"use strict"; var spine = (() => { var __defProp = Object.defineProperty; var __getOwnPropDesc = Object.getOwnPropertyDescriptor; var __getOwnPropNames = Object.getOwnPropertyNames; var __hasOwnProp = Object.prototype.hasOwnProperty; var __export = (target, all) => { for (var name in all) __defProp(target, name, { get: all[name], enumerable: true }); }; var __copyProps = (to, from, except, desc) => { if (from && typeof from === "object" || typeof from === "function") { for (let key of __getOwnPropNames(from)) if (!__hasOwnProp.call(to, key) && key !== except) __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable }); } return to; }; var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod); // spine-canvas/src/index.ts var index_exports = {}; __export(index_exports, { AlphaTimeline: () => AlphaTimeline, Animation: () => Animation, AnimationState: () => AnimationState, AnimationStateAdapter: () => AnimationStateAdapter, AnimationStateData: () => AnimationStateData, AssetCache: () => AssetCache, AssetManager: () => AssetManager, AssetManagerBase: () => AssetManagerBase, AtlasAttachmentLoader: () => AtlasAttachmentLoader, Attachment: () => Attachment, AttachmentTimeline: () => AttachmentTimeline, BinaryInput: () => BinaryInput, BlendMode: () => BlendMode, Bone: () => Bone, BoneData: () => BoneData, BoundingBoxAttachment: () => BoundingBoxAttachment, CURRENT: () => CURRENT, CanvasTexture: () => CanvasTexture, ClippingAttachment: () => ClippingAttachment, Color: () => Color, ConstraintData: () => ConstraintData, CurveTimeline: () => CurveTimeline, CurveTimeline1: () => CurveTimeline1, CurveTimeline2: () => CurveTimeline2, DebugUtils: () => DebugUtils, DeformTimeline: () => DeformTimeline, Downloader: () => Downloader, DrawOrderTimeline: () => DrawOrderTimeline, Event: () => Event, EventData: () => EventData, EventQueue: () => EventQueue, EventTimeline: () => EventTimeline, EventType: () => EventType, FIRST: () => FIRST, FakeTexture: () => FakeTexture, HOLD_FIRST: () => HOLD_FIRST, HOLD_MIX: () => HOLD_MIX, HOLD_SUBSEQUENT: () => HOLD_SUBSEQUENT, IkConstraint: () => IkConstraint, IkConstraintData: () => IkConstraintData, IkConstraintTimeline: () => IkConstraintTimeline, Inherit: () => Inherit, InheritTimeline: () => InheritTimeline, IntSet: () => IntSet, Interpolation: () => Interpolation, MathUtils: () => MathUtils, MeshAttachment: () => MeshAttachment, MixBlend: () => MixBlend, MixDirection: () => MixDirection, PathAttachment: () => PathAttachment, PathConstraint: () => PathConstraint, PathConstraintData: () => PathConstraintData, PathConstraintMixTimeline: () => PathConstraintMixTimeline, PathConstraintPositionTimeline: () => PathConstraintPositionTimeline, PathConstraintSpacingTimeline: () => PathConstraintSpacingTimeline, Physics: () => Physics, PhysicsConstraintDampingTimeline: () => PhysicsConstraintDampingTimeline, PhysicsConstraintGravityTimeline: () => PhysicsConstraintGravityTimeline, PhysicsConstraintInertiaTimeline: () => PhysicsConstraintInertiaTimeline, PhysicsConstraintMassTimeline: () => PhysicsConstraintMassTimeline, PhysicsConstraintMixTimeline: () => PhysicsConstraintMixTimeline, PhysicsConstraintResetTimeline: () => PhysicsConstraintResetTimeline, PhysicsConstraintStrengthTimeline: () => PhysicsConstraintStrengthTimeline, PhysicsConstraintTimeline: () => PhysicsConstraintTimeline, PhysicsConstraintWindTimeline: () => PhysicsConstraintWindTimeline, PointAttachment: () => PointAttachment, Pool: () => Pool, PositionMode: () => PositionMode, Pow: () => Pow, PowOut: () => PowOut, RGB2Timeline: () => RGB2Timeline, RGBA2Timeline: () => RGBA2Timeline, RGBATimeline: () => RGBATimeline, RGBTimeline: () => RGBTimeline, RegionAttachment: () => RegionAttachment, RotateMode: () => RotateMode, RotateTimeline: () => RotateTimeline, SETUP: () => SETUP, SUBSEQUENT: () => SUBSEQUENT, ScaleTimeline: () => ScaleTimeline, ScaleXTimeline: () => ScaleXTimeline, ScaleYTimeline: () => ScaleYTimeline, SequenceTimeline: () => SequenceTimeline, ShearTimeline: () => ShearTimeline, ShearXTimeline: () => ShearXTimeline, ShearYTimeline: () => ShearYTimeline, Skeleton: () => Skeleton, SkeletonBinary: () => SkeletonBinary, SkeletonBounds: () => SkeletonBounds, SkeletonClipping: () => SkeletonClipping, SkeletonData: () => SkeletonData, SkeletonJson: () => SkeletonJson, SkeletonRenderer: () => SkeletonRenderer, Skin: () => Skin, SkinEntry: () => SkinEntry, Slot: () => Slot, SlotData: () => SlotData, SpacingMode: () => SpacingMode, StringSet: () => StringSet, Texture: () => Texture, TextureAtlas: () => TextureAtlas, TextureAtlasPage: () => TextureAtlasPage, TextureAtlasRegion: () => TextureAtlasRegion, TextureFilter: () => TextureFilter, TextureRegion: () => TextureRegion, TextureWrap: () => TextureWrap, TimeKeeper: () => TimeKeeper, Timeline: () => Timeline, TrackEntry: () => TrackEntry, TransformConstraint: () => TransformConstraint, TransformConstraintData: () => TransformConstraintData, TransformConstraintTimeline: () => TransformConstraintTimeline, TranslateTimeline: () => TranslateTimeline, TranslateXTimeline: () => TranslateXTimeline, TranslateYTimeline: () => TranslateYTimeline, Triangulator: () => Triangulator, Utils: () => Utils, Vector2: () => Vector2, VertexAttachment: () => VertexAttachment, WindowedMean: () => WindowedMean }); // spine-core/src/Utils.ts var IntSet = class { array = new Array(); add(value) { let contains = this.contains(value); this.array[value | 0] = value | 0; return !contains; } contains(value) { return this.array[value | 0] != void 0; } remove(value) { this.array[value | 0] = void 0; } clear() { this.array.length = 0; } }; var StringSet = class { entries = {}; size = 0; add(value) { let contains = this.entries[value]; this.entries[value] = true; if (!contains) { this.size++; return true; } return false; } addAll(values) { let oldSize = this.size; for (var i = 0, n = values.length; i < n; i++) this.add(values[i]); return oldSize != this.size; } contains(value) { return this.entries[value]; } clear() { this.entries = {}; this.size = 0; } }; var Color = class _Color { constructor(r = 0, g = 0, b = 0, a = 0) { this.r = r; this.g = g; this.b = b; this.a = a; } static WHITE = new _Color(1, 1, 1, 1); static RED = new _Color(1, 0, 0, 1); static GREEN = new _Color(0, 1, 0, 1); static BLUE = new _Color(0, 0, 1, 1); static MAGENTA = new _Color(1, 0, 1, 1); set(r, g, b, a) { this.r = r; this.g = g; this.b = b; this.a = a; return this.clamp(); } setFromColor(c) { this.r = c.r; this.g = c.g; this.b = c.b; this.a = c.a; return this; } setFromString(hex) { hex = hex.charAt(0) == "#" ? hex.substr(1) : hex; this.r = parseInt(hex.substr(0, 2), 16) / 255; this.g = parseInt(hex.substr(2, 2), 16) / 255; this.b = parseInt(hex.substr(4, 2), 16) / 255; this.a = hex.length != 8 ? 1 : parseInt(hex.substr(6, 2), 16) / 255; return this; } add(r, g, b, a) { this.r += r; this.g += g; this.b += b; this.a += a; return this.clamp(); } clamp() { 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; } static rgba8888ToColor(color, value) { color.r = ((value & 4278190080) >>> 24) / 255; color.g = ((value & 16711680) >>> 16) / 255; color.b = ((value & 65280) >>> 8) / 255; color.a = (value & 255) / 255; } static rgb888ToColor(color, value) { color.r = ((value & 16711680) >>> 16) / 255; color.g = ((value & 65280) >>> 8) / 255; color.b = (value & 255) / 255; } toRgb888() { const hex = (x) => ("0" + (x * 255).toString(16)).slice(-2); return Number("0x" + hex(this.r) + hex(this.g) + hex(this.b)); } static fromString(hex, color = new _Color()) { return color.setFromString(hex); } }; var MathUtils = class _MathUtils { static PI = 3.1415927; static PI2 = _MathUtils.PI * 2; static invPI2 = 1 / _MathUtils.PI2; static radiansToDegrees = 180 / _MathUtils.PI; static radDeg = _MathUtils.radiansToDegrees; static degreesToRadians = _MathUtils.PI / 180; static degRad = _MathUtils.degreesToRadians; static clamp(value, min, max) { if (value < min) return min; if (value > max) return max; return value; } static cosDeg(degrees) { return Math.cos(degrees * _MathUtils.degRad); } static sinDeg(degrees) { return Math.sin(degrees * _MathUtils.degRad); } static atan2Deg(y, x) { return Math.atan2(y, x) * _MathUtils.degRad; } static signum(value) { return value > 0 ? 1 : value < 0 ? -1 : 0; } static toInt(x) { return x > 0 ? Math.floor(x) : Math.ceil(x); } static cbrt(x) { let y = Math.pow(Math.abs(x), 1 / 3); return x < 0 ? -y : y; } static randomTriangular(min, max) { return _MathUtils.randomTriangularWith(min, max, (min + max) * 0.5); } static randomTriangularWith(min, max, mode) { let u = Math.random(); let 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)); } static isPowerOfTwo(value) { return value && (value & value - 1) === 0; } }; var Interpolation = class { apply(start, end, a) { return start + (end - start) * this.applyInternal(a); } }; var Pow = class extends Interpolation { power = 2; constructor(power) { super(); this.power = power; } applyInternal(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; } }; var PowOut = class extends Pow { constructor(power) { super(power); } applyInternal(a) { return Math.pow(a - 1, this.power) * (this.power % 2 == 0 ? -1 : 1) + 1; } }; var Utils = class _Utils { static SUPPORTS_TYPED_ARRAYS = typeof Float32Array !== "undefined"; static arrayCopy(source, sourceStart, dest, destStart, numElements) { for (let i = sourceStart, j = destStart; i < sourceStart + numElements; i++, j++) { dest[j] = source[i]; } } static arrayFill(array, fromIndex, toIndex, value) { for (let i = fromIndex; i < toIndex; i++) array[i] = value; } static setArraySize(array, size, value = 0) { let oldSize = array.length; if (oldSize == size) return array; array.length = size; if (oldSize < size) { for (let i = oldSize; i < size; i++) array[i] = value; } return array; } static ensureArrayCapacity(array, size, value = 0) { if (array.length >= size) return array; return _Utils.setArraySize(array, size, value); } static newArray(size, defaultValue) { let array = new Array(size); for (let i = 0; i < size; i++) array[i] = defaultValue; return array; } static newFloatArray(size) { if (_Utils.SUPPORTS_TYPED_ARRAYS) return new Float32Array(size); else { let array = new Array(size); for (let i = 0; i < array.length; i++) array[i] = 0; return array; } } static newShortArray(size) { if (_Utils.SUPPORTS_TYPED_ARRAYS) return new Int16Array(size); else { let array = new Array(size); for (let i = 0; i < array.length; i++) array[i] = 0; return array; } } static toFloatArray(array) { return _Utils.SUPPORTS_TYPED_ARRAYS ? new Float32Array(array) : array; } static toSinglePrecision(value) { return _Utils.SUPPORTS_TYPED_ARRAYS ? Math.fround(value) : value; } // This function is used to fix WebKit 602 specific issue described at http://esotericsoftware.com/forum/iOS-10-disappearing-graphics-10109 static webkit602BugfixHelper(alpha, blend) { } static contains(array, element, identity = true) { for (var i = 0; i < array.length; i++) if (array[i] == element) return true; return false; } static enumValue(type, name) { return type[name[0].toUpperCase() + name.slice(1)]; } }; var DebugUtils = class { static logBones(skeleton) { for (let i = 0; i < skeleton.bones.length; i++) { let bone = skeleton.bones[i]; console.log(bone.data.name + ", " + bone.a + ", " + bone.b + ", " + bone.c + ", " + bone.d + ", " + bone.worldX + ", " + bone.worldY); } } }; var Pool = class { items = new Array(); instantiator; constructor(instantiator) { this.instantiator = instantiator; } obtain() { return this.items.length > 0 ? this.items.pop() : this.instantiator(); } free(item) { if (item.reset) item.reset(); this.items.push(item); } freeAll(items) { for (let i = 0; i < items.length; i++) this.free(items[i]); } clear() { this.items.length = 0; } }; var Vector2 = class { constructor(x = 0, y = 0) { this.x = x; this.y = y; } set(x, y) { this.x = x; this.y = y; return this; } length() { let x = this.x; let y = this.y; return Math.sqrt(x * x + y * y); } normalize() { let len = this.length(); if (len != 0) { this.x /= len; this.y /= len; } return this; } }; var TimeKeeper = class { maxDelta = 0.064; framesPerSecond = 0; delta = 0; totalTime = 0; lastTime = Date.now() / 1e3; frameCount = 0; frameTime = 0; update() { let now = Date.now() / 1e3; 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; } } }; var WindowedMean = class { values; addedValues = 0; lastValue = 0; mean = 0; dirty = true; constructor(windowSize = 32) { this.values = new Array(windowSize); } hasEnoughData() { return this.addedValues >= this.values.length; } addValue(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; } getMean() { if (this.hasEnoughData()) { if (this.dirty) { let mean = 0; for (let i = 0; i < this.values.length; i++) mean += this.values[i]; this.mean = mean / this.values.length; this.dirty = false; } return this.mean; } return 0; } }; // spine-core/src/attachments/Attachment.ts var Attachment = class { name; constructor(name) { if (!name) throw new Error("name cannot be null."); this.name = name; } }; var VertexAttachment = class _VertexAttachment extends Attachment { static nextID = 0; /** The unique ID for this attachment. */ id = _VertexAttachment.nextID++; /** The bones which affect the {@link #getVertices()}. The array entries are, for each vertex, the number of bones affecting * the vertex followed by that many bone indices, which is the index of the bone in {@link Skeleton#bones}. Will be null * if this attachment has no weights. */ bones = null; /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y` * entries for each vertex. For a weighted attachment, the values are `x,y,weight` entries for each bone affecting * each vertex. */ vertices = []; /** The maximum number of world vertex values that can be output by * {@link #computeWorldVertices()} using the `count` parameter. */ worldVerticesLength = 0; /** Timelines for the timeline attachment are also applied to this attachment. * May be null if no attachment-specific timelines should be applied. */ timelineAttachment = this; constructor(name) { super(name); } /** Transforms the attachment's local {@link #vertices} to world coordinates. If the slot's {@link Slot#deform} is * not empty, it is used to deform the vertices. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. * @param start The index of the first {@link #vertices} value to transform. Each vertex has 2 values, x and y. * @param count The number of world vertex values to output. Must be <= {@link #worldVerticesLength} - `start`. * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` * * `stride` / 2. * @param offset The `worldVertices` index to begin writing values. * @param stride The number of `worldVertices` entries between the value pairs written. */ computeWorldVertices(slot, start, count, worldVertices2, offset, stride) { count = offset + (count >> 1) * stride; let skeleton = slot.bone.skeleton; let deformArray = slot.deform; let vertices = this.vertices; let bones = this.bones; if (!bones) { if (deformArray.length > 0) vertices = deformArray; let bone = slot.bone; let x = bone.worldX; let y = bone.worldY; let a = bone.a, b = bone.b, c = bone.c, d = bone.d; for (let v2 = start, w = offset; w < count; v2 += 2, w += stride) { let vx = vertices[v2], vy = vertices[v2 + 1]; worldVertices2[w] = vx * a + vy * b + x; worldVertices2[w + 1] = vx * c + vy * d + y; } return; } let v = 0, skip = 0; for (let i = 0; i < start; i += 2) { let n = bones[v]; v += n + 1; skip += n; } let skeletonBones = skeleton.bones; if (deformArray.length == 0) { for (let w = offset, b = skip * 3; w < count; w += stride) { let wx = 0, wy = 0; let n = bones[v++]; n += v; for (; v < n; v++, b += 3) { let bone = skeletonBones[bones[v]]; let 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; } worldVertices2[w] = wx; worldVertices2[w + 1] = wy; } } else { let deform = deformArray; for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += stride) { let wx = 0, wy = 0; let n = bones[v++]; n += v; for (; v < n; v++, b += 3, f += 2) { let bone = skeletonBones[bones[v]]; let 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; } worldVertices2[w] = wx; worldVertices2[w + 1] = wy; } } } /** Does not copy id (generated) or name (set on construction). **/ copyTo(attachment) { if (this.bones) { attachment.bones = new Array(this.bones.length); Utils.arrayCopy(this.bones, 0, attachment.bones, 0, this.bones.length); } else attachment.bones = null; if (this.vertices) { attachment.vertices = Utils.newFloatArray(this.vertices.length); Utils.arrayCopy(this.vertices, 0, attachment.vertices, 0, this.vertices.length); } attachment.worldVerticesLength = this.worldVerticesLength; attachment.timelineAttachment = this.timelineAttachment; } }; // spine-core/src/attachments/Sequence.ts var Sequence = class _Sequence { static _nextID = 0; id = _Sequence.nextID(); regions; start = 0; digits = 0; /** The index of the region to show for the setup pose. */ setupIndex = 0; constructor(count) { this.regions = new Array(count); } copy() { let copy = new _Sequence(this.regions.length); Utils.arrayCopy(this.regions, 0, copy.regions, 0, this.regions.length); copy.start = this.start; copy.digits = this.digits; copy.setupIndex = this.setupIndex; return copy; } apply(slot, attachment) { let index = slot.sequenceIndex; if (index == -1) index = this.setupIndex; if (index >= this.regions.length) index = this.regions.length - 1; let region = this.regions[index]; if (attachment.region != region) { attachment.region = region; attachment.updateRegion(); } } getPath(basePath, index) { let result = basePath; let frame = (this.start + index).toString(); for (let i = this.digits - frame.length; i > 0; i--) result += "0"; result += frame; return result; } static nextID() { return _Sequence._nextID++; } }; var SequenceMode = /* @__PURE__ */ ((SequenceMode2) => { SequenceMode2[SequenceMode2["hold"] = 0] = "hold"; SequenceMode2[SequenceMode2["once"] = 1] = "once"; SequenceMode2[SequenceMode2["loop"] = 2] = "loop"; SequenceMode2[SequenceMode2["pingpong"] = 3] = "pingpong"; SequenceMode2[SequenceMode2["onceReverse"] = 4] = "onceReverse"; SequenceMode2[SequenceMode2["loopReverse"] = 5] = "loopReverse"; SequenceMode2[SequenceMode2["pingpongReverse"] = 6] = "pingpongReverse"; return SequenceMode2; })(SequenceMode || {}); var SequenceModeValues = [ 0 /* hold */, 1 /* once */, 2 /* loop */, 3 /* pingpong */, 4 /* onceReverse */, 5 /* loopReverse */, 6 /* pingpongReverse */ ]; // spine-core/src/Animation.ts var Animation = class { /** The animation's name, which is unique across all animations in the skeleton. */ name; timelines = []; timelineIds = new StringSet(); /** The duration of the animation in seconds, which is the highest time of all keys in the timeline. */ duration; constructor(name, timelines, duration) { if (!name) throw new Error("name cannot be null."); this.name = name; this.setTimelines(timelines); this.duration = duration; } setTimelines(timelines) { if (!timelines) throw new Error("timelines cannot be null."); this.timelines = timelines; this.timelineIds.clear(); for (var i = 0; i < timelines.length; i++) this.timelineIds.addAll(timelines[i].getPropertyIds()); } hasTimeline(ids) { for (let i = 0; i < ids.length; i++) if (this.timelineIds.contains(ids[i])) return true; return false; } /** Applies all the animation's timelines to the specified skeleton. * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. * @param loop If true, the animation repeats after {@link #getDuration()}. * @param events May be null to ignore fired events. */ apply(skeleton, lastTime, time, loop, events, alpha, blend, direction) { if (!skeleton) throw new Error("skeleton cannot be null."); if (loop && this.duration != 0) { time %= this.duration; if (lastTime > 0) lastTime %= this.duration; } let timelines = this.timelines; for (let i = 0, n = timelines.length; i < n; i++) timelines[i].apply(skeleton, lastTime, time, events, alpha, blend, direction); } }; var MixBlend = /* @__PURE__ */ ((MixBlend2) => { MixBlend2[MixBlend2["setup"] = 0] = "setup"; MixBlend2[MixBlend2["first"] = 1] = "first"; MixBlend2[MixBlend2["replace"] = 2] = "replace"; MixBlend2[MixBlend2["add"] = 3] = "add"; return MixBlend2; })(MixBlend || {}); var MixDirection = /* @__PURE__ */ ((MixDirection2) => { MixDirection2[MixDirection2["mixIn"] = 0] = "mixIn"; MixDirection2[MixDirection2["mixOut"] = 1] = "mixOut"; return MixDirection2; })(MixDirection || {}); var Property = { rotate: 0, x: 1, y: 2, scaleX: 3, scaleY: 4, shearX: 5, shearY: 6, inherit: 7, rgb: 8, alpha: 9, rgb2: 10, attachment: 11, deform: 12, event: 13, drawOrder: 14, ikConstraint: 15, transformConstraint: 16, pathConstraintPosition: 17, pathConstraintSpacing: 18, pathConstraintMix: 19, physicsConstraintInertia: 20, physicsConstraintStrength: 21, physicsConstraintDamping: 22, physicsConstraintMass: 23, physicsConstraintWind: 24, physicsConstraintGravity: 25, physicsConstraintMix: 26, physicsConstraintReset: 27, sequence: 28 }; var Timeline = class { propertyIds; frames; constructor(frameCount, propertyIds) { this.propertyIds = propertyIds; this.frames = Utils.newFloatArray(frameCount * this.getFrameEntries()); } getPropertyIds() { return this.propertyIds; } getFrameEntries() { return 1; } getFrameCount() { return this.frames.length / this.getFrameEntries(); } getDuration() { return this.frames[this.frames.length - this.getFrameEntries()]; } static search1(frames, time) { let n = frames.length; for (let i = 1; i < n; i++) if (frames[i] > time) return i - 1; return n - 1; } static search(frames, time, step) { let n = frames.length; for (let i = step; i < n; i += step) if (frames[i] > time) return i - step; return n - step; } }; var CurveTimeline = class extends Timeline { curves; // type, x, y, ... constructor(frameCount, bezierCount, propertyIds) { super(frameCount, propertyIds); this.curves = Utils.newFloatArray( frameCount + bezierCount * 18 /*BEZIER_SIZE*/ ); this.curves[frameCount - 1] = 1; } /** Sets the specified key frame to linear interpolation. */ setLinear(frame) { this.curves[frame] = 0; } /** Sets the specified key frame to stepped interpolation. */ setStepped(frame) { this.curves[frame] = 1; } /** Shrinks the storage for Bezier curves, for use when bezierCount (specified in the constructor) was larger * than the actual number of Bezier curves. */ shrink(bezierCount) { let size = this.getFrameCount() + bezierCount * 18; if (this.curves.length > size) { let newCurves = Utils.newFloatArray(size); Utils.arrayCopy(this.curves, 0, newCurves, 0, size); this.curves = newCurves; } } /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than * one curve per frame. * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and bezierCount - 1 (specified * in the constructor), inclusive. * @param frame Between 0 and frameCount - 1, inclusive. * @param value The index of the value for this frame that this curve is used for. * @param time1 The time for the first key. * @param value1 The value for the first key. * @param cx1 The time for the first Bezier handle. * @param cy1 The value for the first Bezier handle. * @param cx2 The time of the second Bezier handle. * @param cy2 The value for the second Bezier handle. * @param time2 The time for the second key. * @param value2 The value for the second key. */ setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) { let curves = this.curves; let i = this.getFrameCount() + bezier * 18; if (value == 0) curves[frame] = 2 + i; let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = (value1 - cy1 * 2 + cy2) * 0.03; let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = ((cy1 - cy2) * 3 - value1 + value2) * 6e-3; let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy; let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = (cy1 - value1) * 0.3 + tmpy + dddy * 0.16666667; let x = time1 + dx, y = value1 + dy; for (let n = i + 18; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dx += ddx; dy += ddy; ddx += dddx; ddy += dddy; x += dx; y += dy; } } /** Returns the Bezier interpolated value for the specified time. * @param frameIndex The index into {@link #getFrames()} for the values of the frame before time. * @param valueOffset The offset from frameIndex to the value this curve is used for. * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */ getBezierValue(time, frameIndex, valueOffset, i) { let curves = this.curves; if (curves[i] > time) { let x2 = this.frames[frameIndex], y2 = this.frames[frameIndex + valueOffset]; return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2); } let n = i + 18; for (i += 2; i < n; i += 2) { if (curves[i] >= time) { let x2 = curves[i - 2], y2 = curves[i - 1]; return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2); } } frameIndex += this.getFrameEntries(); let x = curves[n - 2], y = curves[n - 1]; return y + (time - x) / (this.frames[frameIndex] - x) * (this.frames[frameIndex + valueOffset] - y); } }; var CurveTimeline1 = class extends CurveTimeline { constructor(frameCount, bezierCount, propertyId) { super(frameCount, bezierCount, [propertyId]); } getFrameEntries() { return 2; } /** Sets the time and value for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame(frame, time, value) { frame <<= 1; this.frames[frame] = time; this.frames[ frame + 1 /*VALUE*/ ] = value; } /** Returns the interpolated value for the specified time. */ getCurveValue(time) { let frames = this.frames; let i = frames.length - 2; for (let ii = 2; ii <= i; ii += 2) { if (frames[ii] > time) { i = ii - 2; break; } } let curveType = this.curves[i >> 1]; switch (curveType) { case 0: let before = frames[i], value = frames[ i + 1 /*VALUE*/ ]; return value + (time - before) / (frames[ i + 2 /*ENTRIES*/ ] - before) * (frames[ i + 2 + 1 /*VALUE*/ ] - value); case 1: return frames[ i + 1 /*VALUE*/ ]; } return this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); } getRelativeValue(time, alpha, blend, current, setup) { if (time < this.frames[0]) { switch (blend) { case 0 /* setup */: return setup; case 1 /* first */: return current + (setup - current) * alpha; } return current; } let value = this.getCurveValue(time); switch (blend) { case 0 /* setup */: return setup + value * alpha; case 1 /* first */: case 2 /* replace */: value += setup - current; } return current + value * alpha; } getAbsoluteValue(time, alpha, blend, current, setup) { if (time < this.frames[0]) { switch (blend) { case 0 /* setup */: return setup; case 1 /* first */: return current + (setup - current) * alpha; } return current; } let value = this.getCurveValue(time); if (blend == 0 /* setup */) return setup + (value - setup) * alpha; return current + (value - current) * alpha; } getAbsoluteValue2(time, alpha, blend, current, setup, value) { if (time < this.frames[0]) { switch (blend) { case 0 /* setup */: return setup; case 1 /* first */: return current + (setup - current) * alpha; } return current; } if (blend == 0 /* setup */) return setup + (value - setup) * alpha; return current + (value - current) * alpha; } getScaleValue(time, alpha, blend, direction, current, setup) { const frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* setup */: return setup; case 1 /* first */: return current + (setup - current) * alpha; } return current; } let value = this.getCurveValue(time) * setup; if (alpha == 1) { if (blend == 3 /* add */) return current + value - setup; return value; } if (direction == 1 /* mixOut */) { switch (blend) { case 0 /* setup */: return setup + (Math.abs(value) * MathUtils.signum(setup) - setup) * alpha; case 1 /* first */: case 2 /* replace */: return current + (Math.abs(value) * MathUtils.signum(current) - current) * alpha; } } else { let s = 0; switch (blend) { case 0 /* setup */: s = Math.abs(setup) * MathUtils.signum(value); return s + (value - s) * alpha; case 1 /* first */: case 2 /* replace */: s = Math.abs(current) * MathUtils.signum(value); return s + (value - s) * alpha; } } return current + (value - setup) * alpha; } }; var CurveTimeline2 = class extends CurveTimeline { /** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}. * @param propertyIds Unique identifiers for the properties the timeline modifies. */ constructor(frameCount, bezierCount, propertyId1, propertyId2) { super(frameCount, bezierCount, [propertyId1, propertyId2]); } getFrameEntries() { return 3; } /** Sets the time and values for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame(frame, time, value1, value2) { frame *= 3; this.frames[frame] = time; this.frames[ frame + 1 /*VALUE1*/ ] = value1; this.frames[ frame + 2 /*VALUE2*/ ] = value2; } }; var RotateTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.rotate + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.rotation = this.getRelativeValue(time, alpha, blend, bone.rotation, bone.data.rotation); } }; var TranslateTimeline = class extends CurveTimeline2 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super( frameCount, bezierCount, Property.x + "|" + boneIndex, Property.y + "|" + boneIndex ); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* setup */: bone.x = bone.data.x; bone.y = bone.data.y; return; case 1 /* first */: bone.x += (bone.data.x - bone.x) * alpha; bone.y += (bone.data.y - bone.y) * alpha; } return; } let x = 0, y = 0; let i = Timeline.search( frames, time, 3 /*ENTRIES*/ ); let curveType = this.curves[ i / 3 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; x = frames[ i + 1 /*VALUE1*/ ]; y = frames[ i + 2 /*VALUE2*/ ]; let t = (time - before) / (frames[ i + 3 /*ENTRIES*/ ] - before); x += (frames[ i + 3 + 1 /*VALUE1*/ ] - x) * t; y += (frames[ i + 3 + 2 /*VALUE2*/ ] - y) * t; break; case 1: x = frames[ i + 1 /*VALUE1*/ ]; y = frames[ i + 2 /*VALUE2*/ ]; break; default: x = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); y = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); } switch (blend) { case 0 /* setup */: bone.x = bone.data.x + x * alpha; bone.y = bone.data.y + y * alpha; break; case 1 /* first */: case 2 /* replace */: bone.x += (bone.data.x + x - bone.x) * alpha; bone.y += (bone.data.y + y - bone.y) * alpha; break; case 3 /* add */: bone.x += x * alpha; bone.y += y * alpha; } } }; var TranslateXTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.x + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.x = this.getRelativeValue(time, alpha, blend, bone.x, bone.data.x); } }; var TranslateYTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.y + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.y = this.getRelativeValue(time, alpha, blend, bone.y, bone.data.y); } }; var ScaleTimeline = class extends CurveTimeline2 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super( frameCount, bezierCount, Property.scaleX + "|" + boneIndex, Property.scaleY + "|" + boneIndex ); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* setup */: bone.scaleX = bone.data.scaleX; bone.scaleY = bone.data.scaleY; return; case 1 /* first */: bone.scaleX += (bone.data.scaleX - bone.scaleX) * alpha; bone.scaleY += (bone.data.scaleY - bone.scaleY) * alpha; } return; } let x, y; let i = Timeline.search( frames, time, 3 /*ENTRIES*/ ); let curveType = this.curves[ i / 3 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; x = frames[ i + 1 /*VALUE1*/ ]; y = frames[ i + 2 /*VALUE2*/ ]; let t = (time - before) / (frames[ i + 3 /*ENTRIES*/ ] - before); x += (frames[ i + 3 + 1 /*VALUE1*/ ] - x) * t; y += (frames[ i + 3 + 2 /*VALUE2*/ ] - y) * t; break; case 1: x = frames[ i + 1 /*VALUE1*/ ]; y = frames[ i + 2 /*VALUE2*/ ]; break; default: x = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); y = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); } x *= bone.data.scaleX; y *= bone.data.scaleY; if (alpha == 1) { if (blend == 3 /* add */) { bone.scaleX += x - bone.data.scaleX; bone.scaleY += y - bone.data.scaleY; } else { bone.scaleX = x; bone.scaleY = y; } } else { let bx = 0, by = 0; if (direction == 1 /* mixOut */) { switch (blend) { case 0 /* setup */: bx = bone.data.scaleX; by = bone.data.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case 1 /* first */: case 2 /* replace */: bx = bone.scaleX; by = bone.scaleY; bone.scaleX = bx + (Math.abs(x) * MathUtils.signum(bx) - bx) * alpha; bone.scaleY = by + (Math.abs(y) * MathUtils.signum(by) - by) * alpha; break; case 3 /* add */: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - bone.data.scaleY) * alpha; } } else { switch (blend) { case 0 /* setup */: bx = Math.abs(bone.data.scaleX) * MathUtils.signum(x); by = Math.abs(bone.data.scaleY) * MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; case 1 /* first */: case 2 /* replace */: bx = Math.abs(bone.scaleX) * MathUtils.signum(x); by = Math.abs(bone.scaleY) * MathUtils.signum(y); bone.scaleX = bx + (x - bx) * alpha; bone.scaleY = by + (y - by) * alpha; break; case 3 /* add */: bone.scaleX += (x - bone.data.scaleX) * alpha; bone.scaleY += (y - bone.data.scaleY) * alpha; } } } } }; var ScaleXTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.scaleX + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.scaleX = this.getScaleValue(time, alpha, blend, direction, bone.scaleX, bone.data.scaleX); } }; var ScaleYTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.scaleY + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.scaleY = this.getScaleValue(time, alpha, blend, direction, bone.scaleY, bone.data.scaleY); } }; var ShearTimeline = class extends CurveTimeline2 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super( frameCount, bezierCount, Property.shearX + "|" + boneIndex, Property.shearY + "|" + boneIndex ); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* setup */: bone.shearX = bone.data.shearX; bone.shearY = bone.data.shearY; return; case 1 /* first */: bone.shearX += (bone.data.shearX - bone.shearX) * alpha; bone.shearY += (bone.data.shearY - bone.shearY) * alpha; } return; } let x = 0, y = 0; let i = Timeline.search( frames, time, 3 /*ENTRIES*/ ); let curveType = this.curves[ i / 3 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; x = frames[ i + 1 /*VALUE1*/ ]; y = frames[ i + 2 /*VALUE2*/ ]; let t = (time - before) / (frames[ i + 3 /*ENTRIES*/ ] - before); x += (frames[ i + 3 + 1 /*VALUE1*/ ] - x) * t; y += (frames[ i + 3 + 2 /*VALUE2*/ ] - y) * t; break; case 1: x = frames[ i + 1 /*VALUE1*/ ]; y = frames[ i + 2 /*VALUE2*/ ]; break; default: x = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); y = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); } switch (blend) { case 0 /* setup */: bone.shearX = bone.data.shearX + x * alpha; bone.shearY = bone.data.shearY + y * alpha; break; case 1 /* first */: case 2 /* replace */: bone.shearX += (bone.data.shearX + x - bone.shearX) * alpha; bone.shearY += (bone.data.shearY + y - bone.shearY) * alpha; break; case 3 /* add */: bone.shearX += x * alpha; bone.shearY += y * alpha; } } }; var ShearXTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.shearX + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.shearX = this.getRelativeValue(time, alpha, blend, bone.shearX, bone.data.shearX); } }; var ShearYTimeline = class extends CurveTimeline1 { boneIndex = 0; constructor(frameCount, bezierCount, boneIndex) { super(frameCount, bezierCount, Property.shearY + "|" + boneIndex); this.boneIndex = boneIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (bone.active) bone.shearY = this.getRelativeValue(time, alpha, blend, bone.shearY, bone.data.shearY); } }; var InheritTimeline = class extends Timeline { boneIndex = 0; constructor(frameCount, boneIndex) { super(frameCount, [Property.inherit + "|" + boneIndex]); this.boneIndex = boneIndex; } getFrameEntries() { return 2; } /** Sets the transform mode for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time The frame time in seconds. */ setFrame(frame, time, inherit) { frame *= 2; this.frames[frame] = time; this.frames[ frame + 1 /*INHERIT*/ ] = inherit; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let bone = skeleton.bones[this.boneIndex]; if (!bone.active) return; if (direction == 1 /* mixOut */) { if (blend == 0 /* setup */) bone.inherit = bone.data.inherit; return; } let frames = this.frames; if (time < frames[0]) { if (blend == 0 /* setup */ || blend == 1 /* first */) bone.inherit = bone.data.inherit; return; } bone.inherit = this.frames[ Timeline.search( frames, time, 2 /*ENTRIES*/ ) + 1 /*INHERIT*/ ]; } }; var RGBATimeline = class extends CurveTimeline { slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries() { return 5; } /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame(frame, time, r, g, b, a) { frame *= 5; this.frames[frame] = time; this.frames[ frame + 1 /*R*/ ] = r; this.frames[ frame + 2 /*G*/ ] = g; this.frames[ frame + 3 /*B*/ ] = b; this.frames[ frame + 4 /*A*/ ] = a; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let frames = this.frames; let color = slot.color; if (time < frames[0]) { let setup = slot.data.color; switch (blend) { case 0 /* setup */: color.setFromColor(setup); return; case 1 /* first */: color.add( (setup.r - color.r) * alpha, (setup.g - color.g) * alpha, (setup.b - color.b) * alpha, (setup.a - color.a) * alpha ); } return; } let r = 0, g = 0, b = 0, a = 0; let i = Timeline.search( frames, time, 5 /*ENTRIES*/ ); let curveType = this.curves[ i / 5 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; a = frames[ i + 4 /*A*/ ]; let t = (time - before) / (frames[ i + 5 /*ENTRIES*/ ] - before); r += (frames[ i + 5 + 1 /*R*/ ] - r) * t; g += (frames[ i + 5 + 2 /*G*/ ] - g) * t; b += (frames[ i + 5 + 3 /*B*/ ] - b) * t; a += (frames[ i + 5 + 4 /*A*/ ] - a) * t; break; case 1: r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; a = frames[ i + 4 /*A*/ ]; break; default: r = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); g = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); b = this.getBezierValue( time, i, 3, curveType + 18 * 2 - 2 /*BEZIER*/ ); a = this.getBezierValue( time, i, 4, curveType + 18 * 3 - 2 /*BEZIER*/ ); } if (alpha == 1) color.set(r, g, b, a); else { if (blend == 0 /* setup */) color.setFromColor(slot.data.color); color.add((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha); } } }; var RGBTimeline = class extends CurveTimeline { slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries() { return 4; } /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame(frame, time, r, g, b) { frame <<= 2; this.frames[frame] = time; this.frames[ frame + 1 /*R*/ ] = r; this.frames[ frame + 2 /*G*/ ] = g; this.frames[ frame + 3 /*B*/ ] = b; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let frames = this.frames; let color = slot.color; if (time < frames[0]) { let setup = slot.data.color; switch (blend) { case 0 /* setup */: color.r = setup.r; color.g = setup.g; color.b = setup.b; return; case 1 /* first */: color.r += (setup.r - color.r) * alpha; color.g += (setup.g - color.g) * alpha; color.b += (setup.b - color.b) * alpha; } return; } let r = 0, g = 0, b = 0; let i = Timeline.search( frames, time, 4 /*ENTRIES*/ ); let curveType = this.curves[i >> 2]; switch (curveType) { case 0: let before = frames[i]; r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; let t = (time - before) / (frames[ i + 4 /*ENTRIES*/ ] - before); r += (frames[ i + 4 + 1 /*R*/ ] - r) * t; g += (frames[ i + 4 + 2 /*G*/ ] - g) * t; b += (frames[ i + 4 + 3 /*B*/ ] - b) * t; break; case 1: r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; break; default: r = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); g = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); b = this.getBezierValue( time, i, 3, curveType + 18 * 2 - 2 /*BEZIER*/ ); } if (alpha == 1) { color.r = r; color.g = g; color.b = b; } else { if (blend == 0 /* setup */) { let setup = slot.data.color; color.r = setup.r; color.g = setup.g; color.b = setup.b; } color.r += (r - color.r) * alpha; color.g += (g - color.g) * alpha; color.b += (b - color.b) * alpha; } } }; var AlphaTimeline = class extends CurveTimeline1 { slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, Property.alpha + "|" + slotIndex); this.slotIndex = slotIndex; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let color = slot.color; if (time < this.frames[0]) { let setup = slot.data.color; switch (blend) { case 0 /* setup */: color.a = setup.a; return; case 1 /* first */: color.a += (setup.a - color.a) * alpha; } return; } let a = this.getCurveValue(time); if (alpha == 1) color.a = a; else { if (blend == 0 /* setup */) color.a = slot.data.color.a; color.a += (a - color.a) * alpha; } } }; var RGBA2Timeline = class extends CurveTimeline { slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.alpha + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries() { return 8; } /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame(frame, time, r, g, b, a, r2, g2, b2) { frame <<= 3; this.frames[frame] = time; this.frames[ frame + 1 /*R*/ ] = r; this.frames[ frame + 2 /*G*/ ] = g; this.frames[ frame + 3 /*B*/ ] = b; this.frames[ frame + 4 /*A*/ ] = a; this.frames[ frame + 5 /*R2*/ ] = r2; this.frames[ frame + 6 /*G2*/ ] = g2; this.frames[ frame + 7 /*B2*/ ] = b2; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let frames = this.frames; let light = slot.color, dark = slot.darkColor; if (time < frames[0]) { let setupLight = slot.data.color, setupDark = slot.data.darkColor; switch (blend) { case 0 /* setup */: light.setFromColor(setupLight); dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; return; case 1 /* first */: light.add( (setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha, (setupLight.a - light.a) * alpha ); dark.r += (setupDark.r - dark.r) * alpha; dark.g += (setupDark.g - dark.g) * alpha; dark.b += (setupDark.b - dark.b) * alpha; } return; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; let i = Timeline.search( frames, time, 8 /*ENTRIES*/ ); let curveType = this.curves[i >> 3]; switch (curveType) { case 0: let before = frames[i]; r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; a = frames[ i + 4 /*A*/ ]; r2 = frames[ i + 5 /*R2*/ ]; g2 = frames[ i + 6 /*G2*/ ]; b2 = frames[ i + 7 /*B2*/ ]; let t = (time - before) / (frames[ i + 8 /*ENTRIES*/ ] - before); r += (frames[ i + 8 + 1 /*R*/ ] - r) * t; g += (frames[ i + 8 + 2 /*G*/ ] - g) * t; b += (frames[ i + 8 + 3 /*B*/ ] - b) * t; a += (frames[ i + 8 + 4 /*A*/ ] - a) * t; r2 += (frames[ i + 8 + 5 /*R2*/ ] - r2) * t; g2 += (frames[ i + 8 + 6 /*G2*/ ] - g2) * t; b2 += (frames[ i + 8 + 7 /*B2*/ ] - b2) * t; break; case 1: r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; a = frames[ i + 4 /*A*/ ]; r2 = frames[ i + 5 /*R2*/ ]; g2 = frames[ i + 6 /*G2*/ ]; b2 = frames[ i + 7 /*B2*/ ]; break; default: r = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); g = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); b = this.getBezierValue( time, i, 3, curveType + 18 * 2 - 2 /*BEZIER*/ ); a = this.getBezierValue( time, i, 4, curveType + 18 * 3 - 2 /*BEZIER*/ ); r2 = this.getBezierValue( time, i, 5, curveType + 18 * 4 - 2 /*BEZIER*/ ); g2 = this.getBezierValue( time, i, 6, curveType + 18 * 5 - 2 /*BEZIER*/ ); b2 = this.getBezierValue( time, i, 7, curveType + 18 * 6 - 2 /*BEZIER*/ ); } if (alpha == 1) { light.set(r, g, b, a); dark.r = r2; dark.g = g2; dark.b = b2; } else { if (blend == 0 /* setup */) { light.setFromColor(slot.data.color); let setupDark = slot.data.darkColor; dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; } light.add((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha); dark.r += (r2 - dark.r) * alpha; dark.g += (g2 - dark.g) * alpha; dark.b += (b2 - dark.b) * alpha; } } }; var RGB2Timeline = class extends CurveTimeline { slotIndex = 0; constructor(frameCount, bezierCount, slotIndex) { super(frameCount, bezierCount, [ Property.rgb + "|" + slotIndex, Property.rgb2 + "|" + slotIndex ]); this.slotIndex = slotIndex; } getFrameEntries() { return 7; } /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame(frame, time, r, g, b, r2, g2, b2) { frame *= 7; this.frames[frame] = time; this.frames[ frame + 1 /*R*/ ] = r; this.frames[ frame + 2 /*G*/ ] = g; this.frames[ frame + 3 /*B*/ ] = b; this.frames[ frame + 4 /*R2*/ ] = r2; this.frames[ frame + 5 /*G2*/ ] = g2; this.frames[ frame + 6 /*B2*/ ] = b2; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let frames = this.frames; let light = slot.color, dark = slot.darkColor; if (time < frames[0]) { let setupLight = slot.data.color, setupDark = slot.data.darkColor; switch (blend) { case 0 /* setup */: light.r = setupLight.r; light.g = setupLight.g; light.b = setupLight.b; dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; return; case 1 /* first */: light.r += (setupLight.r - light.r) * alpha; light.g += (setupLight.g - light.g) * alpha; light.b += (setupLight.b - light.b) * alpha; dark.r += (setupDark.r - dark.r) * alpha; dark.g += (setupDark.g - dark.g) * alpha; dark.b += (setupDark.b - dark.b) * alpha; } return; } let r = 0, g = 0, b = 0, a = 0, r2 = 0, g2 = 0, b2 = 0; let i = Timeline.search( frames, time, 7 /*ENTRIES*/ ); let curveType = this.curves[ i / 7 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; r2 = frames[ i + 4 /*R2*/ ]; g2 = frames[ i + 5 /*G2*/ ]; b2 = frames[ i + 6 /*B2*/ ]; let t = (time - before) / (frames[ i + 7 /*ENTRIES*/ ] - before); r += (frames[ i + 7 + 1 /*R*/ ] - r) * t; g += (frames[ i + 7 + 2 /*G*/ ] - g) * t; b += (frames[ i + 7 + 3 /*B*/ ] - b) * t; r2 += (frames[ i + 7 + 4 /*R2*/ ] - r2) * t; g2 += (frames[ i + 7 + 5 /*G2*/ ] - g2) * t; b2 += (frames[ i + 7 + 6 /*B2*/ ] - b2) * t; break; case 1: r = frames[ i + 1 /*R*/ ]; g = frames[ i + 2 /*G*/ ]; b = frames[ i + 3 /*B*/ ]; r2 = frames[ i + 4 /*R2*/ ]; g2 = frames[ i + 5 /*G2*/ ]; b2 = frames[ i + 6 /*B2*/ ]; break; default: r = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); g = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); b = this.getBezierValue( time, i, 3, curveType + 18 * 2 - 2 /*BEZIER*/ ); r2 = this.getBezierValue( time, i, 4, curveType + 18 * 3 - 2 /*BEZIER*/ ); g2 = this.getBezierValue( time, i, 5, curveType + 18 * 4 - 2 /*BEZIER*/ ); b2 = this.getBezierValue( time, i, 6, curveType + 18 * 5 - 2 /*BEZIER*/ ); } if (alpha == 1) { light.r = r; light.g = g; light.b = b; dark.r = r2; dark.g = g2; dark.b = b2; } else { if (blend == 0 /* setup */) { let setupLight = slot.data.color, setupDark = slot.data.darkColor; light.r = setupLight.r; light.g = setupLight.g; light.b = setupLight.b; dark.r = setupDark.r; dark.g = setupDark.g; dark.b = setupDark.b; } light.r += (r - light.r) * alpha; light.g += (g - light.g) * alpha; light.b += (b - light.b) * alpha; dark.r += (r2 - dark.r) * alpha; dark.g += (g2 - dark.g) * alpha; dark.b += (b2 - dark.b) * alpha; } } }; var AttachmentTimeline = class extends Timeline { slotIndex = 0; /** The attachment name for each key frame. May contain null values to clear the attachment. */ attachmentNames; constructor(frameCount, slotIndex) { super(frameCount, [ Property.attachment + "|" + slotIndex ]); this.slotIndex = slotIndex; this.attachmentNames = new Array(frameCount); } getFrameCount() { return this.frames.length; } /** Sets the time in seconds and the attachment name for the specified key frame. */ setFrame(frame, time, attachmentName) { this.frames[frame] = time; this.attachmentNames[frame] = attachmentName; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; if (direction == 1 /* mixOut */) { if (blend == 0 /* setup */) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } if (time < this.frames[0]) { if (blend == 0 /* setup */ || blend == 1 /* first */) this.setAttachment(skeleton, slot, slot.data.attachmentName); return; } this.setAttachment(skeleton, slot, this.attachmentNames[Timeline.search1(this.frames, time)]); } setAttachment(skeleton, slot, attachmentName) { slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(this.slotIndex, attachmentName)); } }; var DeformTimeline = class extends CurveTimeline { slotIndex = 0; /** The attachment that will be deformed. */ attachment; /** The vertices for each key frame. */ vertices; constructor(frameCount, bezierCount, slotIndex, attachment) { super(frameCount, bezierCount, [ Property.deform + "|" + slotIndex + "|" + attachment.id ]); this.slotIndex = slotIndex; this.attachment = attachment; this.vertices = new Array(frameCount); } getFrameCount() { return this.frames.length; } /** Sets the time in seconds and the vertices for the specified key frame. * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */ setFrame(frame, time, vertices) { this.frames[frame] = time; this.vertices[frame] = vertices; } /** @param value1 Ignored (0 is used for a deform timeline). * @param value2 Ignored (1 is used for a deform timeline). */ setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2) { let curves = this.curves; let i = this.getFrameCount() + bezier * 18; if (value == 0) curves[frame] = 2 + i; let tmpx = (time1 - cx1 * 2 + cx2) * 0.03, tmpy = cy2 * 0.03 - cy1 * 0.06; let dddx = ((cx1 - cx2) * 3 - time1 + time2) * 6e-3, dddy = (cy1 - cy2 + 0.33333333) * 0.018; let ddx = tmpx * 2 + dddx, ddy = tmpy * 2 + dddy; let dx = (cx1 - time1) * 0.3 + tmpx + dddx * 0.16666667, dy = cy1 * 0.3 + tmpy + dddy * 0.16666667; let x = time1 + dx, y = dy; for (let n = i + 18; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dx += ddx; dy += ddy; ddx += dddx; ddy += dddy; x += dx; y += dy; } } getCurvePercent(time, frame) { let curves = this.curves; let i = curves[frame]; switch (i) { case 0: let x2 = this.frames[frame]; return (time - x2) / (this.frames[frame + this.getFrameEntries()] - x2); case 1: return 0; } i -= 2; if (curves[i] > time) { let x2 = this.frames[frame]; return curves[i + 1] * (time - x2) / (curves[i] - x2); } let n = i + 18; for (i += 2; i < n; i += 2) { if (curves[i] >= time) { let x2 = curves[i - 2], y2 = curves[i - 1]; return y2 + (time - x2) / (curves[i] - x2) * (curves[i + 1] - y2); } } let x = curves[n - 2], y = curves[n - 1]; return y + (1 - y) * (time - x) / (this.frames[frame + this.getFrameEntries()] - x); } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let slotAttachment = slot.getAttachment(); if (!slotAttachment) return; if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != this.attachment) return; let deform = slot.deform; if (deform.length == 0) blend = 0 /* setup */; let vertices = this.vertices; let vertexCount = vertices[0].length; let frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* setup */: deform.length = 0; return; case 1 /* first */: if (alpha == 1) { deform.length = 0; return; } deform.length = vertexCount; let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; for (var i = 0; i < vertexCount; i++) deform[i] += (setupVertices[i] - deform[i]) * alpha; } else { alpha = 1 - alpha; for (var i = 0; i < vertexCount; i++) deform[i] *= alpha; } } return; } deform.length = vertexCount; if (time >= frames[frames.length - 1]) { let lastVertices = vertices[frames.length - 1]; if (alpha == 1) { if (blend == 3 /* add */) { let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] += lastVertices[i2] - setupVertices[i2]; } else { for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] += lastVertices[i2]; } } else Utils.arrayCopy(lastVertices, 0, deform, 0, vertexCount); } else { switch (blend) { case 0 /* setup */: { let vertexAttachment2 = slotAttachment; if (!vertexAttachment2.bones) { let setupVertices = vertexAttachment2.vertices; for (let i2 = 0; i2 < vertexCount; i2++) { let setup = setupVertices[i2]; deform[i2] = setup + (lastVertices[i2] - setup) * alpha; } } else { for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] = lastVertices[i2] * alpha; } break; } case 1 /* first */: case 2 /* replace */: for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] += (lastVertices[i2] - deform[i2]) * alpha; break; case 3 /* add */: let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] += (lastVertices[i2] - setupVertices[i2]) * alpha; } else { for (let i2 = 0; i2 < vertexCount; i2++) deform[i2] += lastVertices[i2] * alpha; } } } return; } let frame = Timeline.search1(frames, time); let percent = this.getCurvePercent(time, frame); let prevVertices = vertices[frame]; let nextVertices = vertices[frame + 1]; if (alpha == 1) { if (blend == 3 /* add */) { let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] += prev + (nextVertices[i2] - prev) * percent - setupVertices[i2]; } } else { for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] += prev + (nextVertices[i2] - prev) * percent; } } } else { for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] = prev + (nextVertices[i2] - prev) * percent; } } } else { switch (blend) { case 0 /* setup */: { let vertexAttachment2 = slotAttachment; if (!vertexAttachment2.bones) { let setupVertices = vertexAttachment2.vertices; for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2], setup = setupVertices[i2]; deform[i2] = setup + (prev + (nextVertices[i2] - prev) * percent - setup) * alpha; } } else { for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] = (prev + (nextVertices[i2] - prev) * percent) * alpha; } } break; } case 1 /* first */: case 2 /* replace */: for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] += (prev + (nextVertices[i2] - prev) * percent - deform[i2]) * alpha; } break; case 3 /* add */: let vertexAttachment = slotAttachment; if (!vertexAttachment.bones) { let setupVertices = vertexAttachment.vertices; for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] += (prev + (nextVertices[i2] - prev) * percent - setupVertices[i2]) * alpha; } } else { for (let i2 = 0; i2 < vertexCount; i2++) { let prev = prevVertices[i2]; deform[i2] += (prev + (nextVertices[i2] - prev) * percent) * alpha; } } } } } }; var EventTimeline = class _EventTimeline extends Timeline { static propertyIds = ["" + Property.event]; /** The event for each key frame. */ events; constructor(frameCount) { super(frameCount, _EventTimeline.propertyIds); this.events = new Array(frameCount); } getFrameCount() { return this.frames.length; } /** Sets the time in seconds and the event for the specified key frame. */ setFrame(frame, event) { this.frames[frame] = event.time; this.events[frame] = event; } /** Fires events for frames > `lastTime` and <= `time`. */ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { if (!firedEvents) return; let frames = this.frames; let 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; let i = 0; if (lastTime < frames[0]) i = 0; else { i = Timeline.search1(frames, lastTime) + 1; let frameTime = frames[i]; while (i > 0) { if (frames[i - 1] != frameTime) break; i--; } } for (; i < frameCount && time >= frames[i]; i++) firedEvents.push(this.events[i]); } }; var DrawOrderTimeline = class _DrawOrderTimeline extends Timeline { static propertyIds = ["" + Property.drawOrder]; /** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */ drawOrders; constructor(frameCount) { super(frameCount, _DrawOrderTimeline.propertyIds); this.drawOrders = new Array(frameCount); } getFrameCount() { return this.frames.length; } /** Sets the time in seconds and the draw order for the specified key frame. * @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose * draw order. */ setFrame(frame, time, drawOrder) { this.frames[frame] = time; this.drawOrders[frame] = drawOrder; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { if (direction == 1 /* mixOut */) { if (blend == 0 /* setup */) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } if (time < this.frames[0]) { if (blend == 0 /* setup */ || blend == 1 /* first */) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); return; } let idx = Timeline.search1(this.frames, time); let drawOrderToSetupIndex = this.drawOrders[idx]; if (!drawOrderToSetupIndex) Utils.arrayCopy(skeleton.slots, 0, skeleton.drawOrder, 0, skeleton.slots.length); else { let drawOrder = skeleton.drawOrder; let slots = skeleton.slots; for (let i = 0, n = drawOrderToSetupIndex.length; i < n; i++) drawOrder[i] = slots[drawOrderToSetupIndex[i]]; } } }; var IkConstraintTimeline = class extends CurveTimeline { /** The index of the IK constraint in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is applied */ constraintIndex = 0; constructor(frameCount, bezierCount, ikConstraintIndex) { super(frameCount, bezierCount, [ Property.ikConstraint + "|" + ikConstraintIndex ]); this.constraintIndex = ikConstraintIndex; } getFrameEntries() { return 6; } /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */ setFrame(frame, time, mix, softness, bendDirection, compress, stretch) { frame *= 6; this.frames[frame] = time; this.frames[ frame + 1 /*MIX*/ ] = mix; this.frames[ frame + 2 /*SOFTNESS*/ ] = softness; this.frames[ frame + 3 /*BEND_DIRECTION*/ ] = bendDirection; this.frames[ frame + 4 /*COMPRESS*/ ] = compress ? 1 : 0; this.frames[ frame + 5 /*STRETCH*/ ] = stretch ? 1 : 0; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint = skeleton.ikConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* 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 1 /* 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; } let mix = 0, softness = 0; let i = Timeline.search( frames, time, 6 /*ENTRIES*/ ); let curveType = this.curves[ i / 6 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; mix = frames[ i + 1 /*MIX*/ ]; softness = frames[ i + 2 /*SOFTNESS*/ ]; let t = (time - before) / (frames[ i + 6 /*ENTRIES*/ ] - before); mix += (frames[ i + 6 + 1 /*MIX*/ ] - mix) * t; softness += (frames[ i + 6 + 2 /*SOFTNESS*/ ] - softness) * t; break; case 1: mix = frames[ i + 1 /*MIX*/ ]; softness = frames[ i + 2 /*SOFTNESS*/ ]; break; default: mix = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); softness = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); } if (blend == 0 /* setup */) { constraint.mix = constraint.data.mix + (mix - constraint.data.mix) * alpha; constraint.softness = constraint.data.softness + (softness - constraint.data.softness) * alpha; if (direction == 1 /* mixOut */) { constraint.bendDirection = constraint.data.bendDirection; constraint.compress = constraint.data.compress; constraint.stretch = constraint.data.stretch; } else { constraint.bendDirection = frames[ i + 3 /*BEND_DIRECTION*/ ]; constraint.compress = frames[ i + 4 /*COMPRESS*/ ] != 0; constraint.stretch = frames[ i + 5 /*STRETCH*/ ] != 0; } } else { constraint.mix += (mix - constraint.mix) * alpha; constraint.softness += (softness - constraint.softness) * alpha; if (direction == 0 /* mixIn */) { constraint.bendDirection = frames[ i + 3 /*BEND_DIRECTION*/ ]; constraint.compress = frames[ i + 4 /*COMPRESS*/ ] != 0; constraint.stretch = frames[ i + 5 /*STRETCH*/ ] != 0; } } } }; var TransformConstraintTimeline = class extends CurveTimeline { /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */ constraintIndex = 0; constructor(frameCount, bezierCount, transformConstraintIndex) { super(frameCount, bezierCount, [ Property.transformConstraint + "|" + transformConstraintIndex ]); this.constraintIndex = transformConstraintIndex; } getFrameEntries() { return 7; } /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */ setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY) { let frames = this.frames; frame *= 7; frames[frame] = time; frames[ frame + 1 /*ROTATE*/ ] = mixRotate; frames[ frame + 2 /*X*/ ] = mixX; frames[ frame + 3 /*Y*/ ] = mixY; frames[ frame + 4 /*SCALEX*/ ] = mixScaleX; frames[ frame + 5 /*SCALEY*/ ] = mixScaleY; frames[ frame + 6 /*SHEARY*/ ] = mixShearY; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint = skeleton.transformConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; if (time < frames[0]) { let data = constraint.data; switch (blend) { case 0 /* setup */: constraint.mixRotate = data.mixRotate; constraint.mixX = data.mixX; constraint.mixY = data.mixY; constraint.mixScaleX = data.mixScaleX; constraint.mixScaleY = data.mixScaleY; constraint.mixShearY = data.mixShearY; return; case 1 /* first */: constraint.mixRotate += (data.mixRotate - constraint.mixRotate) * alpha; constraint.mixX += (data.mixX - constraint.mixX) * alpha; constraint.mixY += (data.mixY - constraint.mixY) * alpha; constraint.mixScaleX += (data.mixScaleX - constraint.mixScaleX) * alpha; constraint.mixScaleY += (data.mixScaleY - constraint.mixScaleY) * alpha; constraint.mixShearY += (data.mixShearY - constraint.mixShearY) * alpha; } return; } let rotate, x, y, scaleX, scaleY, shearY; let i = Timeline.search( frames, time, 7 /*ENTRIES*/ ); let curveType = this.curves[ i / 7 /*ENTRIES*/ ]; switch (curveType) { case 0: let before = frames[i]; rotate = frames[ i + 1 /*ROTATE*/ ]; x = frames[ i + 2 /*X*/ ]; y = frames[ i + 3 /*Y*/ ]; scaleX = frames[ i + 4 /*SCALEX*/ ]; scaleY = frames[ i + 5 /*SCALEY*/ ]; shearY = frames[ i + 6 /*SHEARY*/ ]; let t = (time - before) / (frames[ i + 7 /*ENTRIES*/ ] - before); rotate += (frames[ i + 7 + 1 /*ROTATE*/ ] - rotate) * t; x += (frames[ i + 7 + 2 /*X*/ ] - x) * t; y += (frames[ i + 7 + 3 /*Y*/ ] - y) * t; scaleX += (frames[ i + 7 + 4 /*SCALEX*/ ] - scaleX) * t; scaleY += (frames[ i + 7 + 5 /*SCALEY*/ ] - scaleY) * t; shearY += (frames[ i + 7 + 6 /*SHEARY*/ ] - shearY) * t; break; case 1: rotate = frames[ i + 1 /*ROTATE*/ ]; x = frames[ i + 2 /*X*/ ]; y = frames[ i + 3 /*Y*/ ]; scaleX = frames[ i + 4 /*SCALEX*/ ]; scaleY = frames[ i + 5 /*SCALEY*/ ]; shearY = frames[ i + 6 /*SHEARY*/ ]; break; default: rotate = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); x = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); y = this.getBezierValue( time, i, 3, curveType + 18 * 2 - 2 /*BEZIER*/ ); scaleX = this.getBezierValue( time, i, 4, curveType + 18 * 3 - 2 /*BEZIER*/ ); scaleY = this.getBezierValue( time, i, 5, curveType + 18 * 4 - 2 /*BEZIER*/ ); shearY = this.getBezierValue( time, i, 6, curveType + 18 * 5 - 2 /*BEZIER*/ ); } if (blend == 0 /* setup */) { let data = constraint.data; constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; constraint.mixX = data.mixX + (x - data.mixX) * alpha; constraint.mixY = data.mixY + (y - data.mixY) * alpha; constraint.mixScaleX = data.mixScaleX + (scaleX - data.mixScaleX) * alpha; constraint.mixScaleY = data.mixScaleY + (scaleY - data.mixScaleY) * alpha; constraint.mixShearY = data.mixShearY + (shearY - data.mixShearY) * alpha; } else { constraint.mixRotate += (rotate - constraint.mixRotate) * alpha; constraint.mixX += (x - constraint.mixX) * alpha; constraint.mixY += (y - constraint.mixY) * alpha; constraint.mixScaleX += (scaleX - constraint.mixScaleX) * alpha; constraint.mixScaleY += (scaleY - constraint.mixScaleY) * alpha; constraint.mixShearY += (shearY - constraint.mixShearY) * alpha; } } }; var PathConstraintPositionTimeline = class extends CurveTimeline1 { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex = 0; constructor(frameCount, bezierCount, pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintPosition + "|" + pathConstraintIndex); this.constraintIndex = pathConstraintIndex; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint = skeleton.pathConstraints[this.constraintIndex]; if (constraint.active) constraint.position = this.getAbsoluteValue(time, alpha, blend, constraint.position, constraint.data.position); } }; var PathConstraintSpacingTimeline = class extends CurveTimeline1 { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex = 0; constructor(frameCount, bezierCount, pathConstraintIndex) { super(frameCount, bezierCount, Property.pathConstraintSpacing + "|" + pathConstraintIndex); this.constraintIndex = pathConstraintIndex; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint = skeleton.pathConstraints[this.constraintIndex]; if (constraint.active) constraint.spacing = this.getAbsoluteValue(time, alpha, blend, constraint.spacing, constraint.data.spacing); } }; var PathConstraintMixTimeline = class extends CurveTimeline { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex = 0; constructor(frameCount, bezierCount, pathConstraintIndex) { super(frameCount, bezierCount, [ Property.pathConstraintMix + "|" + pathConstraintIndex ]); this.constraintIndex = pathConstraintIndex; } getFrameEntries() { return 4; } setFrame(frame, time, mixRotate, mixX, mixY) { let frames = this.frames; frame <<= 2; frames[frame] = time; frames[ frame + 1 /*ROTATE*/ ] = mixRotate; frames[ frame + 2 /*X*/ ] = mixX; frames[ frame + 3 /*Y*/ ] = mixY; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint = skeleton.pathConstraints[this.constraintIndex]; if (!constraint.active) return; let frames = this.frames; if (time < frames[0]) { switch (blend) { case 0 /* setup */: constraint.mixRotate = constraint.data.mixRotate; constraint.mixX = constraint.data.mixX; constraint.mixY = constraint.data.mixY; return; case 1 /* first */: constraint.mixRotate += (constraint.data.mixRotate - constraint.mixRotate) * alpha; constraint.mixX += (constraint.data.mixX - constraint.mixX) * alpha; constraint.mixY += (constraint.data.mixY - constraint.mixY) * alpha; } return; } let rotate, x, y; let i = Timeline.search( frames, time, 4 /*ENTRIES*/ ); let curveType = this.curves[i >> 2]; switch (curveType) { case 0: let before = frames[i]; rotate = frames[ i + 1 /*ROTATE*/ ]; x = frames[ i + 2 /*X*/ ]; y = frames[ i + 3 /*Y*/ ]; let t = (time - before) / (frames[ i + 4 /*ENTRIES*/ ] - before); rotate += (frames[ i + 4 + 1 /*ROTATE*/ ] - rotate) * t; x += (frames[ i + 4 + 2 /*X*/ ] - x) * t; y += (frames[ i + 4 + 3 /*Y*/ ] - y) * t; break; case 1: rotate = frames[ i + 1 /*ROTATE*/ ]; x = frames[ i + 2 /*X*/ ]; y = frames[ i + 3 /*Y*/ ]; break; default: rotate = this.getBezierValue( time, i, 1, curveType - 2 /*BEZIER*/ ); x = this.getBezierValue( time, i, 2, curveType + 18 - 2 /*BEZIER*/ ); y = this.getBezierValue( time, i, 3, curveType + 18 * 2 - 2 /*BEZIER*/ ); } if (blend == 0 /* setup */) { let data = constraint.data; constraint.mixRotate = data.mixRotate + (rotate - data.mixRotate) * alpha; constraint.mixX = data.mixX + (x - data.mixX) * alpha; constraint.mixY = data.mixY + (y - data.mixY) * alpha; } else { constraint.mixRotate += (rotate - constraint.mixRotate) * alpha; constraint.mixX += (x - constraint.mixX) * alpha; constraint.mixY += (y - constraint.mixY) * alpha; } } }; var PhysicsConstraintTimeline = class extends CurveTimeline1 { /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be changed when this timeline * is applied, or -1 if all physics constraints in the skeleton will be changed. */ constraintIndex = 0; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ constructor(frameCount, bezierCount, physicsConstraintIndex, property) { super(frameCount, bezierCount, property + "|" + physicsConstraintIndex); this.constraintIndex = physicsConstraintIndex; } apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint; if (this.constraintIndex == -1) { const value = time >= this.frames[0] ? this.getCurveValue(time) : 0; for (const constraint2 of skeleton.physicsConstraints) { if (constraint2.active && this.global(constraint2.data)) this.set(constraint2, this.getAbsoluteValue2(time, alpha, blend, this.get(constraint2), this.setup(constraint2), value)); } } else { constraint = skeleton.physicsConstraints[this.constraintIndex]; if (constraint.active) this.set(constraint, this.getAbsoluteValue(time, alpha, blend, this.get(constraint), this.setup(constraint))); } } }; var PhysicsConstraintInertiaTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintInertia); } setup(constraint) { return constraint.data.inertia; } get(constraint) { return constraint.inertia; } set(constraint, value) { constraint.inertia = value; } global(constraint) { return constraint.inertiaGlobal; } }; var PhysicsConstraintStrengthTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintStrength); } setup(constraint) { return constraint.data.strength; } get(constraint) { return constraint.strength; } set(constraint, value) { constraint.strength = value; } global(constraint) { return constraint.strengthGlobal; } }; var PhysicsConstraintDampingTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintDamping); } setup(constraint) { return constraint.data.damping; } get(constraint) { return constraint.damping; } set(constraint, value) { constraint.damping = value; } global(constraint) { return constraint.dampingGlobal; } }; var PhysicsConstraintMassTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMass); } setup(constraint) { return 1 / constraint.data.massInverse; } get(constraint) { return 1 / constraint.massInverse; } set(constraint, value) { constraint.massInverse = 1 / value; } global(constraint) { return constraint.massGlobal; } }; var PhysicsConstraintWindTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintWind); } setup(constraint) { return constraint.data.wind; } get(constraint) { return constraint.wind; } set(constraint, value) { constraint.wind = value; } global(constraint) { return constraint.windGlobal; } }; var PhysicsConstraintGravityTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintGravity); } setup(constraint) { return constraint.data.gravity; } get(constraint) { return constraint.gravity; } set(constraint, value) { constraint.gravity = value; } global(constraint) { return constraint.gravityGlobal; } }; var PhysicsConstraintMixTimeline = class extends PhysicsConstraintTimeline { constructor(frameCount, bezierCount, physicsConstraintIndex) { super(frameCount, bezierCount, physicsConstraintIndex, Property.physicsConstraintMix); } setup(constraint) { return constraint.data.mix; } get(constraint) { return constraint.mix; } set(constraint, value) { constraint.mix = value; } global(constraint) { return constraint.mixGlobal; } }; var PhysicsConstraintResetTimeline = class _PhysicsConstraintResetTimeline extends Timeline { static propertyIds = [Property.physicsConstraintReset.toString()]; /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be reset when this timeline is * applied, or -1 if all physics constraints in the skeleton will be reset. */ constraintIndex; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ constructor(frameCount, physicsConstraintIndex) { super(frameCount, _PhysicsConstraintResetTimeline.propertyIds); this.constraintIndex = physicsConstraintIndex; } getFrameCount() { return this.frames.length; } /** Sets the time for the specified frame. * @param frame Between 0 and frameCount, inclusive. */ setFrame(frame, time) { this.frames[frame] = time; } /** Resets the physics constraint when frames > lastTime and <= time. */ apply(skeleton, lastTime, time, firedEvents, alpha, blend, direction) { let constraint; if (this.constraintIndex != -1) { constraint = skeleton.physicsConstraints[this.constraintIndex]; if (!constraint.active) return; } const frames = this.frames; if (lastTime > time) { this.apply(skeleton, lastTime, Number.MAX_VALUE, [], alpha, blend, direction); lastTime = -1; } else if (lastTime >= frames[frames.length - 1]) return; if (time < frames[0]) return; if (lastTime < frames[0] || time >= frames[Timeline.search1(frames, lastTime) + 1]) { if (constraint != null) constraint.reset(); else { for (const constraint2 of skeleton.physicsConstraints) { if (constraint2.active) constraint2.reset(); } } } } }; var SequenceTimeline = class _SequenceTimeline extends Timeline { static ENTRIES = 3; static MODE = 1; static DELAY = 2; slotIndex; attachment; constructor(frameCount, slotIndex, attachment) { super(frameCount, [ Property.sequence + "|" + slotIndex + "|" + attachment.sequence.id ]); this.slotIndex = slotIndex; this.attachment = attachment; } getFrameEntries() { return _SequenceTimeline.ENTRIES; } getSlotIndex() { return this.slotIndex; } getAttachment() { return this.attachment; } /** Sets the time, mode, index, and frame time for the specified frame. * @param frame Between 0 and frameCount, inclusive. * @param time Seconds between frames. */ setFrame(frame, time, mode, index, delay) { let frames = this.frames; frame *= _SequenceTimeline.ENTRIES; frames[frame] = time; frames[frame + _SequenceTimeline.MODE] = mode | index << 4; frames[frame + _SequenceTimeline.DELAY] = delay; } apply(skeleton, lastTime, time, events, alpha, blend, direction) { let slot = skeleton.slots[this.slotIndex]; if (!slot.bone.active) return; let slotAttachment = slot.attachment; let attachment = this.attachment; if (slotAttachment != attachment) { if (!(slotAttachment instanceof VertexAttachment) || slotAttachment.timelineAttachment != attachment) return; } if (direction == 1 /* mixOut */) { if (blend == 0 /* setup */) slot.sequenceIndex = -1; return; } let frames = this.frames; if (time < frames[0]) { if (blend == 0 /* setup */ || blend == 1 /* first */) slot.sequenceIndex = -1; return; } let i = Timeline.search(frames, time, _SequenceTimeline.ENTRIES); let before = frames[i]; let modeAndIndex = frames[i + _SequenceTimeline.MODE]; let delay = frames[i + _SequenceTimeline.DELAY]; if (!this.attachment.sequence) return; let index = modeAndIndex >> 4, count = this.attachment.sequence.regions.length; let mode = SequenceModeValues[modeAndIndex & 15]; if (mode != 0 /* hold */) { index += (time - before) / delay + 1e-5 | 0; switch (mode) { case 1 /* once */: index = Math.min(count - 1, index); break; case 2 /* loop */: index %= count; break; case 3 /* pingpong */: { let n = (count << 1) - 2; index = n == 0 ? 0 : index % n; if (index >= count) index = n - index; break; } case 4 /* onceReverse */: index = Math.max(count - 1 - index, 0); break; case 5 /* loopReverse */: index = count - 1 - index % count; break; case 6 /* pingpongReverse */: { let n = (count << 1) - 2; index = n == 0 ? 0 : (index + count - 1) % n; if (index >= count) index = n - index; } } } slot.sequenceIndex = index; } }; // spine-core/src/AnimationState.ts var AnimationState = class _AnimationState { static _emptyAnimation = new Animation("", [], 0); static emptyAnimation() { return _AnimationState._emptyAnimation; } /** The AnimationStateData to look up mix durations. */ data; /** The list of tracks that currently have animations, which may contain null entries. */ tracks = new Array(); /** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower * or faster. Defaults to 1. * * See TrackEntry {@link TrackEntry#timeScale} for affecting a single animation. */ timeScale = 1; unkeyedState = 0; events = new Array(); listeners = new Array(); queue = new EventQueue(this); propertyIDs = new StringSet(); animationsChanged = false; trackEntryPool = new Pool(() => new TrackEntry()); constructor(data) { this.data = data; } /** Increments each track entry {@link TrackEntry#trackTime()}, setting queued animations as current if needed. */ update(delta) { delta *= this.timeScale; let tracks = this.tracks; for (let i = 0, n = tracks.length; i < n; i++) { let current = tracks[i]; if (!current) continue; current.animationLast = current.nextAnimationLast; current.trackLast = current.nextTrackLast; let currentDelta = delta * current.timeScale; if (current.delay > 0) { current.delay -= currentDelta; if (current.delay > 0) continue; currentDelta = -current.delay; current.delay = 0; } let next = current.next; if (next) { let 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) { next.mixTime += delta; next = next.mixingFrom; } continue; } } else if (current.trackLast >= current.trackEnd && !current.mixingFrom) { tracks[i] = null; this.queue.end(current); this.clearNext(current); continue; } if (current.mixingFrom && this.updateMixingFrom(current, delta)) { let from = current.mixingFrom; current.mixingFrom = null; if (from) from.mixingTo = null; while (from) { this.queue.end(from); from = from.mixingFrom; } } current.trackTime += currentDelta; } this.queue.drain(); } /** Returns true when all mixing from entries are complete. */ updateMixingFrom(to, delta) { let from = to.mixingFrom; if (!from) return true; let finished = this.updateMixingFrom(from, delta); from.animationLast = from.nextAnimationLast; from.trackLast = from.nextTrackLast; if (to.nextTrackLast != -1 && 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; } /** Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the * animation state can be applied to multiple skeletons to pose them identically. * @returns True if any animations were applied. */ apply(skeleton) { if (!skeleton) throw new Error("skeleton cannot be null."); if (this.animationsChanged) this._animationsChanged(); let events = this.events; let tracks = this.tracks; let applied = false; for (let i2 = 0, n2 = tracks.length; i2 < n2; i2++) { let current = tracks[i2]; if (!current || current.delay > 0) continue; applied = true; let blend = i2 == 0 ? 