAlpha = false
}
switch (blendMode) {
case spine.BlendMode.Normal:
return premultipliedAlpha
? WebGLBlendModeConverter.ONE
: WebGLBlendModeConverter.SRC_ALPHA
case spine.BlendMode.Additive:
return premultipliedAlpha
? WebGLBlendModeConverter.ONE
: WebGLBlendModeConverter.SRC_ALPHA
case spine.BlendMode.Multiply:
return WebGLBlendModeConverter.DST_COLOR
case spine.BlendMode.Screen:
return WebGLBlendModeConverter.ONE
default:
throw new Error('Unknown blend mode: ' + blendMode)
}
}
WebGLBlendModeConverter.ZERO = 0
WebGLBlendModeConverter.ONE = 1
WebGLBlendModeConverter.SRC_COLOR = 0x0300
WebGLBlendModeConverter.ONE_MINUS_SRC_COLOR = 0x0301
WebGLBlendModeConverter.SRC_ALPHA = 0x0302
WebGLBlendModeConverter.ONE_MINUS_SRC_ALPHA = 0x0303
WebGLBlendModeConverter.DST_ALPHA = 0x0304
WebGLBlendModeConverter.ONE_MINUS_DST_ALPHA = 0x0305
WebGLBlendModeConverter.DST_COLOR = 0x0306
return WebGLBlendModeConverter
})()
webgl.WebGLBlendModeConverter = WebGLBlendModeConverter
})((webgl = spine.webgl || (spine.webgl = {})))
})(spine || (spine = {}))
var spine
;(function (spine) {
var Popup = (function () {
function Popup(player, parent, htmlContent) {
this.player = player
this.dom = createElement(
'\n\t\t\t\t<div class="spine-player-popup spine-player-hidden">\n\t\t\t\t</div>\n\t\t\t',
)
this.dom.innerHTML = htmlContent
parent.appendChild(this.dom)
}
Popup.prototype.show = function (dismissedListener) {
var _this = this
this.dom.classList.remove('spine-player-hidden')
var dismissed = false
var resize = function () {
if (!dismissed) requestAnimationFrame(resize)
var bottomOffset = Math.abs(
_this.dom.getBoundingClientRect().bottom - _this.player.getBoundingClientRect().bottom,
)
var rightOffset = Math.abs(
_this.dom.getBoundingClientRect().right - _this.player.getBoundingClientRect().right,
)
var maxHeight = _this.player.clientHeight - bottomOffset - rightOffset
_this.dom.style.maxHeight = maxHeight + 'px'
}
requestAnimationFrame(resize)
var justClicked = true
var windowClickListener = function (event) {
if (justClicked) {
justClicked = false
return
}
if (!isContained(_this.dom, event.target)) {
_this.dom.remove()
window.removeEventListener('click', windowClickListener)
dismissedListener()
dismissed = true
}
}
window.addEventListener('click', windowClickListener)
}
return Popup
})()
var Switch = (function () {
function Switch(text) {
this.text = text
this.enabled = false
}
Switch.prototype.render = function () {
var _this = this
this.switch = createElement(
'\n\t\t\t\t<div class="spine-player-switch">\n\t\t\t\t\t<span class="spine-player-switch-text">'.concat(
this.text,
'</span>\n\t\t\t\t\t<div class="spine-player-switch-knob-area">\n\t\t\t\t\t\t<div class="spine-player-switch-knob"></div>\n\t\t\t\t\t</div>\n\t\t\t\t</div>\n\t\t\t',
),
)
this.switch.addEventListener('click', function () {
_this.setEnabled(!_this.enabled)
if (_this.change) _this.change(_this.enabled)
})
return this.switch
}
Switch.prototype.setEnabled = function (enabled) {
if (enabled) this.switch.classList.add('active')
else this.switch.classList.remove('active')
this.enabled = enabled
}
Switch.prototype.isEnabled = function () {
return this.enabled
}
return Switch
})()
var Slider = (function () {
function Slider(snaps, snapPercentage, big) {
if (snaps === void 0) {
snaps = 0
}
if (snapPercentage === void 0) {
snapPercentage = 0.1
}
if (big === void 0) {
big = false
}
this.snaps = snaps
this.snapPercentage = snapPercentage
this.big = big
}
Slider.prototype.render = function () {
var _this = this
this.slider = createElement(
'\n\t\t\t\t<div class="spine-player-slider '.concat(
this.big ? 'big' : '',
'">\n\t\t\t\t\t<div class="spine-player-slider-value"></div>\n\t\t\t\t\t<!--<div class="spine-player-slider-knob"></div>-->\n\t\t\t\t</div>\n\t\t\t',
),
)
this.value = findWithClass(this.slider, 'spine-player-slider-value')[0]
this.setValue(0)
var input = new spine.webgl.Input(this.slider)
var dragging = false
input.addListener({
down: function (x, y) {
dragging = true
_this.value.classList.add('hovering')
},
up: function (x, y) {
dragging = false
var percentage = x / _this.slider.clientWidth
percentage = percentage = Math.max(0, Math.min(percentage, 1))
_this.setValue(x / _this.slider.clientWidth)
if (_this.change) _this.change(percentage)
_this.value.classList.remove('hovering')
},
moved: function (x, y) {
if (dragging) {
var percentage = x / _this.slider.clientWidth
percentage = Math.max(0, Math.min(percentage, 1))
percentage = _this.setValue(x / _this.slider.clientWidth)
if (_this.change) _this.change(percentage)
}
},
dragged: function (x, y) {
var percentage = x / _this.slider.clientWidth
percentage = Math.max(0, Math.min(percentage, 1))
percentage = _this.setValue(x / _this.slider.clientWidth)
if (_this.change) _this.change(percentage)
},
})
return this.slider
}
Slider.prototype.setValue = function (percentage) {
percentage = Math.max(0, Math.min(1, percentage))
if (this.snaps > 0) {
var modulo = percentage % (1 / this.snaps)
if (modulo < (1 / this.snaps) * this.snapPercentage) {
percentage = percentage - modulo
} else if (modulo > 1 / this.snaps - (1 / this.snaps) * this.snapPercentage) {
percentage = percentage - modulo + 1 / this.snaps
}
percentage = Math.max(0, Math.min(1, percentage))
}
this.value.style.width = '' + percentage * 100 + '%'
return percentage
}
return Slider
})()
var SpinePlayer = (function () {
function SpinePlayer(parent, config) {
this.config = config
this.paused = true
this.playTime = 0
this.speed = 1
this.time = new spine.TimeKeeper()
this.animationViewports = {}
this.currentViewport = null
this.previousViewport = null
this.viewportTransitionStart = 0
this.stopRequestAnimationFrame = false
this.cancelId = 0
if (typeof parent === 'string') this.parent = document.getElementById(parent)
else this.parent = parent
this.parent.appendChild(this.render())
}
SpinePlayer.prototype.validateConfig = function (config) {
if (!config) throw new Error('Please pass a configuration to new.spine.SpinePlayer().')
if (!config.jsonUrl && !config.skelUrl)
throw new Error('Please specify the URL of the skeleton JSON or .skel file.')
if (!config.atlasUrl) throw new Error('Please specify the URL of the atlas file.')
