重新修正忽视规则,防止clone后项目无法复现

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tianmo committed 2026-08-30 01:00:12 +08:00
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commit bd1204f1b9
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { SpineTexture } from "./SpineTexture.js";
import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core";
import { DarkTintMesh } from "./darkTintMesh/DarkTintMesh.js";
import type { ISlotMesh } from "./Spine.js";
export declare class DarkSlotMesh extends DarkTintMesh implements ISlotMesh {
name: string;
private static auxColor;
constructor();
updateFromSpineData(slotTexture: SpineTexture, slotBlendMode: BlendMode, slotName: string, finalVertices: NumberArrayLike, finalVerticesLength: number, finalIndices: NumberArrayLike, finalIndicesLength: number, darkTint: boolean): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { SpineTexture } from "./SpineTexture.js";
import { DarkTintMesh } from "./darkTintMesh/DarkTintMesh.js";
export class DarkSlotMesh extends DarkTintMesh {
name = "";
static auxColor = [0, 0, 0, 0];
constructor() {
super();
}
updateFromSpineData(slotTexture, slotBlendMode, slotName, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, darkTint) {
this.texture = slotTexture.texture;
const vertLenght = (finalVerticesLength / (darkTint ? 12 : 8)) * 2;
const textureCoord = this.geometry.getBuffer("aTextureCoord");
if (textureCoord.data?.length !== vertLenght) {
textureCoord.data = new Float32Array(vertLenght);
}
const vertexCoord = this.geometry.getBuffer("aVertexPosition");
if (vertexCoord.data?.length !== vertLenght) {
vertexCoord.data = new Float32Array(vertLenght);
}
let vertIndex = 0;
let textureCoordData = textureCoord.data;
let vertexCoordData = vertexCoord.data;
for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) {
let auxi = i;
vertexCoordData[vertIndex] = finalVertices[auxi++];
vertexCoordData[vertIndex + 1] = finalVertices[auxi++];
auxi += 4; // color
textureCoordData[vertIndex] = finalVertices[auxi++];
textureCoordData[vertIndex + 1] = finalVertices[auxi++];
vertIndex += 2;
}
if (darkTint) {
DarkSlotMesh.auxColor[0] = finalVertices[8];
DarkSlotMesh.auxColor[1] = finalVertices[9];
DarkSlotMesh.auxColor[2] = finalVertices[10];
DarkSlotMesh.auxColor[3] = finalVertices[11];
this.darkTint = DarkSlotMesh.auxColor;
DarkSlotMesh.auxColor[0] = finalVertices[2];
DarkSlotMesh.auxColor[1] = finalVertices[3];
DarkSlotMesh.auxColor[2] = finalVertices[4];
DarkSlotMesh.auxColor[3] = finalVertices[5];
this.tint = DarkSlotMesh.auxColor;
}
else {
DarkSlotMesh.auxColor[0] = finalVertices[2];
DarkSlotMesh.auxColor[1] = finalVertices[3];
DarkSlotMesh.auxColor[2] = finalVertices[4];
DarkSlotMesh.auxColor[3] = finalVertices[5];
this.tint = DarkSlotMesh.auxColor;
}
this.blendMode = SpineTexture.toPixiBlending(slotBlendMode);
this.alpha = DarkSlotMesh.auxColor[3];
const indexBuffer = this.geometry.indexBuffer;
if (indexBuffer.data.length !== finalIndices.length) {
indexBuffer.data = new Uint32Array(finalIndices);
}
else {
const indexBufferData = indexBuffer.data;
for (let i = 0; i < finalIndicesLength; i++) {
indexBufferData[i] = finalIndices[i];
}
}
this.name = slotName;
textureCoord.update();
vertexCoord.update();
indexBuffer.update();
}
}
//# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiRGFya1Nsb3RNZXNoLmpzIiwic291cmNlUm9vdCI6IiIsInNvdXJjZXMiOlsiLi4vc3JjL0RhcmtTbG90TWVzaC50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQTs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7OytFQTJCK0U7QUFFL0UsT0FBTyxFQUFFLFlBQVksRUFBRSxNQUFNLG1CQUFtQixDQUFDO0FBRWpELE9BQU8sRUFBRSxZQUFZLEVBQUUsTUFBTSxnQ0FBZ0MsQ0FBQztBQUc5RCxNQUFNLE9BQU8sWUFBYSxTQUFRLFlBQVk7SUFDdEMsSUFBSSxHQUFXLEVBQUUsQ0FBQztJQUVqQixNQUFNLENBQUMsUUFBUSxHQUFHLENBQUMsQ0FBQyxFQUFFLENBQUMsRUFBRSxDQUFDLEVBQUUsQ0FBQyxDQUFDLENBQUM7SUFFdkM7UUFDQyxLQUFLLEVBQUUsQ0FBQztJQUNULENBQUM7SUFDTSxtQkFBbUIsQ0FDekIsV0FBeUIsRUFDekIsYUFBd0IsRUFDeEIsUUFBZ0IsRUFDaEIsYUFBOEIsRUFDOUIsbUJBQTJCLEVBQzNCLFlBQTZCLEVBQzdCLGtCQUEwQixFQUMxQixRQUFpQjtRQUVqQixJQUFJLENBQUMsT0FBTyxHQUFHLFdBQVcsQ0FBQyxPQUFPLENBQUM7UUFFbkMsTUFBTSxVQUFVLEdBQUcsQ0FBQyxtQkFBbUIsR0FBRyxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsRUFBRSxDQUFDLENBQUMsQ0FBQyxDQUFDLENBQUMsQ0FBQyxHQUFHLENBQUMsQ0FBQztRQUVuRSxNQUFNLFlBQVksR0FBRyxJQUFJLENBQUMsUUFBUSxDQUFDLFNBQVMsQ0FBQyxlQUFlLENBQUMsQ0FBQztRQUM5RCxJQUFJLFlBQVksQ0FBQyxJQUFJLEVBQUUsTUFBTSxLQUFLLFVBQVUsRUFBRSxDQUFDO1lBQzlDLFlBQVksQ0FBQyxJQUFJLEdBQUcsSUFBSSxZQUFZLENBQUMsVUFBVSxDQUFDLENBQUM7UUFDbEQsQ0FBQztRQUVELE1BQU0sV0FBVyxHQUFHLElBQUksQ0FBQyxRQUFRLENBQUMsU0FBUyxDQUFDLGlCQUFpQixDQUFDLENBQUM7UUFDL0QsSUFBSSxXQUFXLENBQUMsSUFBSSxFQUFFLE1BQU0sS0FBSyxVQUFVLEVBQUUsQ0FBQztZQUM3QyxXQUFXLENBQUMsSUFBSSxHQUFHLElBQUksWUFBWSxDQUFDLFVBQVUsQ0FBQyxDQUFDO1FBQ2pELENBQUM7UUFFRCxJQUFJLFNBQVMsR0FBRyxDQUFDLENBQUM7UUFFbEIsSUFBSSxnQkFBZ0IsR0FBRyxZQUFZLENBQUMsSUFBSSxDQUFDO1FBQ3pDLElBQUksZUFBZSxHQUFHLFdBQVcsQ0FBQyxJQUFJLENBQUM7UUFDdkMsS0FBSyxJQUFJLENBQUMsR0FBRyxDQUFDLEVBQUUsQ0FBQyxHQUFHLG1CQUFtQixFQUFFLENBQUMsSUFBSSxRQUFRLENBQUMsQ0FBQyxDQUFDLEVBQUUsQ0FBQyxDQUFDLENBQUMsQ0FBQyxFQUFFLENBQUM7WUFDakUsSUFBSSxJQUFJLEdBQUcsQ0FBQyxDQUFDO1lBRWIsZUFBZSxDQUFDLFNBQVMsQ0FBQyxHQUFHLGFBQWEsQ0FBQyxJQUFJLEVBQUUsQ0FBQyxDQUFDO1lBQ25ELGVBQWUsQ0FBQyxTQUFTLEdBQUcsQ0FBQyxDQUFDLEdBQUcsYUFBYSxDQUFDLElBQUksRUFBRSxDQUFDLENBQUM7WUFFdkQsSUFBSSxJQUFJLENBQUMsQ0FBQyxDQUFDLFFBQVE7WUFFbkIsZ0JBQWdCLENBQUMsU0FBUyxDQUFDLEdBQUcsYUFBYSxDQUFDLElBQUksRUFBRSxDQUFDLENBQUM7WUFDcEQsZ0JBQWdCLENBQUMsU0FBUyxHQUFHLENBQUMsQ0FBQyxHQUFHLGFBQWEsQ0FBQyxJQUFJLEVBQUUsQ0FBQyxDQUFDO1lBRXhELFNBQVMsSUFBSSxDQUFDLENBQUM7UUFDaEIsQ0FBQztRQUVELElBQUksUUFBUSxFQUFFLENBQUM7WUFDZCxZQUFZLENBQUMsUUFBUSxDQUFDLENBQUMsQ0FBQyxHQUFHLGFBQWEsQ0FBQyxDQUFDLENBQUMsQ0FBQztZQUM1QyxZQUFZLENBQUMsUUFBUSxDQUFDLENBQUMsQ0FBQyxHQUFHLGFBQWEsQ0FBQyxDQUFDLENBQUMsQ0FBQztZQUM1QyxZQUFZLENBQUMsUUFBUSxDQUFDLENBQUMsQ0FBQyxHQUFHLGFBQWEsQ0FBQyxFQUFFLENBQUMsQ0FBQztZQUM3QyxZQUFZLENBQUMsUUFBUSxDQUFDLENBQUMsQ0FBQyxHQUFHLGFBQWEsQ0FBQyxFQUFFLENBQUMsQ0FBQztZQUM3QyxJQUFJLENBQUMsUUFBUSxHQUFHLFlBQVksQ0FBQyxRQUFRLENBQUM7WUFFdEMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsSUFBSSxDQUFDLElBQUksR0FBRyxZQUFZLENBQUMsUUFBUSxDQUFDO1FBQ25DLENBQUM7YUFBTSxDQUFDO1lBQ1AsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFDNUMsWUFBWSxDQUFDLFFBQVEsQ0FBQyxDQUFDLENBQUMsR0FBRyxhQUFhLENBQUMsQ0FBQyxDQUFDLENBQUM7WUFFNUMsSUFBSSxDQUFDLElBQUksR0FBRyxZQUFZLENBQUMsUUFBUSxDQUFDO1FBQ25DLENBQUM7UUFDRCxJQUFJLENBQUMsU0FBUyxHQUFHLFlBQVksQ0FBQyxjQUFjLENBQUMsYUFBYSxDQUFDLENBQUM7UUFDNUQsSUFBSSxDQUFDLEtBQUssR0FBRyxZQUFZLENBQUMsUUFBUSxDQUFDLENBQUMsQ0FBQyxDQUFDO1FBRXRDLE1BQU0sV0FBVyxHQUFHLElBQUksQ0FBQyxRQUFRLENBQUMsV0FBVyxDQUFDO1FBQzlDLElBQUksV0FBVyxDQUFDLElBQUksQ0FBQyxNQUFNLEtBQUssWUFBWSxDQUFDLE1BQU0sRUFBRSxDQUFDO1lBQ3JELFdBQVcsQ0FBQyxJQUFJLEdBQUcsSUFBSSxXQUFXLENBQUMsWUFBWSxDQUFDLENBQUM7UUFDbEQsQ0FBQzthQUFNLENBQUM7WUFDUCxNQUFNLGVBQWUsR0FBRyxXQUFXLENBQUMsSUFBSSxDQUFDO1lBQ3pDLEtBQUssSUFBSSxDQUFDLEdBQUcsQ0FBQyxFQUFFLENBQUMsR0FBRyxrQkFBa0IsRUFBRSxDQUFDLEVBQUUsRUFBRSxDQUFDO2dCQUM3QyxlQUFlLENBQUMsQ0FBQyxDQUFDLEdBQUcsWUFBWSxDQUFDLENBQUMsQ0FBQyxDQUFDO1lBQ3RDLENBQUM7UUFDRixDQUFDO1FBRUQsSUFBSSxDQUFDLElBQUksR0FBRyxRQUFRLENBQUM7UUFFckIsWUFBWSxDQUFDLE1BQU0sRUFBRSxDQUFDO1FBQ3RCLFdBQVcsQ0FBQyxNQUFNLEVBQUUsQ0FBQztRQUNyQixXQUFXLENBQUMsTUFBTSxFQUFFLENBQUM7SUFDdEIsQ0FBQyIsInNvdXJjZXNDb250ZW50IjpbIi8qKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKioqKipcbiAqIFNwaW5lIFJ1bnRpbWVzIExpY2Vuc2UgQWdyZWVtZW50XG4gKiBMYXN0IHVwZGF0ZWQgQXByaWwgNSwgMjAyNS4gUmVwbGFjZXMgYWxsIHByaW9yIHZlcnNpb25zLlxuICpcbiAqIENvcHlyaWdodCAoYykgMjAxMy0yMDI1LCBFc290ZXJpYyBTb2Z0d2FyZSBMTENcbiAqXG4gKiBJbnRlZ3JhdGlvbiBvZiB0aGUgU3BpbmUgUnVudGltZXMgaW50byBzb2Z0d2FyZSBvciBvdGhlcndpc2UgY3JlYXRpbmdcbiAqIGRlcml2YXRpdmUgd29ya3Mgb2YgdGhlIFNwaW5lIFJ1bnRpbWVzIGlzIHBlcm1pdHRlZCB1bmRlciB0aGUgdGVybXMgYW5kXG4gKiBjb 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { SpineTexture } from "./SpineTexture.js";
import type { BlendMode, NumberArrayLike } from "@esotericsoftware/spine-core";
import type { ISlotMesh } from "./Spine.js";
import { Mesh } from "@pixi/mesh";
export declare class SlotMesh extends Mesh implements ISlotMesh {
name: string;
private static readonly auxColor;
private warnedTwoTint;
constructor();
updateFromSpineData(slotTexture: SpineTexture, slotBlendMode: BlendMode, slotName: string, finalVertices: NumberArrayLike, finalVerticesLength: number, finalIndices: NumberArrayLike, finalIndicesLength: number, darkTint: boolean): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { SpineTexture } from "./SpineTexture.js";
import { Mesh, MeshGeometry, MeshMaterial } from "@pixi/mesh";
import { Texture } from "@pixi/core";
export class SlotMesh extends Mesh {
name = "";
static auxColor = [0, 0, 0, 0];
warnedTwoTint = false;
constructor() {
const geometry = new MeshGeometry();
geometry.getBuffer("aVertexPosition").static = false;
geometry.getBuffer("aTextureCoord").static = false;
const meshMaterial = new MeshMaterial(Texture.EMPTY);
super(geometry, meshMaterial);
}
updateFromSpineData(slotTexture, slotBlendMode, slotName, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, darkTint) {
this.texture = slotTexture.texture;
const vertLenght = (finalVerticesLength / (darkTint ? 12 : 8)) * 2;
const textureCoord = this.geometry.getBuffer("aTextureCoord");
if (textureCoord.data?.length !== vertLenght) {
textureCoord.data = new Float32Array(vertLenght);
}
const vertexCoord = this.geometry.getBuffer("aVertexPosition");
if (vertexCoord.data?.length !== vertLenght) {
vertexCoord.data = new Float32Array(vertLenght);
}
let vertIndex = 0;
let textureCoordData = textureCoord.data;
let vertexCoordData = vertexCoord.data;
for (let i = 0; i < finalVerticesLength; i += darkTint ? 12 : 8) {
let auxi = i;
vertexCoordData[vertIndex] = finalVertices[auxi++];
vertexCoordData[vertIndex + 1] = finalVertices[auxi++];
auxi += 4; // color
textureCoordData[vertIndex] = finalVertices[auxi++];
textureCoordData[vertIndex + 1] = finalVertices[auxi++];
vertIndex += 2;
}
if (darkTint && !this.warnedTwoTint) {
console.warn("DarkTint is not enabled by default. To enable use a DarkSlotMesh factory while creating the Spine object.");
this.warnedTwoTint = true;
}
SlotMesh.auxColor[0] = finalVertices[2];
SlotMesh.auxColor[1] = finalVertices[3];
SlotMesh.auxColor[2] = finalVertices[4];
SlotMesh.auxColor[3] = finalVertices[5];
this.tint = SlotMesh.auxColor;
this.alpha = SlotMesh.auxColor[3];
this.blendMode = SpineTexture.toPixiBlending(slotBlendMode);
const indexBuffer = this.geometry.indexBuffer;
if (indexBuffer.data.length !== finalIndices.length) {
indexBuffer.data = new Uint32Array(finalIndices);
}
else {
const indexBufferData = indexBuffer.data;
for (let i = 0; i < finalIndicesLength; i++) {
indexBufferData[i] = finalIndices[i];
}
}
this.name = slotName;
textureCoord.update();
vertexCoord.update();
indexBuffer.update();
}
}
//# 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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { BlendMode, Bone, Event, NumberArrayLike, Slot, TrackEntry } from "@esotericsoftware/spine-core";
import { AnimationState, Skeleton, SkeletonData } from "@esotericsoftware/spine-core";
import type { SpineTexture } from "./SpineTexture.js";
import type { ISpineDebugRenderer } from "./SpineDebugRenderer.js";
import { IPointData } from "@pixi/core";
import { Ticker } from "@pixi/core";
import type { IDestroyOptions, DisplayObject } from "@pixi/display";
import { Container } from "@pixi/display";
import "@pixi/events";
/**
* @deprecated Use SpineFromOptions and SpineOptions.
* Options to configure a {@link Spine} game object.
*/
export interface ISpineOptions {
/** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */
autoUpdate?: boolean;
/** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */
scale?: number;
/**
* @deprecated Use darkTint option instead.
* A factory to override the default ones to render Spine meshes ({@link DarkSlotMesh} or {@link SlotMesh}).
* If omitted, a factory returning a ({@link DarkSlotMesh} or {@link SlotMesh}) will be used depending on the presence of
* a dark tint mesh in the skeleton.
* */
slotMeshFactory?: () => ISlotMesh;
}
/**
* Options to create a {@link Spine} using {@link Spine.from}.
