", [], 0);
/** The AnimationStateData to look up mix durations. */
data;
/** The list of tracks that have had animations. May contain null entries for tracks that currently have no animation. */
tracks = [];
/** Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
* or faster. Defaults to 1.
*
* See {@link TrackEntry.timeScale} to affect a single animation. */
timeScale = 1;
unkeyedState = 0;
events = [];
listeners = [];
queue = new EventQueue(this);
propertyIds = /* @__PURE__ */ new Map();
animationsChanged = false;
trackEntryPool = new Pool(() => new TrackEntry());
constructor(data) {
this.data = data;
}
/** Increments each track entry {@link TrackEntry.trackTime}, setting queued animations as current if needed. */
update(delta) {
delta *= this.timeScale;
const tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
const current = tracks[i];
if (!current) continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
let currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0) continue;
currentDelta = -current.delay;
current.delay = 0;
}
let next = current.next;
if (next) {
const nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime += current.timeScale === 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
this.setTrack(i, next, true);
while (next.mixingFrom) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
} else if (current.trackLast >= current.trackEnd && !current.mixingFrom) {
tracks[i] = null;
this.queue.end(current);
this.clearNext(current);
continue;
}
if (current.mixingFrom && this.updateMixingFrom(current, delta)) {
let from = current.mixingFrom;
current.mixingFrom = null;
if (from) from.mixingTo = null;
while (from) {
this.queue.end(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
this.queue.drain();
}
/** Returns true when all mixing from entries are complete. */
updateMixingFrom(to, delta) {
const from = to.mixingFrom;
if (!from) return true;
const finished = this.updateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
if (to.nextTrackLast !== -1 && to.mixTime >= to.mixDuration) {
if (from.totalAlpha === 0 || to.mixDuration === 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
if (from.totalAlpha === 0) {
for (let next = to; next.mixingTo != null; next = next.mixingTo)
next.keepHold = true;
}
this.queue.end(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/** Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
* skeletons to pose them identically.
* @returns True if any animations were applied. */
apply(skeleton) {
if (!skeleton) throw new Error("skeleton cannot be null.");
if (this.animationsChanged) this._animationsChanged();
const events = this.events;
const tracks = this.tracks;
let applied = false;
for (let i = 0, n = tracks.length; i < n; i++) {
const current = tracks[i];
if (!current || current.delay > 0) continue;
applied = true;
let alpha = current.alpha;
if (current.mixingFrom)
alpha *= this.applyMixingFrom(current, skeleton);
else if (current.trackTime >= current.trackEnd && !current.next)
alpha = 0;
let animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
let applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
const timelines = current.animation.timelines;
const timelineCount = timelines.length;
if (i === 0 && alpha === 1) {
for (let ii = 0; ii < timelineCount; ii++) {
Utils.webkit602BugfixHelper(alpha);
const timeline = timelines[ii];
if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(timeline, skeleton, applyTime, 1 /* setup */, true);
else
timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, 1 /* setup */, false, false, false);
}
} else {
const timelineMode = current.timelineMode;
const retainAttachments = alpha >= current.alphaAttachmentThreshold;
const add = current.additive, shortestRotation = add || current.shortestRotation;
const firstFrame = !shortestRotation && current.timelinesRotation.length !== timelineCount << 1;
if (firstFrame) current.timelinesRotation.length = timelineCount << 1;
for (let ii = 0; ii < timelineCount; ii++) {
const timeline = timelines[ii];
const from = timelineMode[ii] & MODE;
if (!shortestRotation && timeline instanceof RotateTimeline) {
this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, from, current.timelinesRotation, ii << 1, firstFrame);
} else if (timeline instanceof AttachmentTimeline) {
this.applyAttachmentTimeline(timeline, skeleton, applyTime, from, retainAttachments);
} else {
Utils.webkit602BugfixHelper(alpha);
timeline.apply(skeleton, animationLast, applyTime, applyEvents, alpha, from, add, false, false);
}
}
}
if (current.reverse) this.eventsReverse(current, animationLast, animationTime);
this.queueEvents(current, animationTime);
events.length = 0;
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
const setupState = this.unkeyedState + ATTACH_SETUP;
const slots = skeleton.slots;
for (let i = 0, n = skeleton.slots.length; i < n; i++) {
const slot = slots[i];
if (slot.attachmentState === setupState) {
const attachmentName = slot.data.attachmentName;
slot.pose.setAttachment(!attachmentName ? null : skeleton.getAttachment(slot.data.index, attachmentName));
}
}
this.unkeyedState += 2;
this.queue.drain();
return applied;
}
applyMixingFrom(to, skeleton) {
const from = to.mixingFrom;
const fromMix = from.mixingFrom !== null ? this.applyMixingFrom(from, skeleton) : 1;
const mix = to.mix();
const a = from.alpha * fromMix, keep = 1 - mix * to.alpha;
const alphaMix = a * (1 - mix), alphaHold = keep > 0 ? alphaMix / keep : a;
const timelines = from.animation.timelines;
const timelineCount = timelines.length;
const timelineMode = from.timelineMode;
const timelineHoldMix = from.timelineHoldMix;
const retainAttachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
const add = from.additive, shortestRotation = add || from.shortestRotation;
const firstFrame = !shortestRotation && from.timelinesRotation.length !== timelineCount << 1;
if (firstFrame) from.timelinesRotation.length = timelineCount << 1;
const timelinesRotation = from.timelinesRotation;
let animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
let events = null;
if (from.reverse)
applyTime = from.animation.duration - applyTime;
else if (mix < from.eventThreshold)
events = this.events;
from.totalAlpha = 0;
for (let i = 0; i < timelineCount; i++) {
const timeline = timelines[i];
const mode = timelineMode[i];
const mixFrom = mode & MODE;
let alpha = 0;
if ((mode & HOLD) !== 0) {
const holdMix = timelineHoldMix[i];
alpha = holdMix == null ? alphaHold : alphaHold * (1 - holdMix.mix());
} else {
if (!drawOrder && timeline instanceof DrawOrderTimeline && mixFrom === 0 /* current */) continue;
alpha = alphaMix;
}
from.totalAlpha += alpha;
if (!shortestRotation && timeline instanceof RotateTimeline) {
this.applyRotateTimeline(timeline, skeleton, applyTime, alpha, mixFrom, timelinesRotation, i << 1, firstFrame);
} else if (timeline instanceof AttachmentTimeline)
this.applyAttachmentTimeline(
timeline,
skeleton,
applyTime,
mixFrom,
retainAttachments && alpha >= from.alphaAttachmentThreshold
);
else {
const out = !drawOrder || !(timeline instanceof DrawOrderTimeline) || mixFrom === 0 /* current */;
timeline.apply(skeleton, animationLast, applyTime, events, alpha, mixFrom, add, out, false);
}
}
if (from.reverse && mix < from.eventThreshold) this.eventsReverse(from, animationLast, animationTime);
if (to.mixDuration > 0) this.queueEvents(from, animationTime);
this.events.length = 0;
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/** Applies the attachment timeline and sets {@link Slot.attachmentState}.