if (!config.alpha) config.alpha = false
if (!config.backgroundColor) config.backgroundColor = '#000000'
if (!config.fullScreenBackgroundColor)
config.fullScreenBackgroundColor = config.backgroundColor
if (typeof config.premultipliedAlpha === 'undefined') config.premultipliedAlpha = true
if (!config.success) config.success = function (widget) {}
if (!config.error) config.error = function (widget, msg) {}
if (!config.debug)
config.debug = {
bones: false,
regions: false,
meshes: false,
bounds: false,
clipping: false,
paths: false,
points: false,
hulls: false,
}
if (typeof config.debug.bones === 'undefined') config.debug.bones = false
if (typeof config.debug.bounds === 'undefined') config.debug.bounds = false
if (typeof config.debug.clipping === 'undefined') config.debug.clipping = false
if (typeof config.debug.hulls === 'undefined') config.debug.hulls = false
if (typeof config.debug.paths === 'undefined') config.debug.paths = false
if (typeof config.debug.points === 'undefined') config.debug.points = false
if (typeof config.debug.regions === 'undefined') config.debug.regions = false
if (typeof config.debug.meshes === 'undefined') config.debug.meshes = false
if (config.animations && config.animation) {
if (config.animations.indexOf(config.animation) < 0)
throw new Error(
"Default animation '" +
config.animation +
"' is not contained in the list of selectable animations " +
escapeHtml(JSON.stringify(this.config.animations)) +
'.',
)
}
if (config.skins && config.skin) {
if (config.skins.indexOf(config.skin) < 0)
throw new Error(
"Default skin '" +
config.skin +
"' is not contained in the list of selectable skins " +
escapeHtml(JSON.stringify(this.config.skins)) +
'.',
)
}
if (!config.controlBones) config.controlBones = []
if (typeof config.showControls === 'undefined') config.showControls = true
if (typeof config.defaultMix === 'undefined') config.defaultMix = 0.25
return config
}
SpinePlayer.prototype.showError = function (error) {
var errorDom = findWithClass(this.dom, 'spine-player-error')[0]
errorDom.classList.remove('spine-player-hidden')
errorDom.innerHTML = '<p style="text-align: center; align-self: center;">'.concat(
error,
'</p>',
)
this.config.error(this, error)
}
SpinePlayer.prototype.render = function () {
var _this = this
var config = this.config
var dom = (this.dom = createElement(
'\n\t\t\t\t<div class="spine-player">\n\t\t\t\t\t<canvas class="spine-player-canvas"></canvas>\n\t\t\t\t\t<div class="spine-player-error spine-player-hidden"></div>\n\t\t\t\t\t<div class="spine-player-controls spine-player-popup-parent spine-player-controls-hidden">\n\t\t\t\t\t\t<div class="spine-player-timeline">\n\t\t\t\t\t\t</div>\n\t\t\t\t\t\t<div class="spine-player-buttons">\n\t\t\t\t\t\t\t<button id="spine-player-button-play-pause" class="spine-player-button spine-player-button-icon-pause"></button>\n\t\t\t\t\t\t\t<div class="spine-player-button-spacer"></div>\n\t\t\t\t\t\t\t<button id="spine-player-button-speed" class="spine-player-button spine-player-button-icon-speed"></button>\n\t\t\t\t\t\t\t<button id="spine-player-button-animation" class="spine-player-button spine-player-button-icon-animations"></button>\n\t\t\t\t\t\t\t<button id="spine-player-button-skin" class="spine-player-button spine-player-button-icon-skins"></button>\n\t\t\t\t\t\t\t<button id="spine-player-button-settings" class="spine-player-button spine-player-button-icon-settings"></button>\n\t\t\t\t\t\t\t<button id="spine-player-button-fullscreen" class="spine-player-button spine-player-button-icon-fullscreen"></button>\n\t\t\t\t\t\t\t<img id="spine-player-button-logo" class="spine-player-button-icon-spine-logo" src="data:image/svg+xml,%3Csvg%20id%3D%22Spine_Logo%22%20data-name%3D%22Spine%20Logo%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20viewBox%3D%220%200%20104%2031.16%22%3E%3Cdefs%3E%3Cstyle%3E.cls-1%7Bfill%3A%23fff%3B%7D.cls-2%7Bfill%3A%23ff4000%3B%7D%3C%2Fstyle%3E%3C%2Fdefs%3E%3Ctitle%3Espine-logo-white%3C%2Ftitle%3E%3Cpath%20id%3D%22e%22%20class%3D%22cls-1%22%20d%3D%22M104%2C12.68a1.31%2C1.31%2C0%2C0%2C1-.37%2C1%2C1.28%2C1.28%2C0%2C0%2C1-.85.31H91.57a10.51%2C10.51%2C0%2C0%2C0%2C.29%2C2.55%2C4.92%2C4.92%2C0%2C0%2C0%2C1%2C2A4.27%2C4.27%2C0%2C0%2C0%2C94.5%2C19.8a6.89%2C6.89%2C0%2C0%2C0%2C2.6.44%2C10.66%2C10.66%2C0%2C0%2C0%2C2.17-.2%2C12.81%2C12.81%2C0%2C0%2C0%2C1.64-.44q.69-.25%2C1.14-.44a1.87%2C1.87%2C0%2C0%2C1%2C.68-.2A.44.44%2C0%2C0%2C1%2C103%2C19a.43.43%2C0%2C0%2C1%2C.16.2%2C1.38%2C1.38%2C0%2C0%2C1%2C.09.37%2C4.89%2C4.89%2C0%2C0%2C1%2C0%2C.58%2C4.14%2C4.14%2C0%2C0%2C1%2C0%2C.43v.32a.83.83%2C0%2C0%2C1-.09.26%2C1.1%2C1.1%2C0%2C0%2C1-.17.22%2C2.77%2C2.77%2C0%2C0%2C1-.61.34%2C8.94%2C8.94%2C0%2C0%2C1-1.32.46%2C18.54%2C18.54%2C0%2C0%2C1-1.88.41%2C13.78%2C13.78%2C0%2C0%2C1-2.28.18%2C10.55%2C10.55%2C0%2C0%2C1-3.68-.59%2C6.82%2C6.82%2C0%2C0%2C1-2.66-1.74%2C7.44%2C7.44%2C0%2C0%2C1-1.63-2.89%2C13.48%2C13.48%2C0%2C0%2C1-.55-4%2C12.76%2C12.76%2C0%2C0%2C1%2C.57-3.94%2C8.35%2C8.35%2C0%2C0%2C1%2C1.64-3%2C7.15%2C7.15%2C0%2C0%2C1%2C2.58-1.87%2C8.47%2C8.47%2C0%2C0%2C1%2C3.39-.65%2C8.19%2C8.19%2C0%2C0%2C1%2C3.41.64%2C6.46%2C6.46%2C0%2C0%2C1%2C2.32%2C1.73A7%2C7%2C0%2C0%2C1%2C103.59%2C9a11.17%2C11.17%2C0%2C0%2C1%2C.43%2C3.13Zm-3.14-.93a5.69%2C5.69%2C0%2C0%2C0-1.09-3.86%2C4.17%2C4.17%2C0%2C0%2C0-3.42-1.4%2C4.52%2C4.52%2C0%2C0%2C0-2%2C.44%2C4.41%2C4.41%2C0%2C0%2C0-1.47