1 /* first */ : current.mixBlend; let alpha = current.alpha; if (current.mixingFrom) alpha *= this.applyMixingFrom(current, skeleton, blend); else if (current.trackTime >= current.trackEnd && !current.next) alpha = 0; let attachments = alpha >= current.alphaAttachmentThreshold; let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime; let applyEvents = events; if (current.reverse) { applyTime = current.animation.duration - applyTime; applyEvents = null; } let timelines = current.animation.timelines; let timelineCount = timelines.length; if (i2 == 0 && alpha == 1 || blend == 3 /* add */) { if (i2 == 0) attachments = true; for (let ii = 0; ii < timelineCount; ii++) { Utils.webkit602BugfixHelper(alpha, blend); var timeline = timelines[ii]; if (timeline instanceof AttachmentTimeline) this.applyAttachmentTimeline(timeline, skeleton, applyTime, blend, attachments); else timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, blend, 0 /* mixIn */); } } else { let timelineMode = current.timelineMode; let shortestRotation = current.shortestRotation; let firstFrame = !shortestRotation && current.timelinesRotation.length != timelineCount << 1; if (firstFrame) current.timelinesRotation.length = timelineCount << 1; for (let ii = 0; ii < timelineCount; ii++) { let timeline2 = timelines[ii]; let timelineBlend = timelineMode[ii] == SUBSEQUENT ? blend : 0 /* setup */; if (!shortestRotation && timeline2 instanceof RotateTimeline) { this.applyRotateTimeline(timeline2, skeleton, applyTime, alpha, timelineBlend, current.timelinesRotation, ii << 1, firstFrame); } else if (timeline2 instanceof AttachmentTimeline) { this.applyAttachmentTimeline(timeline2, skeleton, applyTime, blend, attachments); } else { Utils.webkit602BugfixHelper(alpha, blend); timeline2.apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, 0 /* mixIn */); } } } this.queueEvents(current, animationTime); events.length = 0; current.nextAnimationLast = animationTime; current.nextTrackLast = current.trackTime; } var setupState = this.unkeyedState + 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 : skeleton.getAttachment(slot.data.index, attachmentName)); } } this.unkeyedState += 2; this.queue.drain(); return applied; } applyMixingFrom(to, skeleton, blend) { let from = to.mixingFrom; if (from.mixingFrom) this.applyMixingFrom(from, skeleton, blend); let mix = 0; if (to.mixDuration == 0) { mix = 1; if (blend == 1 /* first */) blend = 0 /* setup */; } else { mix = to.mixTime / to.mixDuration; if (mix > 1) mix = 1; if (blend != 1 /* first */) blend = from.mixBlend; } let attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold; let timelines = from.animation.timelines; let timelineCount = timelines.length; let alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix); let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime; let events = null; if (from.reverse) applyTime = from.animation.duration - applyTime; else if (mix < from.eventThreshold) events = this.events; if (blend == 3 /* add */) { for (let i = 0; i < timelineCount; i++) timelines[i].apply(skeleton, animationLast, applyTime, events, alphaMix, blend, 1 /* mixOut */); } else { let timelineMode = from.timelineMode; let timelineHoldMix = from.timelineHoldMix; let shortestRotation = from.shortestRotation; let firstFrame = !shortestRotation && from.timelinesRotation.length != timelineCount << 1; if (firstFrame) from.timelinesRotation.length = timelineCount << 1; from.totalAlpha = 0; for (let i = 0; i < timelineCount; i++) { let timeline = timelines[i]; let direction = 1 /* mixOut */; let timelineBlend; let alpha = 0; switch (timelineMode[i]) { case SUBSEQUENT: if (!drawOrder && timeline instanceof DrawOrderTimeline) continue; timelineBlend = blend; alpha = alphaMix; break; case FIRST: timelineBlend = 0 /* setup */; alpha = alphaMix; break; case HOLD_SUBSEQUENT: timelineBlend = blend; alpha = alphaHold; break; case HOLD_FIRST: timelineBlend = 0 /* setup */; alpha = alphaHold; break; default: timelineBlend = 0 /* setup */; let holdMix = timelineHoldMix[i]; alpha = alphaHold * Math.max(0, 1 - holdMix.mixTime / holdMix.mixDuration); break; } from.totalAlpha += alpha; if (!shortestRotation && timeline instanceof RotateTimeline) this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, timelineBlend, from.timelinesRotation, i << 1, firstFrame); else if (timeline instanceof AttachmentTimeline) this.applyAttachmentTimeline(timeline, skeleton, applyTime, timelineBlend, attachments && alpha >= from.alphaAttachmentThreshold); else { Utils.webkit602BugfixHelper(alpha, blend); if (drawOrder && timeline instanceof DrawOrderTimeline && timelineBlend == 0 /* setup */) direction = 0 /* mixIn */; timeline.apply(skeleton, animationLast, applyTime, 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; } applyAttachmentTimeline(timeline, skeleton, time, blend, attachments) { var slot = skeleton.slots[timeline.slotIndex]; if (!slot.bone.active) return; if (time < timeline.frames[0]) { if (blend == 0 /* setup */ || blend == 1 /* first */) this.setAttachment(skeleton, slot, slot.data.attachmentName, attachments); } else this.setAttachment(skeleton, slot, timeline.attachmentNames[Timeline.search1(timeline.frames, time)], attachments); if (slot.attachmentState <= this.unkeyedState) slot.attachmentState = this.unkeyedState + SETUP; } setAttachment(skeleton, slot, attachmentName, attachments) { slot.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName)); if (attachments) slot.attachmentState = this.unkeyedState + CURRENT; } applyRotateTimeline(timeline, skeleton, time, alpha, blend, timelinesRotation, i, firstFrame) { if (firstFrame) timelinesRotation[i] = 0; if (alpha == 1) { timeline.apply(skeleton, 0, time, null, 1, blend, 0 /* mixIn */); return; } let bone = skeleton.bones[timeline.boneIndex]; if (!bone.active) return; let frames = timeline.frames; let r1 = 0, r2 = 0; if (time < frames[0]) { switch (blend) { case 0 /* setup */: bone.rotation = bone.data.rotation; default: return; case 1 /* first */: r1 = bone.rotation; r2 = bone.data.rotation; } } else { r1 = blend == 0 /* setup */ ? bone.data.rotation : bone.rotation; r2 = bone.data.rotation + timeline.getCurveValue(time); } let total = 0, diff = r2 - r1; diff -= Math.ceil(diff / 360 - 0.5) * 360; if (diff == 0) { total = timelinesRotation[i]; } else { let lastTotal = 0, lastDiff = 0; if (firstFrame) { lastTotal = 0; lastDiff = diff; } else { lastTotal = timelinesRotation[i]; lastDiff = timelinesRotation[i + 1]; } let loops = lastTotal - lastTotal % 360; total = diff + loops; let current = diff >= 0, dir = lastTotal >= 0; if (Math.abs(lastDiff) <= 90 && MathUtils.signum(lastDiff) != MathUtils.signum(diff)) { if (Math.abs(lastTotal - loops) > 180) { total += 360 * MathUtils.signum(lastTotal); dir = current; } else if (loops != 0) total -= 360 * MathUtils.signum(lastTotal); else dir = current; } if (dir != current) total += 360 * MathUtils.signum(lastTotal); timelinesRotation[i] = total; } timelinesRotation[i + 1] = diff; bone.rotation = r1 + total * alpha; } queueEvents(entry, animationTime) { let animationStart = entry.animationStart, animationEnd = entry.animationEnd; let duration = animationEnd - animationStart; let trackLastWrapped = entry.trackLast % duration; let events = this.events; let i = 0, n = events.length; for (; i < n; i++) { let event = events[i]; if (event.time < trackLastWrapped) break; if (event.time > animationEnd) continue; this.queue.event(entry, event); } let complete = false; if (entry.loop) { if (duration == 0) complete = true; else { const cycles = Math.floor(entry.trackTime / duration); complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration); } } else complete = animationTime >= animationEnd && entry.animationLast < animationEnd; if (complete) this.queue.complete(entry); for (; i < n; i++) { let event = events[i]; if (event.time < animationStart) continue; this.queue.event(entry, event); } } /** Removes all animations from all tracks, leaving skeletons in their current pose. * * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose, * rather than leaving them in their current pose. */ clearTracks() { let oldDrainDisabled = this.queue.drainDisabled; this.queue.drainDisabled = true; for (let i = 0, n = this.tracks.length; i < n; i++) this.clearTrack(i); this.tracks.length = 0; this.queue.drainDisabled = oldDrainDisabled; this.queue.drain(); } /** Removes all animations from the track, leaving skeletons in their current pose. * * It may be desired to use {@link AnimationState#setEmptyAnimation()} to mix the skeletons back to the setup pose, * rather than leaving them in their current pose. */ clearTrack(trackIndex) { if (trackIndex >= this.tracks.length) return; let current = this.tracks[trackIndex]; if (!current) return; this.queue.end(current); this.clearNext(current); let entry = current; while (true) { let from = entry.mixingFrom; if (!from) break; this.queue.end(from); entry.mixingFrom = null; entry.mixingTo = null; entry = from; } this.tracks[current.trackIndex] = null; this.queue.drain(); } setCurrent(index, current, interrupt) { let from = this.expandToIndex(index); this.tracks[index] = current; current.previous = null; if (from) { if (interrupt) this.queue.interrupt(from); current.mixingFrom = from; from.mixingTo = current; current.mixTime = 0; if (from.mixingFrom && from.mixDuration > 0) current.interruptAlpha *= Math.min(1, from.mixTime / from.mixDuration); from.timelinesRotation.length = 0; } this.queue.start(current); } /** Sets an animation by name. * * See {@link #setAnimationWith()}. */ setAnimation(trackIndex, animationName, loop = false) { let animation = this.data.skeletonData.findAnimation(animationName); if (!animation) throw new Error("Animation not found: " + animationName); return this.setAnimationWith(trackIndex, animation, loop); } /** Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never * applied to a skeleton, it is replaced (not mixed from). * @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its * duration. In either case {@link TrackEntry#trackEnd} determines when the track is cleared. * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept * after the {@link AnimationStateListener#dispose()} event occurs. */ setAnimationWith(trackIndex, animation, loop = false) { if (!animation) throw new Error("animation cannot be null."); let interrupt = true; let current = this.expandToIndex(trackIndex); if (current) { if (current.nextTrackLast == -1) { this.tracks[trackIndex] = current.mixingFrom; this.queue.interrupt(current); this.queue.end(current); this.clearNext(current); current = current.mixingFrom; interrupt = false; } else this.clearNext(current); } let entry = this.trackEntry(trackIndex, animation, loop, current); this.setCurrent(trackIndex, entry, interrupt); this.queue.drain(); return entry; } /** Queues an animation by name. * * See {@link #addAnimationWith()}. */ addAnimation(trackIndex, animationName, loop = false, delay = 0) { let animation = this.data.skeletonData.findAnimation(animationName); if (!animation) throw new Error("Animation not found: " + animationName); return this.addAnimationWith(trackIndex, animation, loop, delay); } /** Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is * equivalent to calling {@link #setAnimationWith()}. * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry * minus any mix duration (from the {@link AnimationStateData}) plus the specified `delay` (ie the mix * ends at (`delay` = 0) or before (`delay` < 0) the previous track entry duration). If the * previous entry is looping, its next loop completion is used instead of its duration. * @returns A track entry to allow further customization of animation playback. References to the track entry must not be kept * after the {@link AnimationStateListener#dispose()} event occurs. */ addAnimationWith(trackIndex, animation, loop = false, delay = 0) { if (!animation) throw new Error("animation cannot be null."); let last = this.expandToIndex(trackIndex); if (last) { while (last.next) last = last.next; } let entry = this.trackEntry(trackIndex, animation, loop, last); if (!last) { this.setCurrent(trackIndex, entry, true); this.queue.drain(); if (delay < 0) delay = 0; } else { last.next = entry; entry.previous = last; if (delay <= 0) delay = Math.max(delay + last.getTrackComplete() - entry.mixDuration, 0); } entry.delay = delay; return entry; } /** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's * {@link TrackEntry#mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out. * * Mixing out is done by setting an empty animation with a mix duration using either {@link #setEmptyAnimation()}, * {@link #setEmptyAnimations()}, or {@link #addEmptyAnimation()}. Mixing to an empty animation causes * the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation * transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of * 0 still mixes out over one frame. * * Mixing in is done by first setting an empty animation, then adding an animation using * {@link #addAnimation()} and on the returned track entry, set the * {@link TrackEntry#setMixDuration()}. Mixing from an empty animation causes the new animation to be applied more and * more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the * setup pose value if no lower tracks key the property to the value keyed in the new animation. */ setEmptyAnimation(trackIndex, mixDuration = 0) { let entry = this.setAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false); entry.mixDuration = mixDuration; entry.trackEnd = mixDuration; return entry; } /** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's * {@link TrackEntry#mixDuration}. If the track is empty, it is equivalent to calling * {@link #setEmptyAnimation()}. * * See {@link #setEmptyAnimation()}. * @param delay If > 0, sets {@link TrackEntry#delay}. If <= 0, the delay set is the duration of the previous track entry * minus any mix duration plus the specified `delay` (ie the mix ends at (`delay` = 0) or * before (`delay` < 0) the previous track entry duration). If the previous entry is looping, its next * loop completion is used instead of its duration. * @return A track entry to allow further customization of animation playback. References to the track entry must not be kept * after the {@link AnimationStateListener#dispose()} event occurs. */ addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) { let entry = this.addAnimationWith(trackIndex, _AnimationState.emptyAnimation(), false, delay); if (delay <= 0) entry.delay = Math.max(entry.delay + entry.mixDuration - mixDuration, 0); entry.mixDuration = mixDuration; entry.trackEnd = mixDuration; return entry; } /** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix * duration. */ setEmptyAnimations(mixDuration = 0) { let oldDrainDisabled = this.queue.drainDisabled; this.queue.drainDisabled = true; for (let i = 0, n = this.tracks.length; i < n; i++) { let current = this.tracks[i]; if (current) this.setEmptyAnimation(current.trackIndex, mixDuration); } this.queue.drainDisabled = oldDrainDisabled; this.queue.drain(); } expandToIndex(index) { if (index < this.tracks.length) return this.tracks[index]; Utils.ensureArrayCapacity(this.tracks, index + 1, null); this.tracks.length = index + 1; return null; } /** @param last May be null. */ trackEntry(trackIndex, animation, loop, last) { let entry = this.trackEntryPool.obtain(); entry.reset(); entry.trackIndex = trackIndex; entry.animation = animation; entry.loop = loop; entry.holdPrevious = false; entry.reverse = false; entry.shortestRotation = false; entry.eventThreshold = 0; entry.alphaAttachmentThreshold = 0; entry.mixAttachmentThreshold = 0; entry.mixDrawOrderThreshold = 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.mixTime = 0; entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation); entry.interruptAlpha = 1; entry.totalAlpha = 0; entry.mixBlend = 2 /* replace */; return entry; } /** Removes the {@link TrackEntry#getNext() next entry} and all entries after it for the specified entry. */ clearNext(entry) { let next = entry.next; while (next) { this.queue.dispose(next); next = next.next; } entry.next = null; } _animationsChanged() { this.animationsChanged = false; this.propertyIDs.clear(); let tracks = this.tracks; for (let i = 0, n = tracks.length; i < n; i++) { let entry = tracks[i]; if (!entry) continue; while (entry.mixingFrom) entry = entry.mixingFrom; do { if (!entry.mixingTo || entry.mixBlend != 3 /* add */) this.computeHold(entry); entry = entry.mixingTo; } while (entry); } } computeHold(entry) { let to = entry.mixingTo; let timelines = entry.animation.timelines; let timelinesCount = entry.animation.timelines.length; let timelineMode = entry.timelineMode; timelineMode.length = timelinesCount; let timelineHoldMix = entry.timelineHoldMix; timelineHoldMix.length = 0; let propertyIDs = this.propertyIDs; if (to && to.holdPrevious) { for (let i = 0; i < timelinesCount; i++) timelineMode[i] = propertyIDs.addAll(timelines[i].getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT; return; } outer: for (let i = 0; i < timelinesCount; i++) { let timeline = timelines[i]; let ids = timeline.getPropertyIds(); if (!propertyIDs.addAll(ids)) timelineMode[i] = SUBSEQUENT; else if (!to || timeline instanceof AttachmentTimeline || timeline instanceof DrawOrderTimeline || timeline instanceof EventTimeline || !to.animation.hasTimeline(ids)) { timelineMode[i] = FIRST; } else { for (let next = to.mixingTo; next; next = next.mixingTo) { if (next.animation.hasTimeline(ids)) continue; if (entry.mixDuration > 0) { timelineMode[i] = HOLD_MIX; timelineHoldMix[i] = next; continue outer; } break; } timelineMode[i] = HOLD_FIRST; } } } /** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */ getCurrent(trackIndex) { if (trackIndex >= this.tracks.length) return null; return this.tracks[trackIndex]; } /** Adds a listener to receive events for all track entries. */ addListener(listener) { if (!listener) throw new Error("listener cannot be null."); this.listeners.push(listener); } /** Removes the listener added with {@link #addListener()}. */ removeListener(listener) { let index = this.listeners.indexOf(listener); if (index >= 0) this.listeners.splice(index, 1); } /** Removes all listeners added with {@link #addListener()}. */ clearListeners() { this.listeners.length = 0; } /** Discards all listener notifications that have not yet been delivered. This can be useful to call from an * {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery * are not wanted because new animations are being set. */ clearListenerNotifications() { this.queue.clear(); } }; var TrackEntry = class { /** The animation to apply for this track entry. */ animation = null; previous = null; /** The animation queued to start after this animation, or null. `next` makes up a linked list. */ next = null; /** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no * mixing is currently occuring. When mixing from multiple animations, `mixingFrom` makes up a linked list. */ mixingFrom = null; /** The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is * currently occuring. When mixing to multiple animations, `mixingTo` makes up a linked list. */ mixingTo = null; /** The listener for events generated by this track entry, or null. * * A track entry returned from {@link AnimationState#setAnimation()} is already the current animation * for the track, so the track entry listener {@link AnimationStateListener#start()} will not be called. */ listener = null; /** The index of the track where this track entry is either current or queued. * * See {@link AnimationState#getCurrent()}. */ trackIndex = 0; /** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its * duration. */ loop = false; /** If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead * of being mixed out. * * When mixing between animations that key the same property, if a lower track also keys that property then the value will * briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% * while the second animation mixes from 0% to 100%. Setting `holdPrevious` to true applies the first animation * at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which * keys the property, only when a higher track also keys the property. * * Snapping will occur if `holdPrevious` is true and this animation does not key all the same properties as the * previous animation. */ holdPrevious = false; reverse = false; shortestRotation = false; /** When the mix percentage ({@link #mixTime} / {@link #mixDuration}) is less than the * `eventThreshold`, event timelines are applied while this animation is being mixed out. Defaults to 0, so event * timelines are not applied while this animation is being mixed out. */ eventThreshold = 0; /** When the mix percentage ({@link #mixtime} / {@link #mixDuration}) is less than the * `attachmentThreshold`, attachment timelines are applied while this animation is being mixed out. Defaults to * 0, so attachment timelines are not applied while this animation is being mixed out. */ mixAttachmentThreshold = 0; /** When {@link #getAlpha()} is greater than alphaAttachmentThreshold, attachment timelines are applied. * Defaults to 0, so attachment timelines are always applied. */ alphaAttachmentThreshold = 0; /** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the * mixDrawOrderThreshold, draw order timelines are applied while this animation is being mixed out. Defaults to * 0, so draw order timelines are not applied while this animation is being mixed out. */ mixDrawOrderThreshold = 0; /** Seconds when this animation starts, both initially and after looping. Defaults to 0. * * When changing the `animationStart` time, it often makes sense to set {@link #animationLast} to the same * value to prevent timeline keys before the start time from triggering. */ animationStart = 0; /** Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will * loop back to {@link #animationStart} at this time. Defaults to the animation {@link Animation#duration}. */ animationEnd = 0; /** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this * animation is applied, event timelines will fire all events between the `animationLast` time (exclusive) and * `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation * is applied. */ animationLast = 0; nextAnimationLast = 0; /** Seconds to postpone playing the animation. When this track entry is the current track entry, `delay` * postpones incrementing the {@link #trackTime}. When this track entry is queued, `delay` is the time from * the start of the previous animation to when this track entry will become the current track entry (ie when the previous * track entry {@link TrackEntry#trackTime} >= this track entry's `delay`). * * {@link #timeScale} affects the delay. */ delay = 0; /** Current time in seconds this track entry has been the current track entry. The track time determines * {@link #animationTime}. The track time can be set to start the animation at a time other than 0, without affecting * looping. */ trackTime = 0; trackLast = 0; nextTrackLast = 0; /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the * properties keyed by the animation are set to the setup pose and the track is cleared. * * It may be desired to use {@link AnimationState#addEmptyAnimation()} rather than have the animation * abruptly cease being applied. */ trackEnd = 0; /** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or * faster. Defaults to 1. * * {@link #mixTime} is not affected by track entry time scale, so {@link #mixDuration} may need to be adjusted to * match the animation speed. * * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, assuming time scale to be 1. If * the time scale is not 1, the delay may need to be adjusted. * * See AnimationState {@link AnimationState#timeScale} for affecting all animations. */ timeScale = 0; /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults * to 1, which overwrites the skeleton's current pose with this animation. * * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to * use alpha on track 0 if the skeleton pose is from the last frame render. */ alpha = 0; /** Seconds from 0 to the {@link #getMixDuration()} when mixing from the previous animation to this animation. May be * slightly more than `mixDuration` when the mix is complete. */ mixTime = 0; /** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData * {@link AnimationStateData#getMix()} based on the animation before this animation (if any). * * A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the * properties it was animating. * * The `mixDuration` can be set manually rather than use the value from * {@link AnimationStateData#getMix()}. In that case, the `mixDuration` can be set for a new * track entry only before {@link AnimationState#update(float)} is first called. * * When using {@link AnimationState#addAnimation()} with a `delay` <= 0, note the * {@link #delay} is set using the mix duration from the {@link AnimationStateData}, not a mix duration set * afterward. */ _mixDuration = 0; interruptAlpha = 0; totalAlpha = 0; get mixDuration() { return this._mixDuration; } set mixDuration(mixDuration) { this._mixDuration = mixDuration; } setMixDurationWithDelay(mixDuration, delay) { this._mixDuration = mixDuration; if (delay <= 0) { if (this.previous != null) delay = Math.max(delay + this.previous.getTrackComplete() - mixDuration, 0); else delay = 0; } this.delay = delay; } /** Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which * replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to * the values from the lower tracks. * * The `mixBlend` can be set for a new track entry only before {@link AnimationState#apply()} is first * called. */ mixBlend = 2 /* replace */; timelineMode = new Array(); timelineHoldMix = new Array(); timelinesRotation = new Array(); reset() { this.next = null; this.previous = 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; } /** Uses {@link #trackTime} to compute the `animationTime`, which is between {@link #animationStart} * and {@link #animationEnd}. When the `trackTime` is 0, the `animationTime` is equal to the * `animationStart` time. */ getAnimationTime() { if (this.loop) { let 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); } setAnimationLast(animationLast) { this.animationLast = animationLast; this.nextAnimationLast = animationLast; } /** Returns true if at least one loop has been completed. * * See {@link AnimationStateListener#complete()}. */ isComplete() { return this.trackTime >= this.animationEnd - this.animationStart; } /** Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the * long way around when using {@link #alpha} and starting animations on other tracks. * * Mixing with {@link MixBlend#replace} involves finding a rotation between two others, which has two possible solutions: * the short way or the long way around. The two rotations likely change over time, so which direction is the short or long * way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the * long way. TrackEntry chooses the short way the first time it is applied and remembers that direction. */ resetRotationDirections() { this.timelinesRotation.length = 0; } getTrackComplete() { let duration = this.animationEnd - this.animationStart; if (duration != 0) { if (this.loop) return duration * (1 + (this.trackTime / duration | 0)); if (this.trackTime < duration) return duration; } return this.trackTime; } /** Returns true if this track entry has been applied at least once. *

* See {@link AnimationState#apply(Skeleton)}. */ wasApplied() { return this.nextTrackLast != -1; } /** Returns true if there is a {@link #getNext()} track entry and it will become the current track entry during the next * {@link AnimationState#update(float)}. */ isNextReady() { return this.next != null && this.nextTrackLast - this.next.delay >= 0; } }; var EventQueue = class { objects = []; drainDisabled = false; animState; constructor(animState) { this.animState = animState; } start(entry) { this.objects.push(0 /* start */); this.objects.push(entry); this.animState.animationsChanged = true; } interrupt(entry) { this.objects.push(1 /* interrupt */); this.objects.push(entry); } end(entry) { this.objects.push(2 /* end */); this.objects.push(entry); this.animState.animationsChanged = true; } dispose(entry) { this.objects.push(3 /* dispose */); this.objects.push(entry); } complete(entry) { this.objects.push(4 /* complete */); this.objects.push(entry); } event(entry, event) { this.objects.push(5 /* event */); this.objects.push(entry); this.objects.push(event); } drain() { if (this.drainDisabled) return; this.drainDisabled = true; let objects = this.objects; let listeners = this.animState.listeners; for (let i = 0; i < objects.length; i += 2) { let type = objects[i]; let entry = objects[i + 1]; switch (type) { case 0 /* start */: if (entry.listener && entry.listener.start) entry.listener.start(entry); for (let ii = 0; ii < listeners.length; ii++) { let listener = listeners[ii]; if (listener.start) listener.start(entry); } break; case 1 /* interrupt */: if (entry.listener && entry.listener.interrupt) entry.listener.interrupt(entry); for (let ii = 0; ii < listeners.length; ii++) { let listener = listeners[ii]; if (listener.interrupt) listener.interrupt(entry); } break; case 2 /* end */: if (entry.listener && entry.listener.end) entry.listener.end(entry); for (let ii = 0; ii < listeners.length; ii++) { let listener = listeners[ii]; if (listener.end) listener.end(entry); } // Fall through. case 3 /* dispose */: if (entry.listener && entry.listener.dispose) entry.listener.dispose(entry); for (let ii = 0; ii < listeners.length; ii++) { let listener = listeners[ii]; if (listener.dispose) listener.dispose(entry); } this.animState.trackEntryPool.free(entry); break; case 4 /* complete */: if (entry.listener && entry.listener.complete) entry.listener.complete(entry); for (let ii = 0; ii < listeners.length; ii++) { let listener = listeners[ii]; if (listener.complete) listener.complete(entry); } break; case 5 /* event */: let event = objects[i++ + 2]; if (entry.listener && entry.listener.event) entry.listener.event(entry, event); for (let ii = 0; ii < listeners.length; ii++) { let listener = listeners[ii]; if (listener.event) listener.event(entry, event); } break; } } this.clear(); this.drainDisabled = false; } clear() { this.objects.length = 0; } }; var EventType = /* @__PURE__ */ ((EventType2) => { EventType2[EventType2["start"] = 0] = "start"; EventType2[EventType2["interrupt"] = 1] = "interrupt"; EventType2[EventType2["end"] = 2] = "end"; EventType2[EventType2["dispose"] = 3] = "dispose"; EventType2[EventType2["complete"] = 4] = "complete"; EventType2[EventType2["event"] = 5] = "event"; return EventType2; })(EventType || {}); var AnimationStateAdapter = class { start(entry) { } interrupt(entry) { } end(entry) { } dispose(entry) { } complete(entry) { } event(entry, event) { } }; var SUBSEQUENT = 0; var FIRST = 1; var HOLD_SUBSEQUENT = 2; var HOLD_FIRST = 3; var HOLD_MIX = 4; var SETUP = 1; var CURRENT = 2; // spine-core/src/AnimationStateData.ts var AnimationStateData = class { /** The SkeletonData to look up animations when they are specified by name. */ skeletonData; animationToMixTime = {}; /** The mix duration to use when no mix duration has been defined between two animations. */ defaultMix = 0; constructor(skeletonData) { if (!skeletonData) throw new Error("skeletonData cannot be null."); this.skeletonData = skeletonData; } /** Sets a mix duration by animation name. * * See {@link #setMixWith()}. */ setMix(fromName, toName, duration) { let from = this.skeletonData.findAnimation(fromName); if (!from) throw new Error("Animation not found: " + fromName); let to = this.skeletonData.findAnimation(toName); if (!to) throw new Error("Animation not found: " + toName); this.setMixWith(from, to, duration); } /** Sets the mix duration when changing from the specified animation to the other. * * See {@link TrackEntry#mixDuration}. */ setMixWith(from, to, duration) { if (!from) throw new Error("from cannot be null."); if (!to) throw new Error("to cannot be null."); let key = from.name + "." + to.name; this.animationToMixTime[key] = duration; } /** Returns the mix duration to use when changing from the specified animation to the other, or the {@link #defaultMix} if * no mix duration has been set. */ getMix(from, to) { let key = from.name + "." + to.name; let value = this.animationToMixTime[key]; return value === void 0 ? this.defaultMix : value; } }; // spine-core/src/attachments/BoundingBoxAttachment.ts var BoundingBoxAttachment = class _BoundingBoxAttachment extends VertexAttachment { color = new Color(1, 1, 1, 1); constructor(name) { super(name); } copy() { let copy = new _BoundingBoxAttachment(this.name); this.copyTo(copy); copy.color.setFromColor(this.color); return copy; } }; // spine-core/src/attachments/ClippingAttachment.ts var ClippingAttachment = class _ClippingAttachment extends VertexAttachment { /** Clipping is performed between the clipping polygon's slot and the end slot. Returns null if clipping is done until the end of * the skeleton's rendering. */ endSlot = null; // Nonessential. /** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons * are not usually rendered at runtime. */ color = new Color(0.2275, 0.2275, 0.8078, 1); // ce3a3aff constructor(name) { super(name); } copy() { let copy = new _ClippingAttachment(this.name); this.copyTo(copy); copy.endSlot = this.endSlot; copy.color.setFromColor(this.color); return copy; } }; // spine-core/src/Texture.ts var Texture = class { _image; constructor(image) { this._image = image; } getImage() { return this._image; } }; var TextureFilter = /* @__PURE__ */ ((TextureFilter3) => { TextureFilter3[TextureFilter3["Nearest"] = 9728] = "Nearest"; TextureFilter3[TextureFilter3["Linear"] = 9729] = "Linear"; TextureFilter3[TextureFilter3["MipMap"] = 9987] = "MipMap"; TextureFilter3[TextureFilter3["MipMapNearestNearest"] = 9984] = "MipMapNearestNearest"; TextureFilter3[TextureFilter3["MipMapLinearNearest"] = 9985] = "MipMapLinearNearest"; TextureFilter3[TextureFilter3["MipMapNearestLinear"] = 9986] = "MipMapNearestLinear"; TextureFilter3[TextureFilter3["MipMapLinearLinear"] = 9987] = "MipMapLinearLinear"; return TextureFilter3; })(TextureFilter || {}); var TextureWrap = /* @__PURE__ */ ((TextureWrap3) => { TextureWrap3[TextureWrap3["MirroredRepeat"] = 33648] = "MirroredRepeat"; TextureWrap3[TextureWrap3["ClampToEdge"] = 33071] = "ClampToEdge"; TextureWrap3[TextureWrap3["Repeat"] = 10497] = "Repeat"; return TextureWrap3; })(TextureWrap || {}); var TextureRegion = class { texture; u = 0; v = 0; u2 = 0; v2 = 0; width = 0; height = 0; degrees = 0; offsetX = 0; offsetY = 0; originalWidth = 0; originalHeight = 0; }; var FakeTexture = class extends Texture { setFilters(minFilter, magFilter) { } setWraps(uWrap, vWrap) { } dispose() { } }; // spine-core/src/TextureAtlas.ts var TextureAtlas = class { pages = new Array(); regions = new Array(); constructor(atlasText) { let reader = new TextureAtlasReader(atlasText); let entry = new Array(4); let pageFields = {}; pageFields["size"] = (page2) => { page2.width = parseInt(entry[1]); page2.height = parseInt(entry[2]); }; pageFields["format"] = () => { }; pageFields["filter"] = (page2) => { page2.minFilter = Utils.enumValue(TextureFilter, entry[1]); page2.magFilter = Utils.enumValue(TextureFilter, entry[2]); }; pageFields["repeat"] = (page2) => { if (entry[1].indexOf("x") != -1) page2.uWrap = 10497 /* Repeat */; if (entry[1].indexOf("y") != -1) page2.vWrap = 10497 /* Repeat */; }; pageFields["pma"] = (page2) => { page2.pma = entry[1] == "true"; }; var regionFields = {}; regionFields["xy"] = (region) => { region.x = parseInt(entry[1]); region.y = parseInt(entry[2]); }; regionFields["size"] = (region) => { region.width = parseInt(entry[1]); region.height = parseInt(entry[2]); }; regionFields["bounds"] = (region) => { region.x = parseInt(entry[1]); region.y = parseInt(entry[2]); region.width = parseInt(entry[3]); region.height = parseInt(entry[4]); }; regionFields["offset"] = (region) => { region.offsetX = parseInt(entry[1]); region.offsetY = parseInt(entry[2]); }; regionFields["orig"] = (region) => { region.originalWidth = parseInt(entry[1]); region.originalHeight = parseInt(entry[2]); }; regionFields["offsets"] = (region) => { region.offsetX = parseInt(entry[1]); region.offsetY = parseInt(entry[2]); region.originalWidth = parseInt(entry[3]); region.originalHeight = parseInt(entry[4]); }; regionFields["rotate"] = (region) => { let value = entry[1]; if (value == "true") region.degrees = 90; else if (value != "false") region.degrees = parseInt(value); }; regionFields["index"] = (region) => { region.index = parseInt(entry[1]); }; let line = reader.readLine(); while (line && line.trim().length == 0) line = reader.readLine(); while (true) { if (!line || line.trim().length == 0) break; if (reader.readEntry(entry, line) == 0) break; line = reader.readLine(); } let page = null; let names = null; let values = null; while (true) { if (line === null) break; if (line.trim().length == 0) { page = null; line = reader.readLine(); } else if (!page) { page = new TextureAtlasPage(line.trim()); while (true) { if (reader.readEntry(entry, line = reader.readLine()) == 0) break; let field = pageFields[entry[0]]; if (field) field(page); } this.pages.push(page); } else { let region = new TextureAtlasRegion(page, line); while (true) { let count = reader.readEntry(entry, line = reader.readLine()); if (count == 0) break; let field = regionFields[entry[0]]; if (field) field(region); else { if (!names) names = []; if (!values) values = []; names.push(entry[0]); let entryValues = []; for (let i = 0; i < count; i++) entryValues.push(parseInt(entry[i + 1])); values.push(entryValues); } } if (region.originalWidth == 0 && region.originalHeight == 0) { region.originalWidth = region.width; region.originalHeight = region.height; } if (names && names.length > 0 && values && values.length > 0) { region.names = names; region.values = values; names = null; values = null; } region.u = region.x / page.width; region.v = region.y / page.height; if (region.degrees == 90) { region.u2 = (region.x + region.height) / page.width; region.v2 = (region.y + region.width) / page.height; } else { region.u2 = (region.x + region.width) / page.width; region.v2 = (region.y + region.height) / page.height; } this.regions.push(region); } } } findRegion(name) { for (let i = 0; i < this.regions.length; i++) { if (this.regions[i].name == name) { return this.regions[i]; } } return null; } setTextures(assetManager, pathPrefix = "") { for (let page of this.pages) page.setTexture(assetManager.get(pathPrefix + page.name)); } dispose() { for (let i = 0; i < this.pages.length; i++) { this.pages[i].texture?.dispose(); } } }; var TextureAtlasReader = class { lines; index = 0; constructor(text) { this.lines = text.split(/\r\n|\r|\n/); } readLine() { if (this.index >= this.lines.length) return null; return this.lines[this.index++]; } readEntry(entry, line) { if (!line) return 0; line = line.trim(); if (line.length == 0) return 0; let colon = line.indexOf(":"); if (colon == -1) return 0; entry[0] = line.substr(0, colon).trim(); for (let i = 1, lastMatch = colon + 1; ; i++) { let comma = line.indexOf(",", lastMatch); if (comma == -1) { entry[i] = line.substr(lastMatch).trim(); return i; } entry[i] = line.substr(lastMatch, comma - lastMatch).trim(); lastMatch = comma + 1; if (i == 4) return 4; } } }; var TextureAtlasPage = class { name; minFilter = 9728 /* Nearest */; magFilter = 9728 /* Nearest */; uWrap = 33071 /* ClampToEdge */; vWrap = 33071 /* ClampToEdge */; texture = null; width = 0; height = 0; pma = false; regions = new Array(); constructor(name) { this.name = name; } setTexture(texture) { this.texture = texture; texture.setFilters(this.minFilter, this.magFilter); texture.setWraps(this.uWrap, this.vWrap); for (let region of this.regions) region.texture = texture; } }; var TextureAtlasRegion = class extends TextureRegion { page; name; x = 0; y = 0; offsetX = 0; offsetY = 0; originalWidth = 0; originalHeight = 0; index = 0; degrees = 0; names = null; values = null; constructor(page, name) { super(); this.page = page; this.name = name; page.regions.push(this); } }; // spine-core/src/attachments/MeshAttachment.ts var MeshAttachment = class _MeshAttachment extends VertexAttachment { region = null; /** The name of the texture region for this attachment. */ path; /** The UV pair for each vertex, normalized within the texture region. */ regionUVs = []; /** The UV pair for each vertex, normalized within the entire texture. * * See {@link #updateUVs}. */ uvs = []; /** Triplets of vertex indices which describe the mesh's triangulation. */ triangles = []; /** The color to tint the mesh. */ color = new Color(1, 1, 1, 1); /** The width of the mesh's image. Available only when nonessential data was exported. */ width = 0; /** The height of the mesh's image. Available only when nonessential data was exported. */ height = 0; /** The number of entries at the beginning of {@link #vertices} that make up the mesh hull. */ hullLength = 0; /** Vertex index pairs describing edges for controling triangulation. Mesh triangles will never cross edges. Only available if * nonessential data was exported. Triangulation is not performed at runtime. */ edges = []; parentMesh = null; sequence = null; tempColor = new Color(0, 0, 0, 0); constructor(name, path) { super(name); this.path = path; } /** Calculates {@link #uvs} using the {@link #regionUVs} and region. Must be called if the region, the region's properties, or * the {@link #regionUVs} are changed. */ updateRegion() { if (!this.region) throw new Error("Region not set."); let regionUVs = this.regionUVs; if (!this.uvs || this.uvs.length != regionUVs.length) this.uvs = Utils.newFloatArray(regionUVs.length); let uvs = this.uvs; let n = this.uvs.length; let u = this.region.u, v = this.region.v, width = 0, height = 0; if (this.region instanceof TextureAtlasRegion) { let region = this.region, page = region.page; let textureWidth = page.width, textureHeight = page.