* @param retain True if the attachment remains after apply, false if temporary for deform timelines. */
applyAttachmentTimeline(timeline, skeleton, time, from, retain) {
const slot = skeleton.slots[timeline.slotIndex];
if (!slot.bone.active) return;
if (!retain && slot.attachmentState === this.unkeyedState + ATTACH_RETAIN) return;
let setup = time < timeline.frames[0];
let name = null;
if (!setup) {
name = timeline.attachmentNames[Timeline.search(timeline.frames, time)];
setup = !retain && name == null;
}
if (setup) {
if (from === 0 /* current */) return;
name = slot.data.attachmentName;
}
slot.pose.setAttachment(name == null ? null : skeleton.getAttachment(slot.data.index, name));
if (retain)
slot.attachmentState = this.unkeyedState + ATTACH_RETAIN;
else if (!setup)
slot.attachmentState = this.unkeyedState + ATTACH_SETUP;
}
/** Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
* the first time the mixing was applied. */
applyRotateTimeline(timeline, skeleton, time, alpha, from, timelinesRotation, i, firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha === 1) {
timeline.apply(skeleton, 0, time, null, 1, from, false, false, false);
return;
}
const bone = skeleton.bones[timeline.boneIndex];
if (!bone.active) return;
const pose = bone.pose, setup = bone.data.setupPose;
const frames = timeline.frames;
let r1, r2;
if (time < frames[0]) {
switch (from) {
case 1 /* setup */: {
pose.rotation = setup.rotation;
return;
}
case 0 /* current */: {
return;
}
}
r1 = pose.rotation;
r2 = setup.rotation;
} else {
r1 = from === 1 /* setup */ ? setup.rotation : pose.rotation;
r2 = setup.rotation + timeline.getCurveValue(time);
}
let total = 0, diff = r2 - r1;
diff -= Math.ceil(diff / 360 - 0.5) * 360;
if (diff === 0) {
total = timelinesRotation[i];
} else {
let lastTotal = 0, lastDiff = 0;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i];
lastDiff = timelinesRotation[i + 1];
}
const loops = lastTotal - lastTotal % 360;
total = diff + loops;
let current = diff >= 0, dir = lastTotal >= 0;
if (Math.abs(lastDiff) <= 90 && MathUtils.signum(lastDiff) !== MathUtils.signum(diff)) {
if (Math.abs(lastTotal - loops) > 180) {
total += 360 * MathUtils.signum(lastTotal);
dir = current;
} else if (loops !== 0)
total -= 360 * MathUtils.signum(lastTotal);
else
dir = current;
}
if (dir !== current) total += 360 * MathUtils.signum(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
pose.rotation = r1 + total * alpha;
}
queueEvents(entry, animationTime) {
const animationStart = entry.animationStart, animationEnd = entry.animationEnd, duration = animationEnd - animationStart;
const reverse = entry.reverse;
let split = entry.trackLast % duration;
if (reverse) split = duration - split;
const events = this.events;
let i = 0, n = events.length;
for (; i < n; i++) {
const event = events[i];
if (event.time < split !== reverse) break;
if (event.time >= animationStart && event.time <= animationEnd) this.queue.event(entry, event);
}
let complete = false;
if (entry.loop) {
if (duration === 0)
complete = true;
else {
const cycles = Math.floor(entry.trackTime / duration);
complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration);
}
} else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete) this.queue.complete(entry);
for (; i < n; i++) {
const event = events[i];
if (event.time >= animationStart && event.time <= animationEnd) this.queue.event(entry, event);
}
}
eventsReverse(entry, animationLast, animationTime) {
const duration = entry.animation.duration, from = duration - animationLast, to = duration - animationTime;
const timelines = entry.animation.timelines;
for (let i = 0, n = entry.animation.timelines.length; i < n; i++) {
const eventTimeline = timelines[i];
if (!(eventTimeline instanceof EventTimeline)) continue;
const timelineEvents = eventTimeline.events;
const frames = eventTimeline.frames;
const frameCount = frames.length;
if (from >= to) {
for (let ii = 0; ii < frameCount; ii++) {
if (frames[ii] < to) continue;
if (frames[ii] >= from) break;
this.events.push(timelineEvents[ii]);
}
} else {
for (let ii2 = 0; ii2 < frameCount; ii2++) {
if (frames[ii2] >= from) break;
this.events.push(timelineEvents[ii2]);
}
let ii = 0;
for (; ii < frameCount; ii++)
if (frames[ii] >= to) break;
for (; ii < frameCount; ii++)
this.events.push(timelineEvents[ii]);
}
}
}
/** Removes all animations from all tracks, leaving skeletons in their current pose.
*
* Usually you want to use {@link setEmptyAnimations} to mix the skeletons back to the setup pose, rather than leaving
* them in their current pose. */
clearTracks() {
const oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++)
this.clearTrack(i);
this.tracks.length = 0;
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
/** Removes all animations from the track, leaving skeletons in their current pose.
*
* Usually you want to use {@link setEmptyAnimation} to mix the skeletons back to the setup pose, rather than
* leaving them in their current pose. */
clearTrack(trackIndex) {
if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
if (trackIndex >= this.tracks.length) return;
const current = this.tracks[trackIndex];
if (!current) return;
this.queue.end(current);
this.clearNext(current);
let entry = current;
while (true) {
const from = entry.mixingFrom;
if (!from) break;
this.queue.end(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
this.tracks[current.trackIndex] = null;
this.queue.drain();
}
setTrack(index, current, interrupt) {
const from = this.expandToIndex(index);
this.tracks[index] = current;
current.previous = null;
if (from) {
from.next = null;
if (interrupt) this.queue.interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
from.timelinesRotation.length = 0;
}
this.queue.start(current);
}
setAnimation(trackIndex, animationNameOrAnimation, loop = false) {
if (typeof animationNameOrAnimation === "string")
return this.setAnimation1(trackIndex, animationNameOrAnimation, loop);
return this.setAnimation2(trackIndex, animationNameOrAnimation, loop);
}
setAnimation1(trackIndex, animationName, loop = false) {
const animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw new Error(`Animation not found: ${animationName}`);
return this.setAnimation2(trackIndex, animation, loop);
}
/** Sets the current animation for a track, discarding any queued animations.
*
* If the formerly current track entry is for the same animation and was never applied to a skeleton, it is replaced (not mixed
* from).
* @param loop If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. In either case {@link TrackEntry.getTrackEnd} determines when the track is cleared.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener.dispose} event occurs. */
setAnimation2(trackIndex, animation, loop = false) {
if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
if (!animation) throw new Error("animation cannot be null.");
let interrupt = true;
let current = this.expandToIndex(trackIndex);
if (current) {
if (current.nextTrackLast === -1 && current.animation === animation) {
this.tracks[trackIndex] = current.mixingFrom;
this.queue.interrupt(current);
this.queue.end(current);
this.clearNext(current);
current = current.mixingFrom;
interrupt = false;
} else
this.clearNext(current);
}
const entry = this.trackEntry(trackIndex, animation, loop, current);
this.setTrack(trackIndex, entry, interrupt);
this.queue.drain();
return entry;
}
addAnimation(trackIndex, animationNameOrAnimation, loop = false, delay = 0) {
if (typeof animationNameOrAnimation === "string")
return this.addAnimation1(trackIndex, animationNameOrAnimation, loop, delay);
return this.addAnimation2(trackIndex, animationNameOrAnimation, loop, delay);
}
addAnimation1(trackIndex, animationName, loop = false, delay = 0) {
const animation = this.data.skeletonData.findAnimation(animationName);
if (!animation) throw new Error(`Animation not found: ${animationName}`);
return this.addAnimation2(trackIndex, animation, loop, delay);
}
addAnimation2(trackIndex, animation, loop = false, delay = 0) {
if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
if (!animation) throw new Error("animation cannot be null.");
let last = this.expandToIndex(trackIndex);
if (last) {
while (last.next)
last = last.next;
}
const entry = this.trackEntry(trackIndex, animation, loop, last);
if (!last) {
this.setTrack(trackIndex, entry, true);
this.queue.drain();
if (delay < 0) delay = 0;
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0) delay = Math.max(delay + last.getTrackComplete() - entry.mixDuration, 0);
}
entry.delay = delay;
return entry;
}
/** Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
* {@link TrackEntry.mixduration}. An empty animation has no timelines and serves as a placeholder for mixing in or out.
*
* Mixing out is done by setting an empty animation with a mix duration using either {@link setEmptyAnimation},
* {@link setEmptyAnimations}, or {@link addEmptyAnimation}. Mixing to an empty animation causes
* the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
* transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
* 0 still needs to be applied one more time to mix out, so the properties it was animating are reverted.
*
* Mixing in is done by first setting an empty animation, then adding an animation using
* {@link addAnimation} with the desired delay (an empty animation has a duration of 0) and on
* the returned track entry, set the {@link TrackEntry.setMixDuration}. Mixing from an empty animation causes the new
* animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
* from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new animation.
*
* See Empty animations in the Spine
* Runtimes Guide. */
setEmptyAnimation(trackIndex, mixDuration = 0) {
const entry = this.setAnimation(trackIndex, _AnimationState.emptyAnimation, false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
* {@link TrackEntry.mixDuration}. If the track has no entries, it is equivalent to calling
* {@link setEmptyAnimation}.
*
* See {@link setEmptyAnimation} and
* Empty animations in the Spine Runtimes
* Guide.
* @param delay If > 0, sets {@link TrackEntry.delay}. If <= 0, the delay set is the duration of the previous track entry minus
* any mix duration plus the specified `delay` (ie the mix ends at (when `delay` = 0) or before
* (when `delay` < 0) the previous track entry duration). If the previous entry is looping, its next loop
* completion is used instead of its duration.