%2C1.15A5.29%2C5.29%2C0%2C0%2C0%2C92%2C9.75a7%2C7%2C0%2C0%2C0-.36%2C2Z%22%2F%3E%3Cpath%20id%3D%22n%22%20class%3D%22cls-1%22%20d%3D%22M80.68%2C21.94a.42.42%2C0%2C0%2C1-.08.26.59.59%2C0%2C0%2C1-.25.18%2C1.74%2C1.74%2C0%2C0%2C1-.47.11%2C6.31%2C6.31%2C0%2C0%2C1-.76%2C0%2C6.5%2C6.5%2C0%2C0%2C1-.78%2C0%2C1.74%2C1.74%2C0%2C0%2C1-.47-.11.59.59%2C0%2C0%2C1-.25-.18.42.42%2C0%2C0%2C1-.08-.26V12a9.8%2C9.8%2C0%2C0%2C0-.23-2.35%2C4.86%2C4.86%2C0%2C0%2C0-.66-1.53%2C2.88%2C2.88%2C0%2C0%2C0-1.13-1%2C3.57%2C3.57%2C0%2C0%2C0-1.6-.34%2C4%2C4%2C0%2C0%2C0-2.35.83A12.71%2C12.71%2C0%2C0%2C0%2C69.11%2C10v11.9a.42.42%2C0%2C0%2C1-.08.26.59.59%2C0%2C0%2C1-.25.18%2C1.74%2C1.74%2C0%2C0%2C1-.47.11%2C6.51%2C6.51%2C0%2C0%2C1-.78%2C0%2C6.31%2C6.31%2C0%2C0%2C1-.76%2C0%2C1.88%2C1.88%2C0%2C0%2C1-.48-.11.52.52%2C0%2C0%2C1-.25-.18.46.46%2C0%2C0%2C1-.07-.26v-17A.53.53%2C0%2C0%2C1%2C66%2C4.69a.5.5%2C0%2C0%2C1%2C.23-.19%2C1.28%2C1.28%2C0%2C0%2C1%2C.44-.11%2C8.53%2C8.53%2C0%2C0%2C1%2C1.39%2C0%2C1.12%2C1.12%2C0%2C0%2C1%2C.43.11.6.6%2C0%2C0%2C1%2C.22.19.47.47%2C0%2C0%2C1%2C.07.26V7.2a10.46%2C10.46%2C0%2C0%2C1%2C2.87-2.36%2C6.17%2C6.17%2C0%2C0%2C1%2C2.88-.75%2C6.41%2C6.41%2C0%2C0%2C1%2C2.87.58%2C5.16%2C5.16%2C0%2C0%2C1%2C1.88%2C1.54%2C6.15%2C6.15%2C0%2C0%2C1%2C1%2C2.26%2C13.46%2C13.46%2C0%2C0%2C1%2C.31%2C3.11Z%22%2F%3E%3Cg%20id%3D%22i%22%3E%3Cpath%20class%3D%22cls-2%22%20d%3D%22M43.35%2C2.86c.09%2C2.6%2C1.89%2C4%2C5.48%2C4.61%2C3%2C.48%2C5.79.24%2C6.69-2.37%2C1.75-5.09-2.4-3.82-6-4.39S43.21-1.32%2C43.35%2C2.86Z%22%2F%3E%3Cpath%20class%3D%22cls-2%22%20d%3D%22M44.43%2C13.55c.33%2C1.94%2C2.14%2C3.06%2C4.91%2C3s4.84-1.16%2C5.13-3.25c.53-3.88-2.53-2.38-5.3-2.3S43.77%2C9.74%2C44.43%2C13.55Z%22%2F%3E%3Cpath%20class%3D%22cls-2%22%20d%3D%22M48%2C22.44c.55%2C1.45%2C2.06%2C2.06%2C4.1%2C1.63s3.45-1.11%2C3.33-2.76c-.21-3.06-2.22-2.1-4.26-1.66S47%2C19.6%2C48%2C22.44Z%22%2F%3E%3Cpath%20class%3D%22cls-2%22%20d%3D%22M49.78%2C29.22c.16%2C1.22%2C1.22%2C2%2C2.88%2C1.93s2.92-.67%2C3.13-2c.4-2.43-1.46-1.53-3.12-1.51S49.5%2C26.82%2C49.78%2C29.22Z%22%2F%3E%3C%2Fg%3E%3Cpath%20id%3D%22p%22%20class%3D%22cls-1%22%20d%3D%22M35.28%2C13.16a15.33%2C15.33%2C0%2C0%2C1-.48%2C4%2C8.75%2C8.75%2C0%2C0%2C1-1.42%2C3%2C6.35%2C6.35%2C0%2C0%2C1-2.32%2C1.91%2C7.14%2C7.14%2C0%2C0%2C1-3.16.67%2C6.1%2C6.1%2C0%2C0%2C1-1.4-.15%2C5.34%2C5.34%2C0%2C0%2C1-1.26-.47A7.29%2C7.29%2C0%2C0%2C1%2C24%2C21.31q-.61-.49-1.29-1.15v8.51a.47.47%2C0%2C0%2C1-.08.26.56.56%2C0%2C0%2C1-.25.19%2C1.74%2C1.74%2C0%2C0%2C1-.47.11%2C6.47%2C6.47%2C0%2C0%2C1-.78%2C0%2C6.26%2C6.26%2C0%2C0%2C1-.76%2C0%2C1.89%2C1.89%2C0%2C0%2C1-.48-.11.49.49%2C0%2C0%2C1-.25-.19.51.51%2C0%2C0%2C1-.07-.26V4.91a.57.57%2C0%2C0%2C1%2C.06-.27.46.46%2C0%2C0%2C1%2C.23-.18%2C1.47%2C1.47%2C0%2C0%2C1%2C.44-.1%2C7.41%2C7.41%2C0%2C0%2C1%2C1.3%2C0%2C1.45%2C1.45%2C0%2C0%2C1%2C.43.1.52.52%2C0%2C0%2C1%2C.24.18.51.51%2C0%2C0%2C1%2C.07.27V7.2a18.06%2C18.06%2C0%2C0%2C1%2C1.49-1.38%2C9%2C9%2C0%2C0%2C1%2C1.45-1%2C6.82%2C6.82%2C0%2C0%2C1%2C1.49-.59%2C7.09%2C7.09%2C0%2C0%2C1%2C4.78.52%2C6%2C6%2C0%2C0%2C1%2C2.13%2C2%2C8.79%2C8.79%2C0%2C0%2C1%2C1.2%2C2.9A15.72%2C15.72%2C0%2C0%2C1%2C35.28%2C13.16ZM32%2C13.52a15.64%2C15.64%2C0%2C0%2C0-.2-2.53%2C7.32%2C7.32%2C0%2C0%2C0-.69-2.17%2C4.06%2C4.06%2C0%2C0%2C0-1.3-1.51%2C3.49%2C3.49%2C0%2C0%2C0-2-.57%2C4.1%2C4.1%2C0%2C0%2C0-1.2.18%2C4.92%2C4.92%2C0%2C0%2C0-1.2.57%2C8.54%2C8.54%2C0%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))
try {
this.config = this.validateConfig(config)
} catch (e) {
this.showError(e)
return dom
}
try {
this.canvas = findWithClass(dom, 'spine-player-canvas')[0]
var webglConfig = { alpha: config.alpha }
this.context = new spine.webgl.ManagedWebGLRenderingContext(this.canvas, webglConfig)
this.sceneRenderer = new spine.webgl.SceneRenderer(this.canvas, this.context, true)
this.loadingScreen = new spine.webgl.LoadingScreen(this.sceneRenderer)
} catch (e) {
this.showError(
'Sorry, your browser does not support WebGL.<br><br>Please use the latest version of Firefox, Chrome, Edge, or Safari.',
)
return dom
}
this.assetManager = new spine.webgl.AssetManager(this.context)
if (config.rawDataURIs) {
for (var path in config.rawDataURIs) {
var data = config.rawDataURIs[path]
this.assetManager.setRawDataURI(path, data)
}
}
if (config.jsonUrl) this.assetManager.loadText(config.jsonUrl)
else this.assetManager.loadBinary(config.skelUrl)
this.assetManager.loadTextureAtlas(config.atlasUrl)
if (config.backgroundImage && config.backgroundImage.url)
this.assetManager.loadTexture(config.backgroundImage.url)
requestAnimationFrame(function () {
return _this.drawFrame()
})
this.playerControls = findWithClass(dom, 'spine-player-controls')[0]
var timeline = findWithClass(dom, 'spine-player-timeline')[0]
this.timelineSlider = new Slider()
timeline.appendChild(this.timelineSlider.render())
this.playButton = findWithId(dom, 'spine-player-button-play-pause')[0]
var speedButton = findWithId(dom, 'spine-player-button-speed')[0]
this.animationButton = findWithId(dom, 'spine-player-button-animation')[0]
this.skinButton = findWithId(dom, 'spine-player-button-skin')[0]
var settingsButton = findWithId(dom, 'spine-player-button-settings')[0]
var fullscreenButton = findWithId(dom, 'spine-player-button-fullscreen')[0]
var logoButton = findWithId(dom, 'spine-player-button-logo')[0]
this.playButton.onclick = function () {
if (_this.paused) _this.play()