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 (let 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 (let 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 (let 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) { u = v = 0; width = height = 1; } else { width = this.region.u2 - u; height = this.region.v2 - v; } for (let i = 0; i < n; i += 2) { uvs[i] = u + regionUVs[i] * width; uvs[i + 1] = v + regionUVs[i + 1] * height; } } /** The parent mesh if this is a linked mesh, else null. A linked mesh shares the {@link #bones}, {@link #vertices}, * {@link #regionUVs}, {@link #triangles}, {@link #hullLength}, {@link #edges}, {@link #width}, and {@link #height} with the * parent mesh, but may have a different {@link #name} or {@link #path} (and therefore a different texture). */ getParentMesh() { return this.parentMesh; } /** @param parentMesh May be null. */ setParentMesh(parentMesh) { this.parentMesh = parentMesh; if (parentMesh) { 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; } } copy() { if (this.parentMesh) return this.newLinkedMesh(); let copy = new _MeshAttachment(this.name, this.path); copy.region = this.region; copy.color.setFromColor(this.color); this.copyTo(copy); copy.regionUVs = new Array(this.regionUVs.length); Utils.arrayCopy(this.regionUVs, 0, copy.regionUVs, 0, this.regionUVs.length); copy.uvs = this.uvs instanceof Float32Array ? Utils.newFloatArray(this.uvs.length) : new Array(this.uvs.length); Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, this.uvs.length); copy.triangles = new Array(this.triangles.length); Utils.arrayCopy(this.triangles, 0, copy.triangles, 0, this.triangles.length); copy.hullLength = this.hullLength; copy.sequence = this.sequence != null ? this.sequence.copy() : null; if (this.edges) { copy.edges = new Array(this.edges.length); Utils.arrayCopy(this.edges, 0, copy.edges, 0, this.edges.length); } copy.width = this.width; copy.height = this.height; return copy; } computeWorldVertices(slot, start, count, worldVertices2, offset, stride) { if (this.sequence != null) this.sequence.apply(slot, this); super.computeWorldVertices(slot, start, count, worldVertices2, offset, stride); } /** Returns a new mesh with the {@link #parentMesh} set to this mesh's parent mesh, if any, else to this mesh. **/ newLinkedMesh() { let copy = new _MeshAttachment(this.name, this.path); copy.region = this.region; copy.color.setFromColor(this.color); copy.timelineAttachment = this.timelineAttachment; copy.setParentMesh(this.parentMesh ? this.parentMesh : this); if (copy.region != null) copy.updateRegion(); return copy; } }; // spine-core/src/attachments/PathAttachment.ts var PathAttachment = class _PathAttachment extends VertexAttachment { /** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */ lengths = []; /** If true, the start and end knots are connected. */ closed = false; /** If true, additional calculations are performed to make calculating positions along the path more accurate. If false, fewer * calculations are performed but calculating positions along the path is less accurate. */ constantSpeed = false; /** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually * rendered at runtime. */ color = new Color(1, 1, 1, 1); constructor(name) { super(name); } copy() { let copy = new _PathAttachment(this.name); this.copyTo(copy); copy.lengths = new Array(this.lengths.length); 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; } }; // spine-core/src/attachments/PointAttachment.ts var PointAttachment = class _PointAttachment extends VertexAttachment { x = 0; y = 0; rotation = 0; /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments * are not usually rendered at runtime. */ color = new Color(0.38, 0.94, 0, 1); constructor(name) { super(name); } computeWorldPosition(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; } computeWorldRotation(bone) { const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r); const x = cos * bone.a + sin * bone.b; const y = cos * bone.c + sin * bone.d; return MathUtils.atan2Deg(y, x); } copy() { let copy = new _PointAttachment(this.name); copy.x = this.x; copy.y = this.y; copy.rotation = this.rotation; copy.color.setFromColor(this.color); return copy; } }; // spine-core/src/attachments/RegionAttachment.ts var RegionAttachment = class _RegionAttachment extends Attachment { /** The local x translation. */ x = 0; /** The local y translation. */ y = 0; /** The local scaleX. */ scaleX = 1; /** The local scaleY. */ scaleY = 1; /** The local rotation. */ rotation = 0; /** The width of the region attachment in Spine. */ width = 0; /** The height of the region attachment in Spine. */ height = 0; /** The color to tint the region attachment. */ color = new Color(1, 1, 1, 1); /** The name of the texture region for this attachment. */ path; region = null; sequence = null; /** For each of the 4 vertices, a pair of x,y values that is the local position of the vertex. * * See {@link #updateOffset()}. */ offset = Utils.newFloatArray(8); uvs = Utils.newFloatArray(8); tempColor = new Color(1, 1, 1, 1); constructor(name, path) { super(name); this.path = path; } /** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */ updateRegion() { if (!this.region) throw new Error("Region not set."); let region = this.region; let uvs = this.uvs; if (region == null) { uvs[0] = 0; uvs[1] = 0; uvs[2] = 0; uvs[3] = 1; uvs[4] = 1; uvs[5] = 1; uvs[6] = 1; uvs[7] = 0; return; } let regionScaleX = this.width / this.region.originalWidth * this.scaleX; let regionScaleY = this.height / this.region.originalHeight * this.scaleY; let localX = -this.width / 2 * this.scaleX + this.region.offsetX * regionScaleX; let localY = -this.height / 2 * this.scaleY + this.region.offsetY * regionScaleY; let localX2 = localX + this.region.width * regionScaleX; let localY2 = localY + this.region.height * regionScaleY; let radians = this.rotation * MathUtils.degRad; let cos = Math.cos(radians); let sin = Math.sin(radians); let x = this.x, y = this.y; let localXCos = localX * cos + x; let localXSin = localX * sin; let localYCos = localY * cos + y; let localYSin = localY * sin; let localX2Cos = localX2 * cos + x; let localX2Sin = localX2 * sin; let localY2Cos = localY2 * cos + y; let localY2Sin = localY2 * sin; let offset = this.offset; offset[0] = localXCos - localYSin; offset[1] = localYCos + localXSin; offset[2] = localXCos - localY2Sin; offset[3] = localY2Cos + localXSin; offset[4] = localX2Cos - localY2Sin; offset[5] = localY2Cos + localX2Sin; offset[6] = localX2Cos - localYSin; offset[7] = localYCos + localX2Sin; if (region.degrees == 90) { uvs[0] = region.u2; uvs[1] = region.v2; uvs[2] = region.u; uvs[3] = region.v2; uvs[4] = region.u; uvs[5] = region.v; uvs[6] = region.u2; uvs[7] = region.v; } 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; } } /** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may * be changed. *

* See World transforms in the Spine * Runtimes Guide. * @param worldVertices The output world vertices. Must have a length >= offset + 8. * @param offset The worldVertices index to begin writing values. * @param stride The number of worldVertices entries between the value pairs written. */ computeWorldVertices(slot, worldVertices2, offset, stride) { if (this.sequence != null) this.sequence.apply(slot, this); let bone = slot.bone; let vertexOffset = this.offset; let x = bone.worldX, y = bone.worldY; let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let offsetX = 0, offsetY = 0; offsetX = vertexOffset[0]; offsetY = vertexOffset[1]; worldVertices2[offset] = offsetX * a + offsetY * b + x; worldVertices2[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[2]; offsetY = vertexOffset[3]; worldVertices2[offset] = offsetX * a + offsetY * b + x; worldVertices2[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[4]; offsetY = vertexOffset[5]; worldVertices2[offset] = offsetX * a + offsetY * b + x; worldVertices2[offset + 1] = offsetX * c + offsetY * d + y; offset += stride; offsetX = vertexOffset[6]; offsetY = vertexOffset[7]; worldVertices2[offset] = offsetX * a + offsetY * b + x; worldVertices2[offset + 1] = offsetX * c + offsetY * d + y; } copy() { let copy = new _RegionAttachment(this.name, this.path); copy.region = this.region; 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; Utils.arrayCopy(this.uvs, 0, copy.uvs, 0, 8); Utils.arrayCopy(this.offset, 0, copy.offset, 0, 8); copy.color.setFromColor(this.color); copy.sequence = this.sequence != null ? this.sequence.copy() : null; return copy; } static X1 = 0; static Y1 = 1; static C1R = 2; static C1G = 3; static C1B = 4; static C1A = 5; static U1 = 6; static V1 = 7; static X2 = 8; static Y2 = 9; static C2R = 10; static C2G = 11; static C2B = 12; static C2A = 13; static U2 = 14; static V2 = 15; static X3 = 16; static Y3 = 17; static C3R = 18; static C3G = 19; static C3B = 20; static C3A = 21; static U3 = 22; static V3 = 23; static X4 = 24; static Y4 = 25; static C4R = 26; static C4G = 27; static C4B = 28; static C4A = 29; static U4 = 30; static V4 = 31; }; // spine-core/src/AtlasAttachmentLoader.ts var AtlasAttachmentLoader = class { atlas; constructor(atlas) { this.atlas = atlas; } loadSequence(name, basePath, sequence) { let regions = sequence.regions; for (let i = 0, n = regions.length; i < n; i++) { let path = sequence.getPath(basePath, i); let region = this.atlas.findRegion(path); if (region == null) throw new Error("Region not found in atlas: " + path + " (sequence: " + name + ")"); regions[i] = region; } } newRegionAttachment(skin, name, path, sequence) { let attachment = new RegionAttachment(name, path); if (sequence != null) { this.loadSequence(name, path, sequence); } else { let region = this.atlas.findRegion(path); if (!region) throw new Error("Region not found in atlas: " + path + " (region attachment: " + name + ")"); attachment.region = region; } return attachment; } newMeshAttachment(skin, name, path, sequence) { let attachment = new MeshAttachment(name, path); if (sequence != null) { this.loadSequence(name, path, sequence); } else { let region = this.atlas.findRegion(path); if (!region) throw new Error("Region not found in atlas: " + path + " (mesh attachment: " + name + ")"); attachment.region = region; } return attachment; } newBoundingBoxAttachment(skin, name) { return new BoundingBoxAttachment(name); } newPathAttachment(skin, name) { return new PathAttachment(name); } newPointAttachment(skin, name) { return new PointAttachment(name); } newClippingAttachment(skin, name) { return new ClippingAttachment(name); } }; // spine-core/src/BoneData.ts var BoneData = class { /** The index of the bone in {@link Skeleton#getBones()}. */ index = 0; /** The name of the bone, which is unique across all bones in the skeleton. */ name; /** @returns May be null. */ parent = null; /** The bone's length. */ length = 0; /** The local x translation. */ x = 0; /** The local y translation. */ y = 0; /** The local rotation in degrees, counter clockwise. */ rotation = 0; /** The local scaleX. */ scaleX = 1; /** The local scaleY. */ scaleY = 1; /** The local shearX. */ shearX = 0; /** The local shearX. */ shearY = 0; /** The transform mode for how parent world transforms affect this bone. */ inherit = 0 /* Normal */; /** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this * bone. * @see Skin#bones */ skinRequired = false; /** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually * rendered at runtime. */ color = new Color(); /** The bone icon as it was in Spine, or null if nonessential data was not exported. */ icon; /** False if the bone was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */ visible = false; constructor(index, name, parent) { if (index < 0) throw new Error("index must be >= 0."); if (!name) throw new Error("name cannot be null."); this.index = index; this.name = name; this.parent = parent; } }; var Inherit = /* @__PURE__ */ ((Inherit2) => { Inherit2[Inherit2["Normal"] = 0] = "Normal"; Inherit2[Inherit2["OnlyTranslation"] = 1] = "OnlyTranslation"; Inherit2[Inherit2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection"; Inherit2[Inherit2["NoScale"] = 3] = "NoScale"; Inherit2[Inherit2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection"; return Inherit2; })(Inherit || {}); // spine-core/src/Bone.ts var Bone = class { /** The bone's setup pose data. */ data; /** The skeleton this bone belongs to. */ skeleton; /** The parent bone, or null if this is the root bone. */ parent = null; /** The immediate children of this bone. */ children = new Array(); /** The local x translation. */ x = 0; /** The local y translation. */ y = 0; /** The local rotation in degrees, counter clockwise. */ rotation = 0; /** The local scaleX. */ scaleX = 0; /** The local scaleY. */ scaleY = 0; /** The local shearX. */ shearX = 0; /** The local shearY. */ shearY = 0; /** The applied local x translation. */ ax = 0; /** The applied local y translation. */ ay = 0; /** The applied local rotation in degrees, counter clockwise. */ arotation = 0; /** The applied local scaleX. */ ascaleX = 0; /** The applied local scaleY. */ ascaleY = 0; /** The applied local shearX. */ ashearX = 0; /** The applied local shearY. */ ashearY = 0; /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */ a = 0; /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */ b = 0; /** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */ c = 0; /** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */ d = 0; /** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */ worldY = 0; /** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */ worldX = 0; inherit = 0 /* Normal */; sorted = false; active = false; /** @param parent May be null. */ constructor(data, skeleton, parent) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.skeleton = skeleton; this.parent = parent; this.setToSetupPose(); } /** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the * {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */ isActive() { return this.active; } /** Computes the world transform using the parent bone and this bone's local applied transform. */ update(physics) { this.updateWorldTransformWith(this.ax, this.ay, this.arotation, this.ascaleX, this.ascaleY, this.ashearX, this.ashearY); } /** Computes the world transform using the parent bone and this bone's local transform. * * See {@link #updateWorldTransformWith()}. */ updateWorldTransform() { this.updateWorldTransformWith(this.x, this.y, this.rotation, this.scaleX, this.scaleY, this.shearX, this.shearY); } /** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the * specified local transform. Child bones are not updated. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. */ updateWorldTransformWith(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; let parent = this.parent; if (!parent) { let skeleton = this.skeleton; const sx = skeleton.scaleX, sy = skeleton.scaleY; const rx = (rotation + shearX) * MathUtils.degRad; const ry = (rotation + 90 + shearY) * MathUtils.degRad; this.a = Math.cos(rx) * scaleX * sx; this.b = Math.cos(ry) * scaleY * sx; this.c = Math.sin(rx) * scaleX * sy; this.d = Math.sin(ry) * scaleY * sy; this.worldX = x * sx + skeleton.x; this.worldY = y * sy + skeleton.y; return; } let 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.inherit) { case 0 /* Normal */: { const rx = (rotation + shearX) * MathUtils.degRad; const ry = (rotation + 90 + shearY) * MathUtils.degRad; const la = Math.cos(rx) * scaleX; const lb = Math.cos(ry) * scaleY; const lc = Math.sin(rx) * scaleX; const ld = Math.sin(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; return; } case 1 /* OnlyTranslation */: { const rx = (rotation + shearX) * MathUtils.degRad; const ry = (rotation + 90 + shearY) * MathUtils.degRad; this.a = Math.cos(rx) * scaleX; this.b = Math.cos(ry) * scaleY; this.c = Math.sin(rx) * scaleX; this.d = Math.sin(ry) * scaleY; break; } case 2 /* NoRotationOrReflection */: { let sx = 1 / this.skeleton.scaleX, sy = 1 / this.skeleton.scaleY; pa *= sx; pc *= sy; let s = pa * pa + pc * pc; let prx = 0; if (s > 1e-4) { s = Math.abs(pa * pd * sy - pb * sx * pc) / s; pb = pc * s; pd = pa * s; prx = Math.atan2(pc, pa) * MathUtils.radDeg; } else { pa = 0; pc = 0; prx = 90 - Math.atan2(pd, pb) * MathUtils.radDeg; } const rx = (rotation + shearX - prx) * MathUtils.degRad; const ry = (rotation + shearY - prx + 90) * MathUtils.degRad; const la = Math.cos(rx) * scaleX; const lb = Math.cos(ry) * scaleY; const lc = Math.sin(rx) * scaleX; const ld = Math.sin(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 3 /* NoScale */: case 4 /* NoScaleOrReflection */: { rotation *= MathUtils.degRad; const cos = Math.cos(rotation), sin = Math.sin(rotation); let za = (pa * cos + pb * sin) / this.skeleton.scaleX; let zc = (pc * cos + pd * sin) / this.skeleton.scaleY; let s = Math.sqrt(za * za + zc * zc); if (s > 1e-5) s = 1 / s; za *= s; zc *= s; s = Math.sqrt(za * za + zc * zc); if (this.inherit == 3 /* NoScale */ && pa * pd - pb * pc < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) s = -s; rotation = Math.PI / 2 + Math.atan2(zc, za); const zb = Math.cos(rotation) * s; const zd = Math.sin(rotation) * s; shearX *= MathUtils.degRad; shearY = (90 + shearY) * MathUtils.degRad; const la = Math.cos(shearX) * scaleX; const lb = Math.cos(shearY) * scaleY; const lc = Math.sin(shearX) * scaleX; const ld = Math.sin(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; } /** Sets this bone's local transform to the setup pose. */ setToSetupPose() { let 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; this.inherit = data.inherit; } /** Computes the applied transform values from the world transform. * * If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so * the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other * constraints). * * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after * calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */ updateAppliedTransform() { let parent = this.parent; if (!parent) { this.ax = this.worldX - this.skeleton.x; this.ay = this.worldY - this.skeleton.y; this.arotation = Math.atan2(this.c, this.a) * 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) * MathUtils.radDeg; return; } let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; let pid = 1 / (pa * pd - pb * pc); let ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid; let dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY; this.ax = dx * ia - dy * ib; this.ay = dy * id - dx * ic; let ra, rb, rc, rd; if (this.inherit == 1 /* OnlyTranslation */) { ra = this.a; rb = this.b; rc = this.c; rd = this.d; } else { switch (this.inherit) { case 2 /* NoRotationOrReflection */: { let s2 = Math.abs(pa * pd - pb * pc) / (pa * pa + pc * pc); pb = -pc * this.skeleton.scaleX * s2 / this.skeleton.scaleY; pd = pa * this.skeleton.scaleY * s2 / this.skeleton.scaleX; pid = 1 / (pa * pd - pb * pc); ia = pd * pid; ib = pb * pid; break; } case 3 /* NoScale */: case 4 /* NoScaleOrReflection */: let cos = MathUtils.cosDeg(this.rotation), sin = MathUtils.sinDeg(this.rotation); pa = (pa * cos + pb * sin) / this.skeleton.scaleX; pc = (pc * cos + pd * sin) / this.skeleton.scaleY; let s = Math.sqrt(pa * pa + pc * pc); if (s > 1e-5) s = 1 / s; pa *= s; pc *= s; s = Math.sqrt(pa * pa + pc * pc); if (this.inherit == 3 /* NoScale */ && pid < 0 != (this.skeleton.scaleX < 0 != this.skeleton.scaleY < 0)) s = -s; let r = MathUtils.PI / 2 + Math.atan2(pc, pa); pb = Math.cos(r) * s; pd = Math.sin(r) * s; pid = 1 / (pa * pd - pb * pc); ia = pd * pid; ib = pb * pid; ic = pc * pid; id = pa * pid; } ra = ia * this.a - ib * this.c; rb = ia * this.b - ib * this.d; rc = id * this.c - ic * this.a; rd = id * this.d - ic * this.b; } this.ashearX = 0; this.ascaleX = Math.sqrt(ra * ra + rc * rc); if (this.ascaleX > 1e-4) { let det = ra * rd - rb * rc; this.ascaleY = det / this.ascaleX; this.ashearY = -Math.atan2(ra * rb + rc * rd, det) * MathUtils.radDeg; this.arotation = Math.atan2(rc, ra) * MathUtils.radDeg; } else { this.ascaleX = 0; this.ascaleY = Math.sqrt(rb * rb + rd * rd); this.ashearY = 0; this.arotation = 90 - Math.atan2(rd, rb) * MathUtils.radDeg; } } /** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */ getWorldRotationX() { return Math.atan2(this.c, this.a) * MathUtils.radDeg; } /** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */ getWorldRotationY() { return Math.atan2(this.d, this.b) * MathUtils.radDeg; } /** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */ getWorldScaleX() { return Math.sqrt(this.a * this.a + this.c * this.c); } /** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */ getWorldScaleY() { return Math.sqrt(this.b * this.b + this.d * this.d); } /** Transforms a point from world coordinates to the bone's local coordinates. */ worldToLocal(world) { let invDet = 1 / (this.a * this.d - this.b * this.c); let x = world.x - this.worldX, y = world.y - this.worldY; world.x = x * this.d * invDet - y * this.b * invDet; world.y = y * this.a * invDet - x * this.c * invDet; return world; } /** Transforms a point from the bone's local coordinates to world coordinates. */ localToWorld(local) { let 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; } /** Transforms a point from world coordinates to the parent bone's local coordinates. */ worldToParent(world) { if (world == null) throw new Error("world cannot be null."); return this.parent == null ? world : this.parent.worldToLocal(world); } /** Transforms a point from the parent bone's coordinates to world coordinates. */ parentToWorld(world) { if (world == null) throw new Error("world cannot be null."); return this.parent == null ? world : this.parent.localToWorld(world); } /** Transforms a world rotation to a local rotation. */ worldToLocalRotation(worldRotation) { let sin = MathUtils.sinDeg(worldRotation), cos = MathUtils.cosDeg(worldRotation); return Math.atan2(this.a * sin - this.c * cos, this.d * cos - this.b * sin) * MathUtils.radDeg + this.rotation - this.shearX; } /** Transforms a local rotation to a world rotation. */ localToWorldRotation(localRotation) { localRotation -= this.rotation - this.shearX; let sin = MathUtils.sinDeg(localRotation), cos = MathUtils.cosDeg(localRotation); return Math.atan2(cos * this.c + sin * this.d, cos * this.a + sin * this.b) * MathUtils.radDeg; } /** Rotates the world transform the specified amount. *

* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and * {@link #update(Physics)} will need to be called on any child bones, recursively. */ rotateWorld(degrees) { degrees *= MathUtils.degRad; const sin = Math.sin(degrees), cos = Math.cos(degrees); const ra = this.a, rb = this.b; this.a = cos * ra - sin * this.c; this.b = cos * rb - sin * this.d; this.c = sin * ra + cos * this.c; this.d = sin * rb + cos * this.d; } }; // spine-core/src/ConstraintData.ts var ConstraintData = class { constructor(name, order, skinRequired) { this.name = name; this.order = order; this.skinRequired = skinRequired; } }; // spine-core/src/AssetManagerBase.ts var AssetManagerBase = class { pathPrefix = ""; textureLoader; downloader; cache; errors = {}; toLoad = 0; loaded = 0; constructor(textureLoader, pathPrefix = "", downloader = new Downloader(), cache = new AssetCache()) { this.textureLoader = textureLoader; this.pathPrefix = pathPrefix; this.downloader = downloader; this.cache = cache; } start(path) { this.toLoad++; return this.pathPrefix + path; } success(callback, path, asset) { this.toLoad--; this.loaded++; this.cache.assets[path] = asset; this.cache.assetsRefCount[path] = (this.cache.assetsRefCount[path] || 0) + 1; if (callback) callback(path, asset); } error(callback, path, message) { this.toLoad--; this.loaded++; this.errors[path] = message; if (callback) callback(path, message); } loadAll() { let promise = new Promise((resolve, reject) => { let check = () => { if (this.isLoadingComplete()) { if (this.hasErrors()) reject(this.errors); else resolve(this); return; } requestAnimationFrame(check); }; requestAnimationFrame(check); }); return promise; } setRawDataURI(path, data) { this.downloader.rawDataUris[this.pathPrefix + path] = data; } loadBinary(path, success = () => { }, error = () => { }) { path = this.start(path); if (this.reuseAssets(path, success, error)) return; this.cache.assetsLoaded[path] = new Promise((resolve, reject) => { this.downloader.downloadBinary(path, (data) => { this.success(success, path, data); resolve(data); }, (status, responseText) => { const errorMsg = `Couldn't load binary ${path}: status ${status}, ${responseText}`; this.error(error, path, errorMsg); reject(errorMsg); }); }); } loadText(path, success = () => { }, error = () => { }) { path = this.start(path); this.downloader.downloadText(path, (data) => { this.success(success, path, data); }, (status, responseText) => { this.error(error, path, `Couldn't load text ${path}: status ${status}, ${responseText}`); }); } loadJson(path, success = () => { }, error = () => { }) { path = this.start(path); if (this.reuseAssets(path, success, error)) return; this.cache.assetsLoaded[path] = new Promise((resolve, reject) => { this.downloader.downloadJson(path, (data) => { this.success(success, path, data); resolve(data); }, (status, responseText) => { const errorMsg = `Couldn't load JSON ${path}: status ${status}, ${responseText}`; this.error(error, path, errorMsg); reject(errorMsg); }); }); } reuseAssets(path, success = () => { }, error = () => { }) { const loadedStatus = this.cache.assetsLoaded[path]; const alreadyExistsOrLoading = loadedStatus !== void 0; if (alreadyExistsOrLoading) { this.cache.assetsLoaded[path] = loadedStatus.then((data) => { data = data instanceof Image || data instanceof ImageBitmap ? this.textureLoader(data) : data; this.success(success, path, data); return data; }).catch((errorMsg) => this.error(error, path, errorMsg)); } return alreadyExistsOrLoading; } loadTexture(path, success = () => { }, error = () => { }) { path = this.start(path); if (this.reuseAssets(path, success, error)) return; this.cache.assetsLoaded[path] = new Promise((resolve, reject) => { let isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document); let isWebWorker = !isBrowser; if (isWebWorker) { fetch(path, { mode: "cors" }).then((response) => { if (response.ok) return response.blob(); const errorMsg = `Couldn't load image: ${path}`; this.error(error, path, `Couldn't load image: ${path}`); reject(errorMsg); }).then((blob) => { return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null; }).then((bitmap) => { if (bitmap) { const texture = this.createTexture(path, bitmap); this.success(success, path, texture); resolve(texture); } ; }); } else { let image = new Image(); if (typeof location === "undefined" || location.protocol !== "file:") image.crossOrigin = "anonymous"; image.onload = () => { const texture = this.createTexture(path, image); this.success(success, path, texture); resolve(texture); }; image.onerror = () => { const errorMsg = `Couldn't load image: ${path}`; this.error(error, path, errorMsg); reject(errorMsg); }; if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path]; image.src = path; } }); } loadTextureAtlas(path, success = () => { }, error = () => { }, fileAlias) { let index = path.lastIndexOf("/"); let parent = index >= 0 ? path.substring(0, index + 1) : ""; path = this.start(path); if (this.reuseAssets(path, success, error)) return; this.cache.assetsLoaded[path] = new Promise((resolve, reject) => { this.downloader.downloadText(path, (atlasText) => { try { const atlas = this.createTextureAtlas(path, atlasText); let toLoad = atlas.pages.length, abort = false; for (let page of atlas.pages) { this.loadTexture( !fileAlias ? parent + page.name : fileAlias[page.name], (imagePath, texture) => { if (!abort) { page.setTexture(texture); if (--toLoad == 0) { this.success(success, path, atlas); resolve(atlas); } } }, (imagePath, message) => { if (!abort) { const errorMsg = `Couldn't load texture ${path} page image: ${imagePath}`; this.error(error, path, errorMsg); reject(errorMsg); } abort = true; } ); } } catch (e) { const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`; this.error(error, path, errorMsg); reject(errorMsg); } }, (status, responseText) => { const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`; this.error(error, path, errorMsg); reject(errorMsg); }); }); } loadTextureAtlasButNoTextures(path, success = () => { }, error = () => { }, fileAlias) { path = this.start(path); if (this.reuseAssets(path, success, error)) return; this.cache.assetsLoaded[path] = new Promise((resolve, reject) => { this.downloader.downloadText(path, (atlasText) => { try { const atlas = this.createTextureAtlas(path, atlasText); this.success(success, path, atlas); resolve(atlas); } catch (e) { const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`; this.error(error, path, errorMsg); reject(errorMsg); } }, (status, responseText) => { const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`; this.error(error, path, errorMsg); reject(errorMsg); }); }); } // Promisified versions of load function async loadBinaryAsync(path) { return new Promise((resolve, reject) => { this.loadBinary( path, (_, binary) => resolve(binary), (_, message) => reject(message) ); }); } async loadJsonAsync(path) { return new Promise((resolve, reject) => { this.loadJson( path, (_, object) => resolve(object), (_, message) => reject(message) ); }); } async loadTextureAsync(path) { return new Promise((resolve, reject) => { this.loadTexture( path, (_, texture) => resolve(texture), (_, message) => reject(message) ); }); } async loadTextureAtlasAsync(path) { return new Promise((resolve, reject) => { this.loadTextureAtlas( path, (_, atlas) => resolve(atlas), (_, message) => reject(message) ); }); } async loadTextureAtlasButNoTexturesAsync(path) { return new Promise((resolve, reject) => { this.loadTextureAtlasButNoTextures( path, (_, atlas) => resolve(atlas), (_, message) => reject(message) ); }); } setCache(cache) { this.cache = cache; } get(path) { return this.cache.assets[this.pathPrefix + path]; } require(path) { path = this.pathPrefix + path; let asset = this.cache.assets[path]; if (asset) return asset; let error = this.errors[path]; throw Error("Asset not found: " + path + (error ? "\n" + error : "")); } remove(path) { path = this.pathPrefix + path; let asset = this.cache.assets[path]; if (asset.dispose) asset.dispose(); delete this.cache.assets[path]; delete this.cache.assetsRefCount[path]; delete this.cache.assetsLoaded[path]; return asset; } removeAll() { for (let path in this.cache.assets) { let asset = this.cache.assets[path]; if (asset.dispose) asset.dispose(); } this.cache.assets = {}; this.cache.assetsLoaded = {}; this.cache.assetsRefCount = {}; } isLoadingComplete() { return this.toLoad == 0; } getToLoad() { return this.toLoad; } getLoaded() { return this.loaded; } dispose() { this.removeAll(); } // dispose asset only if it's not used by others disposeAsset(path) { const asset = this.cache.assets[path]; if (asset instanceof TextureAtlas) { asset.dispose(); return; } this.disposeAssetInternal(path); } hasErrors() { return Object.keys(this.errors).length > 0; } getErrors() { return this.errors; } disposeAssetInternal(path) { if (this.cache.assetsRefCount[path] > 0 && --this.cache.assetsRefCount[path] === 0) { return this.remove(path); } } createTextureAtlas(path, atlasText) { const atlas = new TextureAtlas(atlasText); atlas.dispose = () => { if (this.cache.assetsRefCount[path] <= 0) return; this.disposeAssetInternal(path); for (const page of atlas.pages) { page.texture?.dispose(); } }; return atlas; } createTexture(path, image) { const texture = this.textureLoader(image); const textureDispose = texture.dispose.bind(texture); texture.dispose = () => { if (this.disposeAssetInternal(path)) textureDispose(); }; return texture; } }; var AssetCache = class _AssetCache { assets = {}; assetsRefCount = {}; assetsLoaded = {}; static AVAILABLE_CACHES = /* @__PURE__ */ new Map(); static getCache(id) { const cache = _AssetCache.AVAILABLE_CACHES.get(id); if (cache) return cache; const newCache = new _AssetCache(); _AssetCache.AVAILABLE_CACHES.set(id, newCache); return newCache; } async addAsset(path, asset) { this.assetsLoaded[path] = Promise.resolve(asset); this.assets[path] = await asset; } }; var Downloader = class { callbacks = {}; rawDataUris = {}; dataUriToString(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); } let base64Idx = dataUri.indexOf("base64,"); if (base64Idx != -1) { base64Idx += "base64,".length; return atob(dataUri.substr(base64Idx)); } else { return dataUri.substr(dataUri.indexOf(",") + 1); } } base64ToUint8Array(base64) { var binary_string = window.atob(base64); var len = binary_string.length; var bytes = new Uint8Array(len); for (var i = 0; i < len; i++) { bytes[i] = binary_string.charCodeAt(i); } return bytes; } dataUriToUint8Array(dataUri) { if (!dataUri.startsWith("data:")) { throw new Error("Not a data URI."); } let base64Idx = dataUri.indexOf("base64,"); if (base64Idx == -1) throw new Error("Not a binary data URI."); base64Idx += "base64,".length; return this.base64ToUint8Array(dataUri.substr(base64Idx)); } downloadText(url, success, error) { if (this.start(url, success, error)) return; const rawDataUri = this.rawDataUris[url]; if (rawDataUri && rawDataUri.startsWith("data:")) { try { this.finish(url, 200, this.dataUriToString(rawDataUri)); } catch (e) { this.finish(url, 400, JSON.stringify(e)); } return; } let request = new XMLHttpRequest(); request.overrideMimeType("text/html"); request.open("GET", rawDataUri ? rawDataUri : url, true); let done = () => { this.finish(url, request.status, request.responseText); }; request.onload = done; request.onerror = done; request.send(); } downloadJson(url, success, error) { this.downloadText(url, (data) => { success(JSON.parse(data)); }, error); } downloadBinary(url, success, error) { if (this.start(url, success, error)) return; const rawDataUri = this.rawDataUris[url]; if (rawDataUri && !rawDataUri.includes(".")) { try { this.finish(url, 200, this.dataUriToUint8Array(rawDataUri)); } catch (e) { this.finish(url, 400, JSON.stringify(e)); } return; } let request = new XMLHttpRequest(); request.open("GET", rawDataUri ? rawDataUri : url, true); request.responseType = "arraybuffer"; let onerror = () => { this.finish(url, request.status, request.response); }; request.onload = () => { if (request.status == 200 || request.status == 0) this.finish(url, 200, new Uint8Array(request.response)); else onerror(); }; request.onerror = onerror; request.send(); } start(url, success, error) { let callbacks = this.callbacks[url]; try { if (callbacks) return true; this.callbacks[url] = callbacks = []; } finally { callbacks.push(success, error); } } finish(url, status, data) { let callbacks = this.callbacks[url]; delete this.callbacks[url]; let args = status == 200 || status == 0 ? [data] : [status, data]; for (let i = args.length - 1, n = callbacks.length; i < n; i += 2) callbacks[i].apply(null, args); } }; // spine-core/src/Event.ts var Event = class { data; intValue = 0; floatValue = 0; stringValue = null; time = 0; volume = 0; balance = 0; constructor(time, data) { if (!data) throw new Error("data cannot be null."); this.time = time; this.data = data; } }; // spine-core/src/EventData.ts var EventData = class { name; intValue = 0; floatValue = 0; stringValue = null; audioPath = null; volume = 0; balance = 0; constructor(name) { this.name = name; } }; // spine-core/src/IkConstraint.ts var IkConstraint = class { /** The IK constraint's setup pose data. */ data; /** The bones that will be modified by this IK constraint. */ bones; /** The bone that is the IK target. */ target; /** Controls the bend direction of the IK bones, either 1 or -1. */ bendDirection = 0; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ compress = false; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ stretch = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ mix = 1; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ softness = 0; active = false; constructor(data, skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}`); this.bones.push(bone); } let target = skeleton.findBone(data.target.name); if (!target) throw new Error(`Couldn't find bone ${data.target.name}`); this.target = target; this.mix = data.mix; this.softness = data.softness; this.bendDirection = data.bendDirection; this.compress = data.compress; this.stretch = data.stretch; } isActive() { return this.active; } setToSetupPose() { const data = this.data; this.mix = data.mix; this.softness = data.softness; this.bendDirection = data.bendDirection; this.compress = data.compress; this.stretch = data.stretch; } update(physics) { if (this.mix == 0) return; let target = this.target; let 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.data.uniform, this.softness, this.mix); break; } } /** Applies 1 bone IK. The target is specified in the world coordinate system. */ apply1(bone, targetX, targetY, compress, stretch, uniform, alpha) { let p = bone.parent; if (!p) throw new Error("IK bone must have parent."); let pa = p.a, pb = p.b, pc = p.c, pd = p.d; let rotationIK = -bone.ashearX - bone.arotation, tx = 0, ty = 0; switch (bone.inherit) { case 1 /* OnlyTranslation */: tx = (targetX - bone.worldX) * MathUtils.signum(bone.skeleton.scaleX); ty = (targetY - bone.worldY) * MathUtils.signum(bone.skeleton.scaleY); break; case 2 /* NoRotationOrReflection */: let s = Math.abs(pa * pd - pb * pc) / Math.max(1e-4, pa * pa + pc * pc); let sa = pa / bone.skeleton.scaleX; let sc = pc / bone.skeleton.scaleY; pb = -sc * s * bone.skeleton.scaleX; pd = sa * s * bone.skeleton.scaleY; rotationIK += Math.atan2(sc, sa) * MathUtils.radDeg; // Fall through default: let x = targetX - p.worldX, y = targetY - p.worldY; let d = pa * pd - pb * pc; if (Math.abs(d) <= 1e-4) { tx = 0; ty = 0; } else { tx = (x * pd - y * pb) / d - bone.ax; ty = (y * pa - x * pc) / d - bone.ay; } } rotationIK += Math.atan2(ty, tx) * MathUtils.radDeg; if (bone.ascaleX < 0) rotationIK += 180; if (rotationIK > 180) rotationIK -= 360; else if (rotationIK < -180) rotationIK += 360; let sx = bone.ascaleX, sy = bone.ascaleY; if (compress || stretch) { switch (bone.inherit) { case 3 /* NoScale */: case 4 /* NoScaleOrReflection */: tx = targetX - bone.worldX; ty = targetY - bone.worldY; } const b = bone.data.length * sx; if (b > 1e-4) { const dd = tx * tx + ty * ty; if (compress && dd < b * b || stretch && dd > b * b) { const s = (Math.sqrt(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 ); } /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ apply2(parent, child, targetX, targetY, bendDir, stretch, uniform, softness, alpha) { if (parent.inherit != 0 /* Normal */ || child.inherit != 0 /* Normal */) return; let px = parent.ax, py = parent.ay, psx = parent.ascaleX, psy = parent.ascaleY, sx = psx, sy = psy, csx = child.ascaleX; let 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; let cx = child.ax, cy = 0, cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d; let u = Math.abs(psx - psy) <= 1e-4; if (!u || stretch) { 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; } let pp = parent.parent; if (!pp) throw new Error("IK parent must itself have a parent."); a = pp.a; b = pp.b; c = pp.c; d = pp.d; let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY; id = Math.abs(id) <= 1e-4 ? 