*/
export interface SpineFromOptions {
/** the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets */
skeleton: string;
/** the asset name for the atlas file previously loaded into the Assets */
atlas: string;
/** The value passed to the skeleton reader. If omitted, 1 is passed. See {@link SkeletonBinary.scale} for details. */
scale?: number;
/** Set the {@link Spine.autoUpdate} value. If omitted, it is set to `true`. */
autoUpdate?: boolean;
/**
* If `true`, use the dark tint renderer to render the skeleton
* If `false`, use the default pixi renderer to render the skeleton
* If `undefined`, use the dark tint renderer if at least one slot has tint black
*/
darkTint?: boolean;
/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
boundsProvider?: SpineBoundsProvider;
/** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */
ticker?: Ticker;
}
export interface SpineOptions {
/** the {@link SkeletonData} used to instantiate the skeleton */
skeletonData: SkeletonData;
/** See {@link SpineFromOptions.autoUpdate}. */
autoUpdate?: boolean;
/** See {@link SpineFromOptions.darkTint}. */
darkTint?: boolean;
/** See {@link SpineFromOptions.boundsProvider}. */
boundsProvider?: SpineBoundsProvider;
/** See {@link SpineFromOptions.ticker}. */
ticker?: Ticker;
}
/**
* AnimationStateListener {@link https://en.esotericsoftware.com/spine-api-reference#AnimationStateListener events} exposed for Pixi.
*/
export interface SpineEvents {
complete: [trackEntry: TrackEntry];
dispose: [trackEntry: TrackEntry];
end: [trackEntry: TrackEntry];
event: [trackEntry: TrackEntry, event: Event];
interrupt: [trackEntry: TrackEntry];
start: [trackEntry: TrackEntry];
}
/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
export interface SpineBoundsProvider {
/** Returns the bounding box for the skeleton, in skeleton space. */
calculateBounds(gameObject: Spine): {
x: number;
y: number;
width: number;
height: number;
};
}
/** A bounds provider that provides a fixed size given by the user. */
export declare class AABBRectangleBoundsProvider implements SpineBoundsProvider {
private x;
private y;
private width;
private height;
constructor(x: number, y: number, width: number, height: number);
calculateBounds(): {
x: number;
y: number;
width: number;
height: number;
};
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export declare class SetupPoseBoundsProvider implements SpineBoundsProvider {
private clipping;
/**
* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
*/
constructor(clipping?: boolean);
calculateBounds(gameObject: Spine): {
x: number;
y: number;
width: number;
height: number;
};
}
/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
export declare class SkinsAndAnimationBoundsProvider implements SpineBoundsProvider {
private animation;
private skins;
private timeStep;
private clipping;
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
*/
constructor(animation: string | null, skins?: string[], timeStep?: number, clipping?: boolean);
calculateBounds(gameObject: Spine): {
x: number;
y: number;
width: number;
height: number;
};
}
/**
* The class to instantiate a {@link Spine} game object in Pixi.
* The static method {@link Spine.from} should be used to instantiate a Spine game object.
*/
export declare class Spine extends Container {
/** The skeleton for this Spine game object. */
skeleton: Skeleton;
/** The animation state for this Spine game object. */
state: AnimationState;
private darkTint;
private hasNeverUpdated;
private _debug?;
get debug(): ISpineDebugRenderer | undefined;
/** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ...
* @example spineGO.debug = new SpineDebugRenderer();
*/
set debug(value: ISpineDebugRenderer | undefined);
protected slotMeshFactory: () => ISlotMesh;
beforeUpdateWorldTransforms: (object: Spine) => void;
afterUpdateWorldTransforms: (object: Spine) => void;
private _autoUpdate;
private _ticker;
get autoUpdate(): boolean;
/** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link ticker}. */
set autoUpdate(value: boolean);
/** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */
get ticker(): Ticker;
/** Sets the ticker to use when {@link autoUpdate} is `true`. If `autoUpdate` is already `true`, the update callback will be moved from the old ticker to the new one. */
set ticker(value: Ticker);
private meshesCache;
private static vectorAux;
private static clipper;
private static QUAD_TRIANGLES;
private static VERTEX_SIZE;
private static DARK_VERTEX_SIZE;
private lightColor;
private darkColor;
private _boundsProvider?;
/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
get boundsProvider(): SpineBoundsProvider | undefined;
set boundsProvider(value: SpineBoundsProvider | undefined);
private _boundsPoint;
private _boundsSpineID;
private _boundsSpineDirty;
constructor(options: SpineOptions | SkeletonData, oldOptions?: ISpineOptions);
private initializeMeshFactory;
/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
update(deltaSeconds: number): void;
protected internalUpdate(_deltaFrame: number, deltaSeconds?: number): void;
/** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */
updateTransform(): void;
/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
destroy(options?: boolean | IDestroyOptions | undefined): void;
private resetMeshes;
protected _calculateBounds(): void;
/**
* Check the existence of a mesh for the given slot.
* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
*/
protected hasMeshForSlot(slot: Slot): boolean;
/**
* Search the mesh corresponding to the given slot or create it, if it does not exists.
* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
*/
protected getMeshForSlot(slot: Slot): ISlotMesh;
slotsObject: Map<Slot, {
container: Container;
followAttachmentTimeline: boolean;
followSlotColor: boolean;
}>;
private getSlotFromRef;
/**
* Add a pixi Container as a child of the Spine object.
* The Container will be rendered coherently with the draw order of the slot.
* If an attachment is active on the slot, the pixi Container will be rendered on top of it.
* If the Container is already attached to the given slot, nothing will happen.
* If the Container is already attached to another slot, it will be removed from that slot
* before adding it to the given one.
* If another Container is already attached to this slot, the old one will be removed from this
* slot before adding it to the current one.
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be added to.
* @param pixiObject - The pixi Container to add.
* @param options - Optional settings for the attachment.
* @param options.followAttachmentTimeline - If true, the attachment will follow the slot's attachment timeline.
* @param options.followSlotColor - If true, the container tint will follow the skeleton and slot colors.
*/
addSlotObject(slotRef: number | string | Slot, pixiObject: Container, options?: {
followAttachmentTimeline?: boolean;
followSlotColor?: boolean;
}): void;
/**
* Return the Container connected to the given slot, if any.
* Otherwise return undefined
* @param pixiObject - The slot index, or the slot name, or the Slot to get the Container from.
* @returns a Container if any, undefined otherwise.
*/
getSlotObject(slotRef: number | string | Slot): Container | undefined;
/**
* Remove a slot object from the given slot.
* If `pixiObject` is passed and attached to the given slot, remove it from the slot.
* If `pixiObject` is not passed and the given slot has an attached Container, remove it from the slot.
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be remove from.
* @param pixiObject - Optional, The pixi Container to remove.
*/
removeSlotObject(slotRef: number | string | Slot, pixiObject?: Container): void;
/**
* Removes all PixiJS containers attached to any slot.
*/
removeSlotObjects(): void;
private verticesCache;
private clippingSlotToPixiMasks;
private updateSlotObject;
private setSlotObjectTint;
private currentClippingSlot;
private updateAndSetPixiMask;
private renderMeshes;
calculateBounds(): void;
updateBounds(): void;
/**
* Set the position of the bone given in input through a {@link IPointData}.
* @param bone: the bone name or the bone instance to set the position
* @param outPos: the new position of the bone.
* @throws {Error}: if the given bone is not found in the skeleton, an error is thrown
*/
setBonePosition(bone: string | Bone, position: IPointData): void;
/**
* Return the position of the bone given in input into an {@link IPointData}.
* @param bone: the bone name or the bone instance to get the position from
* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
* @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton
*/
getBonePosition(bone: string | Bone, outPos?: IPointData): IPointData | undefined;
/** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */
skeletonToPixiWorldCoordinates(point: {
x: number;
y: number;
}): void;
/** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */
pixiWorldCoordinatesToSkeleton(point: {
x: number;
y: number;
}): void;
/** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */
pixiWorldCoordinatesToBone(point: {
x: number;
y: number;
}, bone: Bone): void;
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
static readonly skeletonCache: Record<string, SkeletonData>;
/**
* Use this method to instantiate a Spine game object.
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
* ```
* PIXI.Assets.add("sackData", "/assets/sack-pro.skel");
* PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas");
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
* ```
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
*
* @param options - Options to configure the Spine game object. See {@link SpineFromOptions}
* @returns {Spine} The Spine game object instantiated
*/
static from(options: SpineFromOptions): Spine;
/**
* @deprecated use the `from(options: SpineFromOptions)` version.
* Use this method to instantiate a Spine game object.
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
* ```
* PIXI.Assets.add("sackData", "/assets/sack-pro.skel");
* PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas");
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
* ```
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
* `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`
*
* @param skeletonAssetName - the asset name for the skeleton `.skel` or `.json` file previously loaded into the Assets
* @param atlasAssetName - the asset name for the atlas file previously loaded into the Assets
* @param options - Options to configure the Spine game object
* @returns {Spine} The Spine game object instantiated
*/
static from(skeletonAssetName: string, atlasAssetName: string, options?: ISpineOptions): Spine;
private static oldFrom;
get tint(): number;
set tint(value: number);
}
/**
* Represents the mesh type used in a Spine objects. Available implementations are {@link DarkSlotMesh} and {@link SlotMesh}.
*/
export interface ISlotMesh extends DisplayObject {
name: string;
updateFromSpineData(slotTexture: SpineTexture, slotBlendMode: BlendMode, slotName: string, finalVertices: NumberArrayLike, finalVerticesLength: number, finalIndices: NumberArrayLike, finalIndicesLength: number, darkTint: boolean): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { AnimationState, AnimationStateData, AtlasAttachmentLoader, ClippingAttachment, Color, MeshAttachment, Physics, Pool, RegionAttachment, Skeleton, SkeletonBinary, SkeletonClipping, SkeletonData, SkeletonJson, Skin, Utils, Vector2, } from "@esotericsoftware/spine-core";
import { SlotMesh } from "./SlotMesh.js";
import { DarkSlotMesh } from "./DarkSlotMesh.js";
import { Assets } from "@pixi/assets";
import { Point } from "@pixi/core";
import { Ticker } from "@pixi/core";
import { Bounds, Container } from "@pixi/display";
import { Graphics } from "@pixi/graphics";
import "@pixi/events";
;
/** A bounds provider that provides a fixed size given by the user. */
export class AABBRectangleBoundsProvider {
x;
y;
width;
height;
constructor(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
}
calculateBounds() {
return { x: this.x, y: this.y, width: this.width, height: this.height };
}
}
/** A bounds provider that calculates the bounding box from the setup pose. */
export class SetupPoseBoundsProvider {
clipping;
/**
* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
*/
constructor(clipping = false) {
this.clipping = clipping;
}
calculateBounds(gameObject) {
if (!gameObject.skeleton)
return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setToSetupPose();
skeleton.updateWorldTransform(Physics.update);
const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : undefined);
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
export class SkinsAndAnimationBoundsProvider {
animation;
skins;
timeStep;
clipping;
/**
* @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
* @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
* @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
* @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
*/
constructor(animation, skins = [], timeStep = 0.05, clipping = false) {
this.animation = animation;
this.skins = skins;
this.timeStep = timeStep;
this.clipping = clipping;
}
calculateBounds(gameObject) {
if (!gameObject.skeleton || !gameObject.state)
return { x: 0, y: 0, width: 0, height: 0 };
// Make a copy of animation state and skeleton as this might be called while
// the skeleton in the GameObject has already been heavily modified. We can not
// reconstruct that state.
const animationState = new AnimationState(gameObject.state.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const clipper = this.clipping ? new SkeletonClipping() : undefined;
const data = skeleton.data;
if (this.skins.length > 0) {
let customSkin = new Skin("custom-skin");
for (const skinName of this.skins) {
const skin = data.findSkin(skinName);
if (skin == null)
continue;
customSkin.addSkin(skin);
}
skeleton.setSkin(customSkin);
}
skeleton.setToSetupPose();
const animation = this.animation != null ? data.findAnimation(this.animation) : null;
if (animation == null) {
skeleton.updateWorldTransform(Physics.update);
const bounds = skeleton.getBoundsRect(clipper);
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
else {
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
animationState.clearTracks();
animationState.setAnimationWith(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1.0);
for (let i = 0; i < steps; i++) {
const delta = i > 0 ? this.timeStep : 0;
animationState.update(delta);
animationState.apply(skeleton);
skeleton.update(delta);
skeleton.updateWorldTransform(Physics.update);
const bounds = skeleton.getBoundsRect(clipper);
minX = Math.min(minX, bounds.x);
minY = Math.min(minY, bounds.y);
maxX = Math.max(maxX, bounds.x + bounds.width);
maxY = Math.max(maxY, bounds.y + bounds.height);
}
const bounds = {
x: minX,
y: minY,
width: maxX - minX,
height: maxY - minY,
};
return bounds.width == Number.NEGATIVE_INFINITY
? { x: 0, y: 0, width: 0, height: 0 }
: bounds;
}
}
}
/**
* The class to instantiate a {@link Spine} game object in Pixi.
* The static method {@link Spine.from} should be used to instantiate a Spine game object.
*/
export class Spine extends Container {
/** The skeleton for this Spine game object. */
skeleton;
/** The animation state for this Spine game object. */
state;
darkTint = false;
hasNeverUpdated = true;
_debug = undefined;
get debug() {
return this._debug;
}
/** Pass a {@link SpineDebugRenderer} or create your own {@link ISpineDebugRenderer} to render bones, meshes, ...
* @example spineGO.debug = new SpineDebugRenderer();
*/
set debug(value) {
if (this._debug) {
this._debug.unregisterSpine(this);
}
if (value) {
value.registerSpine(this);
}
this._debug = value;
}
slotMeshFactory = () => new SlotMesh();
beforeUpdateWorldTransforms = () => { };
afterUpdateWorldTransforms = () => { };
_autoUpdate = false;
_ticker = Ticker.shared;
get autoUpdate() {
return this._autoUpdate;
}
/** When `true`, the Spine AnimationState and the Skeleton will be automatically updated using the {@link ticker}. */
set autoUpdate(value) {
if (value && !this._autoUpdate) {
this._ticker.add(this.internalUpdate, this);
}
else if (!value && this._autoUpdate) {
this._ticker.remove(this.internalUpdate, this);
}
this._autoUpdate = value;
}
/** The ticker to use when {@link autoUpdate} is `true`. Defaults to {@link Ticker.shared}. */
get ticker() {
return this._ticker;
}
/** Sets the ticker to use when {@link autoUpdate} is `true`. If `autoUpdate` is already `true`, the update callback will be moved from the old ticker to the new one. */
set ticker(value) {
value = value ?? Ticker.shared;
if (this._ticker === value)
return;
if (this._autoUpdate) {
this._ticker.remove(this.internalUpdate, this);
value.add(this.internalUpdate, this);
}
this._ticker = value;
}
meshesCache = new Map();
static vectorAux = new Vector2();
static clipper = new SkeletonClipping();
static QUAD_TRIANGLES = [0, 1, 2, 2, 3, 0];
static VERTEX_SIZE = 2 + 2 + 4;
static DARK_VERTEX_SIZE = 2 + 2 + 4 + 4;
lightColor = new Color();
darkColor = new Color();
_boundsProvider;
/** The bounds provider to use. If undefined the bounds will be dynamic, calculated when requested and based on the current frame. */
get boundsProvider() {
return this._boundsProvider;
}
set boundsProvider(value) {
this._boundsProvider = value;
if (value) {
this._boundsSpineID = -1;
this._boundsSpineDirty = true;
this.interactiveChildren = false;
}
else {
this.interactiveChildren = true;
this.hitArea = null;
}
if (!this.hasNeverUpdated) {
this.calculateBounds();
}
}
_boundsPoint = new Point();
_boundsSpineID = -1;
_boundsSpineDirty = true;
constructor(options, oldOptions) {
if (options instanceof SkeletonData) {
options = {
...oldOptions,
skeletonData: options,
};
}
else if (oldOptions) {
throw new Error("You cannot use options and oldOptions together.");
}
super();
const skeletonData = options instanceof SkeletonData ? options : options.skeletonData;
this.skeleton = new Skeleton(skeletonData);
const animData = new AnimationStateData(skeletonData);
this.state = new AnimationState(animData);
// dark tint can be enabled by options, otherwise is enable if at least one slot has tint black
if (options?.darkTint !== undefined || oldOptions?.slotMeshFactory === undefined) {
this.darkTint = options?.darkTint === undefined
? this.skeleton.slots.some(slot => !!slot.data.darkColor)
: options?.darkTint;
if (this.darkTint)
this.slotMeshFactory = () => new DarkSlotMesh();
}
else {
this.initializeMeshFactory(oldOptions?.slotMeshFactory);
}
if (options?.ticker)
this._ticker = options.ticker;
this.autoUpdate = options?.autoUpdate ?? true;
this.boundsProvider = options.boundsProvider;
}
/*
* @deprecated Remove when slotMeshFactory options is removed
*/
initializeMeshFactory(slotMeshFactory) {
if (slotMeshFactory) {
this.slotMeshFactory = slotMeshFactory;
const tempSlotMeshFactory = this.slotMeshFactory();
if (tempSlotMeshFactory instanceof DarkSlotMesh)
this.darkTint = true;
tempSlotMeshFactory.destroy();
}
else {
for (let i = 0; i < this.skeleton.slots.length; i++) {
if (this.skeleton.slots[i].data.darkColor) {
this.slotMeshFactory = () => new DarkSlotMesh();
this.darkTint = true;
break;
}
}
}
}
/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
update(deltaSeconds) {
this.internalUpdate(0, deltaSeconds);
}
internalUpdate(_deltaFrame, deltaSeconds) {
this.hasNeverUpdated = false;
// Because reasons, pixi uses deltaFrames at 60fps. We ignore the default deltaFrames and use the deltaSeconds from pixi ticker.
const delta = deltaSeconds ?? this._ticker.deltaMS / 1000;
this.state.update(delta);
this.state.apply(this.skeleton);
this.beforeUpdateWorldTransforms(this);
this.skeleton.update(delta);
this.skeleton.updateWorldTransform(Physics.update);
this.afterUpdateWorldTransforms(this);
}
/** Render the meshes based on the current skeleton state, render debug information, then call {@link Container.updateTransform}. */
updateTransform() {
this.renderMeshes();
this.sortChildren();
this.debug?.renderDebug(this);
super.updateTransform();
}
/** Destroy Spine game object elements, then call the {@link Container.destroy} with the given options */
destroy(options) {
if (this.autoUpdate)
this.autoUpdate = false;
this._ticker = null;
for (const [, mesh] of this.meshesCache) {
mesh?.destroy();
}
this.state.clearListeners();
this.debug = undefined;
this.meshesCache.clear();
this.slotsObject.clear();
for (let maskKey in this.clippingSlotToPixiMasks) {
const maskObj = this.clippingSlotToPixiMasks[maskKey];
maskObj.mask?.destroy();
delete this.clippingSlotToPixiMasks[maskKey];
}
super.destroy(options);
}
resetMeshes() {
for (const [, mesh] of this.meshesCache) {
mesh.zIndex = -1;
mesh.visible = false;
}
}
_calculateBounds() {
if (this.hasNeverUpdated) {
this.internalUpdate(0, 0);
this.renderMeshes();
}
}
/**
* Check the existence of a mesh for the given slot.
* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
*/
hasMeshForSlot(slot) {
return this.meshesCache.has(slot);
}
/**
* Search the mesh corresponding to the given slot or create it, if it does not exists.
* If you want to manually handle which meshes go on which slot and how you cache, overwrite this method.
*/
getMeshForSlot(slot) {
if (!this.hasMeshForSlot(slot)) {
let mesh = this.slotMeshFactory();
this.addChild(mesh);
this.meshesCache.set(slot, mesh);
return mesh;
}
else {
let mesh = this.meshesCache.get(slot);
mesh.visible = true;
return mesh;
}
}
slotsObject = new Map();
getSlotFromRef(slotRef) {
let slot;
if (typeof slotRef === 'number')
slot = this.skeleton.slots[slotRef];
else if (typeof slotRef === 'string')
slot = this.skeleton.findSlot(slotRef);
else
slot = slotRef;
if (!slot)
throw new Error(`No slot found with the given slot reference: ${slotRef}`);
return slot;
}
/**
* Add a pixi Container as a child of the Spine object.
* The Container will be rendered coherently with the draw order of the slot.
* If an attachment is active on the slot, the pixi Container will be rendered on top of it.
* If the Container is already attached to the given slot, nothing will happen.
* If the Container is already attached to another slot, it will be removed from that slot
* before adding it to the given one.
* If another Container is already attached to this slot, the old one will be removed from this
* slot before adding it to the current one.
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be added to.
* @param pixiObject - The pixi Container to add.
* @param options - Optional settings for the attachment.
* @param options.followAttachmentTimeline - If true, the attachment will follow the slot's attachment timeline.
* @param options.followSlotColor - If true, the container tint will follow the skeleton and slot colors.
*/
addSlotObject(slotRef, pixiObject, options) {
let slot = this.getSlotFromRef(slotRef);
const oldPixiObject = this.slotsObject.get(slot)?.container;
if (oldPixiObject && oldPixiObject === pixiObject)
return;
// search if the pixiObject was already in another slotObject
for (const [otherSlot, { container: oldPixiObjectAnotherSlot }] of this.slotsObject) {
if (otherSlot !== slot && oldPixiObjectAnotherSlot === pixiObject) {
this.removeSlotObject(otherSlot, pixiObject);
break;
}
}
if (oldPixiObject)
this.removeChild(oldPixiObject);
this.slotsObject.set(slot, {
container: pixiObject,
followAttachmentTimeline: options?.followAttachmentTimeline || false,
followSlotColor: options?.followSlotColor || false,
});
this.addChild(pixiObject);
}
/**
* Return the Container connected to the given slot, if any.
* Otherwise return undefined
* @param pixiObject - The slot index, or the slot name, or the Slot to get the Container from.
* @returns a Container if any, undefined otherwise.
*/
getSlotObject(slotRef) {
const element = this.slotsObject.get(this.getSlotFromRef(slotRef));
return element ? element.container : undefined;
}
/**
* Remove a slot object from the given slot.
* If `pixiObject` is passed and attached to the given slot, remove it from the slot.
* If `pixiObject` is not passed and the given slot has an attached Container, remove it from the slot.
* @param slotRef - The slot index, or the slot name, or the Slot where the pixi object will be remove from.
* @param pixiObject - Optional, The pixi Container to remove.
*/
removeSlotObject(slotRef, pixiObject) {
let slot = this.getSlotFromRef(slotRef);
let slotObject = this.slotsObject.get(slot)?.container;
if (!slotObject)
return;
// if pixiObject is passed, remove only if it is equal to the given one
if (pixiObject && pixiObject !== slotObject)
return;
this.removeChild(slotObject);
this.slotsObject.delete(slot);
}
/**
* Removes all PixiJS containers attached to any slot.
*/
removeSlotObjects() {
for (const [, slotObject] of this.slotsObject) {
slotObject.container.removeFromParent();
}
this.slotsObject.clear();
}
verticesCache = Utils.newFloatArray(1024);
clippingSlotToPixiMasks = {};
updateSlotObject(element, slot, zIndex) {
const { container: slotObject, followAttachmentTimeline } = element;
const followAttachmentValue = followAttachmentTimeline ? Boolean(slot.attachment) : true;
slotObject.visible = this.skeleton.drawOrder.includes(slot) && followAttachmentValue;
if (slotObject.visible) {
let bone = slot.bone;
const matrix = slotObject.localTransform;
matrix.a = bone.a;
matrix.b = bone.c;
matrix.c = -bone.b;
matrix.d = -bone.d;
matrix.tx = bone.worldX;
matrix.ty = bone.worldY;
slotObject.transform.setFromMatrix(matrix);
slotObject.zIndex = zIndex;
slotObject.alpha = this.skeleton.color.a * slot.color.a;
if (element.followSlotColor) {
this.setSlotObjectTint(slotObject, ((255 * this.skeleton.color.r * slot.color.r) << 16) |
((255 * this.skeleton.color.g * slot.color.g) << 8) |
(255 * this.skeleton.color.b * slot.color.b));
}
}
}
setSlotObjectTint(slotObject, tint) {
const tintable = slotObject;
if ("tint" in tintable)
tintable.tint = tint;
for (const child of tintable.children ?? []) {
this.setSlotObjectTint(child, tint);
}
}
currentClippingSlot;
updateAndSetPixiMask(slot, last) {
// assign/create the currentClippingSlot
const attachment = slot.attachment;
if (attachment && attachment instanceof ClippingAttachment) {
const clip = (this.clippingSlotToPixiMasks[slot.data.name] ||= { slot, vertices: new Array() });
clip.maskComputed = false;
this.currentClippingSlot = clip;
return;
}
// assign the currentClippingSlot mask to the slot object
let currentClippingSlot = this.currentClippingSlot;
const slotObject = this.slotsObject.get(slot);
if (currentClippingSlot && slotObject) {
// create the pixi mask, only the first time and if the clipped slot is the first one clipped by this currentClippingSlot
let mask = currentClippingSlot.mask;
if (!mask) {
mask = maskPool.obtain();
currentClippingSlot.mask = mask;
this.addChild(mask);
}
// compute the pixi mask polygon, if the clipped slot is the first one clipped by this currentClippingSlot
if (!currentClippingSlot.maskComputed) {
let slotClipping = currentClippingSlot.slot;
let clippingAttachment = slotClipping.attachment;
currentClippingSlot.maskComputed = true;
const worldVerticesLength = clippingAttachment.worldVerticesLength;
const vertices = currentClippingSlot.vertices;
clippingAttachment.computeWorldVertices(slotClipping, 0, worldVerticesLength, vertices, 0, 2);
mask.clear().lineStyle(0).beginFill(0x000000).drawPolygon(vertices).endFill();
}
slotObject.container.mask = mask;
}
else if (slotObject?.container.mask) {
// remove the mask, if slot object has a mask, but currentClippingSlot is undefined
slotObject.container.mask = null;
}
// if current slot is the ending one of the currentClippingSlot mask, set currentClippingSlot to undefined
if (currentClippingSlot && currentClippingSlot.slot.attachment.endSlot == slot.data) {
this.currentClippingSlot = undefined;
}
// clean up unused masks
if (last) {
for (const key in this.clippingSlotToPixiMasks) {
const clippingSlotToPixiMask = this.clippingSlotToPixiMasks[key];
if ((!(clippingSlotToPixiMask.slot.attachment instanceof ClippingAttachment) || !clippingSlotToPixiMask.maskComputed) && clippingSlotToPixiMask.mask) {
this.removeChild(clippingSlotToPixiMask.mask);
maskPool.free(clippingSlotToPixiMask.mask);
clippingSlotToPixiMask.mask = undefined;
}
}
this.currentClippingSlot = undefined;
}
}
/*
* Colors in pixi are premultiplied.
* Pixi blending modes are modified to work with premultiplied colors. We cannot create custom blending modes.
* Textures are loaded as premultiplied (see assers/atlasLoader.ts: alphaMode: `page.pma ? ALPHA_MODES.PMA : ALPHA_MODES.UNPACK`):
* - textures non premultiplied are premultiplied on GPU on upload
* - textures premultiplied are uploaded on GPU as is since they are already premultiplied
*
* We need to take this into consideration and calculates final colors for both light and dark color as if textures were always premultiplied.
* This implies for example that alpha for dark tint is always 1. This is way in DarkTintRenderer we have only the alpha of the light color.
* If we ever want to load texture as non premultiplied on GPU, we must add a new dark alpha parameter to the TintMaterial and set the alpha.
*/
renderMeshes() {
this.resetMeshes();
let triangles = null;
let uvs = null;
const drawOrder = this.skeleton.drawOrder;
for (let i = 0, n = drawOrder.length, slotObjectsCounter = 0; i < n; i++) {
const slot = drawOrder[i];
// render pixi object on the current slot on top of the slot attachment
let pixiObject = this.slotsObject.get(slot);
let zIndex = i + slotObjectsCounter;
if (pixiObject) {
this.updateSlotObject(pixiObject, slot, zIndex + 1);
slotObjectsCounter++;
}
this.updateAndSetPixiMask(slot, i === drawOrder.length - 1);
const useDarkColor = slot.darkColor != null;
const vertexSize = Spine.clipper.isClipping() ? 2 : useDarkColor ? Spine.DARK_VERTEX_SIZE : Spine.VERTEX_SIZE;
if (!slot.bone.active) {
Spine.clipper.clipEndWithSlot(slot);
continue;
}
const attachment = slot.getAttachment();
let attachmentColor;
let texture;
let numFloats = 0;
if (attachment instanceof RegionAttachment) {
const region = attachment;
attachmentColor = region.color;
numFloats = vertexSize * 4;
region.computeWorldVertices(slot, this.verticesCache, 0, vertexSize);
triangles = Spine.QUAD_TRIANGLES;
uvs = region.uvs;
texture = region.region?.texture;
}
else if (attachment instanceof MeshAttachment) {
const mesh = attachment;
attachmentColor = mesh.color;
numFloats = (mesh.worldVerticesLength >> 1) * vertexSize;
if (numFloats > this.verticesCache.length) {
this.verticesCache = Utils.newFloatArray(numFloats);
}
mesh.computeWorldVertices(slot, 0, mesh.worldVerticesLength, this.verticesCache, 0, vertexSize);
triangles = mesh.triangles;
uvs = mesh.uvs;
texture = mesh.region?.texture;
}
else if (attachment instanceof ClippingAttachment) {
Spine.clipper.clipStart(slot, attachment);
continue;
}
else {
if (this.hasMeshForSlot(slot)) {
this.getMeshForSlot(slot).visible = false;
}
Spine.clipper.clipEndWithSlot(slot);
continue;
}
if (texture != null) {
const skeleton = slot.bone.skeleton;
const skeletonColor = skeleton.color;
const slotColor = slot.color;
const alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
// cannot premultiply the colors because the default mesh renderer already does that
this.lightColor.set(skeletonColor.r * slotColor.r * attachmentColor.r, skeletonColor.g * slotColor.g * attachmentColor.g, skeletonColor.b * slotColor.b * attachmentColor.b, alpha);
if (slot.darkColor != null) {
this.darkColor.set(slot.darkColor.r, slot.darkColor.g, slot.darkColor.b, 1);
}
else {
this.darkColor.set(0, 0, 0, 1);
}
let finalVertices;
let finalVerticesLength;
let finalIndices;
let finalIndicesLength;
if (Spine.clipper.isClipping()) {
Spine.clipper.clipTriangles(this.verticesCache, triangles, triangles.length, uvs, this.lightColor, this.darkColor, useDarkColor);
finalVertices = Spine.clipper.clippedVertices;
finalVerticesLength = finalVertices.length;
finalIndices = Spine.clipper.clippedTriangles;
finalIndicesLength = finalIndices.length;
}
else {
const verts = this.verticesCache;
for (let v = 2, u = 0, n = numFloats; v < n; v += vertexSize, u += 2) {
let tempV = v;
verts[tempV++] = this.lightColor.r;
verts[tempV++] = this.lightColor.g;
verts[tempV++] = this.lightColor.b;
verts[tempV++] = this.lightColor.a;
verts[tempV++] = uvs[u];
verts[tempV++] = uvs[u + 1];
if (useDarkColor) {
verts[tempV++] = this.darkColor.r;
verts[tempV++] = this.darkColor.g;
verts[tempV++] = this.darkColor.b;
verts[tempV++] = this.darkColor.a;
}
}
finalVertices = this.verticesCache;
finalVerticesLength = numFloats;
finalIndices = triangles;
finalIndicesLength = triangles.length;
}
if (finalVerticesLength == 0 || finalIndicesLength == 0) {
Spine.clipper.clipEndWithSlot(slot);
continue;
}
const mesh = this.getMeshForSlot(slot);
mesh.renderable = true;
mesh.zIndex = zIndex;
mesh.updateFromSpineData(texture, slot.data.blendMode, slot.data.name, finalVertices, finalVerticesLength, finalIndices, finalIndicesLength, useDarkColor);
}
Spine.clipper.clipEndWithSlot(slot);
}
Spine.clipper.clipEnd();
}
calculateBounds() {
if (!this._boundsProvider) {
super.calculateBounds();
return;
}
const transform = this.transform;
if (this._boundsSpineID === transform._worldID)
return;
this.updateBounds();
const bounds = this._localBounds;
const p = this._boundsPoint;
p.set(bounds.minX, bounds.minY);
transform.worldTransform.apply(p, p);
this._bounds.minX = p.x;
this._bounds.minY = p.y;
p.set(bounds.maxX, bounds.maxY);
transform.worldTransform.apply(p, p);
this._bounds.maxX = p.x;
this._bounds.maxY = p.y;
}
updateBounds() {
if (!this._boundsProvider || !this._boundsSpineDirty)
return;
this._boundsSpineDirty = false;
if (!this._localBounds) {
this._localBounds = new Bounds();
}
const boundsSpine = this._boundsProvider.calculateBounds(this);
const bounds = this._localBounds;
bounds.clear();
bounds.minX = boundsSpine.x;
bounds.minY = boundsSpine.y;
bounds.maxX = boundsSpine.x + boundsSpine.width;
bounds.maxY = boundsSpine.y + boundsSpine.height;
this.hitArea = this._localBounds.getRectangle();
}
/**
* Set the position of the bone given in input through a {@link IPointData}.
* @param bone: the bone name or the bone instance to set the position
* @param outPos: the new position of the bone.
* @throws {Error}: if the given bone is not found in the skeleton, an error is thrown
*/
setBonePosition(bone, position) {
const boneAux = bone;
if (typeof bone === "string") {
bone = this.skeleton.findBone(bone);
}
if (!bone)
throw Error(`Cannot set bone position, bone ${String(boneAux)} not found`);
Spine.vectorAux.set(position.x, position.y);
if (bone.parent) {
const aux = bone.parent.worldToLocal(Spine.vectorAux);
bone.x = aux.x;
bone.y = aux.y;
}
else {
bone.x = Spine.vectorAux.x;
bone.y = Spine.vectorAux.y;
}
}
/**
* Return the position of the bone given in input into an {@link IPointData}.
* @param bone: the bone name or the bone instance to get the position from
* @param outPos: an optional {@link IPointData} to use to return the bone position, rathern than instantiating a new object.
* @returns {IPointData | undefined}: the position of the bone, or undefined if no matching bone is found in the skeleton
*/
getBonePosition(bone, outPos) {
const boneAux = bone;
if (typeof bone === "string") {
bone = this.skeleton.findBone(bone);
}
if (!bone) {
console.error(`Cannot get bone position! Bone ${String(boneAux)} not found`);
return outPos;
}
if (!outPos) {
outPos = { x: 0, y: 0 };
}
outPos.x = bone.worldX;
outPos.y = bone.worldY;
return outPos;
}
/** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */
skeletonToPixiWorldCoordinates(point) {
this.worldTransform.apply(point, point);
}
/** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */
pixiWorldCoordinatesToSkeleton(point) {
this.worldTransform.applyInverse(point, point);
}
/** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */
pixiWorldCoordinatesToBone(point, bone) {
this.pixiWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.worldToLocal(point);
}
else {
bone.worldToLocal(point);
}
}
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
static skeletonCache = Object.create(null);
static from(paramOne, atlasAssetName, options) {
if (typeof paramOne === "string") {
return Spine.oldFrom(paramOne, atlasAssetName, options);
}
const { skeleton, atlas, scale = 1, darkTint, autoUpdate, boundsProvider, ticker } = paramOne;
const cacheKey = `${skeleton}-${atlas}-${scale}`;
let skeletonData = Spine.skeletonCache[cacheKey];
if (!skeletonData) {
const skeletonAsset = Assets.get(skeleton);
const atlasAsset = Assets.get(atlas);
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset);
let parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
parser.scale = scale;
skeletonData = parser.readSkeletonData(skeletonAsset);
Spine.skeletonCache[cacheKey] = skeletonData;
}
return new Spine({ skeletonData, darkTint, autoUpdate, boundsProvider, ticker });
}
static oldFrom(skeletonAssetName, atlasAssetName, options) {
const cacheKey = `${skeletonAssetName}-${atlasAssetName}-${options?.scale ?? 1}`;
let skeletonData = Spine.skeletonCache[cacheKey];
if (skeletonData) {
return new Spine(skeletonData, options);
}
const skeletonAsset = Assets.get(skeletonAssetName);
const atlasAsset = Assets.get(atlasAssetName);
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset);
let parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
parser.scale = options?.scale ?? 1;
skeletonData = parser.readSkeletonData(skeletonAsset);
Spine.skeletonCache[cacheKey] = skeletonData;
return new this(skeletonData, options);
}
get tint() {
return this.skeleton.color.toRgb888();
}
set tint(value) {
Color.rgb888ToColor(this.skeleton.color, value);
}
}
;
const maskPool = new Pool(() => new Graphics);
Skeleton.yDown = true;
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Line truncated
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { Spine } from "./Spine.js";
/**
* Make a class that extends from this interface to create your own debug renderer.