else _this.pause()
}
speedButton.onclick = function () {
_this.showSpeedDialog(speedButton)
}
this.animationButton.onclick = function () {
_this.showAnimationsDialog(_this.animationButton)
}
this.skinButton.onclick = function () {
_this.showSkinsDialog(_this.skinButton)
}
settingsButton.onclick = function () {
_this.showSettingsDialog(settingsButton)
}
var oldWidth = this.canvas.clientWidth
var oldHeight = this.canvas.clientHeight
var oldStyleWidth = this.canvas.style.width
var oldStyleHeight = this.canvas.style.height
var isFullscreen = false
fullscreenButton.onclick = function () {
var fullscreenChanged = function () {
isFullscreen = !isFullscreen
if (!isFullscreen) {
_this.canvas.style.width = '' + oldWidth + 'px'
_this.canvas.style.height = '' + oldHeight + 'px'
_this.drawFrame(false)
requestAnimationFrame(function () {
_this.canvas.style.width = oldStyleWidth
_this.canvas.style.height = oldStyleHeight
})
}
}
var doc = document
dom.onfullscreenchange = fullscreenChanged
dom.onwebkitfullscreenchange = fullscreenChanged
if (
doc.fullscreenElement ||
doc.webkitFullscreenElement ||
doc.mozFullScreenElement ||
doc.msFullscreenElement
) {
if (doc.exitFullscreen) doc.exitFullscreen()
else if (doc.mozCancelFullScreen) doc.mozCancelFullScreen()
else if (doc.webkitExitFullscreen) doc.webkitExitFullscreen()
else if (doc.msExitFullscreen) doc.msExitFullscreen()
} else {
oldWidth = _this.canvas.clientWidth
oldHeight = _this.canvas.clientHeight
oldStyleWidth = _this.canvas.style.width
oldStyleHeight = _this.canvas.style.height
var player = dom
if (player.requestFullscreen) player.requestFullscreen()
else if (player.webkitRequestFullScreen) player.webkitRequestFullScreen()
else if (player.mozRequestFullScreen) player.mozRequestFullScreen()
else if (player.msRequestFullscreen) player.msRequestFullscreen()
}
}
logoButton.onclick = function () {
window.open('http://esotericsoftware.com')
}
window.onresize = function () {
_this.drawFrame(false)
}
return dom
}
SpinePlayer.prototype.showSpeedDialog = function (speedButton) {
var _this = this
if (this.lastPopup) this.lastPopup.dom.remove()
if (
this.lastPopup &&
findWithClass(this.lastPopup.dom, 'spine-player-popup-title')[0].textContent == 'Speed'
) {
this.lastPopup = null
speedButton.classList.remove('spine-player-button-icon-speed-selected')
return
}
var popup = new Popup(
this.dom,
this.playerControls,
'\n\t\t\t\t<div class="spine-player-popup-title">Speed</div>\n\t\t\t\t<hr>\n\t\t\t\t<div class="spine-player-row" style="user-select: none; align-items: center; padding: 8px;">\n\t\t\t\t\t<div class="spine-player-column">\n\t\t\t\t\t\t<div class="spine-player-speed-slider" style="margin-bottom: 4px;"></div>\n\t\t\t\t\t\t<div class="spine-player-row" style="justify-content: space-between;">\n\t\t\t\t\t\t\t<div>0.1x</div>\n\t\t\t\t\t\t\t<div>1x</div>\n\t\t\t\t\t\t\t<div>2x</div>\n\t\t\t\t\t\t</div>\n\t\t\t\t\t</div>\n\t\t\t\t</div>\n\t\t\t',
)
var sliderParent = findWithClass(popup.dom, 'spine-player-speed-slider')[0]
var slider = new Slider(2, 0.1, true)
sliderParent.appendChild(slider.render())
slider.setValue(this.speed / 2)
slider.change = function (percentage) {
_this.speed = percentage * 2
}
speedButton.classList.add('spine-player-button-icon-speed-selected')
popup.show(function () {
speedButton.classList.remove('spine-player-button-icon-speed-selected')
popup.dom.remove()
_this.lastPopup = null
})
this.lastPopup = popup
}
SpinePlayer.prototype.showAnimationsDialog = function (animationsButton) {
var _this = this
if (this.lastPopup) this.lastPopup.dom.remove()
if (
this.lastPopup &&
findWithClass(this.lastPopup.dom, 'spine-player-popup-title')[0].textContent == 'Animations'
) {
this.lastPopup = null
animationsButton.classList.remove('spine-player-button-icon-animations-selected')
return
}
if (!this.skeleton || this.skeleton.data.animations.length == 0) return
var popup = new Popup(
this.dom,
this.playerControls,
'\n\t\t\t\t<div class="spine-player-popup-title">Animations</div>\n\t\t\t\t<hr>\n\t\t\t\t<ul class="spine-player-list"></ul>\n\t\t\t',
)
var rows = findWithClass(popup.dom, 'spine-player-list')[0]
this.skeleton.data.animations.forEach(function (animation) {
if (_this.config.animations && _this.config.animations.indexOf(animation.name) < 0) {
return
}
var row = createElement(
'\n\t\t\t\t\t<li class="spine-player-list-item selectable">\n\t\t\t\t\t\t<div class="selectable-circle">\n\t\t\t\t\t\t</div>\n\t\t\t\t\t\t<div class="selectable-text">\n\t\t\t\t\t\t</div>\n\t\t\t\t\t</li>\n\t\t\t\t',
)
if (animation.name == _this.config.animation) row.classList.add('selected')
findWithClass(row, 'selectable-text')[0].innerText = animation.name
rows.appendChild(row)
row.onclick = function () {
removeClass(rows.children, 'selected')
row.classList.add('selected')
_this.config.animation = animation.name
_this.playTime = 0
_this.setAnimation(animation.name)
}
})
animationsButton.classList.add('spine-player-button-icon-animations-selected')
popup.show(function () {
animationsButton.classList.remove('spine-player-button-icon-animations-selected')
popup.dom.remove()
_this.lastPopup = null
})
this.lastPopup = popup
}
SpinePlayer.prototype.showSkinsDialog = function (skinButton) {
var _this = this
if (this.lastPopup) this.lastPopup.dom.remove()
if (
this.lastPopup &&