0 : 1 / id; let dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py; let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2; if (l1 < 1e-4) { 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; let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py; let dd = tx * tx + ty * ty; if (softness != 0) { softness *= psx * (csx + 1) * 0.5; let td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness; if (sd > 0) { let 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; let cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2); if (cos < -1) { cos = -1; a2 = Math.PI * bendDir; } else if (cos > 1) { cos = 1; a2 = 0; if (stretch) { a = (Math.sqrt(dd) / (l1 + l2) - 1) * alpha + 1; sx *= a; if (uniform) sy *= a; } } else 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; let aa = a * a, bb = b * b, ta = Math.atan2(ty, tx); c = bb * l1 * l1 + aa * dd - aa * bb; let c1 = -2 * bb * l1, c2 = bb - aa; d = c1 * c1 - 4 * c2 * c; if (d >= 0) { let q = Math.sqrt(d); if (c1 < 0) q = -q; q = -(c1 + q) * 0.5; let r0 = q / c2, r1 = c / q; let r = Math.abs(r0) < Math.abs(r1) ? r0 : r1; r0 = dd - r * r; if (r0 >= 0) { y = Math.sqrt(r0) * bendDir; a1 = ta - Math.atan2(y, r); a2 = Math.atan2(y / psy, (r - l1) / psx); break outer; } } let minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0; let 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) * 0.5) { a1 = ta - Math.atan2(minY * bendDir, minX); a2 = minAngle * bendDir; } else { a1 = ta - Math.atan2(maxY * bendDir, maxX); a2 = maxAngle * bendDir; } } let os = Math.atan2(cy, cx) * s2; let rotation = parent.arotation; a1 = (a1 - os) * MathUtils.radDeg + os1 - rotation; if (a1 > 180) a1 -= 360; else if (a1 < -180) a1 += 360; parent.updateWorldTransformWith(px, py, rotation + a1 * alpha, sx, sy, 0, 0); rotation = child.arotation; a2 = ((a2 + os) * 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); } }; // spine-core/src/IkConstraintData.ts var IkConstraintData = class extends ConstraintData { /** The bones that are constrained by this IK constraint. */ bones = new Array(); /** The bone that is the IK target. */ _target = null; set target(boneData) { this._target = boneData; } get target() { if (!this._target) throw new Error("BoneData not set."); else return this._target; } /** Controls the bend direction of the IK bones, either 1 or -1. */ bendDirection = 0; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ compress = false; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ stretch = false; /** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone * is scaled on both the X and Y axes. */ uniform = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ mix = 0; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ softness = 0; constructor(name) { super(name, 0, false); } }; // spine-core/src/PathConstraintData.ts var PathConstraintData = class extends ConstraintData { /** The bones that will be modified by this path constraint. */ bones = new Array(); /** The slot whose path attachment will be used to constrained the bones. */ _target = null; set target(slotData) { this._target = slotData; } get target() { if (!this._target) throw new Error("SlotData not set."); else return this._target; } /** The mode for positioning the first bone on the path. */ positionMode = 0 /* Fixed */; /** The mode for positioning the bones after the first bone on the path. */ spacingMode = 1 /* Fixed */; /** The mode for adjusting the rotation of the bones. */ rotateMode = 1 /* Chain */; /** An offset added to the constrained bone rotation. */ offsetRotation = 0; /** The position along the path. */ position = 0; /** The spacing between bones. */ spacing = 0; mixRotate = 0; mixX = 0; mixY = 0; constructor(name) { super(name, 0, false); } }; var PositionMode = /* @__PURE__ */ ((PositionMode2) => { PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed"; PositionMode2[PositionMode2["Percent"] = 1] = "Percent"; return PositionMode2; })(PositionMode || {}); var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => { SpacingMode2[SpacingMode2["Length"] = 0] = "Length"; SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed"; SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent"; SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional"; return SpacingMode2; })(SpacingMode || {}); var RotateMode = /* @__PURE__ */ ((RotateMode2) => { RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent"; RotateMode2[RotateMode2["Chain"] = 1] = "Chain"; RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale"; return RotateMode2; })(RotateMode || {}); // spine-core/src/PathConstraint.ts var PathConstraint = class _PathConstraint { static NONE = -1; static BEFORE = -2; static AFTER = -3; static epsilon = 1e-5; /** The path constraint's setup pose data. */ data; /** The bones that will be modified by this path constraint. */ bones; /** The slot whose path attachment will be used to constrained the bones. */ target; /** The position along the path. */ position = 0; /** The spacing between bones. */ spacing = 0; mixRotate = 0; mixX = 0; mixY = 0; spaces = new Array(); positions = new Array(); world = new Array(); curves = new Array(); lengths = new Array(); segments = new Array(); active = false; constructor(data, skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0, n = data.bones.length; i < n; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findSlot(data.target.name); if (!target) throw new Error(`Couldn't find target bone ${data.target.name}`); this.target = target; this.position = data.position; this.spacing = data.spacing; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; } isActive() { return this.active; } setToSetupPose() { const data = this.data; this.position = data.position; this.spacing = data.spacing; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; } update(physics) { let attachment = this.target.getAttachment(); if (!(attachment instanceof PathAttachment)) return; let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY; if (mixRotate == 0 && mixX == 0 && mixY == 0) return; let data = this.data; let tangents = data.rotateMode == 0 /* Tangent */, scale = data.rotateMode == 2 /* ChainScale */; let bones = this.bones; let boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1; let spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : []; let spacing = this.spacing; switch (data.spacingMode) { case 2 /* Percent */: if (scale) { for (let i = 0, n = spacesCount - 1; i < n; i++) { let bone = bones[i]; let setupLength = bone.data.length; let x = setupLength * bone.a, y = setupLength * bone.c; lengths[i] = Math.sqrt(x * x + y * y); } } Utils.arrayFill(spaces, 1, spacesCount, spacing); break; case 3 /* Proportional */: let sum = 0; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = spacing; } else { let x = setupLength * bone.a, y = setupLength * bone.c; let length = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length; spaces[++i] = length; sum += length; } } if (sum > 0) { sum = spacesCount / sum * spacing; for (let i = 1; i < spacesCount; i++) spaces[i] *= sum; } break; default: let lengthSpacing = data.spacingMode == 0 /* Length */; for (let i = 0, n = spacesCount - 1; i < n; ) { let bone = bones[i]; let setupLength = bone.data.length; if (setupLength < _PathConstraint.epsilon) { if (scale) lengths[i] = 0; spaces[++i] = spacing; } else { let x = setupLength * bone.a, y = setupLength * bone.c; let length = Math.sqrt(x * x + y * y); if (scale) lengths[i] = length; spaces[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength; } } } let positions = this.computeWorldPositions(attachment, spacesCount, tangents); let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation; let tip = false; if (offsetRotation == 0) tip = data.rotateMode == 1 /* Chain */; else { tip = false; let p = this.target.bone; offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.degRad : -MathUtils.degRad; } for (let i = 0, p = 3; i < boneCount; i++, p += 3) { let bone = bones[i]; bone.worldX += (boneX - bone.worldX) * mixX; bone.worldY += (boneY - bone.worldY) * mixY; let x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY; if (scale) { let length = lengths[i]; if (length != 0) { let s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1; bone.a *= s; bone.c *= s; } } boneX = x; boneY = y; if (mixRotate > 0) { let 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); let length = bone.data.length; boneX += (length * (cos * a - sin * c) - dx) * mixRotate; boneY += (length * (sin * a + cos * c) - dy) * mixRotate; } else { r += offsetRotation; } if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; 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.updateAppliedTransform(); } } computeWorldPositions(path, spacesCount, tangents) { let target = this.target; let position = this.position; let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world; let closed2 = path.closed; let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE; if (!path.constantSpeed) { let lengths = path.lengths; curveCount -= closed2 ? 1 : 2; let pathLength2 = lengths[curveCount]; if (this.data.positionMode == 1 /* Percent */) position *= pathLength2; let multiplier2; switch (this.data.spacingMode) { case 2 /* Percent */: multiplier2 = pathLength2; break; case 3 /* Proportional */: multiplier2 = pathLength2 / spacesCount; break; default: multiplier2 = 1; } world = Utils.setArraySize(this.world, 8); for (let i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) { let space = spaces[i] * multiplier2; position += space; let p = position; if (closed2) { p %= pathLength2; if (p < 0) p += pathLength2; 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 > pathLength2) { if (prevCurve != _PathConstraint.AFTER) { prevCurve = _PathConstraint.AFTER; path.computeWorldVertices(target, verticesLength - 6, 4, world, 0, 2); } this.addAfterPosition(p - pathLength2, world, 0, out, o); continue; } for (; ; curve++) { let length = lengths[curve]; if (p > length) continue; if (curve == 0) p /= length; else { let prev = lengths[curve - 1]; p = (p - prev) / (length - prev); } break; } if (curve != prevCurve) { prevCurve = curve; if (closed2 && 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 (closed2) { verticesLength += 2; world = 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 = Utils.setArraySize(this.world, verticesLength); path.computeWorldVertices(target, 2, verticesLength, world, 0, 2); } let curves = Utils.setArraySize(this.curves, curveCount); let pathLength = 0; let x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0; let tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0; for (let 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 (this.data.positionMode == 1 /* Percent */) position *= pathLength; let multiplier; switch (this.data.spacingMode) { case 2 /* Percent */: multiplier = pathLength; break; case 3 /* Proportional */: multiplier = pathLength / spacesCount; break; default: multiplier = 1; } let segments = this.segments; let curveLength = 0; for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) { let space = spaces[i] * multiplier; position += space; let p = position; if (closed2) { 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++) { let length = curves[curve]; if (p > length) continue; if (curve == 0) p /= length; else { let prev = curves[curve - 1]; p = (p - prev) / (length - prev); } break; } if (curve != prevCurve) { prevCurve = curve; let 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) * 6e-3; dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 6e-3; 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++) { let length = segments[segment]; if (p > length) continue; if (segment == 0) p /= length; else { let prev = segments[segment - 1]; p = segment + (p - prev) / (length - prev); } break; } this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || i > 0 && space == 0); } return out; } addBeforePosition(p, temp, i, out, o) { let 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; } addAfterPosition(p, temp, i, out, o) { let 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; } addCurvePosition(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; } let tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u; let ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p; let 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 < 1e-3) 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)); } } }; // spine-core/src/PhysicsConstraint.ts var PhysicsConstraint = class { data; _bone = null; /** The bone constrained by this physics constraint. */ set bone(bone) { this._bone = bone; } get bone() { if (!this._bone) throw new Error("Bone not set."); else return this._bone; } inertia = 0; strength = 0; damping = 0; massInverse = 0; wind = 0; gravity = 0; mix = 0; _reset = true; ux = 0; uy = 0; cx = 0; cy = 0; tx = 0; ty = 0; xOffset = 0; xVelocity = 0; yOffset = 0; yVelocity = 0; rotateOffset = 0; rotateVelocity = 0; scaleOffset = 0; scaleVelocity = 0; active = false; skeleton; remaining = 0; lastTime = 0; constructor(data, skeleton) { this.data = data; this.skeleton = skeleton; this.bone = skeleton.bones[data.bone.index]; this.inertia = data.inertia; this.strength = data.strength; this.damping = data.damping; this.massInverse = data.massInverse; this.wind = data.wind; this.gravity = data.gravity; this.mix = data.mix; } reset() { this.remaining = 0; this.lastTime = this.skeleton.time; this._reset = true; this.xOffset = 0; this.xVelocity = 0; this.yOffset = 0; this.yVelocity = 0; this.rotateOffset = 0; this.rotateVelocity = 0; this.scaleOffset = 0; this.scaleVelocity = 0; } setToSetupPose() { const data = this.data; this.inertia = data.inertia; this.strength = data.strength; this.damping = data.damping; this.massInverse = data.massInverse; this.wind = data.wind; this.gravity = data.gravity; this.mix = data.mix; } isActive() { return this.active; } /** Applies the constraint to the constrained bones. */ update(physics) { const mix = this.mix; if (mix == 0) return; const x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0; const bone = this.bone; const l = bone.data.length; switch (physics) { case 0 /* none */: return; case 1 /* reset */: this.reset(); // Fall through. case 2 /* update */: const skeleton = this.skeleton; const delta = Math.max(this.skeleton.time - this.lastTime, 0); this.remaining += delta; this.lastTime = skeleton.time; const bx = bone.worldX, by = bone.worldY; if (this._reset) { this._reset = false; this.ux = bx; this.uy = by; } else { let a = this.remaining, i = this.inertia, t = this.data.step, f = this.skeleton.data.referenceScale, d = -1; let qx = this.data.limit * delta, qy = qx * Math.abs(skeleton.scaleY); qx *= Math.abs(skeleton.scaleX); if (x || y) { if (x) { const u = (this.ux - bx) * i; this.xOffset += u > qx ? qx : u < -qx ? -qx : u; this.ux = bx; } if (y) { const u = (this.uy - by) * i; this.yOffset += u > qy ? qy : u < -qy ? -qy : u; this.uy = by; } if (a >= t) { d = Math.pow(this.damping, 60 * t); const m = this.massInverse * t, e = this.strength, w = this.wind * f * skeleton.scaleX, g = this.gravity * f * skeleton.scaleY; do { if (x) { this.xVelocity += (w - this.xOffset * e) * m; this.xOffset += this.xVelocity * t; this.xVelocity *= d; } if (y) { this.yVelocity -= (g + this.yOffset * e) * m; this.yOffset += this.yVelocity * t; this.yVelocity *= d; } a -= t; } while (a >= t); } if (x) bone.worldX += this.xOffset * mix * this.data.x; if (y) bone.worldY += this.yOffset * mix * this.data.y; } if (rotateOrShearX || scaleX) { let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0; let dx = this.cx - bone.worldX, dy = this.cy - bone.worldY; if (dx > qx) dx = qx; else if (dx < -qx) dx = -qx; if (dy > qy) dy = qy; else if (dy < -qy) dy = -qy; if (rotateOrShearX) { mr = (this.data.rotate + this.data.shearX) * mix; let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - this.rotateOffset * mr; this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i; r = this.rotateOffset * mr + ca; c = Math.cos(r); s = Math.sin(r); if (scaleX) { r = l * bone.getWorldScaleX(); if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r; } } else { c = Math.cos(ca); s = Math.sin(ca); const r = l * bone.getWorldScaleX(); if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r; } a = this.remaining; if (a >= t) { if (d == -1) d = Math.pow(this.damping, 60 * t); const m = this.massInverse * t, e = this.strength, w = this.wind, g = Skeleton.yDown ? -this.gravity : this.gravity, h = l / f; while (true) { a -= t; if (scaleX) { this.scaleVelocity += (w * c - g * s - this.scaleOffset * e) * m; this.scaleOffset += this.scaleVelocity * t; this.scaleVelocity *= d; } if (rotateOrShearX) { this.rotateVelocity -= ((w * s + g * c) * h + this.rotateOffset * e) * m; this.rotateOffset += this.rotateVelocity * t; this.rotateVelocity *= d; if (a < t) break; const r = this.rotateOffset * mr + ca; c = Math.cos(r); s = Math.sin(r); } else if (a < t) break; } } } this.remaining = a; } this.cx = bone.worldX; this.cy = bone.worldY; break; case 3 /* pose */: if (x) bone.worldX += this.xOffset * mix * this.data.x; if (y) bone.worldY += this.yOffset * mix * this.data.y; } if (rotateOrShearX) { let o = this.rotateOffset * mix, s = 0, c = 0, a = 0; if (this.data.shearX > 0) { let r = 0; if (this.data.rotate > 0) { r = o * this.data.rotate; s = Math.sin(r); c = Math.cos(r); a = bone.b; bone.b = c * a - s * bone.d; bone.d = s * a + c * bone.d; } r += o * this.data.shearX; s = Math.sin(r); c = Math.cos(r); a = bone.a; bone.a = c * a - s * bone.c; bone.c = s * a + c * bone.c; } else { o *= this.data.rotate; s = Math.sin(o); c = Math.cos(o); a = bone.a; bone.a = c * a - s * bone.c; bone.c = s * a + c * bone.c; a = bone.b; bone.b = c * a - s * bone.d; bone.d = s * a + c * bone.d; } } if (scaleX) { const s = 1 + this.scaleOffset * mix * this.data.scaleX; bone.a *= s; bone.c *= s; } if (physics != 3 /* pose */) { this.tx = l * bone.a; this.ty = l * bone.c; } bone.updateAppliedTransform(); } /** Translates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone moved an additional * amount in world space. */ translate(x, y) { this.ux -= x; this.uy -= y; this.cx -= x; this.cy -= y; } /** Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the * specified point in world space. */ rotate(x, y, degrees) { const r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r); const dx = this.cx - x, dy = this.cy - y; this.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy); } }; // spine-core/src/Slot.ts var Slot = class { /** The slot's setup pose data. */ data; /** The bone this slot belongs to. */ bone; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color; /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor = null; attachment = null; attachmentState = 0; /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the * {@link Sequence#getSetupIndex()}. */ sequenceIndex = -1; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ deform = new Array(); constructor(data, bone) { if (!data) throw new Error("data cannot be null."); if (!bone) throw new Error("bone cannot be null."); this.data = data; this.bone = bone; this.color = new Color(); this.darkColor = !data.darkColor ? null : new Color(); this.setToSetupPose(); } /** The skeleton this slot belongs to. */ getSkeleton() { return this.bone.skeleton; } /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment() { return this.attachment; } /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the * specified attachment. */ setAttachment(attachment) { if (this.attachment == attachment) return; if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment != this.attachment.timelineAttachment) { this.deform.length = 0; } this.attachment = attachment; this.sequenceIndex = -1; } /** Sets this slot to the setup pose. */ setToSetupPose() { this.color.setFromColor(this.data.color); if (this.darkColor) this.darkColor.setFromColor(this.data.darkColor); if (!this.data.attachmentName) this.attachment = null; else { this.attachment = null; this.setAttachment(this.bone.skeleton.getAttachment(this.data.index, this.data.attachmentName)); } } }; // spine-core/src/TransformConstraint.ts var TransformConstraint = class { /** The transform constraint's setup pose data. */ data; /** The bones that will be modified by this transform constraint. */ bones; /** The target bone whose world transform will be copied to the constrained bones. */ target; mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0; temp = new Vector2(); active = false; constructor(data, skeleton) { if (!data) throw new Error("data cannot be null."); if (!skeleton) throw new Error("skeleton cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let bone = skeleton.findBone(data.bones[i].name); if (!bone) throw new Error(`Couldn't find bone ${data.bones[i].name}.`); this.bones.push(bone); } let target = skeleton.findBone(data.target.name); if (!target) throw new Error(`Couldn't find target bone ${data.target.name}.`); this.target = target; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; this.mixScaleX = data.mixScaleX; this.mixScaleY = data.mixScaleY; this.mixShearY = data.mixShearY; } isActive() { return this.active; } setToSetupPose() { const data = this.data; this.mixRotate = data.mixRotate; this.mixX = data.mixX; this.mixY = data.mixY; this.mixScaleX = data.mixScaleX; this.mixScaleY = data.mixScaleY; this.mixShearY = data.mixShearY; } update(physics) { if (this.mixRotate == 0 && this.mixX == 0 && this.mixY == 0 && this.mixScaleX == 0 && this.mixScaleY == 0 && this.mixShearY == 0) return; if (this.data.local) { if (this.data.relative) this.applyRelativeLocal(); else this.applyAbsoluteLocal(); } else { if (this.data.relative) this.applyRelativeWorld(); else this.applyAbsoluteWorld(); } } applyAbsoluteWorld() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let translate = mixX != 0 || mixY != 0; let target = this.target; let ta = target.a, tb = target.b, tc = target.c, td = target.d; let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; let offsetRotation = this.data.offsetRotation * degRadReflect; let offsetShearY = this.data.offsetShearY * degRadReflect; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (mixRotate != 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let r = Math.atan2(tc, ta) - Math.atan2(c, a) + offsetRotation; if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; let cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } if (translate) { let temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += (temp.x - bone.worldX) * mixX; bone.worldY += (temp.y - bone.worldY) * mixY; } if (mixScaleX != 0) { let s = Math.sqrt(bone.a * bone.a + bone.c * bone.c); if (s != 0) s = (s + (Math.sqrt(ta * ta + tc * tc) - s + this.data.offsetScaleX) * mixScaleX) / s; bone.a *= s; bone.c *= s; } if (mixScaleY != 0) { let s = Math.sqrt(bone.b * bone.b + bone.d * bone.d); if (s != 0) s = (s + (Math.sqrt(tb * tb + td * td) - s + this.data.offsetScaleY) * mixScaleY) / s; bone.b *= s; bone.d *= s; } if (mixShearY > 0) { let b = bone.b, d = bone.d; let by = Math.atan2(d, b); let r = Math.atan2(td, tb) - Math.atan2(tc, ta) - (by - Math.atan2(bone.c, bone.a)); if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r = by + (r + offsetShearY) * mixShearY; let s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; } bone.updateAppliedTransform(); } } applyRelativeWorld() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let translate = mixX != 0 || mixY != 0; let target = this.target; let ta = target.a, tb = target.b, tc = target.c, td = target.d; let degRadReflect = ta * td - tb * tc > 0 ? MathUtils.degRad : -MathUtils.degRad; let offsetRotation = this.data.offsetRotation * degRadReflect, offsetShearY = this.data.offsetShearY * degRadReflect; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (mixRotate != 0) { let a = bone.a, b = bone.b, c = bone.c, d = bone.d; let r = Math.atan2(tc, ta) + offsetRotation; if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; r *= mixRotate; let cos = Math.cos(r), sin = Math.sin(r); bone.a = cos * a - sin * c; bone.b = cos * b - sin * d; bone.c = sin * a + cos * c; bone.d = sin * b + cos * d; } if (translate) { let temp = this.temp; target.localToWorld(temp.set(this.data.offsetX, this.data.offsetY)); bone.worldX += temp.x * mixX; bone.worldY += temp.y * mixY; } if (mixScaleX != 0) { let s = (Math.sqrt(ta * ta + tc * tc) - 1 + this.data.offsetScaleX) * mixScaleX + 1; bone.a *= s; bone.c *= s; } if (mixScaleY != 0) { let s = (Math.sqrt(tb * tb + td * td) - 1 + this.data.offsetScaleY) * mixScaleY + 1; bone.b *= s; bone.d *= s; } if (mixShearY > 0) { let r = Math.atan2(td, tb) - Math.atan2(tc, ta); if (r > MathUtils.PI) r -= MathUtils.PI2; else if (r < -MathUtils.PI) r += MathUtils.PI2; let b = bone.b, d = bone.d; r = Math.atan2(d, b) + (r - MathUtils.PI / 2 + offsetShearY) * mixShearY; let s = Math.sqrt(b * b + d * d); bone.b = Math.cos(r) * s; bone.d = Math.sin(r) * s; } bone.updateAppliedTransform(); } } applyAbsoluteLocal() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let target = this.target; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation; if (mixRotate != 0) rotation += (target.arotation - rotation + this.data.offsetRotation) * mixRotate; let x = bone.ax, y = bone.ay; x += (target.ax - x + this.data.offsetX) * mixX; y += (target.ay - y + this.data.offsetY) * mixY; let scaleX = bone.ascaleX, scaleY = bone.ascaleY; if (mixScaleX != 0 && scaleX != 0) scaleX = (scaleX + (target.ascaleX - scaleX + this.data.offsetScaleX) * mixScaleX) / scaleX; if (mixScaleY != 0 && scaleY != 0) scaleY = (scaleY + (target.ascaleY - scaleY + this.data.offsetScaleY) * mixScaleY) / scaleY; let shearY = bone.ashearY; if (mixShearY != 0) shearY += (target.ashearY - shearY + this.data.offsetShearY) * mixShearY; bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } applyRelativeLocal() { let mixRotate = this.mixRotate, mixX = this.mixX, mixY = this.mixY, mixScaleX = this.mixScaleX, mixScaleY = this.mixScaleY, mixShearY = this.mixShearY; let target = this.target; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; let rotation = bone.arotation + (target.arotation + this.data.offsetRotation) * mixRotate; let x = bone.ax + (target.ax + this.data.offsetX) * mixX; let y = bone.ay + (target.ay + this.data.offsetY) * mixY; let scaleX = bone.ascaleX * ((target.ascaleX - 1 + this.data.offsetScaleX) * mixScaleX + 1); let scaleY = bone.ascaleY * ((target.ascaleY - 1 + this.data.offsetScaleY) * mixScaleY + 1); let shearY = bone.ashearY + (target.ashearY + this.data.offsetShearY) * mixShearY; bone.updateWorldTransformWith(x, y, rotation, scaleX, scaleY, bone.ashearX, shearY); } } }; // spine-core/src/Skeleton.ts var Skeleton = class _Skeleton { static quadTriangles = [0, 1, 2, 2, 3, 0]; static yDown = false; /** The skeleton's setup pose data. */ data; /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ bones; /** The skeleton's slots in the setup pose draw order. */ slots; /** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */ drawOrder; /** The skeleton's IK constraints. */ ikConstraints; /** The skeleton's transform constraints. */ transformConstraints; /** The skeleton's path constraints. */ pathConstraints; /** The skeleton's physics constraints. */ physicsConstraints; /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */ _updateCache = new Array(); /** The skeleton's current skin. May be null. */ skin = null; /** The color to tint all the skeleton's attachments. */ color; /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ scaleX = 1; /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale * inheritance. */ _scaleY = 1; get scaleY() { return _Skeleton.yDown ? -this._scaleY : this._scaleY; } set scaleY(scaleY) { this._scaleY = scaleY; } /** Sets the skeleton X position, which is added to the root bone worldX position. */ x = 0; /** Sets the skeleton Y position, which is added to the root bone worldY position. */ y = 0; /** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}. *

* See {@link #update(float)}. */ time = 0; constructor(data) { if (!data) throw new Error("data cannot be null."); this.data = data; this.bones = new Array(); for (let i = 0; i < data.bones.length; i++) { let boneData = data.bones[i]; let bone; if (!boneData.parent) bone = new Bone(boneData, this, null); else { let parent = this.bones[boneData.parent.index]; bone = new Bone(boneData, this, parent); parent.children.push(bone); } this.bones.push(bone); } this.slots = new Array(); this.drawOrder = new Array(); for (let i = 0; i < data.slots.length; i++) { let slotData = data.slots[i]; let bone = this.bones[slotData.boneData.index]; let slot = new Slot(slotData, bone); this.slots.push(slot); this.drawOrder.push(slot); } this.ikConstraints = new Array(); for (let i = 0; i < data.ikConstraints.length; i++) { let ikConstraintData = data.ikConstraints[i]; this.ikConstraints.push(new IkConstraint(ikConstraintData, this)); } this.transformConstraints = new Array(); for (let i = 0; i < data.transformConstraints.length; i++) { let transformConstraintData = data.transformConstraints[i]; this.transformConstraints.push(new TransformConstraint(transformConstraintData, this)); } this.pathConstraints = new Array(); for (let i = 0; i < data.pathConstraints.length; i++) { let pathConstraintData = data.pathConstraints[i]; this.pathConstraints.push(new PathConstraint(pathConstraintData, this)); } this.physicsConstraints = new Array(); for (let i = 0; i < data.physicsConstraints.length; i++) { let physicsConstraintData = data.physicsConstraints[i]; this.physicsConstraints.push(new PhysicsConstraint(physicsConstraintData, this)); } this.color = new Color(1, 1, 1, 1); this.updateCache(); } /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones, * constraints, or weighted path attachments are added or removed. */ updateCache() { let updateCache = this._updateCache; updateCache.length = 0; let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; bone.sorted = bone.data.skinRequired; bone.active = !bone.sorted; } if (this.skin) { let skinBones = this.skin.bones; for (let i = 0, n = this.skin.bones.length; i < n; i++) { let bone = this.bones[skinBones[i].index]; do { bone.sorted = false; bone.active = true; bone = bone.parent; } while (bone); } } let ikConstraints = this.ikConstraints; let transformConstraints = this.transformConstraints; let pathConstraints = this.pathConstraints; let physicsConstraints = this.physicsConstraints; let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length, physicsCount = this.physicsConstraints.length; let constraintCount = ikCount + transformCount + pathCount + physicsCount; outer: for (let i = 0; i < constraintCount; i++) { for (let ii = 0; ii < ikCount; ii++) { let constraint = ikConstraints[ii]; if (constraint.data.order == i) { this.sortIkConstraint(constraint); continue outer; } } for (let ii = 0; ii < transformCount; ii++) { let constraint = transformConstraints[ii]; if (constraint.data.order == i) { this.sortTransformConstraint(constraint); continue outer; } } for (let ii = 0; ii < pathCount; ii++) { let constraint = pathConstraints[ii]; if (constraint.data.order == i) { this.sortPathConstraint(constraint); continue outer; } } for (let ii = 0; ii < physicsCount; ii++) { const constraint = physicsConstraints[ii]; if (constraint.data.order == i) { this.sortPhysicsConstraint(constraint); continue outer; } } } for (let i = 0, n = bones.length; i < n; i++) this.sortBone(bones[i]); } sortIkConstraint(constraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; let target = constraint.target; this.sortBone(target); let constrained = constraint.bones; let parent = constrained[0]; this.sortBone(parent); if (constrained.length == 1) { this._updateCache.push(constraint); this.sortReset(parent.children); } else { let child = constrained[constrained.length - 1]; this.sortBone(child); this._updateCache.push(constraint); this.sortReset(parent.children); child.sorted = true; } } sortPathConstraint(constraint) { constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; let slot = constraint.target; let slotIndex = slot.data.index; let slotBone = slot.bone; if (this.skin) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone); if (this.data.defaultSkin && this.data.defaultSkin != this.skin) this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone); for (let i = 0, n = this.data.skins.length; i < n; i++) this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone); let attachment = slot.getAttachment(); if (attachment instanceof PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone); let constrained = constraint.bones; let boneCount = constrained.length; for (let i = 0; i < boneCount; i++) this.sortBone(constrained[i]); this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortTransformConstraint(constraint) { constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || this.skin && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; this.sortBone(constraint.target); let constrained = constraint.bones; let boneCount = constrained.length; if (constraint.data.local) { for (let i = 0; i < boneCount; i++) { let child = constrained[i]; this.sortBone(child.parent); this.sortBone(child); } } else { for (let i = 0; i < boneCount; i++) { this.sortBone(constrained[i]); } } this._updateCache.push(constraint); for (let i = 0; i < boneCount; i++) this.sortReset(constrained[i].children); for (let i = 0; i < boneCount; i++) constrained[i].sorted = true; } sortPathConstraintAttachment(skin, slotIndex, slotBone) { let attachments = skin.attachments[slotIndex]; if (!attachments) return; for (let key in attachments) { this.sortPathConstraintAttachmentWith(attachments[key], slotBone); } } sortPathConstraintAttachmentWith(attachment, slotBone) { if (!