* @return A track entry to allow further customization of animation playback. References to the track entry must not be kept
* after the {@link AnimationStateListener.dispose} event occurs. */
addEmptyAnimation(trackIndex, mixDuration = 0, delay = 0) {
const entry = this.addAnimation(trackIndex, _AnimationState.emptyAnimation, false, delay);
if (delay <= 0) entry.delay = Math.max(entry.delay + entry.mixDuration - mixDuration, 0);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/** Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.
*
* See Empty animations in the Spine
* Runtimes Guide. */
setEmptyAnimations(mixDuration = 0) {
const oldDrainDisabled = this.queue.drainDisabled;
this.queue.drainDisabled = true;
for (let i = 0, n = this.tracks.length; i < n; i++) {
const current = this.tracks[i];
if (current) this.setEmptyAnimation(current.trackIndex, mixDuration);
}
this.queue.drainDisabled = oldDrainDisabled;
this.queue.drain();
}
expandToIndex(index) {
if (index < this.tracks.length) return this.tracks[index];
Utils.ensureArrayCapacity(this.tracks, index + 1, null);
this.tracks.length = index + 1;
return null;
}
/** @param last May be null. */
trackEntry(trackIndex, animation, loop, last) {
const entry = this.trackEntryPool.obtain();
entry.reset();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.additive = false;
entry.reverse = false;
entry.shortestRotation = false;
entry.eventThreshold = 0;
entry.alphaAttachmentThreshold = 0;
entry.mixAttachmentThreshold = 0;
entry.mixDrawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = Number.MAX_VALUE;
entry.timeScale = 1;
entry.alpha = 1;
entry.mixTime = 0;
entry.mixDuration = !last ? 0 : this.data.getMix(last.animation, animation);
entry.totalAlpha = 0;
entry.keepHold = false;
return entry;
}
/** Removes {@link TrackEntry.next} and all entries after it for the specified entry. */
clearNext(entry) {
let next = entry.next;
while (next) {
this.queue.dispose(next);
next = next.next;
}
entry.next = null;
}
_animationsChanged() {
this.animationsChanged = false;
const tracks = this.tracks;
for (let i = 0, n = tracks.length; i < n; i++) {
const track = tracks[i];
if (!track) continue;
let entry = track;
while (entry.mixingFrom)
entry = entry.mixingFrom;
do {
this.computeHold(entry, track);
entry = entry.mixingTo;
} while (entry);
}
this.propertyIds.clear();
}
computeHold(entry, track) {
const timelines = entry.animation.timelines;
const timelinesCount = entry.animation.timelines.length;
const timelineMode = entry.timelineMode;
timelineMode.length = timelinesCount;
const timelineHoldMix = entry.timelineHoldMix;
timelineHoldMix.length = 0;
const add = entry.additive, keepHold = entry.keepHold;
const to = entry.mixingTo;
for (let i = 0; i < timelinesCount; i++) {
const timeline = timelines[i];
const ids = timeline.propertyIds;
const from = this.from(track, timeline, ids);
if (add && timeline.additive) {
timelineMode[i] = from;
continue;
}
let mode;
if (to === null || timeline.instant || to.additive && timeline.additive || !to.animation?.hasTimeline(ids))
mode = from;
else {
mode = from | HOLD;
for (let next = to.mixingTo; next != null; next = next.mixingTo) {
if (next.additive && timeline.additive || !next.animation?.hasTimeline(ids)) {
if (next.mixDuration > 0) timelineHoldMix[i] = next;
break;
}
}
}
if (keepHold) mode = mode & ~HOLD | timelineMode[i] & HOLD;
timelineMode[i] = mode;
}
}
from(track, timeline, ids) {
const propertyIds = this.propertyIds;
let from = SETUP;
for (let i = 0, n = ids.length; i < n; i++) {
const owner = propertyIds.get(ids[i]);
if (owner === void 0) {
propertyIds.set(ids[i], track);
} else {
if (owner !== track) {
while (++i < n)
if (!propertyIds.has(ids[i])) propertyIds.set(ids[i], track);
return CURRENT;
}
from = FIRST;
}
}
if (timeline instanceof DrawOrderFolderTimeline) {
const first = propertyIds.get(DrawOrderTimeline.propertyID);
if (first != null) return first !== track ? CURRENT : FIRST;
}
return from;
}
/** Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing. */
getTrack(trackIndex) {
if (trackIndex < 0) throw new Error("trackIndex must be >= 0.");
if (trackIndex >= this.tracks.length) return null;
return this.tracks[trackIndex];
}
/** Adds a listener to receive events for all track entries. */
addListener(listener) {
if (!listener) throw new Error("listener cannot be null.");
this.listeners.push(listener);
}
/** Removes the listener added with {@link addListener}. */
removeListener(listener) {
const index = this.listeners.indexOf(listener);
if (index >= 0) this.listeners.splice(index, 1);
}
/** Removes all listeners added with {@link addListener}. */
clearListeners() {
this.listeners.length = 0;
}
/** Discards all listener notifications that have not yet been delivered. This can be useful to call from an
* {@link AnimationStateListener} when it is known that further notifications that may have been already queued for delivery
* are not wanted because new animations are being set. */
clearListenerNotifications() {
this.queue.clear();
}
};
var TrackEntry = class {
/** The animation to apply for this track entry. */
animation = null;
previous = null;
/** The animation queued to start after this animation, or null. `next` makes up a linked list. */
next = null;
/** The track entry for the previous animation when mixing to this animation, or null if no mixing is currently occurring.
* When mixing from multiple animations, `mixingFrom` makes up a doubly linked list. */
mixingFrom = null;
/** The track entry for the next animation when mixing from this animation, or null if no mixing is currently occurring.
* When mixing to multiple animations, `mixingTo` makes up a doubly linked list. */
mixingTo = null;
/** The listener for events generated by this track entry, or null.
*
* A track entry returned from {@link AnimationState.setAnimation} is already the current animation
* for the track, so the callback for listener {@link AnimationStateListener.start} will not be called. */
listener = null;
/** The index of the track where this track entry is either current or queued.
*
* See {@link AnimationState.getTrack}. */
trackIndex = 0;
/** If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
* duration. */
loop = false;
/** When true, timelines in this animation that support additive have their values added to the setup or current pose values
* instead of replacing them. Additive can be set for a new track entry only before {@link AnimationState.apply}
* is next called. */
additive = false;
/** If true, the animation will be applied in reverse. */
reverse = false;
/** If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the
* shortest rotation direction may change during the mix.
*
* If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest
* of the mix. Defaults to false.
*
* See {@link resetRotationDirections}. */
shortestRotation = false;
keepHold = false;
/** When the interpolated mix percentage is less than the `eventThreshold` , event timelines are applied while
* this animation is being mixed out. Defaults to 0, so event timelines are not applied while this animation is being mixed
* out. */
eventThreshold = 0;
/** When the interpolated mix percentage is less than the `mixAttachmentThreshold`, attachment timelines are
* applied while this animation is being mixed out. Defaults to 0, so attachment timelines are not applied while this
* animation is being mixed out. */
mixAttachmentThreshold = 0;
/** When the computed alpha is greater than `alphaAttachmentThreshold`, attachment timelines are applied. The
* computed alpha includes {@link alpha} and the interpolated mix percentage. Defaults to 0, so attachment timelines are
* always applied. */
alphaAttachmentThreshold = 0;
/** When the interpolated mix percentage is less than the `mixAttachmentThreshold`, attachment timelines are
* applied while this animation is being mixed out. Defaults to 0, so attachment timelines are not applied while this
* animation is being mixed out. */
mixDrawOrderThreshold = 0;
/** The time in seconds for the first frame of this animation, both initially and after looping. Defaults to 0.
*
* When setting `animationStart` time, {@link animationLast} can be set to the same value to avoid firing events
* from the start of the animation. */
animationStart = 0;
/** The time in seconds for the last frame of this animation. Past this time, non-looping animations hold the pose at this
* time while looping animations will loop back to {@link animationStart}. Defaults to the {@link Animation.duration}. */
animationEnd = 0;
/** The time in seconds this animation was last applied. Some timelines use this for one-time triggers. For example, when
* this animation is applied, event timelines will fire all events between the `animationLast` time (exclusive)
* and `animationTime` (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this
* animation is applied. */
animationLast = 0;
nextAnimationLast = 0;
/** Seconds to postpone playing the animation. Must be >= 0. When this track entry is the current track entry,
* `delay` postpones incrementing the {@link trackTime}. When this track entry is queued, `delay` is
* the time from the start of the previous animation to when this track entry will become the current track entry (ie when
* the previous track entry {@link trackTime} >= this track entry's `delay`).