findWithClass(this.lastPopup.dom, 'spine-player-popup-title')[0].textContent == 'Skins'
) {
this.lastPopup = null
skinButton.classList.remove('spine-player-button-icon-skins-selected')
return
}
if (!this.skeleton || this.skeleton.data.animations.length == 0) return
var popup = new Popup(
this.dom,
this.playerControls,
'\n\t\t\t\t<div class="spine-player-popup-title">Skins</div>\n\t\t\t\t<hr>\n\t\t\t\t<ul class="spine-player-list"></ul>\n\t\t\t',
)
var rows = findWithClass(popup.dom, 'spine-player-list')[0]
this.skeleton.data.skins.forEach(function (skin) {
if (_this.config.skins && _this.config.skins.indexOf(skin.name) < 0) {
return
}
var row = createElement(
'\n\t\t\t\t\t<li class="spine-player-list-item selectable">\n\t\t\t\t\t\t<div class="selectable-circle">\n\t\t\t\t\t\t</div>\n\t\t\t\t\t\t<div class="selectable-text">\n\t\t\t\t\t\t</div>\n\t\t\t\t\t</li>\n\t\t\t\t',
)
if (skin.name == _this.config.skin) row.classList.add('selected')
findWithClass(row, 'selectable-text')[0].innerText = skin.name
rows.appendChild(row)
row.onclick = function () {
removeClass(rows.children, 'selected')
row.classList.add('selected')
_this.config.skin = skin.name
_this.skeleton.setSkinByName(_this.config.skin)
_this.skeleton.setSlotsToSetupPose()
}
})
skinButton.classList.add('spine-player-button-icon-skins-selected')
popup.show(function () {
skinButton.classList.remove('spine-player-button-icon-skins-selected')
popup.dom.remove()
_this.lastPopup = null
})
this.lastPopup = popup
}
SpinePlayer.prototype.showSettingsDialog = function (settingsButton) {
var _this = this
if (this.lastPopup) this.lastPopup.dom.remove()
if (
this.lastPopup &&
findWithClass(this.lastPopup.dom, 'spine-player-popup-title')[0].textContent == 'Debug'
) {
this.lastPopup = null
settingsButton.classList.remove('spine-player-button-icon-settings-selected')
return
}
if (!this.skeleton || this.skeleton.data.animations.length == 0) return
var popup = new Popup(
this.dom,
this.playerControls,
'\n\t\t\t\t<div class="spine-player-popup-title">Debug</div>\n\t\t\t\t<hr>\n\t\t\t\t<ul class="spine-player-list">\n\t\t\t\t</li>\n\t\t\t',
)
var rows = findWithClass(popup.dom, 'spine-player-list')[0]
var makeItem = function (label, name) {
var row = createElement('<li class="spine-player-list-item"></li>')
var s = new Switch(label)
row.appendChild(s.render())
s.setEnabled(_this.config.debug[name])
s.change = function (value) {
_this.config.debug[name] = value
}
rows.appendChild(row)
}
makeItem('Bones', 'bones')
makeItem('Regions', 'regions')
makeItem('Meshes', 'meshes')
makeItem('Bounds', 'bounds')
makeItem('Paths', 'paths')
makeItem('Clipping', 'clipping')
makeItem('Points', 'points')
makeItem('Hulls', 'hulls')
settingsButton.classList.add('spine-player-button-icon-settings-selected')
popup.show(function () {
settingsButton.classList.remove('spine-player-button-icon-settings-selected')
popup.dom.remove()
_this.lastPopup = null
})
this.lastPopup = popup
}
SpinePlayer.prototype.drawFrame = function (requestNextFrame) {
var _this = this
if (requestNextFrame === void 0) {
requestNextFrame = true
}
if (requestNextFrame && !this.stopRequestAnimationFrame)
requestAnimationFrame(function () {
return _this.drawFrame()
})
var ctx = this.context
var gl = ctx.gl
var doc = document
var isFullscreen =
doc.fullscreenElement ||
doc.webkitFullscreenElement ||
doc.mozFullScreenElement ||
doc.msFullscreenElement
var bg = new spine.Color().setFromString(
isFullscreen ? this.config.fullScreenBackgroundColor : this.config.backgroundColor,
)
gl.clearColor(bg.r, bg.g, bg.b, bg.a)
gl.clear(gl.COLOR_BUFFER_BIT)
this.loadingScreen.backgroundColor.setFromColor(bg)
this.loadingScreen.draw(this.assetManager.isLoadingComplete())
if (this.assetManager.isLoadingComplete() && this.skeleton == null) this.loadSkeleton()
this.sceneRenderer.resize(spine.webgl.ResizeMode.Expand)
if (this.loaded) {
if (!this.paused && this.config.animation) {
this.time.update()
var delta = this.time.delta * this.speed
var animationDuration = this.animationState.getCurrent(0).animation.duration
this.playTime += delta
while (this.playTime >= animationDuration && animationDuration != 0) {
this.playTime -= animationDuration
}
this.playTime = Math.max(0, Math.min(this.playTime, animationDuration))
this.timelineSlider.setValue(this.playTime / animationDuration)
this.animationState.update(delta)
this.animationState.apply(this.skeleton)
}
this.skeleton.updateWorldTransform()
var viewport = {
x: this.currentViewport.x - this.currentViewport.padLeft,
y: this.currentViewport.y - this.currentViewport.padBottom,
width:
this.currentViewport.width +
this.currentViewport.padLeft +
this.currentViewport.padRight,
height:
this.currentViewport.height +
this.currentViewport.padBottom +
this.currentViewport.padTop,
}
var transitionAlpha =
(performance.now() - this.viewportTransitionStart) /
1000 /
this.config.viewport.transitionTime
if (this.previousViewport && transitionAlpha < 1) {
var oldViewport = {
x: this.previousViewport.x - this.previousViewport.padLeft,
y: this.previousViewport.y - this.previousViewport.padBottom,
width:
this.previousViewport.width +
this.previousViewport.padLeft +
this.previousViewport.padRight,
height:
this.previousViewport.height +
this.previousViewport.padBottom +
this.previousViewport.padTop,
}
viewport = {
x: oldViewport.x + (viewport.x - oldViewport.x) * transitionAlpha,