* @public
*/
export interface ISpineDebugRenderer {
/**
* This will be called every frame, after the spine has been updated.
*/
renderDebug(spine: Spine): void;
/**
* This is called when the `spine.debug` object is set to null or when the spine is destroyed.
*/
unregisterSpine(spine: Spine): void;
/**
* This is called when the `spine.debug` object is set to a new instance of a debug renderer.
*/
registerSpine(spine: Spine): void;
}
/**
* This is a debug renderer that uses PixiJS Graphics under the hood.
* @public
*/
export declare class SpineDebugRenderer implements ISpineDebugRenderer {
private registeredSpines;
drawMeshHull: boolean;
drawMeshTriangles: boolean;
drawBones: boolean;
drawPaths: boolean;
drawBoundingBoxes: boolean;
drawClipping: boolean;
drawRegionAttachments: boolean;
drawEvents: boolean;
lineWidth: number;
regionAttachmentsColor: number;
meshHullColor: number;
meshTrianglesColor: number;
clippingPolygonColor: number;
boundingBoxesRectColor: number;
boundingBoxesPolygonColor: number;
boundingBoxesCircleColor: number;
pathsCurveColor: number;
pathsLineColor: number;
skeletonXYColor: number;
bonesColor: number;
eventFontSize: number;
eventFontColor: number;
/**
* The debug is attached by force to each spine object. So we need to create it inside the spine when we get the first update
*/
registerSpine(spine: Spine): void;
renderDebug(spine: Spine): void;
private drawBonesFunc;
private drawRegionAttachmentsFunc;
private drawMeshHullAndMeshTriangles;
private drawClippingFunc;
private drawBoundingBoxesFunc;
private drawPathsFunc;
unregisterSpine(spine: Spine): void;
}
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Container } from "@pixi/display";
import { Graphics } from "@pixi/graphics";
import { Text } from "@pixi/text";
import { ClippingAttachment, MeshAttachment, PathAttachment, RegionAttachment, SkeletonBounds } from "@esotericsoftware/spine-core";
/**
* This is a debug renderer that uses PixiJS Graphics under the hood.
* @public
*/
export class SpineDebugRenderer {
registeredSpines = new Map();
drawMeshHull = true;
drawMeshTriangles = true;
drawBones = true;
drawPaths = true;
drawBoundingBoxes = true;
drawClipping = true;
drawRegionAttachments = true;
drawEvents = true;
lineWidth = 1;
regionAttachmentsColor = 0x0078ff;
meshHullColor = 0x0078ff;
meshTrianglesColor = 0xffcc00;
clippingPolygonColor = 0xff00ff;
boundingBoxesRectColor = 0x00ff00;
boundingBoxesPolygonColor = 0x00ff00;
boundingBoxesCircleColor = 0x00ff00;
pathsCurveColor = 0xff0000;
pathsLineColor = 0xff00ff;
skeletonXYColor = 0xff0000;
bonesColor = 0x00eecc;
eventFontSize = 24;
eventFontColor = 0x0;
/**
* The debug is attached by force to each spine object. So we need to create it inside the spine when we get the first update
*/
registerSpine(spine) {
if (this.registeredSpines.has(spine)) {
console.warn("SpineDebugRenderer.registerSpine() - this spine is already registered!", spine);
return;
}
const debugDisplayObjects = {
parentDebugContainer: new Container(),
bones: new Container(),
skeletonXY: new Graphics(),
regionAttachmentsShape: new Graphics(),
meshTrianglesLine: new Graphics(),
meshHullLine: new Graphics(),
clippingPolygon: new Graphics(),
boundingBoxesRect: new Graphics(),
boundingBoxesCircle: new Graphics(),
boundingBoxesPolygon: new Graphics(),
pathsCurve: new Graphics(),
pathsLine: new Graphics(),
eventText: new Container(),
eventCallback: {
event: (_, event) => {
if (this.drawEvents) {
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const text = new Text(event.data.name, { fontSize: this.eventFontSize / scale, fill: this.eventFontColor, fontFamily: "monospace" });
text.scale.x = Math.sign(spine.scale.x);
text.anchor.set(0.5);
debugDisplayObjects.eventText.addChild(text);
setTimeout(() => {
if (!text.destroyed) {
text.destroy();
}
}, 250);
}
},
},
};
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.bones);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.skeletonXY);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.regionAttachmentsShape);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.meshTrianglesLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.meshHullLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.clippingPolygon);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesRect);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesCircle);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.boundingBoxesPolygon);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.pathsCurve);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.pathsLine);
debugDisplayObjects.parentDebugContainer.addChild(debugDisplayObjects.eventText);
debugDisplayObjects.parentDebugContainer.zIndex = 9999999;
// Disable screen reader and mouse input on debug objects.
debugDisplayObjects.parentDebugContainer.accessibleChildren = false;
debugDisplayObjects.parentDebugContainer.eventMode = "none";
debugDisplayObjects.parentDebugContainer.interactiveChildren = false;
spine.addChild(debugDisplayObjects.parentDebugContainer);
spine.state.addListener(debugDisplayObjects.eventCallback);
this.registeredSpines.set(spine, debugDisplayObjects);
}
renderDebug(spine) {
if (!this.registeredSpines.has(spine)) {
// This should never happen. Spines are registered when you assign spine.debug
this.registerSpine(spine);
}
const debugDisplayObjects = this.registeredSpines.get(spine);
if (!debugDisplayObjects) {
return;
}
spine.addChild(debugDisplayObjects.parentDebugContainer);
debugDisplayObjects.skeletonXY.clear();
debugDisplayObjects.regionAttachmentsShape.clear();
debugDisplayObjects.meshTrianglesLine.clear();
debugDisplayObjects.meshHullLine.clear();
debugDisplayObjects.clippingPolygon.clear();
debugDisplayObjects.boundingBoxesRect.clear();
debugDisplayObjects.boundingBoxesCircle.clear();
debugDisplayObjects.boundingBoxesPolygon.clear();
debugDisplayObjects.pathsCurve.clear();
debugDisplayObjects.pathsLine.clear();
for (let len = debugDisplayObjects.bones.children.length; len > 0; len--) {
debugDisplayObjects.bones.children[len - 1].destroy({ children: true, texture: true, baseTexture: true });
}
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const lineWidth = this.lineWidth / scale;
if (this.drawBones) {
this.drawBonesFunc(spine, debugDisplayObjects, lineWidth, scale);
}
if (this.drawPaths) {
this.drawPathsFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawBoundingBoxes) {
this.drawBoundingBoxesFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawClipping) {
this.drawClippingFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawMeshHull || this.drawMeshTriangles) {
this.drawMeshHullAndMeshTriangles(spine, debugDisplayObjects, lineWidth);
}
if (this.drawRegionAttachments) {
this.drawRegionAttachmentsFunc(spine, debugDisplayObjects, lineWidth);
}
if (this.drawEvents) {
for (const child of debugDisplayObjects.eventText.children) {
child.alpha -= 0.05;
child.y -= 2;
}
}
}
drawBonesFunc(spine, debugDisplayObjects, lineWidth, scale) {
const skeleton = spine.skeleton;
const skeletonX = skeleton.x;
const skeletonY = skeleton.y;
const bones = skeleton.bones;
debugDisplayObjects.skeletonXY.lineStyle(lineWidth, this.skeletonXYColor, 1);
for (let i = 0, len = bones.length; i < len; i++) {
const bone = bones[i];
const boneLen = bone.data.length;
const starX = skeletonX + bone.worldX;
const starY = skeletonY + bone.worldY;
const endX = skeletonX + boneLen * bone.a + bone.worldX;
const endY = skeletonY + boneLen * bone.b + bone.worldY;
if (bone.data.name === "root" || bone.data.parent === null) {
continue;
}
const w = Math.abs(starX - endX);
const h = Math.abs(starY - endY);
// a = w, // side length a
const a2 = Math.pow(w, 2); // square root of side length a
const b = h; // side length b
const b2 = Math.pow(h, 2); // square root of side length b
const c = Math.sqrt(a2 + b2); // side length c
const c2 = Math.pow(c, 2); // square root of side length c
const rad = Math.PI / 180;
// A = Math.acos([a2 + c2 - b2] / [2 * a * c]) || 0, // Angle A
// C = Math.acos([a2 + b2 - c2] / [2 * a * b]) || 0, // C angle
const B = Math.acos((c2 + b2 - a2) / (2 * b * c)) || 0; // angle of corner B
if (c === 0) {
continue;
}
const gp = new Graphics();
debugDisplayObjects.bones.addChild(gp);
// draw bone
const refRation = c / 50 / scale;
gp.beginFill(this.bonesColor, 1);
gp.drawPolygon(0, 0, 0 - refRation, c - refRation * 3, 0, c - refRation, 0 + refRation, c - refRation * 3);
gp.endFill();
gp.x = starX;
gp.y = starY;
gp.pivot.y = c;
// Calculate bone rotation angle
let rotation = 0;
if (starX < endX && starY < endY) {
// bottom right
rotation = -B + 180 * rad;
}
else if (starX > endX && starY < endY) {
// bottom left
rotation = 180 * rad + B;
}
else if (starX > endX && starY > endY) {
// top left
rotation = -B;
}
else if (starX < endX && starY > endY) {
// bottom left
rotation = B;
}
else if (starY === endY && starX < endX) {
// To the right
rotation = 90 * rad;
}
else if (starY === endY && starX > endX) {
// go left
rotation = -90 * rad;
}
else if (starX === endX && starY < endY) {
// down
rotation = 180 * rad;
}
else if (starX === endX && starY > endY) {
// up
rotation = 0;
}
gp.rotation = rotation;
// Draw the starting rotation point of the bone
gp.lineStyle(lineWidth + refRation / 2.4, this.bonesColor, 1);
gp.beginFill(0x000000, 0.6);
gp.drawCircle(0, c, refRation * 1.2);
gp.endFill();
}
// Draw the skeleton starting point "X" form
const startDotSize = lineWidth * 3;
debugDisplayObjects.skeletonXY.moveTo(skeletonX - startDotSize, skeletonY - startDotSize);
debugDisplayObjects.skeletonXY.lineTo(skeletonX + startDotSize, skeletonY + startDotSize);
debugDisplayObjects.skeletonXY.moveTo(skeletonX + startDotSize, skeletonY - startDotSize);
debugDisplayObjects.skeletonXY.lineTo(skeletonX - startDotSize, skeletonY + startDotSize);
}
drawRegionAttachmentsFunc(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.regionAttachmentsShape.lineStyle(lineWidth, this.regionAttachmentsColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof RegionAttachment)) {
continue;
}
const regionAttachment = attachment;
const vertices = new Float32Array(8);
regionAttachment.computeWorldVertices(slot, vertices, 0, 2);
debugDisplayObjects.regionAttachmentsShape.drawPolygon(Array.from(vertices.slice(0, 8)));
}
}
drawMeshHullAndMeshTriangles(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.meshHullLine.lineStyle(lineWidth, this.meshHullColor, 1);
debugDisplayObjects.meshTrianglesLine.lineStyle(lineWidth, this.meshTrianglesColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof MeshAttachment)) {
continue;
}
const meshAttachment = attachment;
const vertices = new Float32Array(meshAttachment.worldVerticesLength);
const triangles = meshAttachment.triangles;
let hullLength = meshAttachment.hullLength;
meshAttachment.computeWorldVertices(slot, 0, meshAttachment.worldVerticesLength, vertices, 0, 2);
// draw the skinned mesh (triangle)
if (this.drawMeshTriangles) {
for (let i = 0, len = triangles.length; i < len; i += 3) {
const v1 = triangles[i] * 2;
const v2 = triangles[i + 1] * 2;
const v3 = triangles[i + 2] * 2;
debugDisplayObjects.meshTrianglesLine.moveTo(vertices[v1], vertices[v1 + 1]);
debugDisplayObjects.meshTrianglesLine.lineTo(vertices[v2], vertices[v2 + 1]);
debugDisplayObjects.meshTrianglesLine.lineTo(vertices[v3], vertices[v3 + 1]);
}
}
// draw skin border
if (this.drawMeshHull && hullLength > 0) {
hullLength = (hullLength >> 1) * 2;
let lastX = vertices[hullLength - 2];
let lastY = vertices[hullLength - 1];
for (let i = 0, len = hullLength; i < len; i += 2) {
const x = vertices[i];
const y = vertices[i + 1];
debugDisplayObjects.meshHullLine.moveTo(x, y);
debugDisplayObjects.meshHullLine.lineTo(lastX, lastY);
lastX = x;
lastY = y;
}
}
}
}
drawClippingFunc(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.clippingPolygon.lineStyle(lineWidth, this.clippingPolygonColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof ClippingAttachment)) {
continue;
}
const clippingAttachment = attachment;
const nn = clippingAttachment.worldVerticesLength;
const world = new Float32Array(nn);
clippingAttachment.computeWorldVertices(slot, 0, nn, world, 0, 2);
debugDisplayObjects.clippingPolygon.drawPolygon(Array.from(world));
}
}
drawBoundingBoxesFunc(spine, debugDisplayObjects, lineWidth) {
// draw the total outline of the bounding box
debugDisplayObjects.boundingBoxesRect.lineStyle(lineWidth, this.boundingBoxesRectColor, 5);
const bounds = new SkeletonBounds();
bounds.update(spine.skeleton, true);
if (bounds.minX !== Infinity) {
debugDisplayObjects.boundingBoxesRect.drawRect(bounds.minX, bounds.minY, bounds.getWidth(), bounds.getHeight());
}
const polygons = bounds.polygons;
const drawPolygon = (polygonVertices, _offset, count) => {
debugDisplayObjects.boundingBoxesPolygon.lineStyle(lineWidth, this.boundingBoxesPolygonColor, 1);
debugDisplayObjects.boundingBoxesPolygon.beginFill(this.boundingBoxesPolygonColor, 0.1);
if (count < 3) {
throw new Error("Polygon must contain at least 3 vertices");
}
const paths = [];
const dotSize = lineWidth * 2;
for (let i = 0, len = polygonVertices.length; i < len; i += 2) {
const x1 = polygonVertices[i];
const y1 = polygonVertices[i + 1];
// draw the bounding box node
debugDisplayObjects.boundingBoxesCircle.lineStyle(0);
debugDisplayObjects.boundingBoxesCircle.beginFill(this.boundingBoxesCircleColor);
debugDisplayObjects.boundingBoxesCircle.drawCircle(x1, y1, dotSize);
debugDisplayObjects.boundingBoxesCircle.endFill();
paths.push(x1, y1);
}
// draw the bounding box area
debugDisplayObjects.boundingBoxesPolygon.drawPolygon(paths);
debugDisplayObjects.boundingBoxesPolygon.endFill();
};
for (let i = 0, len = polygons.length; i < len; i++) {
const polygon = polygons[i];
drawPolygon(polygon, 0, polygon.length);
}
}
drawPathsFunc(spine, debugDisplayObjects, lineWidth) {
const skeleton = spine.skeleton;
const slots = skeleton.slots;
debugDisplayObjects.pathsCurve.lineStyle(lineWidth, this.pathsCurveColor, 1);
debugDisplayObjects.pathsLine.lineStyle(lineWidth, this.pathsLineColor, 1);
for (let i = 0, len = slots.length; i < len; i++) {
const slot = slots[i];
if (!slot.bone.active) {
continue;
}
const attachment = slot.getAttachment();
if (attachment == null || !(attachment instanceof PathAttachment)) {
continue;
}
const pathAttachment = attachment;
let nn = pathAttachment.worldVerticesLength;
const world = new Float32Array(nn);
pathAttachment.computeWorldVertices(slot, 0, nn, world, 0, 2);
let x1 = world[2];
let y1 = world[3];
let x2 = 0;
let y2 = 0;
if (pathAttachment.closed) {
const cx1 = world[0];
const cy1 = world[1];
const cx2 = world[nn - 2];
const cy2 = world[nn - 1];
x2 = world[nn - 4];
y2 = world[nn - 3];
// curve
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
// handle
debugDisplayObjects.pathsLine.moveTo(x1, y1);
debugDisplayObjects.pathsLine.lineTo(cx1, cy1);
debugDisplayObjects.pathsLine.moveTo(x2, y2);
debugDisplayObjects.pathsLine.lineTo(cx2, cy2);
}
nn -= 4;
for (let ii = 4; ii < nn; ii += 6) {
const cx1 = world[ii];
const cy1 = world[ii + 1];
const cx2 = world[ii + 2];
const cy2 = world[ii + 3];
x2 = world[ii + 4];
y2 = world[ii + 5];
// curve
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
// handle
debugDisplayObjects.pathsLine.moveTo(x1, y1);
debugDisplayObjects.pathsLine.lineTo(cx1, cy1);
debugDisplayObjects.pathsLine.moveTo(x2, y2);
debugDisplayObjects.pathsLine.lineTo(cx2, cy2);
x1 = x2;
y1 = y2;
}
}
}
unregisterSpine(spine) {
if (!this.registeredSpines.has(spine)) {
console.warn("SpineDebugRenderer.unregisterSpine() - spine is not registered, can't unregister!", spine);
}
const debugDisplayObjects = this.registeredSpines.get(spine);
if (!debugDisplayObjects) {
return;
}
spine.state.removeListener(debugDisplayObjects.eventCallback);
debugDisplayObjects.parentDebugContainer.destroy({ baseTexture: true, children: true, texture: true });
this.registeredSpines.delete(spine);
}
}
//# sourceMappingURL=data:application/json;base64,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 Line truncated
+44
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@@ -0,0 +1,44 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { BlendMode, Texture, TextureFilter, TextureWrap } from "@esotericsoftware/spine-core";
import type { BaseTexture as PixiBaseTexture } from "@pixi/core";
import { Texture as PixiTexture, BLEND_MODES } from "@pixi/core";
export declare class SpineTexture extends Texture {
private static textureMap;
static from(texture: PixiBaseTexture): SpineTexture;
readonly texture: PixiTexture;
private constructor();
setFilters(minFilter: TextureFilter, _magFilter: TextureFilter): void;
setWraps(uWrap: TextureWrap, _vWrap: TextureWrap): void;
dispose(): void;
private static toPixiTextureFilter;
private static toPixiMipMap;
private static toPixiTextureWrap;
static toPixiBlending(blend: BlendMode): BLEND_MODES;
}
+113
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@@ -0,0 +1,113 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { BlendMode, Texture, TextureFilter, TextureWrap } from "@esotericsoftware/spine-core";
import { Texture as PixiTexture, SCALE_MODES, MIPMAP_MODES, WRAP_MODES, BLEND_MODES } from "@pixi/core";
export class SpineTexture extends Texture {
static textureMap = new Map();
static from(texture) {
if (SpineTexture.textureMap.has(texture)) {
return SpineTexture.textureMap.get(texture);
}
return new SpineTexture(texture);
}
texture;
constructor(image) {
// Todo: maybe add error handling if you feed a video texture to spine?