*
* {@link timeScale} affects the delay.
*
* When passing `delay` <= 0 to {@link AnimationState.addAnimation} this
* `delay` is set using a mix duration from {@link AnimationStateData}. To change the {@link mixDuration}
* afterward, use {@link setMixDuration} so this `delay` is adjusted. */
delay = 0;
/** The time in seconds this track entry has been the current track entry, starting at 0 and increasing forever. Compare to
* {@link getAnimationTime}, which is always between {@link animationStart} and {@link animationEnd}.
*
* The track time can be set to start the animation at a time other than 0, without affecting looping. When doing so,
* {@link animationLast} can be set to the same value to avoid firing events from the start of the animation.
*
* To set the time an animation starts and loops, use {@link animationStart} and {@link animationEnd}. */
trackTime = 0;
trackLast = 0;
nextTrackLast = 0;
/** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
* value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
* is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
* properties keyed by the animation are set to the setup pose and the track is cleared.
*
* Usually you want to use {@link AnimationState.addEmptyAnimation} rather than have the animation
* abruptly cease being applied, leaving the current pose. */
trackEnd = 0;
/** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
* faster. Defaults to 1.
*
* Values < 0 are not supported. To play an animation in reverse, use {@link reverse}.
*
* {@link mixTime} is not affected by track entry time scale, so {@link mixDuration} may need to be adjusted to match the
* animation speed.
*
* When using {@link AnimationState.addAnimation} with a `delay` <= 0, the
* {@link delay} is set using the mix duration from {@link AnimationState.data}, assuming time scale to be 1. If the time
* scale is not 1, the delay may need to be adjusted.
*
* See {@link AnimationState.timeScale} to affect all animations. */
timeScale = 0;
/** Values < 1 mix this animation with the skeleton's current pose (either the setup pose or the pose from lower tracks).
* Defaults to 1, which overwrites the skeleton's current pose with this animation.
*
* Alpha should be 1 on track 0.
*
* See {@link getAlphaAttachmentThreshold}. */
alpha = 0;
/** Seconds elapsed from 0 to the {@link mixDuration} when mixing from the previous animation to this animation. May
* be slightly more than `mixDuration` when the mix is complete. */
mixTime = 0;
/** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
* {@link AnimationStateData.getMix} based on the animation before this animation (if any).
*
* A mix duration of 0 still needs to be applied one more time to mix out, so the the properties it was animating are
* reverted. A mix duration of 0 can be set at any time to end the mix on the next
* {@link AnimationState.update | update}.
*
* The `mixDuration` can be set manually rather than use the value from
* {@link AnimationStateData.getMix}. In that case, the `mixDuration` can be set for a new
* track entry only before {@link AnimationState.update} is next called.
*
* When using {@link AnimationState.addAnimation} with a `delay` <= 0, the
* {@link getDelay} is set using the mix duration from {@link AnimationState.data}. If `mixDuration` is set
* afterward, the delay needs to be adjusted:
*
*
* entry.mixDuration = 0.25;
* entry.delay = entry.previous.getTrackComplete() - entry.mixDuration + 0;
*
*
* Alternatively, use {@link setMixDuration} to set both the mix duration and recompute the delay:
*
*
entry.setMixDuration(0.25f, 0); // mixDuration, delay
*
*/
mixDuration = 0;
totalAlpha = 0;
mixInterpolation = Interpolation.linear;
/** Sets both {@link getMixDuration} and {@link getDelay}.
* @param delay If > 0, sets {@link getDelay}. If <= 0, the delay set is the duration of the previous track entry minus
* the specified mix duration plus the specified `delay` (ie the mix ends at (when `delay` =
* 0) or before (when `delay` < 0) the previous track entry duration). If the previous entry is
* looping, its next loop completion is used instead of its duration. */
setMixDuration(mixDuration, delay) {
this.mixDuration = mixDuration;
if (delay !== void 0) {
if (delay <= 0) delay = this.previous == null ? 0 : Math.max(delay + this.previous.getTrackComplete() - mixDuration, 0);
this.delay = delay;
}
}
/** The interpolation to apply to the mix percentage ({@link mixTime} / {@link mixDuration}) when mixing from the previous
* animation to this animation. Defaults to linear. */
setMixInterpolation(mixInterpolation) {
if (!mixInterpolation) throw new Error("mixInterpolation cannot be null.");
this.mixInterpolation = mixInterpolation;
}
mix() {
if (this.mixDuration === 0) return 1;
let mix = this.mixTime / this.mixDuration;
if (mix >= 1) return 1;
if (this.mixInterpolation === Interpolation.linear) return mix;
mix = this.mixInterpolation.apply(mix);
if (mix < 0) return 0;
if (mix > 1) return 1;
return mix;
}
/** For each timeline:
* - Bits 0-1: MixFrom.
* - Bit 2, HOLD: 0 = mix out using alphaMix, 1 = apply full alpha to prevent dipping. Timeline is first on its track to
* set the property and the next entry (mixingTo) also sets it. When held, timelineHoldMix's mix controls how the hold fades
* out (for 3+ entry chains where the chain eventually stops setting the property). */
timelineMode = [];
timelineHoldMix = [];
timelinesRotation = [];
reset() {
this.next = null;
this.previous = null;
this.mixingFrom = null;
this.mixingTo = null;
this.mixInterpolation = Interpolation.linear;
this.animation = null;
this.listener = null;
this.timelineMode.length = 0;
this.timelineHoldMix.length = 0;
this.timelinesRotation.length = 0;
}
/** Uses {@link trackTime} to compute the `animationTime`, which is always between {@link animationStart} and
* {@link animationEnd}. When `trackTime` is 0, `animationTime` is equal to the
* `animationStart` time. */
getAnimationTime() {
if (!this.loop) return Math.min(this.trackTime + this.animationStart, this.animationEnd);
const duration = this.animationEnd - this.animationStart;
if (duration === 0) return this.animationStart;
return this.trackTime % duration + this.animationStart;
}
setAnimationLast(animationLast) {
this.animationLast = animationLast;
this.nextAnimationLast = animationLast;
}
/** Returns true if at least one loop has been completed.
*
* See {@link AnimationStateListener.complete}. */
isComplete() {
return this.trackTime >= this.animationEnd - this.animationStart;
}
/** When {@link shortestRotation} is false, this clears the directions for mixing this entry's rotation. This can be useful
* to avoid bones rotating the long way around when using {@link getAlpha} and starting animations on other tracks.
*
* Mixing involves finding a rotation between two others. There are two possible solutions: the short or the long way
* around. When the two rotations change over time, which direction is the short or long way can also change. If the short
* way was always chosen, bones flip to the other side when that direction became the long way. TrackEntry chooses the short
* way the first time it is applied and remembers that direction. Resetting that direction makes it choose a new short way
* on the next apply. */
resetRotationDirections() {
this.timelinesRotation.length = 0;
}
/** If this track entry is non-looping, this is the track time in seconds when {@link animationEnd} is reached, or the
* current {@link trackTime} if it has already been reached.
*
* If this track entry is looping, this is the track time when this animation will reach its next {@link animationEnd} (the
* next loop completion). */
getTrackComplete() {
const duration = this.animationEnd - this.animationStart;
if (duration !== 0) {
if (this.loop) return duration * (1 + (this.trackTime / duration | 0));
if (this.trackTime < duration) return duration;
}
return this.trackTime;
}
/** Returns true if this track entry has been applied at least once.