y: oldViewport.y + (viewport.y - oldViewport.y) * transitionAlpha,
width: oldViewport.width + (viewport.width - oldViewport.width) * transitionAlpha,
height: oldViewport.height + (viewport.height - oldViewport.height) * transitionAlpha,
}
}
var viewportSize = this.scale(
viewport.width,
viewport.height,
this.canvas.width,
this.canvas.height,
)
this.sceneRenderer.camera.zoom = viewport.width / viewportSize.x
this.sceneRenderer.camera.position.x = viewport.x + viewport.width / 2
this.sceneRenderer.camera.position.y = viewport.y + viewport.height / 2
this.sceneRenderer.begin()
if (this.config.backgroundImage && this.config.backgroundImage.url) {
var bgImage = this.assetManager.get(this.config.backgroundImage.url)
if (
!(
this.config.backgroundImage.hasOwnProperty('x') &&
this.config.backgroundImage.hasOwnProperty('y') &&
this.config.backgroundImage.hasOwnProperty('width') &&
this.config.backgroundImage.hasOwnProperty('height')
)
) {
this.sceneRenderer.drawTexture(
bgImage,
viewport.x,
viewport.y,
viewport.width,
viewport.height,
)
} else {
this.sceneRenderer.drawTexture(
bgImage,
this.config.backgroundImage.x,
this.config.backgroundImage.y,
this.config.backgroundImage.width,
this.config.backgroundImage.height,
)
}
}
this.sceneRenderer.drawSkeleton(this.skeleton, this.config.premultipliedAlpha)
this.sceneRenderer.skeletonDebugRenderer.drawBones = this.config.debug.bones
this.sceneRenderer.skeletonDebugRenderer.drawBoundingBoxes = this.config.debug.bounds
this.sceneRenderer.skeletonDebugRenderer.drawClipping = this.config.debug.clipping
this.sceneRenderer.skeletonDebugRenderer.drawMeshHull = this.config.debug.hulls
this.sceneRenderer.skeletonDebugRenderer.drawPaths = this.config.debug.paths
this.sceneRenderer.skeletonDebugRenderer.drawRegionAttachments = this.config.debug.regions
this.sceneRenderer.skeletonDebugRenderer.drawMeshTriangles = this.config.debug.meshes
this.sceneRenderer.drawSkeletonDebug(this.skeleton, this.config.premultipliedAlpha)
var controlBones = this.config.controlBones
var selectedBones = this.selectedBones
var skeleton = this.skeleton
gl.lineWidth(2)
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i])
if (!bone) continue
var colorInner =
selectedBones[i] !== null
? SpinePlayer.HOVER_COLOR_INNER
: SpinePlayer.NON_HOVER_COLOR_INNER
var colorOuter =
selectedBones[i] !== null
? SpinePlayer.HOVER_COLOR_OUTER
: SpinePlayer.NON_HOVER_COLOR_OUTER
this.sceneRenderer.circle(
true,
skeleton.x + bone.worldX,
skeleton.y + bone.worldY,
20,
colorInner,
)
this.sceneRenderer.circle(
false,
skeleton.x + bone.worldX,
skeleton.y + bone.worldY,
20,
colorOuter,
)
}
gl.lineWidth(1)
if (this.config.viewport.debugRender) {
this.sceneRenderer.rect(
false,
this.currentViewport.x,
this.currentViewport.y,
this.currentViewport.width,
this.currentViewport.height,
spine.Color.GREEN,
)
this.sceneRenderer.rect(
false,
viewport.x,
viewport.y,
viewport.width,
viewport.height,
spine.Color.RED,
)
}
this.sceneRenderer.end()
this.sceneRenderer.camera.zoom = 0
}
}
SpinePlayer.prototype.scale = function (sourceWidth, sourceHeight, targetWidth, targetHeight) {
var targetRatio = targetHeight / targetWidth
var sourceRatio = sourceHeight / sourceWidth
var scale =
targetRatio > sourceRatio ? targetWidth / sourceWidth : targetHeight / sourceHeight
var temp = new spine.Vector2()
temp.x = sourceWidth * scale
temp.y = sourceHeight * scale
return temp
}
SpinePlayer.prototype.loadSkeleton = function () {
var _this = this
if (this.loaded) return
if (this.assetManager.hasErrors()) {
this.showError(
'Error: assets could not be loaded.<br><br>' +
escapeHtml(JSON.stringify(this.assetManager.getErrors())),
)
return
}
var atlas = this.assetManager.get(this.config.atlasUrl)
var skeletonData
if (this.config.jsonUrl) {
var jsonText = this.assetManager.get(this.config.jsonUrl)
var json = new spine.SkeletonJson(new spine.AtlasAttachmentLoader(atlas))
try {
skeletonData = json.readSkeletonData(jsonText)
} catch (e) {
this.showError('Error: could not load skeleton .json.<br><br>' + e.toString())
return
}
} else {
var binaryData = this.assetManager.get(this.config.skelUrl)
var binary = new spine.SkeletonBinary(new spine.AtlasAttachmentLoader(atlas))
try {
skeletonData = binary.readSkeletonData(binaryData)
} catch (e) {
this.showError('Error: could not load skeleton .skel.<br><br>' + e.toString())
return
}
}
this.skeleton = new spine.Skeleton(skeletonData)
var stateData = new spine.AnimationStateData(skeletonData)
stateData.defaultMix = this.config.defaultMix
this.animationState = new spine.AnimationState(stateData)
if (this.config.controlBones) {
this.config.controlBones.forEach(function (bone) {
if (!skeletonData.findBone(bone)) {
_this.showError("Error: control bone '".concat(bone, "' does not exist in skeleton."))
}
})
}
if (!this.config.skin) {
if (skeletonData.skins.length > 0) {
this.config.skin = skeletonData.skins[0].name
}
}
if (this.config.skins && this.config.skin.length > 0) {
this.config.skins.forEach(function (skin) {
if (!_this.skeleton.data.findSkin(skin)) {
_this.showError(
"Error: skin '".concat(skin, "' in selectable skin list does not exist in skeleton."),
)
return
}
})
}
if (this.config.skin) {
if (!this.skeleton.data.findSkin(this.config.skin)) {
this.showError("Error: skin '".concat(this.config.skin, "' does not exist in skeleton."))