super(image.resource.source);
this.texture = PixiTexture.from(image);
}
setFilters(minFilter, _magFilter) {
this.texture.baseTexture.scaleMode = SpineTexture.toPixiTextureFilter(minFilter);
this.texture.baseTexture.mipmap = SpineTexture.toPixiMipMap(minFilter);
// pixi only has one filter for both min and mag, too bad
}
setWraps(uWrap, _vWrap) {
this.texture.baseTexture.wrapMode = SpineTexture.toPixiTextureWrap(uWrap);
// Pixi only has one setting
}
dispose() {
// I am not entirely sure about this...
this.texture.destroy();
}
static toPixiTextureFilter(filter) {
switch (filter) {
case TextureFilter.Nearest:
case TextureFilter.MipMapNearestLinear:
case TextureFilter.MipMapNearestNearest:
return SCALE_MODES.NEAREST;
case TextureFilter.Linear:
case TextureFilter.MipMapLinearLinear: // TextureFilter.MipMapLinearLinear == TextureFilter.MipMap
case TextureFilter.MipMapLinearNearest:
return SCALE_MODES.LINEAR;
default:
throw new Error(`Unknown texture filter: ${String(filter)}`);
}
}
static toPixiMipMap(filter) {
switch (filter) {
case TextureFilter.Nearest:
case TextureFilter.Linear:
return MIPMAP_MODES.OFF;
case TextureFilter.MipMapNearestLinear:
case TextureFilter.MipMapNearestNearest:
case TextureFilter.MipMapLinearLinear: // TextureFilter.MipMapLinearLinear == TextureFilter.MipMap
case TextureFilter.MipMapLinearNearest:
return MIPMAP_MODES.ON;
default:
throw new Error(`Unknown texture filter: ${String(filter)}`);
}
}
static toPixiTextureWrap(wrap) {
switch (wrap) {
case TextureWrap.ClampToEdge:
return WRAP_MODES.CLAMP;
case TextureWrap.MirroredRepeat:
return WRAP_MODES.MIRRORED_REPEAT;
case TextureWrap.Repeat:
return WRAP_MODES.REPEAT;
default:
throw new Error(`Unknown texture wrap: ${String(wrap)}`);
}
}
static toPixiBlending(blend) {
switch (blend) {
case BlendMode.Normal:
return BLEND_MODES.NORMAL;
case BlendMode.Additive:
return BLEND_MODES.ADD;
case BlendMode.Multiply:
return BLEND_MODES.MULTIPLY;
case BlendMode.Screen:
return BLEND_MODES.SCREEN;
default:
throw new Error(`Unknown blendMode: ${String(blend)}`);
}
}
}
//# sourceMappingURL=data:application/json;base64,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 Line truncated
+33
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@@ -0,0 +1,33 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { BaseTexture } from "@pixi/core";
export interface ISpineAtlasMetadata {
imageMetadata?: any;
images?: BaseTexture | string | Record<string, BaseTexture | string>;
}
+123
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@@ -0,0 +1,123 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { TextureAtlas } from "@esotericsoftware/spine-core";
import { SpineTexture } from "../SpineTexture.js";
import { Assets, copySearchParams } from "@pixi/assets";
import { LoaderParserPriority, checkExtension } from "@pixi/assets";
import { ALPHA_MODES, ExtensionType, settings, utils, BaseTexture, extensions } from "@pixi/core";
const loaderName = "spineTextureAtlasLoader";
const spineTextureAtlasLoader = {
extension: ExtensionType.Asset,
resolver: {
test: (value) => checkExtension(value, ".atlas"),
parse: (value) => {
const split = value.split('.');
return {
resolution: parseFloat(settings.RETINA_PREFIX?.exec(value)?.[1] ?? '1'),
format: split[split.length - 2],
src: value,
};
},
},
loader: {
name: loaderName,
extension: {
type: ExtensionType.LoadParser,
priority: LoaderParserPriority.Normal,
name: loaderName,
},
test(url) {
return checkExtension(url, ".atlas");
},
async load(url) {
const response = await settings.ADAPTER.fetch(url);
if (!response.ok)
throw new Error(`[${loaderName}] Failed to fetch ${url}: ${response.status} ${response.statusText}`);
return await response.text();
},
testParse(asset, options) {
const isExtensionRight = checkExtension(options.src, ".atlas");
const isString = typeof asset === "string";
const isExplicitLoadParserSet = options.loadParser === loaderName;
return Promise.resolve((isExtensionRight || isExplicitLoadParserSet) && isString);
},
unload(atlas) {
atlas.dispose();
},
async parse(asset, options, loader) {
const metadata = options.data || {};
let basePath = utils.path.dirname(options.src);
if (basePath && basePath.lastIndexOf("/") !== basePath.length - 1) {
basePath += "/";
}
// Retval is going to be a texture atlas. However, we need to wait for its callback to resolve this promise.
const retval = new TextureAtlas(asset);
// If the user gave me only one texture, that one is assumed to be the "first" texture in the atlas
if (metadata.images instanceof BaseTexture || typeof metadata.images === "string") {
const pixiTexture = metadata.images;
metadata.images = {};
metadata.images[retval.pages[0].name] = pixiTexture;
}
// we will wait for all promises for the textures at the same time at the end.
const textureLoadingPromises = [];
// setting preferCreateImageBitmap to false for loadTextures loader to allow loading PMA images
let oldPreferCreateImageBitmap = true;
for (const parser of loader.parsers) {
if (parser.name == "loadTextures") {
oldPreferCreateImageBitmap = parser.config?.preferCreateImageBitmap;
break;
}
}
Assets.setPreferences({ preferCreateImageBitmap: false });
// fill the pages
for (const page of retval.pages) {
const pageName = page.name;
const providedPage = metadata?.images ? metadata.images[pageName] : undefined;
if (providedPage instanceof BaseTexture) {
page.setTexture(SpineTexture.from(providedPage));
}
else {
const url = providedPage ?? utils.path.normalize([...basePath.split(utils.path.sep), pageName].join(utils.path.sep));
const assetsToLoadIn = { src: copySearchParams(url, options.src), data: { ...metadata.imageMetadata, ...{ alphaMode: page.pma ? ALPHA_MODES.PMA : ALPHA_MODES.UNPACK } } };
const pixiPromise = loader.load(assetsToLoadIn)
.then((texture) => {
page.setTexture(SpineTexture.from(texture.baseTexture));
});
textureLoadingPromises.push(pixiPromise);
}
}
await Promise.all(textureLoadingPromises);
// restoring preferCreateImageBitmap old value for loadTextures loader
Assets.setPreferences({ preferCreateImageBitmap: oldPreferCreateImageBitmap });
return retval;
},
},
};
extensions.add(spineTextureAtlasLoader);
//# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiYXRsYXNMb2FkZXIuanMiLCJzb3VyY2VSb290IjoiIiwic291cmNlcyI6WyIuLi8uLi9zcmMvYXNzZXRzL2F0bGFzTG9hZGVyLnRzIl0sIm5hbWVzIjpbXSwibWFwcGluZ3MiOiJBQUFBOzs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7K0VBMkIrRTtBQUUvRSxPQUFPLEVBQUUsWUFBWSxFQUFFLE1BQU0sOEJBQThCLENBQUM7QUFDNUQsT0FBTyxFQUFFLFlBQVksRUFBRSxNQUFNLG9CQUFvQixDQUFDO0FBRWxELE9BQU8sRUFBRSxNQUFNLEVBQUUsZ0JBQWdCLEVBQUUsTUFBTSxjQUFjLENBQUM7QUFDeEQsT0FBTyxFQUFFLG9CQUFvQixFQUFFLGNBQWMsRUFBRSxNQUFNLGNBQWMsQ0FBQztBQUVwRSxPQUFPLEVBQUUsV0FBVyxFQUFFLGFBQWEsRUFBRSxRQUFRLEVBQUUsS0FBSyxFQUFFLFdBQVcsRUFBRSxVQUFVLEVBQUUsTUFBTSxZQUFZLENBQUM7QUFJbEcsTUFBTSxVQUFVLEdBQUcseUJBQXlCLENBQUM7QUFFN0MsTUFBTSx1QkFBdUIsR0FBaUU7SUFDN0YsU0FBUyxFQUFFLGFBQWEsQ0FBQyxLQUFLO0lBRTlCLFFBQVEsRUFBRTtRQUNULElBQUksRUFBRSxDQUFDLEtBQWEsRUFBVyxFQUFFLENBQUMsY0FBYyxDQUFDLEtBQUssRUFBRSxRQUFRLENBQUM7UUFDakUsS0FBSyxFQUFFLENBQUMsS0FBYSxFQUFtQixFQUFFO1lBQ3pDLE1BQU0sS0FBSyxHQUFHLEtBQUssQ0FBQyxLQUFLLENBQUMsR0FBRyxDQUFDLENBQUM7WUFDL0IsT0FBTztnQkFDTixVQUFVLEVBQUUsVUFBVSxDQUFDLFFBQVEsQ0FBQyxhQUFhLEVBQUUsSUFBSSxDQUFDLEtBQUssQ0FBQyxFQUFFLENBQUMsQ0FBQyxDQUFDLElBQUksR0FBRyxDQUFDO2dCQUN2RSxNQUFNLEVBQUUsS0FBSyxDQUFDLEtBQUssQ0FBQyxNQUFNLEdBQUcsQ0FBQyxDQUFDO2dCQUMvQixHQUFHLEVBQUUsS0FBSzthQUNWLENBQUM7UUFDSCxDQUFDO0tBQ0Q7SUFFRCxNQUFNLEVBQUU7UUFDUCxJQUFJLEVBQUUsVUFBVTtRQUNoQixTQUFTLEVBQUU7WUFDVixJQUFJLEVBQUUsYUFBYSxDQUFDLFVBQVU7WUFDOUIsUUFBUSxFQUFFLG9CQUFvQixDQUFDLE1BQU07WUFDckMsSUFBSSxFQUFFLFVBQVU7U0FDaEI7UUFFRCxJQUFJLENBQUUsR0FBVztZQUNoQixPQUFPLGNBQWMsQ0FBQyxHQUFHLEVBQUUsUUFBUSxDQUFDLENBQUM7UUFDdEMsQ0FBQztRQUVELEtBQUssQ0FBQyxJQUFJLENBQUUsR0FBVztZQUN0QixNQUFNLFFBQVEsR0FBRyxNQUFNLFFBQVEsQ0FBQyxPQUFPLENBQUMsS0FBSyxDQUFDLEdBQUcsQ0FBQyxDQUFDO1lBRW5ELElBQUksQ0FBQyxRQUFRLENBQUMsRUFBRTtnQkFDZixNQUFNLElBQUksS0FBSyxDQUFDLElBQUksVUFBVSxxQkFBcUIsR0FBRyxLQUFLLFFBQVEsQ0FBQyxNQUFNLElBQUksUUFBUSxDQUFDLFVBQVUsRUFBRSxDQUFDLENBQUM7WUFFdEcsT0FBTyxNQUFNLFFBQVEsQ0FBQyxJQUFJLEVBQUUsQ0FBQztRQUM5QixDQUFDO1FBRUQsU0FBUyxDQUFFLEtBQWMsRUFBRSxPQUFzQjtZQUNoRCxNQUFNLGdCQUFnQixHQUFHLGNBQWMsQ0FBQyxPQUFPLENBQUMsR0FBSSxFQUFFLFFBQVEsQ0FBQyxDQUFDO1lBQ2hFLE1BQU0sUUFBUSxHQUFHLE9BQU8sS0FBSyxLQUFLLFFBQVEsQ0FBQztZQUMzQyxNQUFNLHVCQUF1QixHQUFHLE9BQU8sQ0FBQyxVQUFVLEtBQUssVUFBVSxDQUFDO1lBRWxFLE9BQU8sT0FBTyxDQUFDLE9BQU8sQ0FBQyxDQUFDLGdCQUFnQixJQUFJLHVCQUF1QixDQUFDLElBQUksUUFBUSxDQUFDLENBQUM7UUFDbkYsQ0FBQztRQUVELE1BQU0sQ0FBRSxLQUFtQjtZQUMxQixLQUFLLENBQUMsT0FBTyxFQUFFLENBQUM7UUFDakIsQ0FBQztRQUVELEtBQUssQ0FBQyxLQUFLLENBQUUsS0FBZSxFQUFFLE9BQW1ELEVBQUUsTUFBYztZQUNoRyxNQUFNLFFBQVEsR0FBd0IsT0FBTyxDQUFDLElBQUksSUFBSSxFQUFFLENBQUM7WUFDekQsSUFBSSxRQUFRLEdBQUcsS0FBSyxDQUFDLElBQUksQ0FBQyxPQUFPLENBQUMsT0FBTyxDQUFDLEdBQUcsQ0FBQyxDQUFDO1lBRS9DLElBQUksUUFBUSxJQUFJLFFBQVEsQ0FBQyxXQUFXLENBQUMsR0FBRyxDQUFDLEtBQUssUUFBUSxDQUFDLE1BQU0sR0FBRyxDQUFDLEVBQUUsQ0FBQztnQkFDbkUsUUFBUSxJQUFJLEdBQUcsQ0FBQztZQUNqQixDQUFDO1lBRUQsNEdBQTRHO1lBQzVHLE1BQU0sTUFBTSxHQUFHLElBQUksWUFBWSxDQUFDLEtBQUssQ0FBQyxDQUFDO1lBRXZDLG1HQUFtRztZQUNuRyxJQUFJLFFBQVEsQ0FBQyxNQUFNLFlBQVksV0FBVyxJQUFJLE9BQU8sUUFBUSxDQUFDLE1BQU0sS0FBSyxRQUFRLEVBQUUsQ0FBQztnQkFDbkYsTUFBTSxXQUFXLEdBQUcsUUFBUSxDQUFDLE1BQU0sQ0FBQztnQkFDcEMsUUFBUSxDQUFDLE1BQU0sR0FBRyxFQUEwQyxDQUFDO2dCQUM3RCxRQUFRLENBQUMsTUFBTSxDQUFDLE1BQU0sQ0FBQyxLQUFLLENBQUMsQ0FBQyxDQUFDLENBQUMsSUFBSSxDQUFDLEdBQUcsV0FBVyxDQUFDO1lBQ3JELENBQUM7WUFFRCw4RUFBOEU7WUFDOUUsTUFBTSxzQkFBc0IsR0FBRyxFQUFFLENBQUM7WUFFbEMsK0ZBQStGO1lBQy9GLElBQUksMEJBQTBCLEdBQUcsSUFBSSxDQUFDO1lBQ3RDLEtBQUssTUFBTSxNQUFNLElBQUksTUFBTSxDQUFDLE9BQU8sRUFBRSxDQUFDO2dCQUNyQyxJQUFJLE1BQU0sQ0FBQyxJQUFJLElBQUksY0FBYyxFQUFFLENBQUM7b0JBQ25DLDBCQUEwQixHQUFHLE1BQU0sQ0FBQyxNQUFNLEVBQUUsdUJBQXVCLENBQUM7b0JBQ3BFLE1BQU07Z0JBQ1AsQ0FBQztZQUNGLENBQUM7WUFDRCxNQUFNLENBQUMsY0FBYyxDQUFDLEVBQUUsdUJBQXVCLEVBQUUsS0FBSyxFQUFFLENBQUMsQ0FBQztZQUUxRCxpQkFBaUI7WUFDakIsS0FBSyxNQUFNLElBQUksSUFBSSxNQUFNLENBQUMsS0FBSyxFQUFFLENBQUM7Z0JBQ2pDLE1BQU0sUUFBUSxHQUFHLElBQUksQ0FBQyxJQUFJLENBQUM7Z0JBQzNCLE1BQU0sWUFBWSxHQUFHLFFBQVEsRUFBRSxNQUFNLENBQUMsQ0FBQyxDQUFDLFFBQVEsQ0FBQyxNQUFNLENBQUMsUUFBUSxDQUFDLENBQUMsQ0FBQyxDQUFDLFNBQVMsQ0FBQztnQkFDOUUsSUFBSSxZQUFZLFlBQVksV0FBVyxFQUFFLENBQUM7b0JBQ3pDLElBQUksQ0FBQyxVQUFVLENBQUMsWUFBWSxDQUFDLElBQUksQ0FBQyxZQUFZLENBQUMsQ0FBQyxDQUFDO2dCQUNsRCxDQUFDO3FCQUFNLENBQUM7b0JBQ1AsTUFBTSxHQUFHLEdBQVcsWUFBWSxJQUFJLEtBQUssQ0FBQyxJQUFJLENBQUMsU0FBUyxDQUFDLENBQUMsR0FBRyxRQUFRLENBQUMsS0FBSyxDQUFDLEtBQUssQ0FBQyxJQUFJLENBQUMsR0FBRyxDQUFDLEVBQUUsUUFBUSxDQUFDLENBQUMsSUFBSSxDQUFDLEtBQUssQ0FBQyxJQUFJLENBQUMsR0FBRyxDQUFDLENBQUMsQ0FBQztvQkFDN0gsTUFBTSxjQUFjLEdBQUcsRUFBRSxHQUFHLEVBQUUsZ0JBQWdCLENBQUMsR0FBRyxFQUFFLE9BQU8sQ0FBQyxHQUFhLENBQUMsRUFBRSxJQUFJLEVBQUUsRUFBRSxHQUFHLFFBQVEsQ0FBQyxhQUFhLEVBQUUsR0FBRyxFQUFFLFNBQVMsRUFBRSxJQUFJLENBQUMsR0FBRyxDQUFDLENBQUMsQ0FBQyxXQUFXLENBQUMsR0FBRyxDQUFDLENBQUMsQ0FBQyxXQUFXLENBQUMsTUFBTSxFQUFFLEVBQUUsRUFBRSxDQUFDO29CQUNyTCxNQUFNLFdBQVcsR0FBRyxNQUFNLENBQUMsSUFBSSxDQUFVLGNBQWMsQ0FBQzt5QkFDdEQsSUFBSSxDQUFDLENBQUMsT0FBTyxFQUFFLEVBQUU7d0JBQ2pCLElBQUksQ0FBQyxVQUFVLENBQUMsWUFBWSxDQUFDLElBQUksQ0FBQyxPQUFPLENBQUMsV0FBVyxDQUFDLENBQUMsQ0FBQztvQkFDekQsQ0FBQyxDQ Line truncated
@@ -0,0 +1,29 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
export {};
@@ -0,0 +1,65 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { LoaderParserPriority, checkExtension } from "@pixi/assets";
import { ExtensionType, settings, extensions } from "@pixi/core";
const loaderName = "spineSkeletonLoader";
function isJson(resource) {
return resource.hasOwnProperty("bones");
}
function isBuffer(resource) {
return resource instanceof Uint8Array;
}
const spineLoaderExtension = {
extension: ExtensionType.Asset,
loader: {
name: loaderName,
extension: {
type: ExtensionType.LoadParser,
priority: LoaderParserPriority.Normal,
name: loaderName,
},
test(url) {
return checkExtension(url, ".skel");
},
async load(url) {
const response = await settings.ADAPTER.fetch(url);
if (!response.ok)
throw new Error(`[${loaderName}] Failed to fetch ${url}: ${response.status} ${response.statusText}`);
return new Uint8Array(await response.arrayBuffer());
},
testParse(asset, options) {
const isJsonSpineModel = checkExtension(options.src, ".json") && isJson(asset);
const isBinarySpineModel = checkExtension(options.src, ".skel") && isBuffer(asset);
const isExplicitLoadParserSet = options.loadParser === loaderName;
return Promise.resolve(isJsonSpineModel || isBinarySpineModel || isExplicitLoadParserSet);
},
},
};
extensions.add(spineLoaderExtension);
//# sourceMappingURL=data:application/json;base64,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 Line truncated
@@ -0,0 +1,42 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Geometry, Buffer } from "@pixi/core";
/**
* Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).