*
* See {@link AnimationState.apply}. */
wasApplied() {
return this.nextTrackLast !== -1;
}
/** Returns true if there is a {@link next} track entry and it will become the current track entry during the next
* {@link AnimationState.update}. */
isNextReady() {
return this.next != null && this.nextTrackLast - this.next.delay >= 0;
}
};
var EventQueue = class {
objects = [];
drainDisabled = false;
animState;
constructor(animState) {
this.animState = animState;
}
start(entry) {
this.objects.push(0 /* start */);
this.objects.push(entry);
this.animState.animationsChanged = true;
}
interrupt(entry) {
this.objects.push(1 /* interrupt */);
this.objects.push(entry);
}
end(entry) {
this.objects.push(2 /* end */);
this.objects.push(entry);
this.animState.animationsChanged = true;
}
dispose(entry) {
this.objects.push(3 /* dispose */);
this.objects.push(entry);
}
complete(entry) {
this.objects.push(4 /* complete */);
this.objects.push(entry);
}
event(entry, event) {
this.objects.push(5 /* event */);
this.objects.push(entry);
this.objects.push(event);
}
drain() {
if (this.drainDisabled) return;
this.drainDisabled = true;
for (let i = 0; i < this.objects.length; i += 2) {
const objects = this.objects;
const type = objects[i];
const entry = objects[i + 1];
const listeners = this.animState.listeners.slice();
switch (type) {
case 0 /* start */:
if (entry.listener?.start) entry.listener.start(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.start) listener.start(entry);
}
break;
case 1 /* interrupt */:
if (entry.listener?.interrupt) entry.listener.interrupt(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.interrupt) listener.interrupt(entry);
}
break;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime does fall through
case 2 /* end */:
if (entry.listener?.end) entry.listener.end(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.end) listener.end(entry);
}
// Fall through.
case 3 /* dispose */:
if (entry.listener?.dispose) entry.listener.dispose(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.dispose) listener.dispose(entry);
}
this.animState.trackEntryPool.free(entry);
break;
case 4 /* complete */:
if (entry.listener?.complete) entry.listener.complete(entry);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.complete) listener.complete(entry);
}
break;
case 5 /* event */: {
const event = objects[i++ + 2];
if (entry.listener?.event) entry.listener.event(entry, event);
for (let ii = 0; ii < listeners.length; ii++) {
const listener = listeners[ii];
if (listener.event) listener.event(entry, event);
}
break;
}
}
}
this.clear();
this.drainDisabled = false;
}
clear() {
this.objects.length = 0;
}
};
var EventType = /* @__PURE__ */ ((EventType2) => {
EventType2[EventType2["start"] = 0] = "start";
EventType2[EventType2["interrupt"] = 1] = "interrupt";
EventType2[EventType2["end"] = 2] = "end";
EventType2[EventType2["dispose"] = 3] = "dispose";
EventType2[EventType2["complete"] = 4] = "complete";
EventType2[EventType2["event"] = 5] = "event";
return EventType2;
})(EventType || {});
var AnimationStateAdapter = class {
start(entry) {
}
interrupt(entry) {
}
end(entry) {
}
dispose(entry) {
}
complete(entry) {
}
event(entry, event) {
}
};
var CURRENT = 0;
var SETUP = 1;
var FIRST = 2;
var MODE = 3;
var HOLD = 4;
var ATTACH_SETUP = 1;
var ATTACH_RETAIN = 2;
// spine-core/src/AnimationStateData.ts
var AnimationStateData = class {
/** The SkeletonData to look up animations when they are specified by name. */
skeletonData;
animationToMixTime = {};
/** The mix duration to use when no mix duration has been defined between two animations. */
defaultMix = 0;
constructor(skeletonData) {
if (!skeletonData) throw new Error("skeletonData cannot be null.");
this.skeletonData = skeletonData;
}
setMix(from, to, duration) {
if (typeof from === "string")
return this.setMix1(from, to, duration);
return this.setMix2(from, to, duration);
}
setMix1(fromName, toName, duration) {
const from = this.skeletonData.findAnimation(fromName);
if (!from) throw new Error(`Animation not found: ${fromName}`);
const to = this.skeletonData.findAnimation(toName);
if (!to) throw new Error(`Animation not found: ${toName}`);
this.setMix2(from, to, duration);
}
setMix2(from, to, duration) {
if (!from) throw new Error("from cannot be null.");
if (!to) throw new Error("to cannot be null.");
const key = `${from.name}.${to.name}`;
this.animationToMixTime[key] = duration;
}
/** Returns the mix duration to use when changing from the specified animation to the other on the same track, or the
* {@link defaultMix} if no mix duration has been set. */
getMix(from, to) {
const key = `${from.name}.${to.name}`;
const value = this.animationToMixTime[key];
return value === void 0 ? this.defaultMix : value;
}
};
// spine-core/src/AssetManagerBase.ts
var AssetManagerBase = class {
constructor(textureLoader, pathPrefix = "", downloader = new Downloader(), cache = new AssetCache()) {
this.textureLoader = textureLoader;
this.pathPrefix = pathPrefix;
this.downloader = downloader;
this.cache = cache;
}
errors = {};
toLoad = 0;
loaded = 0;
texturePmaInfo = {};
start(path) {
this.toLoad++;
return this.pathPrefix + path;
}
success(callback, path, asset) {
this.toLoad--;
this.loaded++;
this.cache.assets[path] = asset;
this.cache.assetsRefCount[path] = (this.cache.assetsRefCount[path] || 0) + 1;
if (callback) callback(path, asset);
}
error(callback, path, message) {
this.toLoad--;
this.loaded++;
this.errors[path] = message;
if (callback) callback(path, message);
}
loadAll() {
const promise = new Promise((resolve, reject) => {
const check = () => {
if (this.isLoadingComplete()) {
if (this.hasErrors()) reject(this.errors);
else resolve(this);
return;
}
requestAnimationFrame(check);
};
requestAnimationFrame(check);
});
return promise;
}
setRawDataURI(path, data) {
this.downloader.rawDataUris[this.pathPrefix + path] = data;
}
loadBinary(path, success = () => {
}, error = () => {
}) {
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadBinary(path, (data) => {
this.success(success, path, data);
resolve(data);
}, (status, responseText) => {
const errorMsg = `Couldn't load binary ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
loadText(path, success = () => {
}, error = () => {
}) {
path = this.start(path);
this.downloader.downloadText(path, (data) => {
this.success(success, path, data);
}, (status, responseText) => {
this.error(error, path, `Couldn't load text ${path}: status ${status}, ${responseText}`);
});
}
loadJson(path, success = () => {
}, error = () => {
}) {
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadJson(path, (data) => {
this.success(success, path, data);
resolve(data);
}, (status, responseText) => {
const errorMsg = `Couldn't load JSON ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
reuseAssets(path, success = () => {
}, error = () => {
}) {
const loadedStatus = this.cache.getAsset(path);
const alreadyExistsOrLoading = loadedStatus !== void 0;
if (alreadyExistsOrLoading) {
this.cache.assetsLoaded[path] = loadedStatus.then((data) => {
data = data instanceof Image || data instanceof ImageBitmap ? this.textureLoader(data) : data;
this.success(success, path, data);
return data;
}).catch((errorMsg) => {
this.error(error, path, errorMsg);
return void 0;
});
}
return alreadyExistsOrLoading;
}
loadTexture(path, success = () => {
}, error = () => {
}) {
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
const pma = this.texturePmaInfo[path];
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
const isBrowser = !!(typeof window !== "undefined" && typeof navigator !== "undefined" && window.document);
const isWebWorker = !isBrowser;
if (isWebWorker) {
fetch(path, { mode: "cors" }).then((response) => {
if (response.ok) return response.blob();
const errorMsg = `Couldn't load image: ${path}`;
this.error(error, path, `Couldn't load image: ${path}`);
reject(errorMsg);
}).then((blob) => {
return blob ? createImageBitmap(blob, { premultiplyAlpha: "none", colorSpaceConversion: "none" }) : null;
}).then((bitmap) => {
if (bitmap) {
const texture = this.createTexture(path, pma, bitmap);
this.success(success, path, texture);
resolve(texture);
}
;
});
} else {
const image = new Image();
image.crossOrigin = "anonymous";
image.onload = () => {
const texture = this.createTexture(path, pma, image);
this.success(success, path, texture);
resolve(texture);
};
image.onerror = () => {
const errorMsg = `Couldn't load image: ${path}`;
this.error(error, path, errorMsg);
reject(errorMsg);
};
if (this.downloader.rawDataUris[path]) path = this.downloader.rawDataUris[path];
image.src = path;
}
});
}
loadTextureAtlas(path, success = () => {
}, error = () => {
}, fileAlias) {
const index = path.lastIndexOf("/");
const parent = index >= 0 ? path.substring(0, index + 1) : "";
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadText(path, (atlasText) => {
try {
const atlas = this.createTextureAtlas(atlasText, parent, path, fileAlias);
let toLoad = atlas.pages.length, abort = false;
if (toLoad === 0) {
this.success(success, path, atlas);