(attachment instanceof PathAttachment)) return; let pathBones = attachment.bones; if (!pathBones) this.sortBone(slotBone); else { let bones = this.bones; for (let i = 0, n = pathBones.length; i < n; ) { let nn = pathBones[i++]; nn += i; while (i < nn) this.sortBone(bones[pathBones[i++]]); } } } sortPhysicsConstraint(constraint) { const bone = constraint.bone; constraint.active = bone.active && (!constraint.data.skinRequired || this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true)); if (!constraint.active) return; this.sortBone(bone); this._updateCache.push(constraint); this.sortReset(bone.children); bone.sorted = true; } sortBone(bone) { if (!bone) return; if (bone.sorted) return; let parent = bone.parent; if (parent) this.sortBone(parent); bone.sorted = true; this._updateCache.push(bone); } sortReset(bones) { for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (!bone.active) continue; if (bone.sorted) this.sortReset(bone.children); bone.sorted = false; } } /** Updates the world transform for each bone and applies all constraints. * * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine * Runtimes Guide. */ updateWorldTransform(physics) { if (physics === void 0 || physics === null) throw new Error("physics is undefined"); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[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; } let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) updateCache[i].update(physics); } updateWorldTransformWith(physics, parent) { if (!parent) throw new Error("parent cannot be null."); let bones = this.bones; for (let i = 1, n = bones.length; i < n; i++) { let bone = bones[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; } let rootBone = this.getRootBone(); if (!rootBone) throw new Error("Root bone must not be null."); let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d; rootBone.worldX = pa * this.x + pb * this.y + parent.worldX; rootBone.worldY = pc * this.x + pd * this.y + parent.worldY; const rx = (rootBone.rotation + rootBone.shearX) * MathUtils.degRad; const ry = (rootBone.rotation + 90 + rootBone.shearY) * MathUtils.degRad; const la = Math.cos(rx) * rootBone.scaleX; const lb = Math.cos(ry) * rootBone.scaleY; const lc = Math.sin(rx) * rootBone.scaleX; const ld = Math.sin(ry) * rootBone.scaleY; rootBone.a = (pa * la + pb * lc) * this.scaleX; rootBone.b = (pa * lb + pb * ld) * this.scaleX; rootBone.c = (pc * la + pd * lc) * this.scaleY; rootBone.d = (pc * lb + pd * ld) * this.scaleY; let updateCache = this._updateCache; for (let i = 0, n = updateCache.length; i < n; i++) { let updatable = updateCache[i]; if (updatable != rootBone) updatable.update(physics); } } /** Sets the bones, constraints, and slots to their setup pose values. */ setToSetupPose() { this.setBonesToSetupPose(); this.setSlotsToSetupPose(); } /** Sets the bones and constraints to their setup pose values. */ setBonesToSetupPose() { for (const bone of this.bones) bone.setToSetupPose(); for (const constraint of this.ikConstraints) constraint.setToSetupPose(); for (const constraint of this.transformConstraints) constraint.setToSetupPose(); for (const constraint of this.pathConstraints) constraint.setToSetupPose(); for (const constraint of this.physicsConstraints) constraint.setToSetupPose(); } /** Sets the slots and draw order to their setup pose values. */ setSlotsToSetupPose() { let slots = this.slots; Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length); for (let i = 0, n = slots.length; i < n; i++) slots[i].setToSetupPose(); } /** @returns May return null. */ getRootBone() { if (this.bones.length == 0) return null; return this.bones[0]; } /** @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.data.name == boneName) return bone; } return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * repeatedly. * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) return slot; } return null; } /** Sets a skin by name. * * See {@link #setSkin()}. */ setSkinByName(skinName) { let skin = this.data.findSkin(skinName); if (!skin) throw new Error("Skin not found: " + skinName); this.setSkin(skin); } /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the * skin is changed, {@link #updateCache()} is called. * * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no * old skin, each slot's setup mode attachment is attached from the new skin. * * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. * @param newSkin May be null. */ setSkin(newSkin) { if (newSkin == this.skin) return; if (newSkin) { if (this.skin) newSkin.attachAll(this, this.skin); else { let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; let name = slot.data.attachmentName; if (name) { let attachment = newSkin.getAttachment(i, name); if (attachment) slot.setAttachment(attachment); } } } } this.skin = newSkin; this.updateCache(); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment * name. * * See {@link #getAttachment()}. * @returns May be null. */ getAttachmentByName(slotName, attachmentName) { let slot = this.data.findSlot(slotName); if (!slot) throw new Error(`Can't find slot with name ${slotName}`); return this.getAttachment(slot.index, attachmentName); } /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked. * * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. * @returns May be null. */ getAttachment(slotIndex, attachmentName) { if (!attachmentName) throw new Error("attachmentName cannot be null."); if (this.skin) { let attachment = this.skin.getAttachment(slotIndex, attachmentName); if (attachment) return attachment; } if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName); return null; } /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}. * @param attachmentName May be null to clear the slot's attachment. */ setAttachment(slotName, attachmentName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.data.name == slotName) { let attachment = null; if (attachmentName) { attachment = this.getAttachment(i, attachmentName); if (!attachment) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName); } slot.setAttachment(attachment); return; } } throw new Error("Slot not found: " + slotName); } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); return this.ikConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it repeatedly. * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); return this.transformConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it repeatedly. * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); return this.pathConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; } /** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this * method than to call it repeatedly. */ findPhysicsConstraint(constraintName) { if (constraintName == null) throw new Error("constraintName cannot be null."); return this.physicsConstraints.find((constraint) => constraint.data.name == constraintName) ?? null; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`. * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */ getBoundsRect(clipper) { let offset = new Vector2(); let size = new Vector2(); this.getBounds(offset, size, void 0, clipper); return { x: offset.x, y: offset.y, width: size.x, height: size.y }; } /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose. * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB. * @param size An output value, the width and height of the AABB. * @param temp Working memory to temporarily store attachments' computed world vertices. * @param clipper {@link SkeletonClipping} to use. If null, no clipping is applied. */ getBounds(offset, size, temp = new Array(2), clipper = null) { if (!offset) throw new Error("offset cannot be null."); if (!size) throw new Error("size cannot be null."); let drawOrder = this.drawOrder; let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; if (!slot.bone.active) continue; let verticesLength = 0; let vertices = null; let triangles = null; let attachment = slot.getAttachment(); if (attachment instanceof RegionAttachment) { verticesLength = 8; vertices = Utils.setArraySize(temp, verticesLength, 0); attachment.computeWorldVertices(slot, vertices, 0, 2); triangles = _Skeleton.quadTriangles; } else if (attachment instanceof MeshAttachment) { let mesh = attachment; verticesLength = mesh.worldVerticesLength; vertices = Utils.setArraySize(temp, verticesLength, 0); mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2); triangles = mesh.triangles; } else if (attachment instanceof ClippingAttachment && clipper != null) { clipper.clipStart(slot, attachment); continue; } if (vertices && triangles) { if (clipper != null && clipper.isClipping()) { clipper.clipTriangles(vertices, triangles, triangles.length); vertices = clipper.clippedVertices; verticesLength = clipper.clippedVertices.length; } for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) { let 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); } } if (clipper != null) clipper.clipEndWithSlot(slot); } if (clipper != null) clipper.clipEnd(); offset.set(minX, minY); size.set(maxX - minX, maxY - minY); } /** Increments the skeleton's {@link #time}. */ update(delta) { this.time += delta; } physicsTranslate(x, y) { const physicsConstraints = this.physicsConstraints; for (let i = 0, n = physicsConstraints.length; i < n; i++) physicsConstraints[i].translate(x, y); } /** Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */ physicsRotate(x, y, degrees) { const physicsConstraints = this.physicsConstraints; for (let i = 0, n = physicsConstraints.length; i < n; i++) physicsConstraints[i].rotate(x, y, degrees); } }; var Physics = /* @__PURE__ */ ((Physics2) => { Physics2[Physics2["none"] = 0] = "none"; Physics2[Physics2["reset"] = 1] = "reset"; Physics2[Physics2["update"] = 2] = "update"; Physics2[Physics2["pose"] = 3] = "pose"; return Physics2; })(Physics || {}); // spine-core/src/PhysicsConstraintData.ts var PhysicsConstraintData = class extends ConstraintData { _bone = null; /** The bone constrained by this physics constraint. */ set bone(boneData) { this._bone = boneData; } get bone() { if (!this._bone) throw new Error("BoneData not set."); else return this._bone; } x = 0; y = 0; rotate = 0; scaleX = 0; shearX = 0; limit = 0; step = 0; inertia = 0; strength = 0; damping = 0; massInverse = 0; wind = 0; gravity = 0; /** A percentage (0-1) that controls the mix between the constrained and unconstrained poses. */ mix = 0; inertiaGlobal = false; strengthGlobal = false; dampingGlobal = false; massGlobal = false; windGlobal = false; gravityGlobal = false; mixGlobal = false; constructor(name) { super(name, 0, false); } }; // spine-core/src/SkeletonData.ts var SkeletonData = class { /** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */ name = null; /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */ bones = new Array(); // Ordered parents first. /** The skeleton's slots in the setup pose draw order. */ slots = new Array(); // Setup pose draw order. skins = new Array(); /** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine. * * See {@link Skeleton#getAttachmentByName()}. * May be null. */ defaultSkin = null; /** The skeleton's events. */ events = new Array(); /** The skeleton's animations. */ animations = new Array(); /** The skeleton's IK constraints. */ ikConstraints = new Array(); /** The skeleton's transform constraints. */ transformConstraints = new Array(); /** The skeleton's path constraints. */ pathConstraints = new Array(); /** The skeleton's physics constraints. */ physicsConstraints = new Array(); /** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */ x = 0; /** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */ y = 0; /** The width of the skeleton's axis aligned bounding box in the setup pose. */ width = 0; /** The height of the skeleton's axis aligned bounding box in the setup pose. */ height = 0; /** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default * is 100. */ referenceScale = 100; /** The Spine version used to export the skeleton data, or null. */ version = null; /** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */ hash = null; // Nonessential /** The dopesheet FPS in Spine. Available only when nonessential data was exported. */ fps = 0; /** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */ imagesPath = null; /** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */ audioPath = null; /** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findBone(boneName) { if (!boneName) throw new Error("boneName cannot be null."); let bones = this.bones; for (let i = 0, n = bones.length; i < n; i++) { let bone = bones[i]; if (bone.name == boneName) return bone; } return null; } /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSlot(slotName) { if (!slotName) throw new Error("slotName cannot be null."); let slots = this.slots; for (let i = 0, n = slots.length; i < n; i++) { let slot = slots[i]; if (slot.name == slotName) return slot; } return null; } /** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findSkin(skinName) { if (!skinName) throw new Error("skinName cannot be null."); let skins = this.skins; for (let i = 0, n = skins.length; i < n; i++) { let skin = skins[i]; if (skin.name == skinName) return skin; } return null; } /** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it * multiple times. * @returns May be null. */ findEvent(eventDataName) { if (!eventDataName) throw new Error("eventDataName cannot be null."); let events = this.events; for (let i = 0, n = events.length; i < n; i++) { let event = events[i]; if (event.name == eventDataName) return event; } return null; } /** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to * call it multiple times. * @returns May be null. */ findAnimation(animationName) { if (!animationName) throw new Error("animationName cannot be null."); let animations = this.animations; for (let i = 0, n = animations.length; i < n; i++) { let animation = animations[i]; if (animation.name == animationName) return animation; } return null; } /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findIkConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); const ikConstraints = this.ikConstraints; for (let i = 0, n = ikConstraints.length; i < n; i++) { const constraint = ikConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of * this method than to call it multiple times. * @return May be null. */ findTransformConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); const transformConstraints = this.transformConstraints; for (let i = 0, n = transformConstraints.length; i < n; i++) { const constraint = transformConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findPathConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); const pathConstraints = this.pathConstraints; for (let i = 0, n = pathConstraints.length; i < n; i++) { const constraint = pathConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } /** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this method * than to call it multiple times. * @return May be null. */ findPhysicsConstraint(constraintName) { if (!constraintName) throw new Error("constraintName cannot be null."); const physicsConstraints = this.physicsConstraints; for (let i = 0, n = physicsConstraints.length; i < n; i++) { const constraint = physicsConstraints[i]; if (constraint.name == constraintName) return constraint; } return null; } }; // spine-core/src/Skin.ts var SkinEntry = class { constructor(slotIndex = 0, name, attachment) { this.slotIndex = slotIndex; this.name = name; this.attachment = attachment; } }; var Skin = class { /** The skin's name, which is unique across all skins in the skeleton. */ name; attachments = new Array(); bones = Array(); constraints = new Array(); /** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */ color = new Color(0.99607843, 0.61960787, 0.30980393, 1); // fe9e4fff constructor(name) { if (!name) throw new Error("name cannot be null."); this.name = name; } /** Adds an attachment to the skin for the specified slot index and name. */ setAttachment(slotIndex, name, attachment) { if (!attachment) throw new Error("attachment cannot be null."); let attachments = this.attachments; if (slotIndex >= attachments.length) attachments.length = slotIndex + 1; if (!attachments[slotIndex]) attachments[slotIndex] = {}; attachments[slotIndex][name] = attachment; } /** Adds all attachments, bones, and constraints from the specified skin to this skin. */ addSkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; let contained = false; for (let ii = 0; ii < this.bones.length; ii++) { if (this.bones[ii] == bone) { contained = true; break; } } if (!contained) this.bones.push(bone); } for (let i = 0; i < skin.constraints.length; i++) { let constraint = skin.constraints[i]; let contained = false; for (let ii = 0; ii < this.constraints.length; ii++) { if (this.constraints[ii] == constraint) { contained = true; break; } } if (!contained) this.constraints.push(constraint); } let attachments = skin.getAttachments(); for (let i = 0; i < attachments.length; i++) { var attachment = attachments[i]; this.setAttachment(attachment.slotIndex, attachment.name, attachment.attachment); } } /** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not * copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */ copySkin(skin) { for (let i = 0; i < skin.bones.length; i++) { let bone = skin.bones[i]; let contained = false; for (let ii = 0; ii < this.bones.length; ii++) { if (this.bones[ii] == bone) { contained = true; break; } } if (!contained) this.bones.push(bone); } for (let i = 0; i < skin.constraints.length; i++) { let constraint = skin.constraints[i]; let contained = false; for (let ii = 0; ii < this.constraints.length; ii++) { if (this.constraints[ii] == constraint) { contained = true; break; } } if (!contained) this.constraints.push(constraint); } let attachments = skin.getAttachments(); for (let i = 0; i < attachments.length; i++) { var attachment = attachments[i]; if (!attachment.attachment) continue; if (attachment.attachment instanceof 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); } } } /** Returns the attachment for the specified slot index and name, or null. */ getAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; return dictionary ? dictionary[name] : null; } /** Removes the attachment in the skin for the specified slot index and name, if any. */ removeAttachment(slotIndex, name) { let dictionary = this.attachments[slotIndex]; if (dictionary) delete dictionary[name]; } /** Returns all attachments in this skin. */ getAttachments() { let entries = new Array(); for (var i = 0; i < this.attachments.length; i++) { let slotAttachments = this.attachments[i]; if (slotAttachments) { for (let name in slotAttachments) { let attachment = slotAttachments[name]; if (attachment) entries.push(new SkinEntry(i, name, attachment)); } } } return entries; } /** Returns all attachments in this skin for the specified slot index. */ getAttachmentsForSlot(slotIndex, attachments) { let slotAttachments = this.attachments[slotIndex]; if (slotAttachments) { for (let name in slotAttachments) { let attachment = slotAttachments[name]; if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment)); } } } /** Clears all attachments, bones, and constraints. */ clear() { this.attachments.length = 0; this.bones.length = 0; this.constraints.length = 0; } /** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */ attachAll(skeleton, oldSkin) { let slotIndex = 0; for (let i = 0; i < skeleton.slots.length; i++) { let slot = skeleton.slots[i]; let slotAttachment = slot.getAttachment(); if (slotAttachment && slotIndex < oldSkin.attachments.length) { let dictionary = oldSkin.attachments[slotIndex]; for (let key in dictionary) { let skinAttachment = dictionary[key]; if (slotAttachment == skinAttachment) { let attachment = this.getAttachment(slotIndex, key); if (attachment) slot.setAttachment(attachment); break; } } } slotIndex++; } } }; // spine-core/src/SlotData.ts var SlotData = class { /** The index of the slot in {@link Skeleton#getSlots()}. */ index = 0; /** The name of the slot, which is unique across all slots in the skeleton. */ name; /** The bone this slot belongs to. */ boneData; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color = new Color(1, 1, 1, 1); /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor = null; /** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */ attachmentName = null; /** The blend mode for drawing the slot's attachment. */ blendMode = 0 /* Normal */; /** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */ visible = true; constructor(index, name, boneData) { if (index < 0) throw new Error("index must be >= 0."); if (!name) throw new Error("name cannot be null."); if (!boneData) throw new Error("boneData cannot be null."); this.index = index; this.name = name; this.boneData = boneData; } }; var BlendMode = /* @__PURE__ */ ((BlendMode3) => { BlendMode3[BlendMode3["Normal"] = 0] = "Normal"; BlendMode3[BlendMode3["Additive"] = 1] = "Additive"; BlendMode3[BlendMode3["Multiply"] = 2] = "Multiply"; BlendMode3[BlendMode3["Screen"] = 3] = "Screen"; return BlendMode3; })(BlendMode || {}); // spine-core/src/TransformConstraintData.ts var TransformConstraintData = class extends ConstraintData { /** The bones that will be modified by this transform constraint. */ bones = new Array(); /** The target bone whose world transform will be copied to the constrained bones. */ _target = null; set target(boneData) { this._target = boneData; } get target() { if (!this._target) throw new Error("BoneData not set."); else return this._target; } mixRotate = 0; mixX = 0; mixY = 0; mixScaleX = 0; mixScaleY = 0; mixShearY = 0; /** An offset added to the constrained bone rotation. */ offsetRotation = 0; /** An offset added to the constrained bone X translation. */ offsetX = 0; /** An offset added to the constrained bone Y translation. */ offsetY = 0; /** An offset added to the constrained bone scaleX. */ offsetScaleX = 0; /** An offset added to the constrained bone scaleY. */ offsetScaleY = 0; /** An offset added to the constrained bone shearY. */ offsetShearY = 0; relative = false; local = false; constructor(name) { super(name, 0, false); } }; // spine-core/src/SkeletonBinary.ts var SkeletonBinary = class { /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at * runtime than were used in Spine. * * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ scale = 1; attachmentLoader; linkedMeshes = new Array(); constructor(attachmentLoader) { this.attachmentLoader = attachmentLoader; } readSkeletonData(binary) { let scale = this.scale; let skeletonData = new SkeletonData(); skeletonData.name = ""; let input = new BinaryInput(binary); let lowHash = input.readInt32(); let highHash = input.readInt32(); skeletonData.hash = highHash == 0 && lowHash == 0 ? null : highHash.toString(16) + lowHash.toString(16); skeletonData.version = input.readString(); skeletonData.x = input.readFloat(); skeletonData.y = input.readFloat(); skeletonData.width = input.readFloat(); skeletonData.height = input.readFloat(); skeletonData.referenceScale = input.readFloat() * scale; let nonessential = input.readBoolean(); if (nonessential) { skeletonData.fps = input.readFloat(); skeletonData.imagesPath = input.readString(); skeletonData.audioPath = input.readString(); } let n = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { let str = input.readString(); if (!str) throw new Error("String in string table must not be null."); input.strings.push(str); } n = input.readInt(true); for (let i = 0; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Bone name must not be null."); let parent = i == 0 ? null : skeletonData.bones[input.readInt(true)]; let data = new BoneData(i, name, parent); 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.inherit = input.readByte(); data.skinRequired = input.readBoolean(); if (nonessential) { Color.rgba8888ToColor(data.color, input.readInt32()); data.icon = input.readString() ?? void 0; data.visible = input.readBoolean(); } skeletonData.bones.push(data); } n = input.readInt(true); for (let i = 0; i < n; i++) { let slotName = input.readString(); if (!slotName) throw new Error("Slot name must not be null."); let boneData = skeletonData.bones[input.readInt(true)]; let data = new SlotData(i, slotName, boneData); Color.rgba8888ToColor(data.color, input.readInt32()); let darkColor = input.readInt32(); if (darkColor != -1) Color.rgb888ToColor(data.darkColor = new Color(), darkColor); data.attachmentName = input.readStringRef(); data.blendMode = input.readInt(true); if (nonessential) data.visible = input.readBoolean(); skeletonData.slots.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("IK constraint data name must not be null."); let data = new IkConstraintData(name); data.order = input.readInt(true); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; let flags = input.readByte(); data.skinRequired = (flags & 1) != 0; data.bendDirection = (flags & 2) != 0 ? 1 : -1; data.compress = (flags & 4) != 0; data.stretch = (flags & 8) != 0; data.uniform = (flags & 16) != 0; if ((flags & 32) != 0) data.mix = (flags & 64) != 0 ? input.readFloat() : 1; if ((flags & 128) != 0) data.softness = input.readFloat() * scale; skeletonData.ikConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Transform constraint data name must not be null."); let data = new TransformConstraintData(name); data.order = input.readInt(true); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.bones[input.readInt(true)]; let flags = input.readByte(); data.skinRequired = (flags & 1) != 0; data.local = (flags & 2) != 0; data.relative = (flags & 4) != 0; if ((flags & 8) != 0) data.offsetRotation = input.readFloat(); if ((flags & 16) != 0) data.offsetX = input.readFloat() * scale; if ((flags & 32) != 0) data.offsetY = input.readFloat() * scale; if ((flags & 64) != 0) data.offsetScaleX = input.readFloat(); if ((flags & 128) != 0) data.offsetScaleY = input.readFloat(); flags = input.readByte(); if ((flags & 1) != 0) data.offsetShearY = input.readFloat(); if ((flags & 2) != 0) data.mixRotate = input.readFloat(); if ((flags & 4) != 0) data.mixX = input.readFloat(); if ((flags & 8) != 0) data.mixY = input.readFloat(); if ((flags & 16) != 0) data.mixScaleX = input.readFloat(); if ((flags & 32) != 0) data.mixScaleY = input.readFloat(); if ((flags & 64) != 0) data.mixShearY = input.readFloat(); skeletonData.transformConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { let name = input.readString(); if (!name) throw new Error("Path constraint data name must not be null."); let data = new PathConstraintData(name); data.order = input.readInt(true); data.skinRequired = input.readBoolean(); nn = input.readInt(true); for (let ii = 0; ii < nn; ii++) data.bones.push(skeletonData.bones[input.readInt(true)]); data.target = skeletonData.slots[input.readInt(true)]; const flags = input.readByte(); data.positionMode = flags & 1; data.spacingMode = flags >> 1 & 3; data.rotateMode = flags >> 3 & 3; if ((flags & 128) != 0) data.offsetRotation = input.readFloat(); data.position = input.readFloat(); if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = input.readFloat(); if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = input.readFloat(); data.mixX = input.readFloat(); data.mixY = input.readFloat(); skeletonData.pathConstraints.push(data); } n = input.readInt(true); for (let i = 0, nn; i < n; i++) { const name = input.readString(); if (!name) throw new Error("Physics constraint data name must not be null."); const data = new PhysicsConstraintData(name); data.order = input.readInt(true); data.bone = skeletonData.bones[input.readInt(true)]; let flags = input.readByte(); data.skinRequired = (flags & 1) != 0; if ((flags & 2) != 0) data.x = input.readFloat(); if ((flags & 4) != 0) data.y = input.readFloat(); if ((flags & 8) != 0) data.rotate = input.readFloat(); if ((flags & 16) != 0) data.scaleX = input.readFloat(); if ((flags & 32) != 0) data.shearX = input.readFloat(); data.limit = ((flags & 64) != 0 ? input.readFloat() : 5e3) * scale; data.step = 1 / input.readUnsignedByte(); data.inertia = input.readFloat(); data.strength = input.readFloat(); data.damping = input.readFloat(); data.massInverse = (flags & 128) != 0 ? input.readFloat() : 1; data.wind = input.readFloat(); data.gravity = input.readFloat(); flags = input.readByte(); if ((flags & 1) != 0) data.inertiaGlobal = true; if ((flags & 2) != 0) data.strengthGlobal = true; if ((flags & 4) != 0) data.dampingGlobal = true; if ((flags & 8) != 0) data.massGlobal = true; if ((flags & 16) != 0) data.windGlobal = true; if ((flags & 32) != 0) data.gravityGlobal = true; if ((flags & 64) != 0) data.mixGlobal = true; data.mix = (flags & 128) != 0 ? input.readFloat() : 1; skeletonData.physicsConstraints.push(data); } let defaultSkin = this.readSkin(input, skeletonData, true, nonessential); if (defaultSkin) { skeletonData.defaultSkin = defaultSkin; skeletonData.skins.push(defaultSkin); } { let i = skeletonData.skins.length; Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true)); for (; i < n; i++) { let skin = this.readSkin(input, skeletonData, false, nonessential); if (!skin) throw new Error("readSkin() should not have returned null."); skeletonData.skins[i] = skin; } } n = this.linkedMeshes.length; for (let i = 0; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; const skin = skeletonData.skins[linkedMesh.skinIndex]; if (!linkedMesh.parent) throw new Error("Linked mesh parent must not be null"); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (!parent) throw new Error(`Parent mesh not found: ${linkedMesh.parent}`); linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh; linkedMesh.mesh.setParentMesh(parent); if (linkedMesh.mesh.region != null) linkedMesh.mesh.updateRegion(); } this.linkedMeshes.length = 0; n = input.readInt(true); for (let i = 0; i < n; i++) { let eventName = input.readString(); if (!eventName) throw new Error("Event data name must not be null"); let data = new EventData(eventName); data.intValue = input.readInt(false); data.floatValue = input.readFloat(); data.stringValue = input.readString(); data.audioPath = input.readString(); if (data.audioPath) { data.volume = input.readFloat(); data.balance = input.readFloat(); } skeletonData.events.push(data); } n = input.readInt(true); for (let i = 0; i < n; i++) { let animationName = input.readString(); if (!animationName) throw new Error("Animatio name must not be null."); skeletonData.animations.push(this.readAnimation(input, animationName, skeletonData)); } return skeletonData; } readSkin(input, skeletonData, defaultSkin, nonessential) { let skin = null; let slotCount = 0; if (defaultSkin) { slotCount = input.readInt(true); if (slotCount == 0) return null; skin = new Skin("default"); } else { let skinName = input.readString(); if (!skinName) throw new Error("Skin name must not be null."); skin = new Skin(skinName); if (nonessential) Color.rgba8888ToColor(skin.color, input.readInt32()); skin.bones.length = input.readInt(true); for (let i = 0, n = skin.bones.length; i < n; i++) skin.bones[i] = skeletonData.bones[input.readInt(true)]; for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.ikConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.transformConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.pathConstraints[input.readInt(true)]); for (let i = 0, n = input.readInt(true); i < n; i++) skin.constraints.push(skeletonData.physicsConstraints[input.readInt(true)]); slotCount = input.readInt(true); } for (let i = 0; i < slotCount; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let name = input.readStringRef(); if (!name) throw new Error("Attachment name must not be null"); let attachment = this.readAttachment(input, skeletonData, skin, slotIndex, name, nonessential); if (attachment) skin.setAttachment(slotIndex, name, attachment); } } return skin; } readAttachment(input, skeletonData, skin, slotIndex, attachmentName, nonessential) { let scale = this.scale; let flags = input.readByte(); const name = (flags & 8) != 0 ? input.readStringRef() : attachmentName; if (!name) throw new Error("Attachment name must not be null"); switch (flags & 7) { // BUG? case 0 /* Region */: { let path = (flags & 16) != 0 ? input.readStringRef() : null; const color = (flags & 32) != 0 ? input.readInt32() : 4294967295; const sequence = (flags & 64) != 0 ? this.readSequence(input) : null; let rotation = (flags & 128) != 0 ? input.readFloat() : 0; let x = input.readFloat(); let y = input.readFloat(); let scaleX = input.readFloat(); let scaleY = input.readFloat(); let width = input.readFloat(); let height = input.readFloat(); if (!path) path = name; let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); if (!region) 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; Color.rgba8888ToColor(region.color, color); region.sequence = sequence; if (sequence == null) region.updateRegion(); return region; } case 1 /* BoundingBox */: { let vertices = this.readVertices(input, (flags & 16) != 0); let color = nonessential ? input.readInt32() : 0; let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; box.worldVerticesLength = vertices.length; box.vertices = vertices.vertices; box.bones = vertices.bones; if (nonessential) Color.rgba8888ToColor(box.color, color); return box; } case 2 /* Mesh */: { let path = (flags & 16) != 0 ? input.readStringRef() : name; const color = (flags & 32) != 0 ? input.readInt32() : 4294967295; const sequence = (flags & 64) != 0 ? this.readSequence(input) : null; const hullLength = input.readInt(true); const vertices = this.readVertices(input, (flags & 128) != 0); const uvs = this.readFloatArray(input, vertices.length, 1); const triangles = this.readShortArray(input, (vertices.length - hullLength - 2) * 3); let edges = []; let width = 0, height = 0; if (nonessential) { edges = this.readShortArray(input, input.readInt(true)); width = input.readFloat(); height = input.readFloat(); } if (!path) path = name; let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; Color.rgba8888ToColor(mesh.color, color); mesh.bones = vertices.bones; mesh.vertices = vertices.vertices; mesh.worldVerticesLength = vertices.length; mesh.triangles = triangles; mesh.regionUVs = uvs; if (sequence == null) mesh.updateRegion(); mesh.hullLength = hullLength << 1; mesh.sequence = sequence; if (nonessential) { mesh.edges = edges; mesh.width = width * scale; mesh.height = height * scale; } return mesh; } case 3 /* LinkedMesh */: { const path = (flags & 16) != 0 ? input.readStringRef() : name; if (path == null) throw new Error("Path of linked mesh must not be null"); const color = (flags & 32) != 0 ? input.readInt32() : 4294967295; const sequence = (flags & 64) != 0 ? this.readSequence(input) : null; const inheritTimelines = (flags & 128) != 0; const skinIndex = input.readInt(true); const parent = input.readStringRef(); let width = 0, height = 0; if (nonessential) { width = input.readFloat(); height = input.readFloat(); } let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; Color.rgba8888ToColor(mesh.color, color); mesh.sequence = sequence; if (nonessential) { mesh.width = width * scale; mesh.height = height * scale; } this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, parent, inheritTimelines)); return mesh; } case 4 /* Path */: { const closed2 = (flags & 16) != 0; const constantSpeed = (flags & 32) != 0; const vertices = this.readVertices(input, (flags & 64) != 0); const lengths = Utils.newArray(vertices.length / 6, 0); for (let i = 0, n = lengths.length; i < n; i++) lengths[i] = input.readFloat() * scale; const color = nonessential ? input.readInt32() : 0; const path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = closed2; path.constantSpeed = constantSpeed; path.worldVerticesLength = vertices.length; path.vertices = vertices.vertices; path.bones = vertices.bones; path.lengths = lengths; if (nonessential) Color.rgba8888ToColor(path.color, color); return path; } case 5 /* Point */: { const rotation = input.readFloat(); const x = input.readFloat(); const y = input.readFloat(); const color = nonessential ? input.readInt32() : 0; const point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = x * scale; point.y = y * scale; point.rotation = rotation; if (nonessential) Color.rgba8888ToColor(point.color, color); return point; } case 6 /* Clipping */: { const endSlotIndex = input.readInt(true); const vertices = this.readVertices(input, (flags & 16) != 0); let color = nonessential ? input.readInt32() : 0; let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; clip.endSlot = skeletonData.slots[endSlotIndex]; clip.worldVerticesLength = vertices.length; clip.vertices = vertices.vertices; clip.bones = vertices.bones; if (nonessential) Color.rgba8888ToColor(clip.color, color); return clip; } } return null; } readSequence(input) { let sequence = new Sequence(input.readInt(true)); sequence.start = input.readInt(true); sequence.digits = input.readInt(true); sequence.setupIndex = input.readInt(true); return sequence; } readVertices(input, weighted) { const scale = this.scale; const vertexCount = input.readInt(true); const vertices = new Vertices(); vertices.length = vertexCount << 1; if (!weighted) { vertices.vertices = this.readFloatArray(input, vertices.length, scale); return vertices; } let weights = new Array(); let bonesArray = new Array(); for (let i = 0; i < vertexCount; i++) { let boneCount = input.readInt(true); bonesArray.push(boneCount); for (let 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 = Utils.toFloatArray(weights); vertices.bones = bonesArray; return vertices; } readFloatArray(input, n, scale) { let array = new Array(n); if (scale == 1) { for (let i = 0; i < n; i++) array[i] = input.readFloat(); } else { for (let i = 0; i < n; i++) array[i] = input.readFloat() * scale; } return array; } readShortArray(input, n) { let array = new Array(n); for (let i = 0; i < n; i++) array[i] = input.readInt(true); return array; } readAnimation(input, name, skeletonData) { input.readInt(true); let timelines = new Array(); let scale = this.scale; for (let i = 0, n = input.readInt(true); i < n; i++) { let slotIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let timelineType = input.readByte(); let frameCount = input.readInt(true); let frameLast = frameCount - 1; switch (timelineType) { case SLOT_ATTACHMENT: { let timeline = new AttachmentTimeline(frameCount, slotIndex); for (let frame = 0; frame < frameCount; frame++) timeline.setFrame(frame, input.readFloat(), input.readStringRef()); timelines.push(timeline); break; } case SLOT_RGBA: { let bezierCount = input.readInt(true); let timeline = new RGBATimeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let a = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, a); if (frame == frameLast) break; let time2 = input.readFloat(); let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; let a2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1); } time = time2; r = r2; g = g2; b = b2; a = a2; } timelines.push(timeline); break; } case SLOT_RGB: { let bezierCount = input.readInt(true); let timeline = new RGBTimeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b); if (frame == frameLast) break; let time2 = input.readFloat(); let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1); } time = time2; r = r2; g = g2; b = b2; } timelines.push(timeline); break; } case SLOT_RGBA2: { let bezierCount = input.readInt(true); let timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let a = input.readUnsignedByte() / 255; let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2); if (frame == frameLast) break; let time2 = input.readFloat(); let nr = input.readUnsignedByte() / 255; let ng = input.readUnsignedByte() / 255; let nb = input.readUnsignedByte() / 255; let na = input.readUnsignedByte() / 255; let nr2 = input.readUnsignedByte() / 255; let ng2 = input.readUnsignedByte() / 255; let nb2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1); setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1); } time = time2; r = nr; g = ng; b = nb; a = na; r2 = nr2; g2 = ng2; b2 = nb2; } timelines.push(timeline); break; } case SLOT_RGB2: { let bezierCount = input.readInt(true); let timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex); let time = input.readFloat(); let r = input.readUnsignedByte() / 255; let g = input.readUnsignedByte() / 255; let b = input.readUnsignedByte() / 255; let r2 = input.readUnsignedByte() / 255; let g2 = input.readUnsignedByte() / 255; let b2 = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, r, g, b, r2, g2, b2); if (frame == frameLast) break; let time2 = input.readFloat(); let nr = input.readUnsignedByte() / 255; let ng = input.readUnsignedByte() / 255; let nb = input.readUnsignedByte() / 255; let nr2 = input.readUnsignedByte() / 255; let ng2 = input.readUnsignedByte() / 255; let nb2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1); } time = time2; r = nr; g = ng; b = nb; r2 = nr2; g2 = ng2; b2 = nb2; } timelines.push(timeline); break; } case SLOT_ALPHA: { let timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex); let time = input.readFloat(), a = input.readUnsignedByte() / 255; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, a); if (frame == frameLast) break; let time2 = input.readFloat(); let a2 = input.readUnsignedByte() / 255; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1); } time = time2; a = a2; } timelines.push(timeline); } } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let boneIndex = input.readInt(true); for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let type = input.readByte(), frameCount = input.readInt(true); if (type == BONE_INHERIT) { let timeline = new InheritTimeline(frameCount, boneIndex); for (let frame = 0; frame < frameCount; frame++) { timeline.setFrame(frame, input.readFloat(), input.readByte()); } timelines.push(timeline); continue; } let bezierCount = input.readInt(true); switch (type) { case BONE_ROTATE: timelines.push(readTimeline1(input, new RotateTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_TRANSLATE: timelines.push(readTimeline2(input, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_TRANSLATEX: timelines.push(readTimeline1(input, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_TRANSLATEY: timelines.push(readTimeline1(input, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale)); break; case BONE_SCALE: timelines.push(readTimeline2(input, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SCALEX: timelines.push(readTimeline1(input, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SCALEY: timelines.push(readTimeline1(input, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEAR: timelines.push(readTimeline2(input, new ShearTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEARX: timelines.push(readTimeline1(input, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1)); break; case BONE_SHEARY: timelines.push(readTimeline1(input, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1)); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index); let flags = input.readByte(); let time = input.readFloat(), mix = (flags & 1) != 0 ? (flags & 2) != 0 ? input.readFloat() : 1 : 0; let softness = (flags & 4) != 0 ? input.readFloat() * scale : 0; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mix, softness, (flags & 8) != 0 ? 