* @memberof PIXI
*/
export declare class DarkTintBatchGeometry extends Geometry {
_buffer: Buffer;
_indexBuffer: Buffer;
/**
* @param {boolean} [_static=false] - Optimization flag, where `false`
* is updated every frame, `true` doesn't change frame-to-frame.
*/
constructor(_static?: boolean);
}
@@ -0,0 +1,55 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Geometry, Buffer, TYPES } from "@pixi/core";
/**
* Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).
* @memberof PIXI
*/
export class DarkTintBatchGeometry extends Geometry {
// eslint-disable-next-line @typescript-eslint/naming-convention
_buffer;
// eslint-disable-next-line @typescript-eslint/naming-convention
_indexBuffer;
/**
* @param {boolean} [_static=false] - Optimization flag, where `false`
* is updated every frame, `true` doesn't change frame-to-frame.
*/
constructor(_static = false) {
super();
this._buffer = new Buffer(undefined, _static, false);
this._indexBuffer = new Buffer(undefined, _static, true);
this.addAttribute("aVertexPosition", this._buffer, 2, false, TYPES.FLOAT)
.addAttribute("aTextureCoord", this._buffer, 2, false, TYPES.FLOAT)
.addAttribute("aColor", this._buffer, 4, true, TYPES.UNSIGNED_BYTE)
.addAttribute("aDarkColor", this._buffer, 4, true, TYPES.UNSIGNED_BYTE)
.addAttribute("aTextureId", this._buffer, 1, true, TYPES.FLOAT)
.addIndex(this._indexBuffer);
}
}
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Line truncated
@@ -0,0 +1,40 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Geometry } from "@pixi/core";
/**
* Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).
* @memberof PIXI
*/
export declare class DarkTintGeometry extends Geometry {
/**
* @param {boolean} [_static=false] - Optimization flag, where `false`
* is updated every frame, `true` doesn't change frame-to-frame.
*/
constructor(_static?: boolean);
}
@@ -0,0 +1,49 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Geometry, Buffer, TYPES } from "@pixi/core";
/**
* Geometry used to batch standard PIXI content (e.g. Mesh, Sprite, Graphics objects).
* @memberof PIXI
*/
export class DarkTintGeometry extends Geometry {
/**
* @param {boolean} [_static=false] - Optimization flag, where `false`
* is updated every frame, `true` doesn't change frame-to-frame.
*/
constructor(_static = false) {
super();
const verticesBuffer = new Buffer(undefined);
const uvsBuffer = new Buffer(undefined, true);
const indexBuffer = new Buffer(undefined, true, true);
this.addAttribute("aVertexPosition", verticesBuffer, 2, false, TYPES.FLOAT);
this.addAttribute("aTextureCoord", uvsBuffer, 2, false, TYPES.FLOAT);
this.addIndex(indexBuffer);
}
}
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@@ -0,0 +1,66 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { ColorSource } from "@pixi/core";
import { Shader, TextureMatrix, Texture } from "@pixi/core";
export interface IDarkTintMaterialOptions {
alpha?: number;
tint?: ColorSource;
darkTint?: ColorSource;
pluginName?: string;
uniforms?: Record<string, unknown>;
}
export declare class DarkTintMaterial extends Shader {
readonly uvMatrix: TextureMatrix;
batchable: boolean;
pluginName: string;
_tintRGB: number;
_darkTintRGB: number;
/**
* Only do update if tint or alpha changes.
* @private
* @default false
*/
private _colorDirty;
private _alpha;
private _tintColor;
private _darkTintColor;
constructor(texture?: Texture);
get texture(): Texture;
set texture(value: Texture);
set alpha(value: number);
get alpha(): number;
set tint(value: ColorSource);
get tint(): ColorSource;
set darkTint(value: ColorSource);
get darkTint(): ColorSource;
get tintValue(): number;
get darkTintValue(): number;
/** Gets called automatically by the Mesh. Intended to be overridden for custom {@link PIXI.MeshMaterial} objects. */
update(): void;
}
@@ -0,0 +1,167 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Shader, TextureMatrix, Color, Texture, Matrix, Program } from "@pixi/core";
const vertex = `
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform mat3 uTextureMatrix;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;
}
`;
const fragment = `
varying vec2 vTextureCoord;
uniform vec4 uColor;
uniform vec4 uDarkColor;
uniform sampler2D uSampler;
void main(void)
{
vec4 texColor = texture2D(uSampler, vTextureCoord);
gl_FragColor.a = texColor.a * uColor.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * uDarkColor.a + 1.0 - texColor.rgb) * uDarkColor.rgb + texColor.rgb * uColor.rgb;
}
`;
export class DarkTintMaterial extends Shader {
uvMatrix;
batchable;
pluginName;
// eslint-disable-next-line @typescript-eslint/naming-convention
_tintRGB;
// eslint-disable-next-line @typescript-eslint/naming-convention
_darkTintRGB;
/**
* Only do update if tint or alpha changes.
* @private
* @default false
*/
_colorDirty;
_alpha;
_tintColor;
_darkTintColor;
constructor(texture) {
const uniforms = {
uSampler: texture ?? Texture.EMPTY,
alpha: 1,
uTextureMatrix: Matrix.IDENTITY,
uColor: new Float32Array([1, 1, 1, 1]),
uDarkColor: new Float32Array([0, 0, 0, 0]),
};
// Set defaults
const options = {
tint: 0xffffff,
darkTint: 0x0,
alpha: 1,
pluginName: "darkTintBatch",
};
super(Program.from(vertex, fragment), uniforms);
this._colorDirty = false;
this.uvMatrix = new TextureMatrix(uniforms.uSampler);
this.batchable = true;
this.pluginName = options.pluginName;
this._tintColor = new Color(options.tint);
this._darkTintColor = new Color(options.darkTint);
this._tintRGB = this._tintColor.toLittleEndianNumber();
this._darkTintRGB = this._darkTintColor.toLittleEndianNumber();
this._alpha = options.alpha;
this._colorDirty = true;
}
get texture() {
return this.uniforms.uSampler;
}
set texture(value) {
if (this.uniforms.uSampler !== value) {
if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {
this._colorDirty = true;
}
this.uniforms.uSampler = value;
this.uvMatrix.texture = value;
}
}
set alpha(value) {
if (value === this._alpha) {
return;
}
this._alpha = value;
this._colorDirty = true;
}
get alpha() {
return this._alpha;
}
set tint(value) {
if (value === this.tint) {
return;
}
this._tintColor.setValue(value);
this._tintRGB = this._tintColor.toLittleEndianNumber();
this._colorDirty = true;
}
get tint() {
return this._tintColor.value;
}
set darkTint(value) {
if (value === this.darkTint) {
return;
}
this._darkTintColor.setValue(value);
this._darkTintRGB = this._darkTintColor.toLittleEndianNumber();
this._colorDirty = true;
}
get darkTint() {
return this._darkTintColor.value;
}
get tintValue() {
return this._tintColor.toNumber();
}
get darkTintValue() {
return this._darkTintColor.toNumber();
}
/** Gets called automatically by the Mesh. Intended to be overridden for custom {@link PIXI.MeshMaterial} objects. */
update() {
if (this._colorDirty) {
this._colorDirty = false;
Color.shared.setValue(this._tintColor).premultiply(this._alpha, true).toArray(this.uniforms.uColor);
Color.shared.setValue(this._darkTintColor).premultiply(this._alpha, true).premultiply(1, false).toArray(this.uniforms.uDarkColor);
}
if (this.uvMatrix.update()) {
this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;
}
}
}
//# 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Line truncated
@@ -0,0 +1,50 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { Texture, ColorSource, Renderer, BLEND_MODES } from "@pixi/core";
import { Mesh } from "@pixi/mesh";
import { DarkTintMaterial } from "./DarkTintMaterial.js";
export interface IDarkTintElement {
_texture: Texture;
vertexData: Float32Array;
indices: Uint16Array | Uint32Array | Array<number>;
uvs: Float32Array;
worldAlpha: number;
_tintRGB: number;
_darkTintRGB: number;
alpha: number;
blendMode: BLEND_MODES;
}
export declare class DarkTintMesh extends Mesh<DarkTintMaterial> {
_darkTintRGB: number;
constructor(texture?: Texture);
get darkTint(): ColorSource | null;
set darkTint(value: ColorSource | null);
get darkTintValue(): number;
protected _renderToBatch(renderer: Renderer): void;
}
@@ -0,0 +1,66 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Mesh } from "@pixi/mesh";
import { DarkTintGeometry } from "./DarkTintGeom.js";
import { DarkTintMaterial } from "./DarkTintMaterial.js";
export class DarkTintMesh extends Mesh {
// eslint-disable-next-line @typescript-eslint/naming-convention
_darkTintRGB = 0;
constructor(texture) {
super(new DarkTintGeometry(), new DarkTintMaterial(texture), undefined, undefined);
}
get darkTint() {
return "darkTint" in this.shader ? this.shader.darkTint : null;
}
set darkTint(value) {
this.shader.darkTint = value;
}
get darkTintValue() {
return this.shader.darkTintValue;
}
// eslint-disable-next-line @typescript-eslint/naming-convention
_renderToBatch(renderer) {
const geometry = this.geometry;
const shader = this.shader;
if (shader.uvMatrix) {
shader.uvMatrix.update();
this.calculateUvs();
}
// set properties for batching..
this.calculateVertices();
this.indices = geometry.indexBuffer.data;
this._tintRGB = shader._tintRGB;
this._darkTintRGB = shader._darkTintRGB;
this._texture = shader.texture;
const pluginName = this.material.pluginName;
renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);
renderer.plugins[pluginName].render(this);
}
}
//# 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Line truncated
@@ -0,0 +1,36 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { IDarkTintElement } from "./DarkTintMesh.js";
import type { ExtensionMetadata, Renderer, ViewableBuffer } from "@pixi/core";
import { BatchRenderer } from "@pixi/core";
export declare class DarkTintRenderer extends BatchRenderer {
static extension: ExtensionMetadata;
constructor(renderer: Renderer);
packInterleavedGeometry(element: IDarkTintElement, attributeBuffer: ViewableBuffer, indexBuffer: Uint16Array, aIndex: number, iIndex: number): void;
}
@@ -0,0 +1,112 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { DarkTintBatchGeometry } from "./DarkTintBatchGeom.js";
import { extensions, BatchRenderer, ExtensionType, BatchShaderGenerator, Color } from "@pixi/core";
const vertex = `
precision highp float;
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec4 aColor;
attribute vec4 aDarkColor;
attribute float aTextureId;
uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform vec4 tint;
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec4 vDarkColor;
varying float vTextureId;
void main(void){
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
vTextureId = aTextureId;
vColor = aColor * tint;
vDarkColor = aDarkColor * tint;
}
`;
const fragment = `
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec4 vDarkColor;
varying float vTextureId;
uniform sampler2D uSamplers[%count%];
void main(void){
vec4 color;
%forloop%
gl_FragColor.a = color.a * vColor.a;
gl_FragColor.rgb = ((color.a - 1.0) * vDarkColor.a + 1.0 - color.rgb) * vDarkColor.rgb + color.rgb * vColor.rgb;
}
`;
export class DarkTintRenderer extends BatchRenderer {
static extension = {
name: "darkTintBatch",
type: ExtensionType.RendererPlugin,
};
constructor(renderer) {
super(renderer);
this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);
this.geometryClass = DarkTintBatchGeometry;
// Pixi's default 6 + 1 for uDarkTint. (this is size in _floats_. color is 4 bytes which roughly equals one float :P )
this.vertexSize = 7;
}
packInterleavedGeometry(element, attributeBuffer, indexBuffer, aIndex, iIndex) {
const { uint32View, float32View } = attributeBuffer;
const packedVertices = aIndex / this.vertexSize;
const uvs = element.uvs;
const indicies = element.indices;
const vertexData = element.vertexData;
const textureId = element._texture.baseTexture._batchLocation;
const worldAlpha = Math.min(element.worldAlpha, 1.0);
const argb = Color.shared.setValue(element._tintRGB).toPremultiplied(worldAlpha, true);
const darkargb = Color.shared.setValue(element._darkTintRGB).premultiply(worldAlpha, true).toPremultiplied(1, false);
// lets not worry about tint! for now..