resolve(atlas);
return;
}
for (const page of atlas.pages) {
this.loadTexture(
this.texturePath(parent, page.name, fileAlias),
(imagePath, texture) => {
if (!abort) {
page.setTexture(texture);
if (--toLoad === 0) {
this.success(success, path, atlas);
resolve(atlas);
}
}
},
(imagePath, message) => {
if (!abort) {
const errorMsg = `Couldn't load texture ${path} page image: ${imagePath}`;
this.error(error, path, errorMsg);
reject(errorMsg);
}
abort = true;
}
);
}
} catch (e) {
const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`;
this.error(error, path, errorMsg);
reject(errorMsg);
}
}, (status, responseText) => {
const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
loadTextureAtlasButNoTextures(path, success = () => {
}, error = () => {
}) {
const index = path.lastIndexOf("/");
const parent = index >= 0 ? path.substring(0, index + 1) : "";
path = this.start(path);
if (this.reuseAssets(path, success, error)) return;
this.cache.assetsLoaded[path] = new Promise((resolve, reject) => {
this.downloader.downloadText(path, (atlasText) => {
try {
const atlas = this.createTextureAtlas(atlasText, parent, path);
this.success(success, path, atlas);
resolve(atlas);
} catch (e) {
const errorMsg = `Couldn't parse texture atlas ${path}: ${e.message}`;
this.error(error, path, errorMsg);
reject(errorMsg);
}
}, (status, responseText) => {
const errorMsg = `Couldn't load texture atlas ${path}: status ${status}, ${responseText}`;
this.error(error, path, errorMsg);
reject(errorMsg);
});
});
}
async loadBinaryAsync(path) {
return new Promise((resolve, reject) => {
this.loadBinary(
path,
(_, binary) => resolve(binary),
(_, message) => reject(message)
);
});
}
async loadJsonAsync(path) {
return new Promise((resolve, reject) => {
this.loadJson(
path,
(_, object) => resolve(object),
(_, message) => reject(message)
);
});
}
async loadTextureAsync(path) {
return new Promise((resolve, reject) => {
this.loadTexture(
path,
(_, texture) => resolve(texture),
(_, message) => reject(message)
);
});
}
async loadTextureAtlasAsync(path) {
return new Promise((resolve, reject) => {
this.loadTextureAtlas(
path,
(_, atlas) => resolve(atlas),
(_, message) => reject(message)
);
});
}
async loadTextureAtlasButNoTexturesAsync(path) {
return new Promise((resolve, reject) => {
this.loadTextureAtlasButNoTextures(
path,
(_, atlas) => resolve(atlas),
(_, message) => reject(message)
);
});
}
setCache(cache) {
this.cache = cache;
}
get(path) {
return this.cache.assets[this.pathPrefix + path];
}
require(path) {
path = this.pathPrefix + path;
const asset = this.cache.assets[path];
if (asset) return asset;
const error = this.errors[path];
throw Error(`Asset not found: ${path}${error ? `
${error}` : ""}`);
}
remove(path) {
path = this.pathPrefix + path;
const asset = this.cache.assets[path];
if (asset.dispose) asset.dispose();
delete this.cache.assets[path];
delete this.cache.assetsRefCount[path];
delete this.cache.assetsLoaded[path];
return asset;
}
removeAll() {
for (const path in this.cache.assets) {
const asset = this.cache.assets[path];
if (asset.dispose) asset.dispose();
}
this.cache.assets = {};
this.cache.assetsLoaded = {};
this.cache.assetsRefCount = {};
}
isLoadingComplete() {
return this.toLoad === 0;
}
getToLoad() {
return this.toLoad;
}
getLoaded() {
return this.loaded;
}
dispose() {
this.removeAll();
}
// dispose asset only if it's not used by others
disposeAsset(path) {
const asset = this.cache.assets[path];
if (asset instanceof TextureAtlas) {
asset.dispose();
return;
}
this.disposeAssetInternal(path);
}
hasErrors() {
return Object.keys(this.errors).length > 0;
}
getErrors() {
return this.errors;
}
disposeAssetInternal(path) {
if (this.cache.assetsRefCount[path] > 0 && --this.cache.assetsRefCount[path] === 0) {
return this.remove(path);
}
}
createTextureAtlas(atlasText, parentPath, path, fileAlias) {
const atlas = new TextureAtlas(atlasText);
atlas.dispose = () => {
if (this.cache.assetsRefCount[path] <= 0) return;
this.disposeAssetInternal(path);
for (const page of atlas.pages) {
page.texture?.dispose();
}
};
for (const page of atlas.pages) {
const texturePath = this.texturePath(parentPath, page.name, fileAlias);
this.texturePmaInfo[this.pathPrefix + texturePath] = page.pma;
}
return atlas;
}
createTexture(path, pma, image) {
const texture = this.textureLoader(image, pma);
const textureDispose = texture.dispose.bind(texture);
texture.dispose = () => {
if (this.disposeAssetInternal(path)) textureDispose();
};
return texture;
}
texturePath(parentPath, pageName, fileAlias) {
if (!fileAlias) return parentPath + pageName;
return fileAlias[pageName];
}
};
var AssetCache = class _AssetCache {
assets = {};
assetsRefCount = {};
assetsLoaded = {};
static AVAILABLE_CACHES = /* @__PURE__ */ new Map();
static getCache(id) {
const cache = _AssetCache.AVAILABLE_CACHES.get(id);
if (cache) return cache;
const newCache = new _AssetCache();
_AssetCache.AVAILABLE_CACHES.set(id, newCache);
return newCache;
}
async addAsset(path, asset) {
this.assetsLoaded[path] = Promise.resolve(asset);
this.assets[path] = asset;
return asset;
}
getAsset(path) {
return this.assetsLoaded[path];
}
};
var Downloader = class {
callbacks = {};
rawDataUris = {};
dataUriToString(dataUri) {
if (!dataUri.startsWith("data:")) {
throw new Error("Not a data URI.");
}
let base64Idx = dataUri.indexOf("base64,");
if (base64Idx !== -1) {
base64Idx += "base64,".length;
return atob(dataUri.substr(base64Idx));
} else {
return dataUri.substr(dataUri.indexOf(",") + 1);
}
}
base64ToUint8Array(base64) {
var binary_string = window.atob(base64);
var len = binary_string.length;
var bytes = new Uint8Array(len);
for (let i = 0; i < len; i++) {
bytes[i] = binary_string.charCodeAt(i);
}
return bytes;
}
dataUriToUint8Array(dataUri) {
if (!dataUri.startsWith("data:")) {
throw new Error("Not a data URI.");
}
let base64Idx = dataUri.indexOf("base64,");
if (base64Idx === -1) throw new Error("Not a binary data URI.");
base64Idx += "base64,".length;
return this.base64ToUint8Array(dataUri.substr(base64Idx));
}
downloadText(url, success, error) {
if (this.start(url, success, error)) return;
const rawDataUri = this.rawDataUris[url];
if (rawDataUri && !rawDataUri.includes(".")) {
try {
this.finish(url, 200, this.dataUriToString(rawDataUri));
} catch (e) {
this.finish(url, 400, JSON.stringify(e));
}
return;
}
const request = new XMLHttpRequest();
request.overrideMimeType("text/html");
request.open("GET", rawDataUri ? rawDataUri : url, true);
const done = () => {
this.finish(url, request.status, request.responseText);
};
request.onload = done;
request.onerror = done;
request.send();
}
downloadJson(url, success, error) {
this.downloadText(url, (data) => {
success(JSON.parse(data));
}, error);
}
downloadBinary(url, success, error) {
if (this.start(url, success, error)) return;
const rawDataUri = this.rawDataUris[url];
if (rawDataUri && !rawDataUri.includes(".")) {
try {
this.finish(url, 200, this.dataUriToUint8Array(rawDataUri));
} catch (e) {
this.finish(url, 400, JSON.stringify(e));
}
return;
}
const request = new XMLHttpRequest();
request.open("GET", rawDataUri ? rawDataUri : url, true);
request.responseType = "arraybuffer";
const onerror = () => {
this.finish(url, request.status, request.response);
};
request.onload = () => {
if (request.status === 200 || request.status === 0)
this.finish(url, 200, new Uint8Array(request.response));
else
onerror();
};
request.onerror = onerror;
request.send();
}
start(url, success, error) {
let callbacks = this.callbacks[url];
try {
if (callbacks) return true;
this.callbacks[url] = callbacks = [];
} finally {
callbacks.push(success, error);
}
}
finish(url, status, data) {
const callbacks = this.callbacks[url];
delete this.callbacks[url];
if (status === 200 || status === 0) {
for (let i = 0, n = callbacks.length; i < n; i += 2)
callbacks[i](data);
} else {
for (let i = 1, n = callbacks.length; i < n; i += 2)
callbacks[i](status, data);
}
}
};
// spine-core/src/attachments/BoundingBoxAttachment.ts
var BoundingBoxAttachment = class _BoundingBoxAttachment extends VertexAttachment {
color = new Color(1, 1, 1, 1);
constructor(name) {
super(name);
}
copy() {
const copy = new _BoundingBoxAttachment(this.name);
this.copyTo(copy);
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/attachments/ClippingAttachment.ts
var ClippingAttachment = class _ClippingAttachment extends VertexAttachment {
/** Clipping is performed between the clipping attachment's slot and the end slot. If null, clipping is done until the end of
* the skeleton's rendering. */
endSlot = null;
/** When true the clipping polygon is treated as convex for more efficient clipping. If the polygon deforms to concave then the
* convex hull is used. When false the clipping polygon can be concave and if so has an additional CPU cost. Inverse clipping
* always uses convex. */
convex = false;
/** When false, everything inside the clipping polygon is visible. When true, everything outside the clipping polygon is
* visible and clipping is convex. */
inverse = false;
// Nonessential.