1 : -1, (flags & 16) != 0, (flags & 32) != 0); if (frame == frameLast) break; flags = input.readByte(); const time2 = input.readFloat(), mix2 = (flags & 1) != 0 ? (flags & 2) != 0 ? input.readFloat() : 1 : 0; const softness2 = (flags & 4) != 0 ? input.readFloat() * scale : 0; if ((flags & 64) != 0) { timeline.setStepped(frame); } else if ((flags & 128) != 0) { setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; softness = softness2; } timelines.push(timeline); } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1; let timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat(); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY); if (frame == frameLast) break; let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1); setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1); setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1); setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; mixScaleX = mixScaleX2; mixScaleY = mixScaleY2; mixShearY = mixShearY2; } timelines.push(timeline); } for (let i = 0, n = input.readInt(true); i < n; i++) { let index = input.readInt(true); let data = skeletonData.pathConstraints[index]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true); switch (type) { case PATH_POSITION: timelines.push(readTimeline1( input, new PathConstraintPositionTimeline(frameCount, bezierCount, index), data.positionMode == 0 /* Fixed */ ? scale : 1 )); break; case PATH_SPACING: timelines.push(readTimeline1( input, new PathConstraintSpacingTimeline(frameCount, bezierCount, index), data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */ ? scale : 1 )); break; case PATH_MIX: let timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index); let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(); for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); if (frame == frameLast) break; let time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1); setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1); setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; } timelines.push(timeline); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { const index = input.readInt(true) - 1; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { const type = input.readByte(), frameCount = input.readInt(true); if (type == PHYSICS_RESET) { const timeline = new PhysicsConstraintResetTimeline(frameCount, index); for (let frame = 0; frame < frameCount; frame++) timeline.setFrame(frame, input.readFloat()); timelines.push(timeline); continue; } const bezierCount = input.readInt(true); switch (type) { case PHYSICS_INERTIA: timelines.push(readTimeline1(input, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1)); break; case PHYSICS_STRENGTH: timelines.push(readTimeline1(input, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1)); break; case PHYSICS_DAMPING: timelines.push(readTimeline1(input, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1)); break; case PHYSICS_MASS: timelines.push(readTimeline1(input, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1)); break; case PHYSICS_WIND: timelines.push(readTimeline1(input, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1)); break; case PHYSICS_GRAVITY: timelines.push(readTimeline1(input, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1)); break; case PHYSICS_MIX: timelines.push(readTimeline1(input, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1)); } } } for (let i = 0, n = input.readInt(true); i < n; i++) { let skin = skeletonData.skins[input.readInt(true)]; for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) { let slotIndex = input.readInt(true); for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) { let attachmentName = input.readStringRef(); if (!attachmentName) throw new Error("attachmentName must not be null."); let attachment = skin.getAttachment(slotIndex, attachmentName); let timelineType = input.readByte(); let frameCount = input.readInt(true); let frameLast = frameCount - 1; switch (timelineType) { case ATTACHMENT_DEFORM: { let vertexAttachment = attachment; let weighted = vertexAttachment.bones; let vertices = vertexAttachment.vertices; let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; let bezierCount = input.readInt(true); let timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment); let time = input.readFloat(); for (let frame = 0, bezier = 0; ; frame++) { let deform; let end = input.readInt(true); if (end == 0) deform = weighted ? Utils.newFloatArray(deformLength) : vertices; else { deform = Utils.newFloatArray(deformLength); let start = input.readInt(true); end += start; if (scale == 1) { for (let v = start; v < end; v++) deform[v] = input.readFloat(); } else { for (let v = start; v < end; v++) deform[v] = input.readFloat() * scale; } if (!weighted) { for (let v = 0, vn = deform.length; v < vn; v++) deform[v] += vertices[v]; } } timeline.setFrame(frame, time, deform); if (frame == frameLast) break; let time2 = input.readFloat(); switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1); } time = time2; } timelines.push(timeline); break; } case ATTACHMENT_SEQUENCE: { let timeline = new SequenceTimeline(frameCount, slotIndex, attachment); for (let frame = 0; frame < frameCount; frame++) { let time = input.readFloat(); let modeAndIndex = input.readInt32(); timeline.setFrame( frame, time, SequenceModeValues[modeAndIndex & 15], modeAndIndex >> 4, input.readFloat() ); } timelines.push(timeline); break; } } } } } let drawOrderCount = input.readInt(true); if (drawOrderCount > 0) { let timeline = new DrawOrderTimeline(drawOrderCount); let slotCount = skeletonData.slots.length; for (let i = 0; i < drawOrderCount; i++) { let time = input.readFloat(); let offsetCount = input.readInt(true); let drawOrder = Utils.newArray(slotCount, 0); for (let ii = slotCount - 1; ii >= 0; ii--) drawOrder[ii] = -1; let unchanged = Utils.newArray(slotCount - offsetCount, 0); let originalIndex = 0, unchangedIndex = 0; for (let ii = 0; ii < offsetCount; ii++) { let slotIndex = input.readInt(true); while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + input.readInt(true)] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (let ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; timeline.setFrame(i, time, drawOrder); } timelines.push(timeline); } let eventCount = input.readInt(true); if (eventCount > 0) { let timeline = new EventTimeline(eventCount); for (let i = 0; i < eventCount; i++) { let time = input.readFloat(); let eventData = skeletonData.events[input.readInt(true)]; let event = new Event(time, eventData); event.intValue = input.readInt(false); event.floatValue = input.readFloat(); event.stringValue = input.readString(); if (event.stringValue == null) event.stringValue = eventData.stringValue; if (event.data.audioPath) { event.volume = input.readFloat(); event.balance = input.readFloat(); } timeline.setFrame(i, event); } timelines.push(timeline); } let duration = 0; for (let i = 0, n = timelines.length; i < n; i++) duration = Math.max(duration, timelines[i].getDuration()); return new Animation(name, timelines, duration); } }; var BinaryInput = class { constructor(data, strings = new Array(), index = 0, buffer = new DataView(data instanceof ArrayBuffer ? data : data.buffer)) { this.strings = strings; this.index = index; this.buffer = buffer; } readByte() { return this.buffer.getInt8(this.index++); } readUnsignedByte() { return this.buffer.getUint8(this.index++); } readShort() { let value = this.buffer.getInt16(this.index); this.index += 2; return value; } readInt32() { let value = this.buffer.getInt32(this.index); this.index += 4; return value; } readInt(optimizePositive) { let b = this.readByte(); let result = b & 127; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 7; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 14; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 21; if ((b & 128) != 0) { b = this.readByte(); result |= (b & 127) << 28; } } } } return optimizePositive ? result : result >>> 1 ^ -(result & 1); } readStringRef() { let index = this.readInt(true); return index == 0 ? null : this.strings[index - 1]; } readString() { let byteCount = this.readInt(true); switch (byteCount) { case 0: return null; case 1: return ""; } byteCount--; let chars = ""; let charCount = 0; for (let i = 0; i < byteCount; ) { let b = this.readUnsignedByte(); switch (b >> 4) { case 12: case 13: chars += String.fromCharCode((b & 31) << 6 | this.readByte() & 63); i += 2; break; case 14: chars += String.fromCharCode((b & 15) << 12 | (this.readByte() & 63) << 6 | this.readByte() & 63); i += 3; break; default: chars += String.fromCharCode(b); i++; } } return chars; } readFloat() { let value = this.buffer.getFloat32(this.index); this.index += 4; return value; } readBoolean() { return this.readByte() != 0; } }; var LinkedMesh = class { parent; skinIndex; slotIndex; mesh; inheritTimeline; constructor(mesh, skinIndex, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skinIndex = skinIndex; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; var Vertices = class { constructor(bones = null, vertices = null, length = 0) { this.bones = bones; this.vertices = vertices; this.length = length; } }; function readTimeline1(input, timeline, scale) { let time = input.readFloat(), value = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, value); if (frame == frameLast) break; let time2 = input.readFloat(), value2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale); } time = time2; value = value2; } return timeline; } function readTimeline2(input, timeline, scale) { let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale; for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) { timeline.setFrame(frame, time, value1, value2); if (frame == frameLast) break; let time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale; switch (input.readByte()) { case CURVE_STEPPED: timeline.setStepped(frame); break; case CURVE_BEZIER: setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale); setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale); } time = time2; value1 = nvalue1; value2 = nvalue2; } return timeline; } function setBezier(input, timeline, bezier, frame, value, time1, time2, value1, value2, scale) { timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2); } var BONE_ROTATE = 0; var BONE_TRANSLATE = 1; var BONE_TRANSLATEX = 2; var BONE_TRANSLATEY = 3; var BONE_SCALE = 4; var BONE_SCALEX = 5; var BONE_SCALEY = 6; var BONE_SHEAR = 7; var BONE_SHEARX = 8; var BONE_SHEARY = 9; var BONE_INHERIT = 10; var SLOT_ATTACHMENT = 0; var SLOT_RGBA = 1; var SLOT_RGB = 2; var SLOT_RGBA2 = 3; var SLOT_RGB2 = 4; var SLOT_ALPHA = 5; var ATTACHMENT_DEFORM = 0; var ATTACHMENT_SEQUENCE = 1; var PATH_POSITION = 0; var PATH_SPACING = 1; var PATH_MIX = 2; var PHYSICS_INERTIA = 0; var PHYSICS_STRENGTH = 1; var PHYSICS_DAMPING = 2; var PHYSICS_MASS = 4; var PHYSICS_WIND = 5; var PHYSICS_GRAVITY = 6; var PHYSICS_MIX = 7; var PHYSICS_RESET = 8; var CURVE_STEPPED = 1; var CURVE_BEZIER = 2; // spine-core/src/SkeletonBounds.ts var SkeletonBounds = class { /** The left edge of the axis aligned bounding box. */ minX = 0; /** The bottom edge of the axis aligned bounding box. */ minY = 0; /** The right edge of the axis aligned bounding box. */ maxX = 0; /** The top edge of the axis aligned bounding box. */ maxY = 0; /** The visible bounding boxes. */ boundingBoxes = new Array(); /** The world vertices for the bounding box polygons. */ polygons = new Array(); polygonPool = new Pool(() => { return Utils.newFloatArray(16); }); /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding * box's polygon. * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the * SkeletonBounds AABB methods will always return true. */ update(skeleton, updateAabb) { if (!skeleton) throw new Error("skeleton cannot be null."); let boundingBoxes = this.boundingBoxes; let polygons = this.polygons; let polygonPool = this.polygonPool; let slots = skeleton.slots; let slotCount = slots.length; boundingBoxes.length = 0; polygonPool.freeAll(polygons); polygons.length = 0; for (let i = 0; i < slotCount; i++) { let slot = slots[i]; if (!slot.bone.active) continue; let attachment = slot.getAttachment(); if (attachment instanceof BoundingBoxAttachment) { let boundingBox = attachment; boundingBoxes.push(boundingBox); let polygon = polygonPool.obtain(); if (polygon.length != boundingBox.worldVerticesLength) { polygon = 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; } } aabbCompute() { let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY; let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) { let polygon = polygons[i]; let vertices = polygon; for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) { let x = vertices[ii]; let y = vertices[ii + 1]; minX = Math.min(minX, x); minY = Math.min(minY, y); maxX = Math.max(maxX, x); maxY = Math.max(maxY, y); } } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint(x, y) { return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY; } /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment(x1, y1, x2, y2) { let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY) return false; let m = (y2 - y1) / (x2 - x1); let y = m * (minX - x1) + y1; if (y > minY && y < maxY) return true; y = m * (maxX - x1) + y1; if (y > minY && y < maxY) return true; let x = (minY - y1) / m + x1; if (x > minX && x < maxX) return true; x = (maxY - y1) / m + x1; if (x > minX && x < maxX) return true; return false; } /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ aabbIntersectsSkeleton(bounds) { return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY; } /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ containsPoint(x, y) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains the point. */ containsPointPolygon(polygon, x, y) { let vertices = polygon; let nn = polygon.length; let prevIndex = nn - 2; let inside = false; for (let ii = 0; ii < nn; ii += 2) { let vertexY = vertices[ii + 1]; let prevY = vertices[prevIndex + 1]; if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) { let vertexX = vertices[ii]; if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside; } prevIndex = ii; } return inside; } /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns * true. */ intersectsSegment(x1, y1, x2, y2) { let polygons = this.polygons; for (let i = 0, n = polygons.length; i < n; i++) if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i]; return null; } /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon(polygon, x1, y1, x2, y2) { let vertices = polygon; let nn = polygon.length; let width12 = x1 - x2, height12 = y1 - y2; let det1 = x1 * y2 - y1 * x2; let x3 = vertices[nn - 2], y3 = vertices[nn - 1]; for (let ii = 0; ii < nn; ii += 2) { let x4 = vertices[ii], y4 = vertices[ii + 1]; let det2 = x3 * y4 - y3 * x4; let width34 = x3 - x4, height34 = y3 - y4; let det3 = width12 * height34 - height12 * width34; let x = (det1 * width34 - width12 * det2) / det3; if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) { let 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; } /** Returns the polygon for the specified bounding box, or null. */ getPolygon(boundingBox) { if (!boundingBox) throw new Error("boundingBox cannot be null."); let index = this.boundingBoxes.indexOf(boundingBox); return index == -1 ? null : this.polygons[index]; } /** The width of the axis aligned bounding box. */ getWidth() { return this.maxX - this.minX; } /** The height of the axis aligned bounding box. */ getHeight() { return this.maxY - this.minY; } }; // spine-core/src/Triangulator.ts var Triangulator = class _Triangulator { convexPolygons = new Array(); convexPolygonsIndices = new Array(); indicesArray = new Array(); isConcaveArray = new Array(); triangles = new Array(); polygonPool = new Pool(() => { return new Array(); }); polygonIndicesPool = new Pool(() => { return new Array(); }); triangulate(verticesArray) { let vertices = verticesArray; let vertexCount = verticesArray.length >> 1; let indices = this.indicesArray; indices.length = 0; for (let i = 0; i < vertexCount; i++) indices[i] = i; let isConcave = this.isConcaveArray; isConcave.length = 0; for (let i = 0, n = vertexCount; i < n; ++i) isConcave[i] = _Triangulator.isConcave(i, vertexCount, vertices, indices); let triangles = this.triangles; triangles.length = 0; while (vertexCount > 3) { let previous = vertexCount - 1, i = 0, next = 1; while (true) { outer: if (!isConcave[i]) { let p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1; let p1x = vertices[p1], p1y = vertices[p1 + 1]; let p2x = vertices[p2], p2y = vertices[p2 + 1]; let p3x = vertices[p3], p3y = vertices[p3 + 1]; for (let ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) { if (!isConcave[ii]) continue; let v = indices[ii] << 1; let 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--; let previousIndex = (vertexCount + i - 1) % vertexCount; let 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; } decompose(verticesArray, triangles) { let vertices = verticesArray; let convexPolygons = this.convexPolygons; this.polygonPool.freeAll(convexPolygons); convexPolygons.length = 0; let convexPolygonsIndices = this.convexPolygonsIndices; this.polygonIndicesPool.freeAll(convexPolygonsIndices); convexPolygonsIndices.length = 0; let polygonIndices = this.polygonIndicesPool.obtain(); polygonIndices.length = 0; let polygon = this.polygonPool.obtain(); polygon.length = 0; let fanBaseIndex = -1, lastWinding = 0; for (let i = 0, n = triangles.length; i < n; i += 3) { let t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1; let x1 = vertices[t1], y1 = vertices[t1 + 1]; let x2 = vertices[t2], y2 = vertices[t2 + 1]; let x3 = vertices[t3], y3 = vertices[t3 + 1]; let merged = false; if (fanBaseIndex == t1) { let o = polygon.length - 4; let winding1 = _Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3); let 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 (let i = 0, n = convexPolygons.length; i < n; i++) { polygonIndices = convexPolygonsIndices[i]; if (polygonIndices.length == 0) continue; let firstIndex = polygonIndices[0]; let lastIndex = polygonIndices[polygonIndices.length - 1]; polygon = convexPolygons[i]; let o = polygon.length - 4; let prevPrevX = polygon[o], prevPrevY = polygon[o + 1]; let prevX = polygon[o + 2], prevY = polygon[o + 3]; let firstX = polygon[0], firstY = polygon[1]; let secondX = polygon[2], secondY = polygon[3]; let winding = _Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); for (let ii = 0; ii < n; ii++) { if (ii == i) continue; let otherIndices = convexPolygonsIndices[ii]; if (otherIndices.length != 3) continue; let otherFirstIndex = otherIndices[0]; let otherSecondIndex = otherIndices[1]; let otherLastIndex = otherIndices[2]; let otherPoly = convexPolygons[ii]; let x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1]; if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; let winding1 = _Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); let 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 (let 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; } static isConcave(index, vertexCount, vertices, indices) { let previous = indices[(vertexCount + index - 1) % vertexCount] << 1; let current = indices[index] << 1; let next = indices[(index + 1) % vertexCount] << 1; return !this.positiveArea( vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next], vertices[next + 1] ); } static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) { return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0; } static winding(p1x, p1y, p2x, p2y, p3x, p3y) { let px = p2x - p1x, py = p2y - p1y; return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1; } }; // spine-core/src/SkeletonClipping.ts var SkeletonClipping = class _SkeletonClipping { triangulator = new Triangulator(); clippingPolygon = new Array(); clipOutput = new Array(); clippedVertices = new Array(); clippedUVs = new Array(); clippedTriangles = new Array(); scratch = new Array(); clipAttachment = null; clippingPolygons = null; clipStart(slot, clip) { if (this.clipAttachment) return 0; this.clipAttachment = clip; let n = clip.worldVerticesLength; let vertices = Utils.setArraySize(this.clippingPolygon, n); clip.computeWorldVertices(slot, 0, n, vertices, 0, 2); let clippingPolygon = this.clippingPolygon; _SkeletonClipping.makeClockwise(clippingPolygon); let clippingPolygons = this.clippingPolygons = this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)); for (let i = 0, n2 = clippingPolygons.length; i < n2; i++) { let polygon = clippingPolygons[i]; _SkeletonClipping.makeClockwise(polygon); polygon.push(polygon[0]); polygon.push(polygon[1]); } return clippingPolygons.length; } clipEndWithSlot(slot) { if (this.clipAttachment && this.clipAttachment.endSlot == slot.data) this.clipEnd(); } clipEnd() { if (!this.clipAttachment) return; this.clipAttachment = null; this.clippingPolygons = null; this.clippedVertices.length = 0; this.clippedTriangles.length = 0; this.clippingPolygon.length = 0; } isClipping() { return this.clipAttachment != null; } clipTriangles(vertices, verticesLengthOrTriangles, trianglesOrTrianglesLength, trianglesLengthOrUvs, uvsOrLight, lightOrDark, darkOrTwoColor, twoColorParam) { let triangles; let trianglesLength; let uvs; let light; let dark; let twoColor; if (typeof verticesLengthOrTriangles === "number") { triangles = trianglesOrTrianglesLength; trianglesLength = trianglesLengthOrUvs; uvs = uvsOrLight; light = lightOrDark; dark = darkOrTwoColor; twoColor = twoColorParam; } else { triangles = verticesLengthOrTriangles; trianglesLength = trianglesOrTrianglesLength; uvs = trianglesLengthOrUvs; light = uvsOrLight; dark = lightOrDark; twoColor = darkOrTwoColor; } if (uvs && light && dark && typeof twoColor === "boolean") this.clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor); else this.clipTrianglesNoRender(vertices, triangles, trianglesLength); } clipTrianglesNoRender(vertices, triangles, trianglesLength) { let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; let clippedTriangles = this.clippedTriangles; let polygons = this.clippingPolygons; let polygonsCount = polygons.length; let index = 0; clippedVertices.length = 0; clippedTriangles.length = 0; for (let i = 0; i < trianglesLength; i += 3) { let vertexOffset = triangles[i] << 1; let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; for (let p = 0; p < polygonsCount; p++) { let s = clippedVertices.length; if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { let clipOutputLength = clipOutput.length; if (clipOutputLength == 0) continue; let clipOutputCount = clipOutputLength >> 1; let clipOutputItems = this.clipOutput; let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * 2); for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) { let x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; } s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); clipOutputCount--; for (let ii = 1; ii < clipOutputCount; ii++, s += 3) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + ii; clippedTrianglesItems[s + 2] = index + ii + 1; } index += clipOutputCount + 1; } else { let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * 2); clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = x2; clippedVerticesItems[s + 3] = y2; clippedVerticesItems[s + 4] = x3; clippedVerticesItems[s + 5] = y3; s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3); clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + 1; clippedTrianglesItems[s + 2] = index + 2; index += 3; break; } } } } clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor) { let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices; let clippedTriangles = this.clippedTriangles; let polygons = this.clippingPolygons; let polygonsCount = polygons.length; let vertexSize = twoColor ? 12 : 8; let index = 0; clippedVertices.length = 0; clippedTriangles.length = 0; for (let i = 0; i < trianglesLength; i += 3) { let vertexOffset = triangles[i] << 1; let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (let p = 0; p < polygonsCount; p++) { let s = clippedVertices.length; if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { let clipOutputLength = clipOutput.length; if (clipOutputLength == 0) continue; let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; let d = 1 / (d0 * d2 + d1 * (y1 - y3)); let clipOutputCount = clipOutputLength >> 1; let clipOutputItems = this.clipOutput; let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * vertexSize); for (let ii = 0; ii < clipOutputLength; ii += 2, s += vertexSize) { let 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; let c0 = x - x3, c1 = y - y3; let a = (d0 * c0 + d1 * c1) * d; let b = (d4 * c0 + d2 * c1) * d; let 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 = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); clipOutputCount--; for (let ii = 1; ii < clipOutputCount; ii++, s += 3) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + ii; clippedTrianglesItems[s + 2] = index + ii + 1; } index += clipOutputCount + 1; } else { let clippedVerticesItems = 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; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3); clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + 1; clippedTrianglesItems[s + 2] = index + 2; index += 3; break; } } } } clipTrianglesUnpacked(vertices, triangles, trianglesLength, uvs) { let clipOutput = this.clipOutput, clippedVertices = this.clippedVertices, clippedUVs = this.clippedUVs; let clippedTriangles = this.clippedTriangles; let polygons = this.clippingPolygons; let polygonsCount = polygons.length; let index = 0; clippedVertices.length = 0; clippedUVs.length = 0; clippedTriangles.length = 0; for (let i = 0; i < trianglesLength; i += 3) { let vertexOffset = triangles[i] << 1; let x1 = vertices[vertexOffset], y1 = vertices[vertexOffset + 1]; let u1 = uvs[vertexOffset], v1 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 1] << 1; let x2 = vertices[vertexOffset], y2 = vertices[vertexOffset + 1]; let u2 = uvs[vertexOffset], v2 = uvs[vertexOffset + 1]; vertexOffset = triangles[i + 2] << 1; let x3 = vertices[vertexOffset], y3 = vertices[vertexOffset + 1]; let u3 = uvs[vertexOffset], v3 = uvs[vertexOffset + 1]; for (let p = 0; p < polygonsCount; p++) { let s = clippedVertices.length; if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p], clipOutput)) { let clipOutputLength = clipOutput.length; if (clipOutputLength == 0) continue; let d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1; let d = 1 / (d0 * d2 + d1 * (y1 - y3)); let clipOutputCount = clipOutputLength >> 1; let clipOutputItems = this.clipOutput; let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + clipOutputCount * 2); let clippedUVsItems = Utils.setArraySize(clippedUVs, s + clipOutputCount * 2); for (let ii = 0; ii < clipOutputLength; ii += 2, s += 2) { let x = clipOutputItems[ii], y = clipOutputItems[ii + 1]; clippedVerticesItems[s] = x; clippedVerticesItems[s + 1] = y; let c0 = x - x3, c1 = y - y3; let a = (d0 * c0 + d1 * c1) * d; let b = (d4 * c0 + d2 * c1) * d; let c = 1 - a - b; clippedUVsItems[s] = u1 * a + u2 * b + u3 * c; clippedUVsItems[s + 1] = v1 * a + v2 * b + v3 * c; } s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2)); clipOutputCount--; for (let ii = 1; ii < clipOutputCount; ii++, s += 3) { clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + ii; clippedTrianglesItems[s + 2] = index + ii + 1; } index += clipOutputCount + 1; } else { let clippedVerticesItems = Utils.setArraySize(clippedVertices, s + 3 * 2); clippedVerticesItems[s] = x1; clippedVerticesItems[s + 1] = y1; clippedVerticesItems[s + 2] = x2; clippedVerticesItems[s + 3] = y2; clippedVerticesItems[s + 4] = x3; clippedVerticesItems[s + 5] = y3; let clippedUVSItems = Utils.setArraySize(clippedUVs, s + 3 * 2); clippedUVSItems[s] = u1; clippedUVSItems[s + 1] = v1; clippedUVSItems[s + 2] = u2; clippedUVSItems[s + 3] = v2; clippedUVSItems[s + 4] = u3; clippedUVSItems[s + 5] = v3; s = clippedTriangles.length; let clippedTrianglesItems = Utils.setArraySize(clippedTriangles, s + 3); clippedTrianglesItems[s] = index; clippedTrianglesItems[s + 1] = index + 1; clippedTrianglesItems[s + 2] = index + 2; index += 3; break; } } } } /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */ clip(x1, y1, x2, y2, x3, y3, clippingArea, output) { let originalOutput = output; let clipped = false; let input; 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; let clippingVerticesLast = clippingArea.length - 4; let clippingVertices = clippingArea; for (let i = 0; ; i += 2) { let edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; let ex = edgeX - clippingVertices[i + 2], ey = edgeY - clippingVertices[i + 3]; let outputStart = output.length; let inputVertices = input; for (let ii = 0, nn = input.length - 2; ii < nn; ) { let inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; ii += 2; let inputX2 = inputVertices[ii], inputY2 = inputVertices[ii + 1]; let s2 = ey * (edgeX - inputX2) > ex * (edgeY - inputY2); let s1 = ey * (edgeX - inputX) - ex * (edgeY - inputY); if (s1 > 0) { if (s2) { output.push(inputX2); output.push(inputY2); continue; } let ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex); if (t >= 0 && t <= 1) { output.push(inputX + ix * t); output.push(inputY + iy * t); } else { output.push(inputX2); output.push(inputY2); continue; } } else if (s2) { let ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex); if (t >= 0 && t <= 1) { output.push(inputX + ix * t); output.push(inputY + iy * t); output.push(inputX2); output.push(inputY2); } else { output.push(inputX2); output.push(inputY2); continue; } } clipped = true; } if (outputStart == output.length) { originalOutput.length = 0; return true; } output.push(output[0]); output.push(output[1]); if (i == clippingVerticesLast) break; let temp = output; output = input; output.length = 0; input = temp; } if (originalOutput != output) { originalOutput.length = 0; for (let i = 0, n = output.length - 2; i < n; i++) originalOutput[i] = output[i]; } else originalOutput.length = originalOutput.length - 2; return clipped; } static makeClockwise(polygon) { let vertices = polygon; let verticeslength = polygon.length; let area = vertices[verticeslength - 2] * vertices[1] - vertices[0] * vertices[verticeslength - 1], p1x = 0, p1y = 0, p2x = 0, p2y = 0; for (let 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 (let i = 0, lastX = verticeslength - 2, n = verticeslength >> 1; i < n; i += 2) { let x = vertices[i], y = vertices[i + 1]; let other = lastX - i; vertices[i] = vertices[other]; vertices[i + 1] = vertices[other + 1]; vertices[other] = x; vertices[other + 1] = y; } } }; // spine-core/src/SkeletonJson.ts var SkeletonJson = class { attachmentLoader; /** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at * runtime than were used in Spine. * * See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */ scale = 1; linkedMeshes = new Array(); constructor(attachmentLoader) { this.attachmentLoader = attachmentLoader; } readSkeletonData(json) { let scale = this.scale; let skeletonData = new SkeletonData(); let root = typeof json === "string" ? JSON.parse(json) : json; let skeletonMap = root.skeleton; if (skeletonMap) { skeletonData.hash = skeletonMap.hash; skeletonData.version = skeletonMap.spine; skeletonData.x = skeletonMap.x; skeletonData.y = skeletonMap.y; skeletonData.width = skeletonMap.width; skeletonData.height = skeletonMap.height; skeletonData.referenceScale = getValue(skeletonMap, "referenceScale", 100) * scale; skeletonData.fps = skeletonMap.fps; skeletonData.imagesPath = skeletonMap.images ?? null; skeletonData.audioPath = skeletonMap.audio ?? null; } if (root.bones) { for (let i = 0; i < root.bones.length; i++) { let boneMap = root.bones[i]; let parent = null; let parentName = getValue(boneMap, "parent", null); if (parentName) parent = skeletonData.findBone(parentName); let data = new BoneData(skeletonData.bones.length, boneMap.name, parent); data.length = getValue(boneMap, "length", 0) * scale; data.x = getValue(boneMap, "x", 0) * scale; data.y = getValue(boneMap, "y", 0) * scale; data.rotation = getValue(boneMap, "rotation", 0); data.scaleX = getValue(boneMap, "scaleX", 1); data.scaleY = getValue(boneMap, "scaleY", 1); data.shearX = getValue(boneMap, "shearX", 0); data.shearY = getValue(boneMap, "shearY", 0); data.inherit = Utils.enumValue(Inherit, getValue(boneMap, "inherit", "Normal")); data.skinRequired = getValue(boneMap, "skin", false); let color = getValue(boneMap, "color", null); if (color) data.color.setFromString(color); skeletonData.bones.push(data); } } if (root.slots) { for (let i = 0; i < root.slots.length; i++) { let slotMap = root.slots[i]; let slotName = slotMap.name; let boneData = skeletonData.findBone(slotMap.bone); if (!boneData) throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotName}`); let data = new SlotData(skeletonData.slots.length, slotName, boneData); let color = getValue(slotMap, "color", null); if (color) data.color.setFromString(color); let dark = getValue(slotMap, "dark", null); if (dark) data.darkColor = Color.fromString(dark); data.attachmentName = getValue(slotMap, "attachment", null); data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal")); data.visible = getValue(slotMap, "visible", true); skeletonData.slots.push(data); } } if (root.ik) { for (let i = 0; i < root.ik.length; i++) { let constraintMap = root.ik[i]; let data = new IkConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let bone = skeletonData.findBone(constraintMap.bones[ii]); if (!bone) throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${constraintMap.name}.`); data.bones.push(bone); } let target = skeletonData.findBone(constraintMap.target); ; if (!target) throw new Error(`Couldn't find target bone ${constraintMap.target} for IK constraint ${constraintMap.name}.`); data.target = target; data.mix = getValue(constraintMap, "mix", 1); data.softness = getValue(constraintMap, "softness", 0) * scale; data.