return
}
this.skeleton.setSkinByName(this.config.skin)
this.skeleton.setSlotsToSetupPose()
}
if (!this.config.viewport) {
this.config.viewport = {
animations: {},
debugRender: false,
transitionTime: 0.2,
}
}
if (typeof this.config.viewport.debugRender === 'undefined')
this.config.viewport.debugRender = false
if (typeof this.config.viewport.transitionTime === 'undefined')
this.config.viewport.transitionTime = 0.2
if (!this.config.viewport.animations) {
this.config.viewport.animations = {}
} else {
Object.getOwnPropertyNames(this.config.viewport.animations).forEach(function (animation) {
if (!skeletonData.findAnimation(animation)) {
_this.showError(
"Error: animation '".concat(
animation,
"' for which a viewport was specified does not exist in skeleton.",
),
)
return
}
})
}
if (this.config.animations && this.config.animations.length > 0) {
this.config.animations.forEach(function (animation) {
if (!_this.skeleton.data.findAnimation(animation)) {
_this.showError(
"Error: animation '".concat(
animation,
"' in selectable animation list does not exist in skeleton.",
),
)
return
}
})
if (!this.config.animation) {
this.config.animation = this.config.animations[0]
}
}
if (!this.config.animation) {
if (skeletonData.animations.length > 0) {
this.config.animation = skeletonData.animations[0].name
}
}
if (this.config.animation) {
if (!skeletonData.findAnimation(this.config.animation)) {
this.showError(
"Error: animation '".concat(this.config.animation, "' does not exist in skeleton."),
)
return
}
this.play()
this.timelineSlider.change = function (percentage) {
_this.pause()
var animationDuration = _this.animationState.getCurrent(0).animation.duration
var time = animationDuration * percentage
_this.animationState.update(time - _this.playTime)
_this.animationState.apply(_this.skeleton)
_this.skeleton.updateWorldTransform()
_this.playTime = time
}
}
this.setupInput()
if (skeletonData.skins.length == 1 || (this.config.skins && this.config.skins.length == 1))
this.skinButton.classList.add('spine-player-hidden')
if (
skeletonData.animations.length == 1 ||
(this.config.animations && this.config.animations.length == 1)
)
this.animationButton.classList.add('spine-player-hidden')
this.config.success(this)
this.loaded = true
}
SpinePlayer.prototype.setupInput = function () {
var _this = this
var controlBones = this.config.controlBones
var selectedBones = (this.selectedBones = new Array(this.config.controlBones.length))
var canvas = this.canvas
var input = new spine.webgl.Input(canvas)
var target = null
var coords = new spine.webgl.Vector3()
var temp = new spine.webgl.Vector3()
var temp2 = new spine.Vector2()
var skeleton = this.skeleton
var renderer = this.sceneRenderer
input.addListener({
down: function (x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i])
if (!bone) continue
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height)
if (
temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30
) {
target = bone
}
}
},
up: function (x, y) {
if (target) {
target = null
} else {
if (!_this.config.showControls) return
if (_this.paused) _this.play()
else _this.pause()
}
},
dragged: function (x, y) {
if (target != null) {
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height)
if (target.parent !== null) {
target.parent.worldToLocal(temp2.set(coords.x - skeleton.x, coords.y - skeleton.y))
target.x = temp2.x
target.y = temp2.y
} else {
target.x = coords.x - skeleton.x
target.y = coords.y - skeleton.y
}
}
},
moved: function (x, y) {
for (var i = 0; i < controlBones.length; i++) {
var bone = skeleton.findBone(controlBones[i])
if (!bone) continue
renderer.camera.screenToWorld(coords.set(x, y, 0), canvas.width, canvas.height)
if (
temp.set(skeleton.x + bone.worldX, skeleton.y + bone.worldY, 0).distance(coords) < 30
) {
selectedBones[i] = bone
} else {
selectedBones[i] = null
}
}
},
})
var mouseOverControls = true
var mouseOverCanvas = false
document.addEventListener('mousemove', function (ev) {
if (ev instanceof MouseEvent) {
handleHover(ev.clientX, ev.clientY)
}
})
document.addEventListener('touchmove', function (ev) {
if (ev instanceof TouchEvent) {
var touches = ev.changedTouches
if (touches.length > 0) {
var touch = touches[0]
handleHover(touch.clientX, touch.clientY)
}
}
})
var handleHover = function (mouseX, mouseY) {
if (!_this.config.showControls) return
var popup = findWithClass(_this.dom, 'spine-player-popup')
mouseOverControls = overlap(mouseX, mouseY, _this.playerControls.getBoundingClientRect())
mouseOverCanvas = overlap(mouseX, mouseY, _this.canvas.getBoundingClientRect())
clearTimeout(_this.cancelId)
var hide = popup.length == 0 && !mouseOverControls && !mouseOverCanvas && !_this.paused
if (hide) {
_this.playerControls.classList.add('spine-player-controls-hidden')
} else {
_this.playerControls.classList.remove('spine-player-controls-hidden')
}
if (!mouseOverControls && popup.length == 0 && !_this.paused) {
var remove = function () {
if (!_this.paused) _this.playerControls.classList.add('spine-player-controls-hidden')
}
_this.cancelId = setTimeout(remove, 1000)
}
}
var overlap = function (mouseX, mouseY, rect) {
var x = mouseX - rect.left
var y = mouseY - rect.top
return x >= 0 && x <= rect.width && y >= 0 && y <= rect.height
}
}
SpinePlayer.prototype.play = function () {
var _this = this
this.paused = false
var remove = function () {
if (!_this.paused) _this.playerControls.classList.add('spine-player-controls-hidden')
}
this.cancelId = setTimeout(remove, 1000)
this.playButton.classList.remove('spine-player-button-icon-play')
this.playButton.classList.add('spine-player-button-icon-pause')
if (this.config.animation) {
if (!this.animationState.getCurrent(0)) {
this.setAnimation(this.config.animation)
}
}
}
SpinePlayer.prototype.pause = function () {
this.paused = true
this.playerControls.classList.remove('spine-player-controls-hidden')
clearTimeout(this.cancelId)
this.playButton.classList.remove('spine-player-button-icon-pause')
this.playButton.classList.add('spine-player-button-icon-play')
}
SpinePlayer.prototype.setAnimation = function (animation, loop) {
if (loop === void 0) {
loop = true
}
this.previousViewport = this.currentViewport
var animViewport = this.calculateAnimationViewport(animation)
var viewport = {
x: animViewport.x,
y: animViewport.y,
width: animViewport.width,
height: animViewport.height,
padLeft: '10%',
padRight: '10%',
padTop: '10%',
padBottom: '10%',
}
var globalViewport = this.config.viewport
if (
typeof globalViewport.x !== 'undefined' &&
typeof globalViewport.y !== 'undefined' &&
typeof globalViewport.width !== 'undefined' &&
typeof globalViewport.height !== 'undefined'
) {
viewport.x = globalViewport.x
viewport.y = globalViewport.y
viewport.width = globalViewport.width
viewport.height = globalViewport.height
}
if (typeof globalViewport.padLeft !== 'undefined') viewport.padLeft = globalViewport.padLeft
if (typeof globalViewport.padRight !== 'undefined')
viewport.padRight = globalViewport.padRight
if (typeof globalViewport.padTop !== 'undefined') viewport.padTop = globalViewport.padTop