for (let i = 0; i < vertexData.length; i += 2) {
float32View[aIndex++] = vertexData[i];
float32View[aIndex++] = vertexData[i + 1];
float32View[aIndex++] = uvs[i];
float32View[aIndex++] = uvs[i + 1];
uint32View[aIndex++] = argb;
uint32View[aIndex++] = darkargb;
float32View[aIndex++] = textureId;
}
for (let i = 0; i < indicies.length; i++) {
indexBuffer[iIndex++] = packedVertices + indicies[i];
}
}
}
extensions.add(DarkTintRenderer);
//# 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Line truncated
@@ -0,0 +1,72 @@
"use strict";if(typeof window<"u"&&window.PIXI){let e=window.require;window.require=t=>{if(e)return e(t);if(t.startsWith("@pixi/"))return window.PIXI}}var Tr=class{array=new Array;add(e){let t=this.contains(e);return this.array[e|0]=e|0,!t}contains(e){return this.array[e|0]!=null}remove(e){this.array[e|0]=void 0}clear(){this.array.length=0}},he=class{entries={};size=0;add(e){let t=this.entries[e];return this.entries[e]=!0,t?!1:(this.size++,!0)}addAll(e){let t=this.size;for(var s=0,r=e.length;s<r;s++)this.add(e[s]);return t!=this.size}contains(e){return this.entries[e]}clear(){this.entries={},this.size=0}},D=class wt{constructor(t=0,s=0,r=0,i=0){this.r=t,this.g=s,this.b=r,this.a=i}static WHITE=new wt(1,1,1,1);static RED=new wt(1,0,0,1);static GREEN=new wt(0,1,0,1);static BLUE=new wt(0,0,1,1);static MAGENTA=new wt(1,0,1,1);set(t,s,r,i){return this.r=t,this.g=s,this.b=r,this.a=i,this.clamp()}setFromColor(t){return this.r=t.r,this.g=t.g,this.b=t.b,this.a=t.a,this}setFromString(t){return t=t.charAt(0)=="#"?t.substr(1):t,this.r=parseInt(t.substr(0,2),16)/255,this.g=parseInt(t.substr(2,2),16)/255,this.b=parseInt(t.substr(4,2),16)/255,this.a=t.length!=8?1:parseInt(t.substr(6,2),16)/255,this}add(t,s,r,i){return this.r+=t,this.g+=s,this.b+=r,this.a+=i,this.clamp()}clamp(){return this.r<0?this.r=0:this.r>1&&(this.r=1),this.g<0?this.g=0:this.g>1&&(this.g=1),this.b<0?this.b=0:this.b>1&&(this.b=1),this.a<0?this.a=0:this.a>1&&(this.a=1),this}static rgba8888ToColor(t,s){t.r=((s&4278190080)>>>24)/255,t.g=((s&16711680)>>>16)/255,t.b=((s&65280)>>>8)/255,t.a=(s&255)/255}static rgb888ToColor(t,s){t.r=((s&16711680)>>>16)/255,t.g=((s&65280)>>>8)/255,t.b=(s&255)/255}toRgb888(){const t=s=>("0"+(s*255).toString(16)).slice(-2);return+("0x"+t(this.r)+t(this.g)+t(this.b))}static fromString(t,s=new wt){return s.setFromString(t)}},X=class ht{static PI=3.1415927;static PI2=ht.PI*2;static invPI2=1/ht.PI2;static radiansToDegrees=180/ht.PI;static radDeg=ht.radiansToDegrees;static degreesToRadians=ht.PI/180;static degRad=ht.degreesToRadians;static clamp(t,s,r){return t<s?s:t>r?r:t}static cosDeg(t){return Math.cos(t*ht.degRad)}static sinDeg(t){return Math.sin(t*ht.degRad)}static atan2Deg(t,s){return Math.atan2(t,s)*ht.degRad}static signum(t){return t>0?1:t<0?-1:0}static toInt(t){return t>0?Math.floor(t):Math.ceil(t)}static cbrt(t){let s=Math.pow(Math.abs(t),.3333333333333333);return t<0?-s:s}static randomTriangular(t,s){return ht.randomTriangularWith(t,s,(t+s)*.5)}static randomTriangularWith(t,s,r){let i=Math.random(),h=s-t;return i<=(r-t)/h?t+Math.sqrt(i*h*(r-t)):s-Math.sqrt((1-i)*h*(s-r))}static isPowerOfTwo(t){return t&&(t&t-1)===0}},ks=class{apply(e,t,s){return e+(t-e)*this.applyInternal(s)}},As=class extends ks{power=2;constructor(e){super(),this.power=e}applyInternal(e){return e<=.5?Math.pow(e*2,this.power)/2:Math.pow((e-1)*2,this.power)/(this.power%2==0?-2:2)+1}},Ir=class extends As{constructor(e){super(e)}applyInternal(e){return Math.pow(e-1,this.power)*(this.power%2==0?-1:1)+1}},B=class Mt{static SUPPORTS_TYPED_ARRAYS=typeof Float32Array<"u";static arrayCopy(t,s,r,i,h){for(let o=s,n=i;o<s+h;o++,n++)r[n]=t[o]}static arrayFill(t,s,r,i){for(let h=s;h<r;h++)t[h]=i}static setArraySize(t,s,r=0){let i=t.length;if(i==s)return t;if(t.length=s,i<s)for(let h=i;h<s;h++)t[h]=r;return t}static ensureArrayCapacity(t,s,r=0){return t.length>=s?t:Mt.setArraySize(t,s,r)}static newArray(t,s){let r=new Array(t);for(let i=0;i<t;i++)r[i]=s;return r}static newFloatArray(t){if(Mt.SUPPORTS_TYPED_ARRAYS)return new Float32Array(t);{let s=new Array(t);for(let r=0;r<s.length;r++)s[r]=0;return s}}static newShortArray(t){if(Mt.SUPPORTS_TYPED_ARRAYS)return new Int16Array(t);{let s=new Array(t);for(let r=0;r<s.length;r++)s[r]=0;return s}}static toFloatArray(t){return Mt.SUPPORTS_TYPED_ARRAYS?new Float32Array(t):t}static toSinglePrecision(t){return Mt.SUPPORTS_TYPED_ARRAYS?Math.fround(t):t}static webkit602BugfixHelper(t,s){}static 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r=this.callbacks[e];try{if(r)return!0;this.callbacks[e]=r=[]}finally{r.push(t,s)}}finish(e,t,s){let r=this.callbacks[e];delete this.callbacks[e];let i=t==200||t==0?[s]:[t,s];for(let h=i.length-1,o=r.length;h<o;h+=2)r[h].apply(null,i)}},Je=class{data;intValue=0;floatValue=0;stringValue=null;time=0;volume=0;balance=0;constructor(e,t){if(!t)throw new Error("data cannot be null.");this.time=e,this.data=t}},Qe=class{name;intValue=0;floatValue=0;stringValue=null;audioPath=null;volume=0;balance=0;constructor(e){this.name=e}},qs=class{data;bones;target;bendDirection=0;compress=!1;stretch=!1;mix=1;softness=0;active=!1;constructor(e,t){if(!e)throw new Error("data cannot be null.");if(!t)throw new Error("skeleton cannot be null.");this.data=e,this.bones=new Array;for(let r=0;r<e.bones.length;r++){let i=t.findBone(e.bones[r].name);if(!i)throw new Error(`Couldn't find bone ${e.bones[r].name}`);this.bones.push(i)}let s=t.findBone(e.target.name);if(!s)throw new Error(`Couldn't find bone ${e.target.name}`);this.target=s,this.mix=e.mix,this.softness=e.softness,this.bendDirection=e.bendDirection,this.compress=e.compress,this.stretch=e.stretch}isActive(){return this.active}setToSetupPose(){const e=this.data;this.mix=e.mix,this.softness=e.softness,this.bendDirection=e.bendDirection,this.compress=e.compress,this.stretch=e.stretch}update(e){if(this.mix==0)return;let t=this.target,s=this.bones;switch(s.length){case 1:this.apply1(s[0],t.worldX,t.worldY,this.compress,this.stretch,this.data.uniform,this.mix);break;case 2:this.apply2(s[0],s[1],t.worldX,t.worldY,this.bendDirection,this.stretch,this.data.uniform,this.softness,this.mix);break}}apply1(e,t,s,r,i,h,o){let n=e.parent;if(!n)throw new Error("IK bone must have parent.");let a=n.a,l=n.b,c=n.c,d=n.d,u=-e.ashearX-e.arotation,m=0,f=0;switch(e.inherit){case 1:m=(t-e.worldX)*X.signum(e.skeleton.scaleX),f=(s-e.worldY)*X.signum(e.skeleton.scaleY);break;case 2:let b=Math.abs(a*d-l*c)/Math.max(1e-4,a*a+c*c),x=a/e.skeleton.scaleX,w=c/e.skeleton.scaleY;l=-w*b*e.skeleton.scaleX,d=x*b*e.skeleton.scaleY,u+=Math.atan2(w,x)*X.radDeg;default:let y=t-n.worldX,v=s-n.worldY,C=a*d-l*c;Math.abs(C)<=1e-4?(m=0,f=0) Line truncated
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform mat3 uTextureMatrix;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;
}
`,Mi=`
varying vec2 vTextureCoord;
uniform vec4 uColor;
uniform vec4 uDarkColor;
uniform sampler2D uSampler;
void main(void)
{
vec4 texColor = texture2D(uSampler, vTextureCoord);
gl_FragColor.a = texColor.a * uColor.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * uDarkColor.a + 1.0 - texColor.rgb) * uDarkColor.rgb + texColor.rgb * uColor.rgb;
}
`,rr=class extends Ci{uvMatrix;batchable;pluginName;_tintRGB;_darkTintRGB;_colorDirty;_alpha;_tintColor;_darkTintColor;constructor(e){const t={uSampler:e??ki.EMPTY,alpha:1,uTextureMatrix:Ai.IDENTITY,uColor:new Float32Array([1,1,1,1]),uDarkColor:new Float32Array([0,0,0,0])},s={tint:16777215,darkTint:0,alpha:1,pluginName:"darkTintBatch"};super(Ti.from(Ii,Mi),t),this._colorDirty=!1,this.uvMatrix=new Si(t.uSampler),this.batchable=!0,this.pluginName=s.pluginName,this._tintColor=new Qt(s.tint),this._darkTintColor=new Qt(s.darkTint),this._tintRGB=this._tintColor.toLittleEndianNumber(),this._darkTintRGB=this._darkTintColor.toLittleEndianNumber(),this._alpha=s.alpha,this._colorDirty=!0}get texture(){return this.uniforms.uSampler}set texture(e){this.uniforms.uSampler!==e&&(!this.uniforms.uSampler.baseTexture.alphaMode!=!e.baseTexture.alphaMode&&(this._colorDirty=!0),this.uniforms.uSampler=e,this.uvMatrix.texture=e)}set alpha(e){e!==this._alpha&&(this._alpha=e,this._colorDirty=!0)}get alpha(){return this._alpha}set tint(e){e!==this.tint&&(this._tintColor.setValue(e),this._tintRGB=this._tintColor.toLittleEndianNumber(),this._colorDirty=!0)}get tint(){return this._tintColor.value}set darkTint(e){e!==this.darkTint&&(this._darkTintColor.setValue(e),this._darkTintRGB=this._darkTintColor.toLittleEndianNumber(),this._colorDirty=!0)}get darkTint(){return this._darkTintColor.value}get tintValue(){return this._tintColor.toNumber()}get darkTintValue(){return this._darkTintColor.toNumber()}update(){this._colorDirty&&(this._colorDirty=!1,Qt.shared.setValue(this._tintColor).premultiply(this._alpha,!0).toArray(this.uniforms.uColor),Qt.shared.setValue(this._darkTintColor).premultiply(this._alpha,!0).premultiply(1,!1).toArray(this.uniforms.uDarkColor)),this.uvMatrix.update()&&(this.uniforms.uTextureMatrix=this.uvMatrix.mapCoord)}},ir=class extends yi{_darkTintRGB=0;constructor(e){super(new sr,new rr(e),void 0,void 0)}get darkTint(){return"darkTint"in this.shader?this.shader.darkTint:null}set darkTint(e){this.shader.darkTint=e}get darkTintValue(){return this.shader.darkTintValue}_renderToBatch(e){const t=this.geometry,s=this.shader;s.uvMatrix&&(s.uvMatrix.update(),this.calculateUvs()),this.calculateVertices(),this.indices=t.indexBuffer.data,this._tintRGB=s._tintRGB,this._darkTintRGB=s._darkTintRGB,this._texture=s.texture;const r=this.material.pluginName;e.batch.setObjectRenderer(e.plugins[r]),e.plugins[r].render(this)}},Zt=class Q extends ir{name="";static auxColor=[0,0,0,0];constructor(){super()}updateFromSpineData(t,s,r,i,h,o,n,a){this.texture=t.texture;const l=h/(a?12:8)*2,c=this.geometry.getBuffer("aTextureCoord");c.data?.length!==l&&(c.data=new Float32Array(l));const d=this.geometry.getBuffer("aVertexPosition");d.data?.length!==l&&(d.data=new Float32Array(l));let u=0,m=c.data,f=d.data;for(let p=0;p<h;p+=a?12:8){let b=p;f[u]=i[b++],f[u+1]=i[b++],b+=4,m[u]=i[b++],m[u+1]=i[b++],u+=2}a?(Q.auxColor[0]=i[8],Q.auxColor[1]=i[9],Q.auxColor[2]=i[10],Q.auxColor[3]=i[11],this.darkTint=Q.auxColor,Q.auxColor[0]=i[2],Q.auxColor[1]=i[3],Q.auxColor[2]=i[4],Q.auxColor[3]=i[5],this.tint=Q.auxColor):(Q.auxColor[0]=i[2],Q.auxColor[1]=i[3],Q.auxColor[2]=i[4],Q.auxColor[3]=i[5],this.tint=Q.auxColor),this.blendMode=Vt.toPixiBlending(s),this.alpha=Q.auxColor[3];const g=this.geometry.indexBuffer;if(g.data.length!==o.length)g.data=new Uint32Array(o);else{const p=g.data;for(let b=0;b<n;b++)p[b]=o[b]}this.name=r,c.update(),d.update(),g.update()}};import{Assets as te}from"@pixi/assets";import{Point as Yi}from"@pixi/core";import{Ticker as nr}from"@pixi/core";import{Bounds as Fi,Container as Pi}from"@pixi/display";import{Graphics as Ei}from"@pixi/graphics";import"@pixi/events";var Xi=class{constructor(e,t,s,r){this.x=e,this.y=t,this.width=s,this.height=r}calculateBounds(){return{x:this.x,y:this.y,width:this.width,height:this.height}}},Bi=class{constructor(e=!1){this.clipping=e}calculateBounds(e){if(!e.skeleton)return{x:0,y:0,width:0,height:0};const t=new It(e.skeleton.data);t.setToSetupPose(),t.updateWorldTransform(2);const s=t.getBoundsRect(this.clipping?new jt:void 0);return s.width==Number.NEGATIVE_INFINITY?{x:0,y:0,width:0,height:0}:s}},Ri=class{constructor(e,t=[],s=.05,r=!1){this.animation=e,this.skins=t,this.timeStep=s,this.clipping=r}calculateBounds(e){if(!e.skeleton||!e.state)return{x:0,y:0,width:0,height:0};const t=new Oe(e.state.data),s=new It(e.skeleton.data),r=this.clipping?new jt:void 0,i=s.data;if(this.skins.length>0){let o=new Lt("custom-skin");for(const n of this.skins){const a=i.findSkin(n);a!=null&&o.addSkin(a)}s.setSkin(o)}s.setToSetupPose();const h=this.animation!=null?i.findAnimation(this.animation):null;if(h==null){s.updateWorldTransform(2);const o=s.getBoundsRect(r);return o.width==Number.NEGATIVE_INFINITY?{x:0,y:0,width:0,height:0}:o}else{let o=Number.POSITIVE_INFINITY,n=Number.POSITIVE_INFINITY,a=Number.NEGATIVE_INFINITY,l=Number.NEGATIVE_INFINITY;t.clearTracks(),t.setAnimationWith(0,h,!1);const c=Math.max(h.duration/this.timeStep,1);fo Line truncated
precision highp float;
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec4 aColor;
attribute vec4 aDarkColor;
attribute float aTextureId;
uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform vec4 tint;
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec4 vDarkColor;
varying float vTextureId;
void main(void){
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
vTextureId = aTextureId;
vColor = aColor * tint;
vDarkColor = aDarkColor * tint;
}
`,en=`
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec4 vDarkColor;
varying float vTextureId;
uniform sampler2D uSamplers[%count%];
void main(void){
vec4 color;
%forloop%
gl_FragColor.a = color.a * vColor.a;
gl_FragColor.rgb = ((color.a - 1.0) * vDarkColor.a + 1.0 - color.rgb) * vDarkColor.rgb + color.rgb * vColor.rgb;
}
`,xr=class extends Ji{static extension={name:"darkTintBatch",type:Qi.RendererPlugin};constructor(e){super(e),this.shaderGenerator=new Zi(tn,en),this.geometryClass=mr,this.vertexSize=7}packInterleavedGeometry(e,t,s,r,i){const{uint32View:h,float32View:o}=t,n=r/this.vertexSize,a=e.uvs,l=e.indices,c=e.vertexData,d=e._texture.baseTexture._batchLocation,u=Math.min(e.worldAlpha,1),m=gr.shared.setValue(e._tintRGB).toPremultiplied(u,!0),f=gr.shared.setValue(e._darkTintRGB).premultiply(u,!0).toPremultiplied(1,!1);for(let g=0;g<c.length;g+=2)o[r++]=c[g],o[r++]=c[g+1],o[r++]=a[g],o[r++]=a[g+1],h[r++]=m,h[r++]=f,o[r++]=d;for(let g=0;g<l.length;g++)s[i++]=n+l[g]}};ji.add(xr);export{Xi as AABBRectangleBoundsProvider,Se as AlphaTimeline,Ut as Animation,Oe as AnimationState,Pr as AnimationStateAdapter,Ls as AnimationStateData,Os as AssetCache,Br as AssetManagerBase,He as AtlasAttachmentLoader,ce as Attachment,xt as AttachmentTimeline,Ks as BinaryInput,as as BlendMode,je as Bone,Ke as BoneData,ze as BoundingBoxAttachment,Rs as CURRENT,pt as ClippingAttachment,D as Color,Bt as ConstraintData,at as CurveTimeline,it as CurveTimeline1,qt as CurveTimeline2,Zt as DarkSlotMesh,mr as DarkTintBatchGeometry,sr as DarkTintGeometry,rr as DarkTintMaterial,ir as DarkTintMesh,xr as DarkTintRenderer,Mr as DebugUtils,Te as DeformTimeline,Us as Downloader,kt as DrawOrderTimeline,Je as Event,Qe as EventData,Es as EventQueue,Wt as EventTimeline,Xs as EventType,Ue as FIRST,Er as FakeTexture,Gt as HOLD_FIRST,Bs as HOLD_MIX,qe as HOLD_SUBSEQUENT,qs as IkConstraint,Ze as IkConstraintData,Ie as IkConstraintTimeline,Kt as Inherit,ye as InheritTimeline,Tr as IntSet,ks as Interpolation,X as MathUtils,At as MeshAttachment,Ys as MixBlend,Fs as MixDirection,Tt as PathAttachment,Ws as PathConstraint,ts as PathConstraintData,Pe as PathConstraintMixTimeline,Ye as PathConstraintPositionTimeline,Fe as PathConstraintSpacingTimeline,$s as Physics,Be as PhysicsConstraintDampingTimeline,Ve as PhysicsConstraintGravityTimeline,Ee as PhysicsConstraintInertiaTimeline,Re as PhysicsConstraintMassTimeline,De as PhysicsConstraintMixTimeline,Ne as PhysicsConstraintResetTimeline,Xe as PhysicsConstraintStrengthTimeline,ft as PhysicsConstraintTimeline,Le as PhysicsConstraintWindTimeline,_s as PointAttachment,St as Pool,es as PositionMode,As as Pow,Ir as PowOut,Ae as RGB2Timeline,ke as RGBA2Timeline,ve as RGBATimeline,Ce as RGBTimeline,Xt as RegionAttachment,rs as RotateMode,Et as RotateTimeline,We as SETUP,zt as SUBSEQUENT,me as ScaleTimeline,ge as ScaleXTimeline,xe as ScaleYTimeline,_e as SequenceTimeline,Bi as SetupPoseBoundsProvider,pe as ShearTimeline,we as ShearXTimeline,be as ShearYTimeline,It as Skeleton,ls as SkeletonBinary,js as SkeletonBounds,jt as SkeletonClipping,Rt as SkeletonData,cs as SkeletonJson,Lt as Skin,is as SkinEntry,Ri as SkinsAndAnimationBoundsProvider,zs as Slot,ns as SlotData,tr as SlotMesh,ss as SpacingMode,Li as Spine,Di as SpineDebugRenderer,Vt as SpineTexture,he as StringSet,Ge as Texture,Ht as TextureAtlas,Ns as TextureAtlasPage,$e as TextureAtlasRegion,$t as TextureFilter,Ds as TextureRegion,Vs as TextureWrap,Yr as TimeKeeper,H as Timeline,Ps as TrackEntry,Gs as TransformConstraint,os as TransformConstraintData,Me as TransformConstraintTimeline,de as TranslateTimeline,ue as TranslateXTimeline,fe as TranslateYTimeline,Js as Triangulator,B as Utils,Pt as Vector2,ct as VertexAttachment,Fr as WindowedMean};
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,7 @@
{
"version": 3,