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1; data.compress = getValue(constraintMap, "compress", false); data.stretch = getValue(constraintMap, "stretch", false); data.uniform = getValue(constraintMap, "uniform", false); skeletonData.ikConstraints.push(data); } } if (root.transform) { for (let i = 0; i < root.transform.length; i++) { let constraintMap = root.transform[i]; let data = new TransformConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let boneName = constraintMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`); data.bones.push(bone); } let targetName = constraintMap.target; let target = skeletonData.findBone(targetName); if (!target) throw new Error(`Couldn't find target bone ${targetName} for transform constraint ${constraintMap.name}.`); data.target = target; data.local = getValue(constraintMap, "local", false); data.relative = getValue(constraintMap, "relative", false); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.offsetX = getValue(constraintMap, "x", 0) * scale; data.offsetY = getValue(constraintMap, "y", 0) * scale; data.offsetScaleX = getValue(constraintMap, "scaleX", 0); data.offsetScaleY = getValue(constraintMap, "scaleY", 0); data.offsetShearY = getValue(constraintMap, "shearY", 0); data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); data.mixY = getValue(constraintMap, "mixY", data.mixX); data.mixScaleX = getValue(constraintMap, "mixScaleX", 1); data.mixScaleY = getValue(constraintMap, "mixScaleY", data.mixScaleX); data.mixShearY = getValue(constraintMap, "mixShearY", 1); skeletonData.transformConstraints.push(data); } } if (root.path) { for (let i = 0; i < root.path.length; i++) { let constraintMap = root.path[i]; let data = new PathConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); for (let ii = 0; ii < constraintMap.bones.length; ii++) { let boneName = constraintMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`); data.bones.push(bone); } let targetName = constraintMap.target; let target = skeletonData.findSlot(targetName); if (!target) throw new Error(`Couldn't find target slot ${targetName} for path constraint ${constraintMap.name}.`); data.target = target; data.positionMode = Utils.enumValue(PositionMode, getValue(constraintMap, "positionMode", "Percent")); data.spacingMode = Utils.enumValue(SpacingMode, getValue(constraintMap, "spacingMode", "Length")); data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent")); data.offsetRotation = getValue(constraintMap, "rotation", 0); data.position = getValue(constraintMap, "position", 0); if (data.positionMode == 0 /* Fixed */) data.position *= scale; data.spacing = getValue(constraintMap, "spacing", 0); if (data.spacingMode == 0 /* Length */ || data.spacingMode == 1 /* Fixed */) data.spacing *= scale; data.mixRotate = getValue(constraintMap, "mixRotate", 1); data.mixX = getValue(constraintMap, "mixX", 1); data.mixY = getValue(constraintMap, "mixY", data.mixX); skeletonData.pathConstraints.push(data); } } if (root.physics) { for (let i = 0; i < root.physics.length; i++) { const constraintMap = root.physics[i]; const data = new PhysicsConstraintData(constraintMap.name); data.order = getValue(constraintMap, "order", 0); data.skinRequired = getValue(constraintMap, "skin", false); const boneName = constraintMap.bone; const bone = skeletonData.findBone(boneName); if (bone == null) throw new Error("Physics bone not found: " + boneName); data.bone = bone; data.x = getValue(constraintMap, "x", 0); data.y = getValue(constraintMap, "y", 0); data.rotate = getValue(constraintMap, "rotate", 0); data.scaleX = getValue(constraintMap, "scaleX", 0); data.shearX = getValue(constraintMap, "shearX", 0); data.limit = getValue(constraintMap, "limit", 5e3) * scale; data.step = 1 / getValue(constraintMap, "fps", 60); data.inertia = getValue(constraintMap, "inertia", 1); data.strength = getValue(constraintMap, "strength", 100); data.damping = getValue(constraintMap, "damping", 1); data.massInverse = 1 / getValue(constraintMap, "mass", 1); data.wind = getValue(constraintMap, "wind", 0); data.gravity = getValue(constraintMap, "gravity", 0); data.mix = getValue(constraintMap, "mix", 1); data.inertiaGlobal = getValue(constraintMap, "inertiaGlobal", false); data.strengthGlobal = getValue(constraintMap, "strengthGlobal", false); data.dampingGlobal = getValue(constraintMap, "dampingGlobal", false); data.massGlobal = getValue(constraintMap, "massGlobal", false); data.windGlobal = getValue(constraintMap, "windGlobal", false); data.gravityGlobal = getValue(constraintMap, "gravityGlobal", false); data.mixGlobal = getValue(constraintMap, "mixGlobal", false); skeletonData.physicsConstraints.push(data); } } if (root.skins) { for (let i = 0; i < root.skins.length; i++) { let skinMap = root.skins[i]; let skin = new Skin(skinMap.name); if (skinMap.bones) { for (let ii = 0; ii < skinMap.bones.length; ii++) { let boneName = skinMap.bones[ii]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error(`Couldn't find bone ${boneName} for skin ${skinMap.name}.`); skin.bones.push(bone); } } if (skinMap.ik) { for (let ii = 0; ii < skinMap.ik.length; ii++) { let constraintName = skinMap.ik[ii]; let constraint = skeletonData.findIkConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find IK constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.transform) { for (let ii = 0; ii < skinMap.transform.length; ii++) { let constraintName = skinMap.transform[ii]; let constraint = skeletonData.findTransformConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find transform constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.path) { for (let ii = 0; ii < skinMap.path.length; ii++) { let constraintName = skinMap.path[ii]; let constraint = skeletonData.findPathConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find path constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } if (skinMap.physics) { for (let ii = 0; ii < skinMap.physics.length; ii++) { let constraintName = skinMap.physics[ii]; let constraint = skeletonData.findPhysicsConstraint(constraintName); if (!constraint) throw new Error(`Couldn't find physics constraint ${constraintName} for skin ${skinMap.name}.`); skin.constraints.push(constraint); } } for (let slotName in skinMap.attachments) { let slot = skeletonData.findSlot(slotName); if (!slot) throw new Error(`Couldn't find slot ${slotName} for skin ${skinMap.name}.`); let slotMap = skinMap.attachments[slotName]; for (let entryName in slotMap) { let attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData); if (attachment) skin.setAttachment(slot.index, entryName, attachment); } } skeletonData.skins.push(skin); if (skin.name == "default") skeletonData.defaultSkin = skin; } } for (let i = 0, n = this.linkedMeshes.length; i < n; i++) { let linkedMesh = this.linkedMeshes[i]; let skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin); if (!skin) throw new Error(`Skin not found: ${linkedMesh.skin}`); let parent = skin.getAttachment(linkedMesh.slotIndex, linkedMesh.parent); if (!parent) throw new Error(`Parent mesh not found: ${linkedMesh.parent}`); linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimeline ? parent : linkedMesh.mesh; linkedMesh.mesh.setParentMesh(parent); if (linkedMesh.mesh.region != null) linkedMesh.mesh.updateRegion(); } this.linkedMeshes.length = 0; if (root.events) { for (let eventName in root.events) { let eventMap = root.events[eventName]; let data = new EventData(eventName); data.intValue = getValue(eventMap, "int", 0); data.floatValue = getValue(eventMap, "float", 0); data.stringValue = getValue(eventMap, "string", ""); data.audioPath = getValue(eventMap, "audio", null); if (data.audioPath) { data.volume = getValue(eventMap, "volume", 1); data.balance = getValue(eventMap, "balance", 0); } skeletonData.events.push(data); } } if (root.animations) { for (let animationName in root.animations) { let animationMap = root.animations[animationName]; this.readAnimation(animationMap, animationName, skeletonData); } } return skeletonData; } readAttachment(map, skin, slotIndex, name, skeletonData) { let scale = this.scale; name = getValue(map, "name", name); switch (getValue(map, "type", "region")) { case "region": { let path = getValue(map, "path", name); let sequence = this.readSequence(getValue(map, "sequence", null)); let region = this.attachmentLoader.newRegionAttachment(skin, name, path, sequence); if (!region) return null; region.path = path; region.x = getValue(map, "x", 0) * scale; region.y = getValue(map, "y", 0) * scale; region.scaleX = getValue(map, "scaleX", 1); region.scaleY = getValue(map, "scaleY", 1); region.rotation = getValue(map, "rotation", 0); region.width = map.width * scale; region.height = map.height * scale; region.sequence = sequence; let color = getValue(map, "color", null); if (color) region.color.setFromString(color); if (region.region != null) region.updateRegion(); return region; } case "boundingbox": { let box = this.attachmentLoader.newBoundingBoxAttachment(skin, name); if (!box) return null; this.readVertices(map, box, map.vertexCount << 1); let color = getValue(map, "color", null); if (color) box.color.setFromString(color); return box; } case "mesh": case "linkedmesh": { let path = getValue(map, "path", name); let sequence = this.readSequence(getValue(map, "sequence", null)); let mesh = this.attachmentLoader.newMeshAttachment(skin, name, path, sequence); if (!mesh) return null; mesh.path = path; let color = getValue(map, "color", null); if (color) mesh.color.setFromString(color); mesh.width = getValue(map, "width", 0) * scale; mesh.height = getValue(map, "height", 0) * scale; mesh.sequence = sequence; let parent = getValue(map, "parent", null); if (parent) { this.linkedMeshes.push(new LinkedMesh2(mesh, getValue(map, "skin", null), slotIndex, parent, getValue(map, "timelines", true))); return mesh; } let uvs = map.uvs; this.readVertices(map, mesh, uvs.length); mesh.triangles = map.triangles; mesh.regionUVs = uvs; if (mesh.region != null) mesh.updateRegion(); mesh.edges = getValue(map, "edges", null); mesh.hullLength = getValue(map, "hull", 0) * 2; return mesh; } case "path": { let path = this.attachmentLoader.newPathAttachment(skin, name); if (!path) return null; path.closed = getValue(map, "closed", false); path.constantSpeed = getValue(map, "constantSpeed", true); let vertexCount = map.vertexCount; this.readVertices(map, path, vertexCount << 1); let lengths = Utils.newArray(vertexCount / 3, 0); for (let i = 0; i < map.lengths.length; i++) lengths[i] = map.lengths[i] * scale; path.lengths = lengths; let color = getValue(map, "color", null); if (color) path.color.setFromString(color); return path; } case "point": { let point = this.attachmentLoader.newPointAttachment(skin, name); if (!point) return null; point.x = getValue(map, "x", 0) * scale; point.y = getValue(map, "y", 0) * scale; point.rotation = getValue(map, "rotation", 0); let color = getValue(map, "color", null); if (color) point.color.setFromString(color); return point; } case "clipping": { let clip = this.attachmentLoader.newClippingAttachment(skin, name); if (!clip) return null; let end = getValue(map, "end", null); if (end) clip.endSlot = skeletonData.findSlot(end); let vertexCount = map.vertexCount; this.readVertices(map, clip, vertexCount << 1); let color = getValue(map, "color", null); if (color) clip.color.setFromString(color); return clip; } } return null; } readSequence(map) { if (map == null) return null; let sequence = new Sequence(getValue(map, "count", 0)); sequence.start = getValue(map, "start", 1); sequence.digits = getValue(map, "digits", 0); sequence.setupIndex = getValue(map, "setup", 0); return sequence; } readVertices(map, attachment, verticesLength) { let scale = this.scale; attachment.worldVerticesLength = verticesLength; let vertices = map.vertices; if (verticesLength == vertices.length) { let scaledVertices = Utils.toFloatArray(vertices); if (scale != 1) { for (let i = 0, n = vertices.length; i < n; i++) scaledVertices[i] *= scale; } attachment.vertices = scaledVertices; return; } let weights = new Array(); let bones = new Array(); for (let i = 0, n = vertices.length; i < n; ) { let boneCount = vertices[i++]; bones.push(boneCount); for (let 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 = Utils.toFloatArray(weights); } readAnimation(map, name, skeletonData) { let scale = this.scale; let timelines = new Array(); if (map.slots) { for (let slotName in map.slots) { let slotMap = map.slots[slotName]; let slot = skeletonData.findSlot(slotName); if (!slot) throw new Error("Slot not found: " + slotName); let slotIndex = slot.index; for (let timelineName in slotMap) { let timelineMap = slotMap[timelineName]; if (!timelineMap) continue; let frames = timelineMap.length; if (timelineName == "attachment") { let timeline = new AttachmentTimeline(frames, slotIndex); for (let frame = 0; frame < frames; frame++) { let keyMap = timelineMap[frame]; timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null)); } timelines.push(timeline); } else if (timelineName == "rgba") { let timeline = new RGBATimeline(frames, frames << 2, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.color); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color.a); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.color); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1); } time = time2; color = newColor; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "rgb") { let timeline = new RGBTimeline(frames, frames * 3, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.color); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.color); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); } time = time2; color = newColor; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "alpha") { timelines.push(readTimeline12(timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1)); } else if (timelineName == "rgba2") { let timeline = new RGBA2Timeline(frames, frames * 7, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.light); let color2 = Color.fromString(keyMap.dark); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color.a, color2.r, color2.g, color2.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.light); let newColor2 = Color.fromString(nextMap.dark); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color.a, newColor.a, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.r, newColor2.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.g, newColor2.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 6, time, time2, color2.b, newColor2.b, 1); } time = time2; color = newColor; color2 = newColor2; keyMap = nextMap; } timelines.push(timeline); } else if (timelineName == "rgb2") { let timeline = new RGB2Timeline(frames, frames * 6, slotIndex); let keyMap = timelineMap[0]; let time = getValue(keyMap, "time", 0); let color = Color.fromString(keyMap.light); let color2 = Color.fromString(keyMap.dark); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, color.r, color.g, color.b, color2.r, color2.g, color2.b); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let newColor = Color.fromString(nextMap.light); let newColor2 = Color.fromString(nextMap.dark); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color.r, newColor.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color.g, newColor.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color.b, newColor.b, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.r, newColor2.r, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color2.g, newColor2.g, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color2.b, newColor2.b, 1); } time = time2; color = newColor; color2 = newColor2; keyMap = nextMap; } timelines.push(timeline); } } } } if (map.bones) { for (let boneName in map.bones) { let boneMap = map.bones[boneName]; let bone = skeletonData.findBone(boneName); if (!bone) throw new Error("Bone not found: " + boneName); let boneIndex = bone.index; for (let timelineName in boneMap) { let timelineMap = boneMap[timelineName]; let frames = timelineMap.length; if (frames == 0) continue; if (timelineName === "rotate") { timelines.push(readTimeline12(timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1)); } else if (timelineName === "translate") { let timeline = new TranslateTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, scale)); } else if (timelineName === "translatex") { let timeline = new TranslateXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, scale)); } else if (timelineName === "translatey") { let timeline = new TranslateYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, scale)); } else if (timelineName === "scale") { let timeline = new ScaleTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 1, 1)); } else if (timelineName === "scalex") { let timeline = new ScaleXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 1, 1)); } else if (timelineName === "scaley") { let timeline = new ScaleYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 1, 1)); } else if (timelineName === "shear") { let timeline = new ShearTimeline(frames, frames << 1, boneIndex); timelines.push(readTimeline22(timelineMap, timeline, "x", "y", 0, 1)); } else if (timelineName === "shearx") { let timeline = new ShearXTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } else if (timelineName === "sheary") { let timeline = new ShearYTimeline(frames, frames, boneIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } else if (timelineName === "inherit") { let timeline = new InheritTimeline(frames, bone.index); for (let frame = 0; frame < timelineMap.length; frame++) { let aFrame = timelineMap[frame]; timeline.setFrame(frame, getValue(aFrame, "time", 0), Utils.enumValue(Inherit, getValue(aFrame, "inherit", "Normal"))); } timelines.push(timeline); } } } } if (map.ik) { for (let constraintName in map.ik) { let constraintMap = map.ik[constraintName]; let keyMap = constraintMap[0]; if (!keyMap) continue; let constraint = skeletonData.findIkConstraint(constraintName); if (!constraint) throw new Error("IK Constraint not found: " + constraintName); let constraintIndex = skeletonData.ikConstraints.indexOf(constraint); let timeline = new IkConstraintTimeline(constraintMap.length, constraintMap.length << 1, constraintIndex); let time = getValue(keyMap, "time", 0); let mix = getValue(keyMap, "mix", 1); let softness = getValue(keyMap, "softness", 0) * scale; for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mix, softness, getValue(keyMap, "bendPositive", true) ? 1 : -1, getValue(keyMap, "compress", false), getValue(keyMap, "stretch", false)); let nextMap = constraintMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mix2 = getValue(nextMap, "mix", 1); let softness2 = getValue(nextMap, "softness", 0) * scale; let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mix, mix2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, softness, softness2, scale); } time = time2; mix = mix2; softness = softness2; keyMap = nextMap; } timelines.push(timeline); } } if (map.transform) { for (let constraintName in map.transform) { let timelineMap = map.transform[constraintName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let constraint = skeletonData.findTransformConstraint(constraintName); if (!constraint) throw new Error("Transform constraint not found: " + constraintName); let constraintIndex = skeletonData.transformConstraints.indexOf(constraint); let timeline = new TransformConstraintTimeline(timelineMap.length, timelineMap.length * 6, constraintIndex); let time = getValue(keyMap, "time", 0); let mixRotate = getValue(keyMap, "mixRotate", 1); let mixX = getValue(keyMap, "mixX", 1); let mixY = getValue(keyMap, "mixY", mixX); let mixScaleX = getValue(keyMap, "mixScaleX", 1); let mixScaleY = getValue(keyMap, "mixScaleY", mixScaleX); let mixShearY = getValue(keyMap, "mixShearY", 1); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mixRotate2 = getValue(nextMap, "mixRotate", 1); let mixX2 = getValue(nextMap, "mixX", 1); let mixY2 = getValue(nextMap, "mixY", mixX2); let mixScaleX2 = getValue(nextMap, "mixScaleX", 1); let mixScaleY2 = getValue(nextMap, "mixScaleY", mixScaleX2); let mixShearY2 = getValue(nextMap, "mixShearY", 1); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1); bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1); bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; mixScaleX = mixScaleX2; mixScaleY = mixScaleY2; mixScaleX = mixScaleX2; keyMap = nextMap; } timelines.push(timeline); } } if (map.path) { for (let constraintName in map.path) { let constraintMap = map.path[constraintName]; let constraint = skeletonData.findPathConstraint(constraintName); if (!constraint) throw new Error("Path constraint not found: " + constraintName); let constraintIndex = skeletonData.pathConstraints.indexOf(constraint); for (let timelineName in constraintMap) { let timelineMap = constraintMap[timelineName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let frames = timelineMap.length; if (timelineName === "position") { let timeline = new PathConstraintPositionTimeline(frames, frames, constraintIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.positionMode == 0 /* Fixed */ ? scale : 1)); } else if (timelineName === "spacing") { let timeline = new PathConstraintSpacingTimeline(frames, frames, constraintIndex); timelines.push(readTimeline12(timelineMap, timeline, 0, constraint.spacingMode == 0 /* Length */ || constraint.spacingMode == 1 /* Fixed */ ? scale : 1)); } else if (timelineName === "mix") { let timeline = new PathConstraintMixTimeline(frames, frames * 3, constraintIndex); let time = getValue(keyMap, "time", 0); let mixRotate = getValue(keyMap, "mixRotate", 1); let mixX = getValue(keyMap, "mixX", 1); let mixY = getValue(keyMap, "mixY", mixX); for (let frame = 0, bezier = 0; ; frame++) { timeline.setFrame(frame, time, mixRotate, mixX, mixY); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let mixRotate2 = getValue(nextMap, "mixRotate", 1); let mixX2 = getValue(nextMap, "mixX", 1); let mixY2 = getValue(nextMap, "mixY", mixX2); let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1); bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1); } time = time2; mixRotate = mixRotate2; mixX = mixX2; mixY = mixY2; keyMap = nextMap; } timelines.push(timeline); } } } } if (map.physics) { for (let constraintName in map.physics) { let constraintMap = map.physics[constraintName]; let constraintIndex = -1; if (constraintName.length > 0) { let constraint = skeletonData.findPhysicsConstraint(constraintName); if (!constraint) throw new Error("Physics constraint not found: " + constraintName); constraintIndex = skeletonData.physicsConstraints.indexOf(constraint); } for (let timelineName in constraintMap) { let timelineMap = constraintMap[timelineName]; let keyMap = timelineMap[0]; if (!keyMap) continue; let frames = timelineMap.length; if (timelineName == "reset") { const timeline2 = new PhysicsConstraintResetTimeline(frames, constraintIndex); for (let frame = 0; keyMap != null; keyMap = timelineMap[frame + 1], frame++) timeline2.setFrame(frame, getValue(keyMap, "time", 0)); timelines.push(timeline2); continue; } let timeline; if (timelineName == "inertia") timeline = new PhysicsConstraintInertiaTimeline(frames, frames, constraintIndex); else if (timelineName == "strength") timeline = new PhysicsConstraintStrengthTimeline(frames, frames, constraintIndex); else if (timelineName == "damping") timeline = new PhysicsConstraintDampingTimeline(frames, frames, constraintIndex); else if (timelineName == "mass") timeline = new PhysicsConstraintMassTimeline(frames, frames, constraintIndex); else if (timelineName == "wind") timeline = new PhysicsConstraintWindTimeline(frames, frames, constraintIndex); else if (timelineName == "gravity") timeline = new PhysicsConstraintGravityTimeline(frames, frames, constraintIndex); else if (timelineName == "mix") timeline = new PhysicsConstraintMixTimeline(frames, frames, constraintIndex); else continue; timelines.push(readTimeline12(timelineMap, timeline, 0, 1)); } } } if (map.attachments) { for (let attachmentsName in map.attachments) { let attachmentsMap = map.attachments[attachmentsName]; let skin = skeletonData.findSkin(attachmentsName); if (!skin) throw new Error("Skin not found: " + attachmentsName); for (let slotMapName in attachmentsMap) { let slotMap = attachmentsMap[slotMapName]; let slot = skeletonData.findSlot(slotMapName); if (!slot) throw new Error("Slot not found: " + slotMapName); let slotIndex = slot.index; for (let attachmentMapName in slotMap) { let attachmentMap = slotMap[attachmentMapName]; let attachment = skin.getAttachment(slotIndex, attachmentMapName); for (let timelineMapName in attachmentMap) { let timelineMap = attachmentMap[timelineMapName]; let keyMap = timelineMap[0]; if (!keyMap) continue; if (timelineMapName == "deform") { let weighted = attachment.bones; let vertices = attachment.vertices; let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length; let timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment); let time = getValue(keyMap, "time", 0); for (let frame = 0, bezier = 0; ; frame++) { let deform; let verticesValue = getValue(keyMap, "vertices", null); if (!verticesValue) deform = weighted ? Utils.newFloatArray(deformLength) : vertices; else { deform = Utils.newFloatArray(deformLength); let start = getValue(keyMap, "offset", 0); Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length); if (scale != 1) { for (let i = start, n = i + verticesValue.length; i < n; i++) deform[i] *= scale; } if (!weighted) { for (let i = 0; i < deformLength; i++) deform[i] += vertices[i]; } } timeline.setFrame(frame, time, deform); let nextMap = timelineMap[frame + 1]; if (!nextMap) { timeline.shrink(bezier); break; } let time2 = getValue(nextMap, "time", 0); let curve = keyMap.curve; if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1); time = time2; keyMap = nextMap; } timelines.push(timeline); } else if (timelineMapName == "sequence") { let timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment); let lastDelay = 0; for (let frame = 0; frame < timelineMap.length; frame++) { let delay = getValue(keyMap, "delay", lastDelay); let time = getValue(keyMap, "time", 0); let mode = SequenceMode[getValue(keyMap, "mode", "hold")]; let index = getValue(keyMap, "index", 0); timeline.setFrame(frame, time, mode, index, delay); lastDelay = delay; keyMap = timelineMap[frame + 1]; } timelines.push(timeline); } } } } } } if (map.drawOrder) { let timeline = new DrawOrderTimeline(map.drawOrder.length); let slotCount = skeletonData.slots.length; let frame = 0; for (let i = 0; i < map.drawOrder.length; i++, frame++) { let drawOrderMap = map.drawOrder[i]; let drawOrder = null; let offsets = getValue(drawOrderMap, "offsets", null); if (offsets) { drawOrder = Utils.newArray(slotCount, -1); let unchanged = Utils.newArray(slotCount - offsets.length, 0); let originalIndex = 0, unchangedIndex = 0; for (let ii = 0; ii < offsets.length; ii++) { let offsetMap = offsets[ii]; let slot = skeletonData.findSlot(offsetMap.slot); if (!slot) throw new Error("Slot not found: " + slot); let slotIndex = slot.index; while (originalIndex != slotIndex) unchanged[unchangedIndex++] = originalIndex++; drawOrder[originalIndex + offsetMap.offset] = originalIndex++; } while (originalIndex < slotCount) unchanged[unchangedIndex++] = originalIndex++; for (let ii = slotCount - 1; ii >= 0; ii--) if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex]; } timeline.setFrame(frame, getValue(drawOrderMap, "time", 0), drawOrder); } timelines.push(timeline); } if (map.events) { let timeline = new EventTimeline(map.events.length); let frame = 0; for (let i = 0; i < map.events.length; i++, frame++) { let eventMap = map.events[i]; let eventData = skeletonData.findEvent(eventMap.name); if (!eventData) throw new Error("Event not found: " + eventMap.name); let event = new Event(Utils.toSinglePrecision(getValue(eventMap, "time", 0)), eventData); event.intValue = getValue(eventMap, "int", eventData.intValue); event.floatValue = getValue(eventMap, "float", eventData.floatValue); event.stringValue = getValue(eventMap, "string", eventData.stringValue); if (event.data.audioPath) { event.volume = getValue(eventMap, "volume", 1); event.balance = getValue(eventMap, "balance", 0); } timeline.setFrame(frame, event); } timelines.push(timeline); } let duration = 0; for (let i = 0, n = timelines.length; i < n; i++) duration = Math.max(duration, timelines[i].getDuration()); skeletonData.animations.push(new Animation(name, timelines, duration)); } }; var LinkedMesh2 = class { parent; skin; slotIndex; mesh; inheritTimeline; constructor(mesh, skin, slotIndex, parent, inheritDeform) { this.mesh = mesh; this.skin = skin; this.slotIndex = slotIndex; this.parent = parent; this.inheritTimeline = inheritDeform; } }; function readTimeline12(keys, timeline, defaultValue, scale) { let keyMap = keys[0]; let time = getValue(keyMap, "time", 0); let value = getValue(keyMap, "value", defaultValue) * scale; let bezier = 0; for (let frame = 0; ; frame++) { timeline.setFrame(frame, time, value); let nextMap = keys[frame + 1]; if (!nextMap) { timeline.shrink(bezier); return timeline; } let time2 = getValue(nextMap, "time", 0); let value2 = getValue(nextMap, "value", defaultValue) * scale; if (keyMap.curve) bezier = readCurve(keyMap.curve, timeline, bezier, frame, 0, time, time2, value, value2, scale); time = time2; value = value2; keyMap = nextMap; } } function readTimeline22(keys, timeline, name1, name2, defaultValue, scale) { let keyMap = keys[0]; let time = getValue(keyMap, "time", 0); let value1 = getValue(keyMap, name1, defaultValue) * scale; let value2 = getValue(keyMap, name2, defaultValue) * scale; let bezier = 0; for (let frame = 0; ; frame++) { timeline.setFrame(frame, time, value1, value2); let nextMap = keys[frame + 1]; if (!nextMap) { timeline.shrink(bezier); return timeline; } let time2 = getValue(nextMap, "time", 0); let nvalue1 = getValue(nextMap, name1, defaultValue) * scale; let nvalue2 = getValue(nextMap, name2, defaultValue) * scale; let curve = keyMap.curve; if (curve) { bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, value1, nvalue1, scale); bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, value2, nvalue2, scale); } time = time2; value1 = nvalue1; value2 = nvalue2; keyMap = nextMap; } } function readCurve(curve, timeline, bezier, frame, value, time1, time2, value1, value2, scale) { if (curve == "stepped") { timeline.setStepped(frame); return bezier; } let i = value << 2; let cx1 = curve[i]; let cy1 = curve[i + 1] * scale; let cx2 = curve[i + 2]; let cy2 = curve[i + 3] * scale; timeline.setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2); return bezier + 1; } function getValue(map, property, defaultValue) { return map[property] !== void 0 ? map[property] : defaultValue; } // spine-core/src/polyfills.ts (() => { if (typeof Math.fround === "undefined") { Math.fround = /* @__PURE__ */ function(array) { return function(x) { return array[0] = x, array[0]; }; }(new Float32Array(1)); } })(); // spine-canvas/src/CanvasTexture.ts var CanvasTexture = class extends Texture { constructor(image) { super(image); } setFilters(minFilter, magFilter) { } setWraps(uWrap, vWrap) { } dispose() { } }; // spine-canvas/src/AssetManager.ts var AssetManager = class extends AssetManagerBase { constructor(pathPrefix = "", downloader = new Downloader()) { super((image) => { return new CanvasTexture(image); }, pathPrefix, downloader); } }; // spine-canvas/src/SkeletonRenderer.ts var worldVertices = Utils.newFloatArray(8); var SkeletonRenderer = class _SkeletonRenderer { static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0]; static VERTEX_SIZE = 2 + 2 + 4; ctx; triangleRendering = false; debugRendering = false; vertices = Utils.newFloatArray(8 * 1024); tempColor = new Color(); constructor(context) { this.ctx = context; } draw(skeleton) { if (this.triangleRendering) this.drawTriangles(skeleton); else this.drawImages(skeleton); } drawImages(skeleton) { let ctx = this.ctx; let color = this.tempColor; let skeletonColor = skeleton.color; let drawOrder = skeleton.drawOrder; if (this.debugRendering) ctx.strokeStyle = "green"; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let bone = slot.bone; if (!bone.active) continue; let attachment = slot.getAttachment(); if (!(attachment instanceof RegionAttachment)) continue; attachment.computeWorldVertices(slot, worldVertices, 0, 2); let region = attachment.region; let image = region.texture.getImage(); let slotColor = slot.color; let regionColor = attachment.color; color.set( skeletonColor.r * slotColor.r * regionColor.r, skeletonColor.g * slotColor.g * regionColor.g, skeletonColor.b * slotColor.b * regionColor.b, skeletonColor.a * slotColor.a * regionColor.a ); ctx.save(); ctx.transform(bone.a, bone.c, bone.b, bone.d, bone.worldX, bone.worldY); ctx.translate(attachment.offset[0], attachment.offset[1]); ctx.rotate(attachment.rotation * Math.PI / 180); let atlasScale = attachment.width / region.originalWidth; ctx.scale(atlasScale * attachment.scaleX, atlasScale * attachment.scaleY); let w = region.width, h = region.height; ctx.translate(w / 2, h / 2); if (attachment.region.degrees == 90) { let t = w; w = h; h = t; ctx.rotate(-Math.PI / 2); } ctx.scale(1, -1); ctx.translate(-w / 2, -h / 2); ctx.globalAlpha = color.a; ctx.drawImage(image, image.width * region.u, image.height * region.v, w, h, 0, 0, w, h); if (this.debugRendering) ctx.strokeRect(0, 0, w, h); ctx.restore(); } } drawTriangles(skeleton) { let ctx = this.ctx; let color = this.tempColor; let skeletonColor = skeleton.color; let drawOrder = skeleton.drawOrder; let blendMode = null; let vertices = this.vertices; let triangles = null; for (let i = 0, n = drawOrder.length; i < n; i++) { let slot = drawOrder[i]; let attachment = slot.getAttachment(); let texture; let region; if (attachment instanceof RegionAttachment) { let regionAttachment = attachment; vertices = this.computeRegionVertices(slot, regionAttachment, false); triangles = _SkeletonRenderer.QUAD_TRIANGLES; texture = regionAttachment.region.texture.getImage(); } else if (attachment instanceof MeshAttachment) { let mesh = attachment; vertices = this.computeMeshVertices(slot, mesh, false); triangles = mesh.triangles; texture = mesh.region.texture.getImage(); } else continue; if (texture) { if (slot.data.blendMode != blendMode) blendMode = slot.data.blendMode; let slotColor = slot.color; let attachmentColor = attachment.color; color.set( skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, skeletonColor.a * slotColor.a * attachmentColor.a ); ctx.globalAlpha = color.a; for (var j = 0; j < triangles.length; j += 3) { let t1 = triangles[j] * 8, t2 = triangles[j + 1] * 8, t3 = triangles[j + 2] * 8; let x0 = vertices[t1], y0 = vertices[t1 + 1], u0 = vertices[t1 + 6], v0 = vertices[t1 + 7]; let x1 = vertices[t2], y1 = vertices[t2 + 1], u1 = vertices[t2 + 6], v1 = vertices[t2 + 7]; let x2 = vertices[t3], y2 = vertices[t3 + 1], u2 = vertices[t3 + 6], v2 = vertices[t3 + 7]; this.drawTriangle(texture, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2); if (this.debugRendering) { ctx.strokeStyle = "green"; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x0, y0); ctx.stroke(); } } } } this.ctx.globalAlpha = 1; } // Adapted from http://extremelysatisfactorytotalitarianism.com/blog/?p=2120 // Apache 2 licensed drawTriangle(img, x0, y0, u0, v0, x1, y1, u1, v1, x2, y2, u2, v2) { let ctx = this.ctx; const width = img.width - 1; const height = img.height - 1; u0 *= width; v0 *= height; u1 *= width; v1 *= height; u2 *= width; v2 *= height; ctx.beginPath(); ctx.moveTo(x0, y0); ctx.lineTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); x1 -= x0; y1 -= y0; x2 -= x0; y2 -= y0; u1 -= u0; v1 -= v0; u2 -= u0; v2 -= v0; let det = u1 * v2 - u2 * v1; if (det == 0) return; det = 1 / det; const a = (v2 * x1 - v1 * x2) * det; const b = (v2 * y1 - v1 * y2) * det; const c = (u1 * x2 - u2 * x1) * det; const d = (u1 * y2 - u2 * y1) * det; const e = x0 - a * u0 - c * v0; const f = y0 - b * u0 - d * v0; ctx.save(); ctx.transform(a, b, c, d, e, f); ctx.clip(); ctx.drawImage(img, 0, 0); ctx.restore(); } computeRegionVertices(slot, region, pma) { let skeletonColor = slot.bone.skeleton.color; let slotColor = slot.color; let regionColor = region.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set( skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha ); region.computeWorldVertices(slot, this.vertices, 0, _SkeletonRenderer.VERTEX_SIZE); let vertices = this.vertices; let uvs = region.uvs; vertices[RegionAttachment.C1R] = color.r; vertices[RegionAttachment.C1G] = color.g; vertices[RegionAttachment.C1B] = color.b; vertices[RegionAttachment.C1A] = color.a; vertices[RegionAttachment.U1] = uvs[0]; vertices[RegionAttachment.V1] = uvs[1]; vertices[RegionAttachment.C2R] = color.r; vertices[RegionAttachment.C2G] = color.g; vertices[RegionAttachment.C2B] = color.b; vertices[RegionAttachment.C2A] = color.a; vertices[RegionAttachment.U2] = uvs[2]; vertices[RegionAttachment.V2] = uvs[3]; vertices[RegionAttachment.C3R] = color.r; vertices[RegionAttachment.C3G] = color.g; vertices[RegionAttachment.C3B] = color.b; vertices[RegionAttachment.C3A] = color.a; vertices[RegionAttachment.U3] = uvs[4]; vertices[RegionAttachment.V3] = uvs[5]; vertices[RegionAttachment.C4R] = color.r; vertices[RegionAttachment.C4G] = color.g; vertices[RegionAttachment.C4B] = color.b; vertices[RegionAttachment.C4A] = color.a; vertices[RegionAttachment.U4] = uvs[6]; vertices[RegionAttachment.V4] = uvs[7]; return vertices; } computeMeshVertices(slot, mesh, pma) { let skeletonColor = slot.bone.skeleton.color; let slotColor = slot.color; let regionColor = mesh.color; let alpha = skeletonColor.a * slotColor.a * regionColor.a; let multiplier = pma ? alpha : 1; let color = this.tempColor; color.set( skeletonColor.r * slotColor.r * regionColor.r * multiplier, skeletonColor.g * slotColor.g * regionColor.g * multiplier, skeletonColor.b * slotColor.b * regionColor.b * multiplier, alpha ); let vertexCount = mesh.worldVerticesLength / 2; let vertices = this.vertices; if (vertices.length < mesh.worldVerticesLength) this.vertices = vertices = Utils.newFloatArray(mesh.worldVerticesLength); mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, vertices, 0, _SkeletonRenderer.VERTEX_SIZE); let uvs = mesh.uvs; for (let i = 0, u = 0, v = 2; i < vertexCount; i++) { vertices[v++] = color.r; vertices[v++] = color.g; vertices[v++] = color.b; vertices[v++] = color.a; vertices[v++] = uvs[u++]; vertices[v++] = uvs[u++]; v += 2; } return vertices; } }; return __toCommonJS(index_exports); })(); //# sourceMappingURL=spine-canvas.js.map