if (typeof globalViewport.padBottom !== 'undefined')
viewport.padBottom = globalViewport.padBottom
var userAnimViewport = this.config.viewport.animations[animation]
if (userAnimViewport) {
if (
typeof userAnimViewport.x !== 'undefined' &&
typeof userAnimViewport.y !== 'undefined' &&
typeof userAnimViewport.width !== 'undefined' &&
typeof userAnimViewport.height !== 'undefined'
) {
viewport.x = userAnimViewport.x
viewport.y = userAnimViewport.y
viewport.width = userAnimViewport.width
viewport.height = userAnimViewport.height
}
if (typeof userAnimViewport.padLeft !== 'undefined')
viewport.padLeft = userAnimViewport.padLeft
if (typeof userAnimViewport.padRight !== 'undefined')
viewport.padRight = userAnimViewport.padRight
if (typeof userAnimViewport.padTop !== 'undefined')
viewport.padTop = userAnimViewport.padTop
if (typeof userAnimViewport.padBottom !== 'undefined')
viewport.padBottom = userAnimViewport.padBottom
}
viewport.padLeft = this.percentageToWorldUnit(viewport.width, viewport.padLeft)
viewport.padRight = this.percentageToWorldUnit(viewport.width, viewport.padRight)
viewport.padBottom = this.percentageToWorldUnit(viewport.height, viewport.padBottom)
viewport.padTop = this.percentageToWorldUnit(viewport.height, viewport.padTop)
this.currentViewport = viewport
this.viewportTransitionStart = performance.now()
this.animationState.clearTracks()
this.skeleton.setToSetupPose()
this.animationState.setAnimation(0, animation, loop)
}
SpinePlayer.prototype.percentageToWorldUnit = function (size, percentageOrAbsolute) {
if (typeof percentageOrAbsolute === 'string') {
return (
(size * parseFloat(percentageOrAbsolute.substr(0, percentageOrAbsolute.length - 1))) / 100
)
} else {
return percentageOrAbsolute
}
}
SpinePlayer.prototype.calculateAnimationViewport = function (animationName) {
var animation = this.skeleton.data.findAnimation(animationName)
this.animationState.clearTracks()
this.skeleton.setToSetupPose()
this.animationState.setAnimationWith(0, animation, true)
var steps = 100
var stepTime = animation.duration > 0 ? animation.duration / steps : 0
var minX = 100000000
var maxX = -100000000
var minY = 100000000
var maxY = -100000000
var offset = new spine.Vector2()
var size = new spine.Vector2()
for (var i = 0; i < steps; i++) {
this.animationState.update(stepTime)
this.animationState.apply(this.skeleton)
this.skeleton.updateWorldTransform()
this.skeleton.getBounds(offset, size)
if (!isNaN(offset.x) && !isNaN(offset.y) && !isNaN(size.x) && !isNaN(size.y)) {
minX = Math.min(offset.x, minX)
maxX = Math.max(offset.x + size.x, maxX)
minY = Math.min(offset.y, minY)
maxY = Math.max(offset.y + size.y, maxY)
} else {
console.log('Bounds of animation ' + animationName + ' are NaN')
}
}
offset.x = minX
offset.y = minY
size.x = maxX - minX
size.y = maxY - minY
return {
x: offset.x,
y: offset.y,
width: size.x,
height: size.y,
}
}
SpinePlayer.prototype.stopRendering = function () {
this.stopRequestAnimationFrame = true
}
SpinePlayer.HOVER_COLOR_INNER = new spine.Color(0.478, 0, 0, 0.25)
SpinePlayer.HOVER_COLOR_OUTER = new spine.Color(1, 1, 1, 1)
SpinePlayer.NON_HOVER_COLOR_INNER = new spine.Color(0.478, 0, 0, 0.5)
SpinePlayer.NON_HOVER_COLOR_OUTER = new spine.Color(1, 0, 0, 0.8)
return SpinePlayer
})()
spine.SpinePlayer = SpinePlayer
function isContained(dom, needle) {
if (dom === needle) return true
var findRecursive = function (dom, needle) {
for (var i = 0; i < dom.children.length; i++) {
var child = dom.children[i]
if (child === needle) return true
if (findRecursive(child, needle)) return true
}
return false
}
return findRecursive(dom, needle)
}
function findWithId(dom, id) {
var found = new Array()
var findRecursive = function (dom, id, found) {
for (var i = 0; i < dom.children.length; i++) {
var child = dom.children[i]
if (child.id === id) found.push(child)
findRecursive(child, id, found)
}
}
findRecursive(dom, id, found)
return found
}
function findWithClass(dom, className) {
var found = new Array()
var findRecursive = function (dom, className, found) {
for (var i = 0; i < dom.children.length; i++) {
var child = dom.children[i]
if (child.classList.contains(className)) found.push(child)
findRecursive(child, className, found)
}
}
findRecursive(dom, className, found)
return found
}
function createElement(html) {
var dom = document.createElement('div')
dom.innerHTML = html
return dom.children[0]
}
function removeClass(elements, clazz) {
for (var i = 0; i < elements.length; i++) {
elements[i].classList.remove(clazz)
}
}
function escapeHtml(str) {
if (!str) return ''
return str
.replace(/&/g, '&amp;')
.replace(/</g, '&lt;')
.replace(/>/g, '&gt;')
.replace(/"/g, '&#34;')
.replace(/'/g, '&#39;')
}
})(spine || (spine = {}))
var spine
;(function (spine) {
var SpinePlayerEditor = (function () {
function SpinePlayerEditor(parent) {
this.prefix =
'<html>\n<head>\n<style>\nbody {\n\tmargin: 0px;\n}\n</style>\n</head>\n<body>'.trim()
this.postfix = '</body>'
this.timerId = 0
this.render(parent)
}
SpinePlayerEditor.prototype.render = function (parent) {
var _this = this
var dom =
'\n\t\t\t\t<div class="spine-player-editor-container">\n\t\t\t\t\t<div class="spine-player-editor-code"></div>\n\t\t\t\t\t<iframe class="spine-player-editor-player"></iframe>\n\t\t\t\t</div>\n\t\t\t'
parent.innerHTML = dom
var codeElement = parent.getElementsByClassName('spine-player-editor-code')[0]
this.player = parent.getElementsByClassName('spine-player-editor-player')[0]
requestAnimationFrame(function () {
_this.code = CodeMirror(codeElement, {
lineNumbers: true,
tabSize: 3,
indentUnit: 3,
indentWithTabs: true,
scrollBarStyle: 'native',
mode: 'htmlmixed',
theme: 'monokai',
})
_this.code.on('change', function () {
_this.startPlayer()
})
_this.setCode(SpinePlayerEditor.DEFAULT_CODE)
})
}
SpinePlayerEditor.prototype.setPreAndPostfix = function (prefix, postfix) {
this.prefix = prefix
this.postfix = postfix
this.startPlayer()
}
SpinePlayerEditor.prototype.setCode = function (code) {
this.code.setValue(code)
this.startPlayer()
}
SpinePlayerEditor.prototype.startPlayer = function () {
var _this = this
clearTimeout(this.timerId)
this.timerId = setTimeout(function () {
var code = _this.code.getDoc().getValue()
code = _this.prefix + code + _this.postfix
code = window.btoa(code)
_this.player.src = ''
_this.player.src = 'data:text/html;base64,' + code
}, 500)
}
SpinePlayerEditor.DEFAULT_CODE =
'\n<script src="https://esotericsoftware.com/files/spine-player/3.7/spine-player.js"></script>\n<link rel="stylesheet" href="https://esotericsoftware.com/files/spine-player/3.7/spine-player.css">\n\n<div id="player-container" style="width: 100%; height: 100vh;"></div>\n\n<script>\nnew spine.SpinePlayer("player-container", {\n\tjsonUrl: "https://esotericsoftware.com/files/examples/spineboy/export/spineboy-pro.json",\n\tatlasUrl: "https://esotericsoftware.com/files/examples/spineboy/export/spineboy-pma.atlas"\n});\n</script>\n\t\t'.trim()
return SpinePlayerEditor
})()
spine.SpinePlayerEditor = SpinePlayerEditor
})(spine || (spine = {}))
export { spine }