/** The color of the clipping polygon as it was in Spine. Available only when nonessential data was exported. Clipping polygons
* are not usually rendered at runtime. */
color = new Color(0.2275, 0.2275, 0.8078, 1);
// ce3a3aff
constructor(name) {
super(name);
}
copy() {
const copy = new _ClippingAttachment(this.name);
this.copyTo(copy);
copy.endSlot = this.endSlot;
copy.convex = this.convex;
copy.inverse = this.inverse;
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/attachments/PathAttachment.ts
var PathAttachment = class _PathAttachment extends VertexAttachment {
/** The lengths along the path in the setup pose from the start of the path to the end of each Bezier curve. */
lengths = [];
/** If true, the start and end knots are connected. */
closed = false;
/** If true, additional calculations are performed to make computing positions along the path more accurate so movement along
* the path has a constant speed. */
constantSpeed = false;
/** The color of the path as it was in Spine. Available only when nonessential data was exported. Paths are not usually
* rendered at runtime. */
color = new Color(1, 1, 1, 1);
constructor(name) {
super(name);
}
copy() {
const copy = new _PathAttachment(this.name);
this.copyTo(copy);
copy.lengths = [];
Utils.arrayCopy(this.lengths, 0, copy.lengths, 0, this.lengths.length);
copy.closed = this.closed;
copy.constantSpeed = this.constantSpeed;
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/attachments/PointAttachment.ts
var PointAttachment = class _PointAttachment extends VertexAttachment {
/** The local x position. */
x = 0;
/** The local y position. */
y = 0;
/** The local rotation in degrees, counter clockwise. */
rotation = 0;
/** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
* are not usually rendered at runtime. */
color = new Color(0.38, 0.94, 0, 1);
constructor(name) {
super(name);
}
/** Computes the world position from the local position. */
computeWorldPosition(bone, point) {
point.x = this.x * bone.a + this.y * bone.b + bone.worldX;
point.y = this.x * bone.c + this.y * bone.d + bone.worldY;
return point;
}
/** Computes the world rotation from the local rotation. */
computeWorldRotation(bone) {
const r = this.rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
const x = cos * bone.a + sin * bone.b;
const y = cos * bone.c + sin * bone.d;
return MathUtils.atan2Deg(y, x);
}
copy() {
const copy = new _PointAttachment(this.name);
copy.x = this.x;
copy.y = this.y;
copy.rotation = this.rotation;
copy.color.setFromColor(this.color);
return copy;
}
};
// spine-core/src/AtlasAttachmentLoader.ts
var AtlasAttachmentLoader = class {
atlas;
allowMissingRegions;
constructor(atlas, allowMissingRegions = false) {
this.atlas = atlas;
this.allowMissingRegions = allowMissingRegions;
}
/** Sets each {@link Sequence.regions} by calling {@link findRegion} for each texture region using
* {@link Sequence.getPath}. */
findRegions(name, basePath, sequence) {
const regions = sequence.regions;
for (let i = 0, n = regions.length; i < n; i++)
regions[i] = this.findRegion(name, sequence.getPath(basePath, i));
}
/** Looks for the region with the specified path. If not found and {@link allowMissingRegions} is false, an error is
* raised. */
findRegion(name, path) {
const region = this.atlas.findRegion(path);
if (!region && !this.allowMissingRegions)
throw new Error(`Region not found in atlas: ${path} (attachment: ${name})`);
return region;
}
newRegionAttachment(skin, placeholder, name, path, sequence) {
this.findRegions(name, path, sequence);
return new RegionAttachment(name, sequence);
}
newMeshAttachment(skin, placeholder, name, path, sequence) {
this.findRegions(name, path, sequence);
return new MeshAttachment(name, sequence);
}
newBoundingBoxAttachment(skin, placeholder, name) {
return new BoundingBoxAttachment(name);
}
newPathAttachment(skin, placeholder, name) {
return new PathAttachment(name);
}
newPointAttachment(skin, placeholder, name) {
return new PointAttachment(name);
}
newClippingAttachment(skin, placeholder, name) {
return new ClippingAttachment(name);
}
};
// spine-core/src/PosedData.ts
var PosedData = class {
name;
setupPose;
/** When true, {@link Skeleton.updateWorldTransform} only updates this constraint if the {@link Skeleton.skin}
* contains this constraint.
*
* See {@link Skin.constraints}. */
skinRequired = false;
constructor(name, setupPose) {
if (name == null) throw new Error("name cannot be null.");
this.name = name;
this.setupPose = setupPose;
}
};
// spine-core/src/BoneData.ts
var BoneData = class _BoneData extends PosedData {
/** The index of the bone in {@link Skeleton.bones}. */
index = 0;
/** The parent bone, or null if this bone is the root. */
parent = null;
/** The bone's length. */
length = 0;
// Nonessential.
/** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually
* rendered at runtime. */
color = new Color();
/** The bone icon name as it was in Spine, or null if nonessential data was not exported. */
icon;
/** The bone icon's display size scale, or 1 if nonessential data was not exported. */
iconSize = 1;
/** The bone icon's display rotation in degrees, or 0 if nonessential data was not exported. */
iconRotation = 0;
/** False if the bone was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
visible = false;
constructor(index, name, parent) {
super(name, new BonePose());
if (index < 0) throw new Error("index must be >= 0.");
if (!name) throw new Error("name cannot be null.");
this.index = index;
this.parent = parent;
}
copy(parent) {
const copy = new _BoneData(this.index, this.name, parent);
copy.length = this.length;
copy.setupPose.set(this.setupPose);
return copy;
}
};
var Inherit = /* @__PURE__ */ ((Inherit2) => {
Inherit2[Inherit2["Normal"] = 0] = "Normal";
Inherit2[Inherit2["OnlyTranslation"] = 1] = "OnlyTranslation";
Inherit2[Inherit2["NoRotationOrReflection"] = 2] = "NoRotationOrReflection";
Inherit2[Inherit2["NoScale"] = 3] = "NoScale";
Inherit2[Inherit2["NoScaleOrReflection"] = 4] = "NoScaleOrReflection";
return Inherit2;
})(Inherit || {});
// spine-core/src/BonePose.ts
var BonePose = class {
bone;
/** The local x translation. */
x = 0;
/** The local y translation. */
y = 0;
/** The local rotation in degrees, counter clockwise. */
rotation = 0;
/** The local scaleX. */
scaleX = 0;
/** The local scaleY. */
scaleY = 0;
/** The local shearX. */
shearX = 0;
/** The local shearY. */
shearY = 0;
inherit = 0 /* Normal */;
/** The world transform `[a b][c d]` x-axis x component. */
a = 0;
/** The world transform `[a b][c d]` y-axis x component. */
b = 0;
/** The world transform `[a b][c d]` x-axis y component. */
c = 0;
/** The world transform `[a b][c d]` y-axis y component. */
d = 0;
/** The world X position. If changed, {@link updateLocalTransform} should be called. */
worldY = 0;
/** The world Y position. If changed, {@link updateLocalTransform} should be called. */
worldX = 0;
world = 0;
local = 0;
set(pose) {
if (pose == null) throw new Error("pose cannot be null.");
this.x = pose.x;
this.y = pose.y;
this.rotation = pose.rotation;
this.scaleX = pose.scaleX;
this.scaleY = pose.scaleY;
this.shearX = pose.shearX;
this.shearY = pose.shearY;
this.inherit = pose.inherit;
}
setPosition(x, y) {
this.x = x;
this.y = y;
}
setScale(scaleOrX, scaleY) {
this.scaleX = scaleOrX;
this.scaleY = scaleY === void 0 ? scaleOrX : scaleY;
}
/** Determines how parent world transforms affect this bone. */
getInherit() {
return this.inherit;
}
setInherit(inherit) {
if (inherit == null) throw new Error("inherit cannot be null.");
this.inherit = inherit;
}
/** Called by {@link Skeleton.updateCache} to compute the world transform, if needed. */
update(skeleton, physics) {
if (this.world !== skeleton._update) this.updateWorldTransform(skeleton);
}
/** Computes the world transform using the parent bone's world transform and this applied local pose. Child bones are not
* updated.
