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("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