"sources": ["../../src/require-shim.ts", "../../../spine-core/src/Utils.ts", "../../../spine-core/src/attachments/Attachment.ts", "../../../spine-core/src/attachments/Sequence.ts", "../../../spine-core/src/Animation.ts", "../../../spine-core/src/AnimationState.ts", "../../../spine-core/src/AnimationStateData.ts", "../../../spine-core/src/attachments/BoundingBoxAttachment.ts", "../../../spine-core/src/attachments/ClippingAttachment.ts", "../../../spine-core/src/Texture.ts", "../../../spine-core/src/TextureAtlas.ts", "../../../spine-core/src/attachments/MeshAttachment.ts", "../../../spine-core/src/attachments/PathAttachment.ts", "../../../spine-core/src/attachments/PointAttachment.ts", "../../../spine-core/src/attachments/RegionAttachment.ts", "../../../spine-core/src/AtlasAttachmentLoader.ts", "../../../spine-core/src/BoneData.ts", "../../../spine-core/src/Bone.ts", "../../../spine-core/src/ConstraintData.ts", "../../../spine-core/src/AssetManagerBase.ts", "../../../spine-core/src/Event.ts", "../../../spine-core/src/EventData.ts", "../../../spine-core/src/IkConstraint.ts", "../../../spine-core/src/IkConstraintData.ts", "../../../spine-core/src/PathConstraintData.ts", "../../../spine-core/src/PathConstraint.ts", "../../../spine-core/src/PhysicsConstraint.ts", "../../../spine-core/src/Slot.ts", "../../../spine-core/src/TransformConstraint.ts", "../../../spine-core/src/Skeleton.ts", "../../../spine-core/src/PhysicsConstraintData.ts", "../../../spine-core/src/SkeletonData.ts", "../../../spine-core/src/Skin.ts", "../../../spine-core/src/SlotData.ts", "../../../spine-core/src/TransformConstraintData.ts", "../../../spine-core/src/SkeletonBinary.ts", "../../../spine-core/src/SkeletonBounds.ts", "../../../spine-core/src/Triangulator.ts", "../../../spine-core/src/SkeletonClipping.ts", "../../../spine-core/src/SkeletonJson.ts", "../../../spine-core/src/polyfills.ts", "../../src/SpineTexture.ts", "../../src/SlotMesh.ts", "../../src/darkTintMesh/DarkTintMesh.ts", "../../src/darkTintMesh/DarkTintGeom.ts", "../../src/darkTintMesh/DarkTintMaterial.ts", "../../src/DarkSlotMesh.ts", "../../src/Spine.ts", "../../src/SpineDebugRenderer.ts", "../../src/assets/atlasLoader.ts", "../../src/assets/skeletonLoader.ts", "../../src/darkTintMesh/DarkTintBatchGeom.ts", "../../src/darkTintMesh/DarkTintRenderer.ts"],
"sourcesContent": ["/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated April 5, 2025. Replaces all prior versions.\n *\n * Copyright (c) 2013-2025, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software\n * or otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF\n * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nif (typeof window !== 'undefined' && (window as any).PIXI) {\n\tlet prevRequire = window.require;\n\t(window as any).require = (x: string) => {\n\t\tif (prevRequire) return prevRequire(x);\n\t\telse if (x.startsWith(\"@pixi/\")) return (window as any).PIXI;\n\t}\n}\n\nexport { }\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated April 5, 2025. Replaces all prior versions.\n *\n * Copyright (c) 2013-2025, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software\n * or otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF\n * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nimport { Skeleton } from \"./Skeleton.js\";\nimport { MixBlend } from \"./Animation.js\";\n\nexport interface StringMap<T> {\n\t[key: string]: T;\n}\n\nexport class IntSet {\n\tarray = new Array<number | undefined>();\n\n\tadd (value: number): boolean {\n\t\tlet contains = this.contains(value);\n\t\tthis.array[value | 0] = value | 0;\n\t\treturn !contains;\n\t}\n\n\tcontains (value: number) {\n\t\treturn this.array[value | 0] != undefined;\n\t}\n\n\tremove (value: number) {\n\t\tthis.array[value | 0] = undefined;\n\t}\n\n\tclear () {\n\t\tthis.array.length = 0;\n\t}\n}\n\nexport class StringSet {\n\tentries: StringMap<boolean> = {};\n\tsize = 0;\n\n\tadd (value: string): boolean {\n\t\tlet contains = this.entries[value];\n\t\tthis.entries[value] = true;\n\t\tif (!contains) {\n\t\t\tthis.size++;\n\t\t\treturn true;\n\t\t}\n\t\treturn false;\n\t}\n\n\taddAll (values: string[]): boolean {\n\t\tlet oldSize = this.size;\n\t\tfor (var i = 0, n = values.length; i < n; i++)\n\t\t\tthis.add(values[i]);\n\t\treturn oldSize != this.size;\n\t}\n\n\tcontains (value: string) {\n\t\treturn this.entries[value];\n\t}\n\n\tclear () {\n\t\tthis.entries = {};\n\t\tthis.size = 0;\n\t}\n}\n\nexport type NumberArrayLike = ALine truncated
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}
File diff suppressed because it is too large. Load diff
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{
"version": 3,
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"sourcesContent": ["/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated September 24, 2021. Replaces all prior versions.\n *\n * Copyright (c) 2013-2021, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software\n * or otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF\n * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nexport * from './require-shim.js';\nexport * from './Spine.js';\nexport * from './SpineDebugRenderer.js';\nexport * from './SpineTexture.js';\nexport * from './SlotMesh.js';\nexport * from './DarkSlotMesh.js';\nexport * from './assets/atlasLoader.js';\nexport * from './assets/skeletonLoader.js';\nexport * from './darkTintMesh/DarkTintBatchGeom.js';\nexport * from './darkTintMesh/DarkTintGeom.js';\nexport * from './darkTintMesh/DarkTintMaterial.js';\nexport * from './darkTintMesh/DarkTintMesh.js';\nexport * from './darkTintMesh/DarkTintRenderer.js';\nexport * from \"@esotericsoftware/spine-core\";\n\n\nimport './assets/atlasLoader.js'; // Side effects install the loaders into pixi\nimport './assets/skeletonLoader.js'; // Side effects install the loaders into pixi\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated April 5, 2025. Replaces all prior versions.\n *\n * Copyright (c) 2013-2025, Esoteric Software LLC\n *\n * Integration of the Spine Runtimes into software or otherwise creating\n * derivative works of the Spine Runtimes is permitted under the terms and\n * conditions of Section 2 of the Spine Editor License Agreement:\n * http://esotericsoftware.com/spine-editor-license\n *\n * Otherwise, it is permitted to integrate the Spine Runtimes into software\n * or otherwise create derivative works of the Spine Runtimes (collectively,\n * \"Products\"), provided that each user of the Products must obtain their own\n * Spine Editor license and redistribution of the Products in any form must\n * include this license and copyright notice.\n *\n * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC \"AS IS\" AND ANY\n * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED\n * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE\n * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY\n * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES\n * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,\n * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND\n * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\n * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF\n * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\n *****************************************************************************/\n\nif (typeof window !== 'undefined' && (window as any).PIXI) {\n\tlet prevRequire = window.require;\n\t(window as any).require = (x: string) => {\n\t\tif (prevRequire) return prevRequire(x);\n\t\telse if (x.startsWith(\"@pixi/\")) return (window as any).PIXI;\n\t}\n}\n\nexport { }\n", "/******************************************************************************\n * Spine Runtimes License Agreement\n * Last updated April 5, 2025. 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attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform mat3 uTextureMatrix;
varying vec2 vTextureCoord;
void main(void)
{
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;
}
`,yr=`
varying vec2 vTextureCoord;
uniform vec4 uColor;
uniform vec4 uDarkColor;
uniform sampler2D uSampler;
void main(void)
{
vec4 texColor = texture2D(uSampler, vTextureCoord);
gl_FragColor.a = texColor.a * uColor.a;
gl_FragColor.rgb = ((texColor.a - 1.0) * uDarkColor.a + 1.0 - texColor.rgb) * uDarkColor.rgb + texColor.rgb * uColor.rgb;
}
`,si=class extends xe.Shader{uvMatrix;batchable;pluginName;_tintRGB;_darkTintRGB;_colorDirty;_alpha;_tintColor;_darkTintColor;constructor(t){const e={uSampler:t??xe.Texture.EMPTY,alpha:1,uTextureMatrix:xe.Matrix.IDENTITY,uColor:new Float32Array([1,1,1,1]),uDarkColor:new Float32Array([0,0,0,0])},s={tint:16777215,darkTint:0,alpha:1,pluginName:"darkTintBatch"};super(xe.Program.from(br,yr),e),this._colorDirty=!1,this.uvMatrix=new xe.TextureMatrix(e.uSampler),this.batchable=!0,this.pluginName=s.pluginName,this._tintColor=new xe.Color(s.tint),this._darkTintColor=new xe.Color(s.darkTint),this._tintRGB=this._tintColor.toLittleEndianNumber(),this._darkTintRGB=this._darkTintColor.toLittleEndianNumber(),this._alpha=s.alpha,this._colorDirty=!0}get texture(){return this.uniforms.uSampler}set texture(t){this.uniforms.uSampler!==t&&(!this.uniforms.uSampler.baseTexture.alphaMode!=!t.baseTexture.alphaMode&&(this._colorDirty=!0),this.uniforms.uSampler=t,this.uvMatrix.texture=t)}set alpha(t){t!==this._alpha&&(this._alpha=t,this._colorDirty=!0)}get alpha(){return this._alpha}set tint(t){t!==this.tint&&(this._tintColor.setValue(t),this._tintRGB=this._tintColor.toLittleEndianNumber(),this._colorDirty=!0)}get tint(){return this._tintColor.value}set darkTint(t){t!==this.darkTint&&(this._darkTintColor.setValue(t),this._darkTintRGB=this._darkTintColor.toLittleEndianNumber(),this._colorDirty=!0)}get darkTint(){return this._darkTintColor.value}get tintValue(){return this._tintColor.toNumber()}get darkTintValue(){return this._darkTintColor.toNumber()}update(){this._colorDirty&&(this._colorDirty=!1,xe.Color.shared.setValue(this._tintColor).premultiply(this._alpha,!0).toArray(this.uniforms.uColor),xe.Color.shared.setValue(this._darkTintColor).premultiply(this._alpha,!0).premultiply(1,!1).toArray(this.uniforms.uDarkColor)),this.uvMatrix.update()&&(this.uniforms.uTextureMatrix=this.uvMatrix.mapCoord)}},ii=class extends wr.Mesh{_darkTintRGB=0;constructor(t){super(new ti,new si(t),void 0,void 0)}get darkTint(){return"darkTint"in this.shader?this.shader.darkTint:null}set darkTint(t){this.shader.darkTint=t}get darkTintValue(){return this.shader.darkTintValue}_renderToBatch(t){const e=this.geometry,s=this.shader;s.uvMatrix&&(s.uvMatrix.update(),this.calculateUvs()),this.calculateVertices(),this.indices=e.indexBuffer.data,this._tintRGB=s._tintRGB,this._darkTintRGB=s._darkTintRGB,this._texture=s.texture;const i=this.material.pluginName;t.batch.setObjectRenderer(t.plugins[i]),t.plugins[i].render(this)}},et=class Z extends ii{name="";static auxColor=[0,0,0,0];constructor(){super()}updateFromSpineData(e,s,i,r,h,o,n,a){this.texture=e.texture;const l=h/(a?12:8)*2,c=this.geometry.getBuffer("aTextureCoord");c.data?.length!==l&&(c.data=new Float32Array(l));const d=this.geometry.getBuffer("aVertexPosition");d.data?.length!==l&&(d.data=new Float32Array(l));let u=0,m=c.data,f=d.data;for(let p=0;p<h;p+=a?12:8){let b=p;f[u]=r[b++],f[u+1]=r[b++],b+=4,m[u]=r[b++],m[u+1]=r[b++],u+=2}a?(Z.auxColor[0]=r[8],Z.auxColor[1]=r[9],Z.auxColor[2]=r[10],Z.auxColor[3]=r[11],this.darkTint=Z.auxColor,Z.auxColor[0]=r[2],Z.auxColor[1]=r[3],Z.auxColor[2]=r[4],Z.auxColor[3]=r[5],this.tint=Z.auxColor):(Z.auxColor[0]=r[2],Z.auxColor[1]=r[3],Z.auxColor[2]=r[4],Z.auxColor[3]=r[5],this.tint=Z.auxColor),this.blendMode=Ue.toPixiBlending(s),this.alpha=Z.auxColor[3];const g=this.geometry.indexBuffer;if(g.data.length!==o.length)g.data=new Uint32Array(o);else{const p=g.data;for(let b=0;b<n;b++)p[b]=o[b]}this.name=i,c.update(),d.update(),g.update()}},tt=Q("@pixi/assets"),vr=Q("@pixi/core"),ri=Q("@pixi/core"),ni=Q("@pixi/display"),Cr=Q("@pixi/graphics"),Rr=Q("@pixi/events"),Sr=class{constructor(t,e,s,i){this.x=t,this.y=e,this.width=s,this.height=i}calculateBounds(){return{x:this.x,y:this.y,width:this.width,height:this.height}}},Tr=class{constructor(t=!1){this.clipping=t}calculateBounds(t){if(!t.skeleton)return{x:0,y:0,width:0,height:0};const e=new Pe(t.skeleton.data);e.setToSetupPose(),e.updateWorldTransform(2);const s=e.getBoundsRect(this.clipping?new Ze:void 0);return s.width==Number.NEGATIVE_INFINITY?{x:0,y:0,width:0,height:0}:s}},Ar=class{constructor(t,e=[],s=.05,i=!1){this.animation=t,this.skins=e,this.timeStep=s,this.clipping=i}calculateBounds(t){if(!t.skeleton||!t.state)return{x:0,y:0,width:0,height:0};const e=new Gt(t.state.data),s=new Pe(t.skeleton.data),i=this.clipping?new Ze:void 0,r=s.data;if(this.skins.length>0){let o=new Oe("custom-skin");for(const n of this.skins){const a=r.findSkin(n);a!=null&&o.addSkin(a)}s.setSkin(o)}s.setToSetupPose();const h=this.animation!=null?r.findAnimation(this.animation):null;if(h==null){s.updateWorldTransform(2);const o=s.getBoundsRect(i);return o.width==Number.NEGATIVE_INFINITY?{x:0,y:0,width:0,height:0}:o}else{let o=Number.POSITIVE_INFINITY,n=Number.POSITIVE_INFINITY,a=Number.NEGATIVE_INFINITY,l=Number.NEGATIVE_INFINITY;e.clearTracks(),e.setAnimationWith(0,h,!1);const c=Math.max(h.duration/this.timeStep,1);for(let u=0;u<c;u++){const m=u>0?this.ti Line truncated
precision highp float;
attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;
attribute vec4 aColor;
attribute vec4 aDarkColor;
attribute float aTextureId;
uniform mat3 projectionMatrix;
uniform mat3 translationMatrix;
uniform vec4 tint;
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec4 vDarkColor;
varying float vTextureId;
void main(void){
gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
vTextureCoord = aTextureCoord;
vTextureId = aTextureId;
vColor = aColor * tint;
vDarkColor = aDarkColor * tint;
}
`,Xr=`
varying vec2 vTextureCoord;
varying vec4 vColor;
varying vec4 vDarkColor;
varying float vTextureId;
uniform sampler2D uSamplers[%count%];
void main(void){
vec4 color;
%forloop%
gl_FragColor.a = color.a * vColor.a;
gl_FragColor.rgb = ((color.a - 1.0) * vDarkColor.a + 1.0 - color.rgb) * vDarkColor.rgb + color.rgb * vColor.rgb;
}
`,li=class extends Fe.BatchRenderer{static extension={name:"darkTintBatch",type:Fe.ExtensionType.RendererPlugin};constructor(t){super(t),this.shaderGenerator=new Fe.BatchShaderGenerator(Br,Xr),this.geometryClass=oi,this.vertexSize=7}packInterleavedGeometry(t,e,s,i,r){const{uint32View:h,float32View:o}=e,n=i/this.vertexSize,a=t.uvs,l=t.indices,c=t.vertexData,d=t._texture.baseTexture._batchLocation,u=Math.min(t.worldAlpha,1),m=Fe.Color.shared.setValue(t._tintRGB).toPremultiplied(u,!0),f=Fe.Color.shared.setValue(t._darkTintRGB).premultiply(u,!0).toPremultiplied(1,!1);for(let g=0;g<c.length;g+=2)o[i++]=c[g],o[i++]=c[g+1],o[i++]=a[g],o[i++]=a[g+1],h[i++]=m,h[i++]=f,o[i++]=d;for(let g=0;g<l.length;g++)s[r++]=n+l[g]}};return Fe.extensions.add(li),Ii(As)})();
+44
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
export * from './require-shim.js';
export * from './Spine.js';
export * from './SpineDebugRenderer.js';
export * from './SpineTexture.js';
export * from './SlotMesh.js';
export * from './DarkSlotMesh.js';
export * from './assets/atlasLoader.js';
export * from './assets/skeletonLoader.js';
export * from './darkTintMesh/DarkTintBatchGeom.js';
export * from './darkTintMesh/DarkTintGeom.js';
export * from './darkTintMesh/DarkTintMaterial.js';
export * from './darkTintMesh/DarkTintMesh.js';
export * from './darkTintMesh/DarkTintRenderer.js';
export * from "@esotericsoftware/spine-core";
import './assets/atlasLoader.js';
import './assets/skeletonLoader.js';
+45
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
export * from './require-shim.js';
export * from './Spine.js';
export * from './SpineDebugRenderer.js';
export * from './SpineTexture.js';
export * from './SlotMesh.js';
export * from './DarkSlotMesh.js';
export * from './assets/atlasLoader.js';
export * from './assets/skeletonLoader.js';
export * from './darkTintMesh/DarkTintBatchGeom.js';
export * from './darkTintMesh/DarkTintGeom.js';
export * from './darkTintMesh/DarkTintMaterial.js';
export * from './darkTintMesh/DarkTintMesh.js';
export * from './darkTintMesh/DarkTintRenderer.js';
export * from "@esotericsoftware/spine-core";
import './assets/atlasLoader.js'; // Side effects install the loaders into pixi
import './assets/skeletonLoader.js'; // Side effects install the loaders into pixi
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+29
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
export {};
+39
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
if (typeof window !== 'undefined' && window.PIXI) {
let prevRequire = window.require;
window.require = (x) => {
if (prevRequire)
return prevRequire(x);
else if (x.startsWith("@pixi/"))
return window.PIXI;
};
}
export {};
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