*
* See World transforms in the Spine
* Runtimes Guide. */
updateWorldTransform(skeleton) {
if (this.local === skeleton._update)
this.updateLocalTransform(skeleton);
else
this.world = skeleton._update;
const rotation = this.rotation;
const scaleX = this.scaleX;
const scaleY = this.scaleY;
const shearX = this.shearX;
const shearY = this.shearY;
if (!this.bone.parent) {
const sx = skeleton.scaleX, sy = skeleton.scaleY;
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX * sx;
this.b = Math.cos(ry) * scaleY * sx;
this.c = Math.sin(rx) * scaleX * sy;
this.d = Math.sin(ry) * scaleY * sy;
this.worldX = this.x * sx + skeleton.x;
this.worldY = this.y * sy + skeleton.y;
return;
}
const parent = this.bone.parent.appliedPose;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
this.worldX = pa * this.x + pb * this.y + parent.worldX;
this.worldY = pc * this.x + pd * this.y + parent.worldY;
switch (this.inherit) {
case 0 /* Normal */: {
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = pa * la + pb * lc;
this.b = pa * lb + pb * ld;
this.c = pc * la + pd * lc;
this.d = pc * lb + pd * ld;
return;
}
case 1 /* OnlyTranslation */: {
const sx = skeleton.scaleX, sy = skeleton.scaleY;
const rx = (rotation + shearX) * MathUtils.degRad;
const ry = (rotation + 90 + shearY) * MathUtils.degRad;
this.a = Math.cos(rx) * scaleX * sx;
this.b = Math.cos(ry) * scaleY * sx;
this.c = Math.sin(rx) * scaleX * sy;
this.d = Math.sin(ry) * scaleY * sy;
break;
}
case 2 /* NoRotationOrReflection */: {
const sx = skeleton.scaleX, sy = skeleton.scaleY, sxi = 1 / sx, syi = 1 / sy;
pa *= sxi;
pc *= syi;
let s = pa * pa + pc * pc;
let r = 0;
if (s > MathUtils.epsilon2) {
s = Math.abs(pa * pd * syi - pb * sxi * pc) / s;
pb = pc * s;
pd = pa * s;
r = rotation - MathUtils.atan2Deg(pc, pa);
} else {
pa = 0;
pc = 0;
r = rotation - 90 + MathUtils.atan2Deg(pd, pb);
}
const rx = (r + shearX) * MathUtils.degRad;
const ry = (r + shearY + 90) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = (pa * la - pb * lc) * sx;
this.b = (pa * lb - pb * ld) * sx;
this.c = (pc * la + pd * lc) * sy;
this.d = (pc * lb + pd * ld) * sy;
break;
}
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */: {
const sx = skeleton.scaleX, sy = skeleton.scaleY, sxi = 1 / sx, syi = 1 / sy;
const r = rotation * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
let za = (pa * cos + pb * sin) * sxi;
let zc = (pc * cos + pd * sin) * syi;
const s = 1 / Math.sqrt(za * za + zc * zc);
za *= s;
zc *= s;
let zb = -zc, zd = za;
if (this.inherit === 3 /* NoScale */ && pa * pd - pb * pc < 0 !== (sx < 0 !== sy < 0)) {
zb = -zb;
zd = -zd;
}
const rx = shearX * MathUtils.degRad;
const ry = (90 + shearY) * MathUtils.degRad;
const la = Math.cos(rx) * scaleX;
const lb = Math.cos(ry) * scaleY;
const lc = Math.sin(rx) * scaleX;
const ld = Math.sin(ry) * scaleY;
this.a = (za * la + zb * lc) * sx;
this.b = (za * lb + zb * ld) * sx;
this.c = (zc * la + zd * lc) * sy;
this.d = (zc * lb + zd * ld) * sy;
break;
}
}
}
/** Computes the local transform values from the world transform.
*
* If the world transform is modified (by a constraint, {@link rotateWorld}, etc) then this method should be called so
* the local transform matches the world transform. The local transform may be needed by other code (eg to apply another
* constraint).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The local transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateLocalTransform(skeleton) {
this.local = 0;
this.world = skeleton._update;
const sx = skeleton.scaleX, sy = skeleton.scaleY;
if (!this.bone.parent) {
const sxi = 1 / sx, syi = 1 / sy;
this.x = (this.worldX - skeleton.x) * sxi;
this.y = (this.worldY - skeleton.y) * syi;
this.set5(this.a * sxi, this.b * sxi, this.c * syi, this.d * syi, 0);
return;
}
const parent = this.bone.parent.appliedPose;
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
const pad = pa * pd - pb * pc, pid = 1 / (pa * pd - pb * pc);
const ia = pd * pid, ib = pb * pid, ic = pc * pid, id = pa * pid;
const dx = this.worldX - parent.worldX, dy = this.worldY - parent.worldY;
this.x = dx * ia - dy * ib;
this.y = dy * id - dx * ic;
switch (this.inherit) {
case 0 /* Normal */:
this.set5(ia * this.a - ib * this.c, ia * this.b - ib * this.d, id * this.c - ic * this.a, id * this.d - ic * this.b, 0);
break;
case 1 /* OnlyTranslation */: {
const sxi = 1 / sx, syi = 1 / sy;
this.set5(this.a * sxi, this.b * sxi, this.c * syi, this.d * syi, 0);
break;
}
case 2 /* NoRotationOrReflection */: {
const sxi = 1 / sx, syi = 1 / sy;
pa *= sxi;
pc *= syi;
const wa = this.a * sxi, wb = this.b * sxi, wc = this.c * syi, wd = this.d * syi;
const s = 1 / (pa * pa + pc * pc), det = 1 / Math.abs(pad * sxi * syi);
this.set5(
(pa * wa + pc * wc) * s,
(pa * wb + pc * wd) * s,
(pa * wc - pc * wa) * det,
(pa * wd - pc * wb) * det,
MathUtils.atan2Deg(pc, pa)
);
break;
}
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */: {
const sxi = 1 / sx, syi = 1 / sy;
const wa = this.a * sxi, wb = this.b * sxi, wc = this.c * syi, wd = this.d * syi;
let tx = pd * this.a - pb * this.c, ty = pa * this.c - pc * this.a;
if (pad < 0) {
tx = -tx;
ty = -ty;
}
let r = MathUtils.atan2Deg(ty, tx);
this.rotation = r;
r *= MathUtils.degRad;
const cos = Math.cos(r), sin = Math.sin(r);
let za = (pa * cos + pb * sin) * sxi;
let zc = (pc * cos + pd * sin) * syi;
const s = 1 / Math.sqrt(za * za + zc * zc);
za *= s;
zc *= s;
const si = this.inherit === 3 /* NoScale */ && pad < 0 !== (sx < 0 !== sy < 0) ? -1 : 1;
this.set4(za * wa + zc * wc, za * wb + zc * wd, (za * wc - zc * wa) * si, (za * wd - zc * wb) * si);
}
}
}
set4(ra, rb, rc, rd) {
const x = ra * ra + rc * rc, y = rb * rb + rd * rd;
if (x > MathUtils.epsilon2) {
this.shearX = MathUtils.atan2Deg(rc, ra);
this.scaleX = Math.sqrt(x);
} else {
this.shearX = 0;
this.scaleX = 0;
}
this.scaleY = Math.sqrt(y);
if (y > MathUtils.epsilon2) {
this.shearY = MathUtils.atan2Deg(rd, rb);
if (ra * rd - rb * rc < 0) {
this.scaleY = -this.scaleY;
this.shearY += 90;
} else
this.shearY -= 90;
if (this.shearY > 180)
this.shearY -= 360;
else if (this.shearY <= -180)
this.shearY += 360;
} else
this.shearY = 0;
}
set5(ra, rb, rc, rd, ro) {
this.shearX = 0;
const x = ra * ra + rc * rc, y = rb * rb + rd * rd;
if (x > MathUtils.epsilon2) {
const r = MathUtils.atan2Deg(rc, ra);
this.rotation = r + ro;
this.scaleX = Math.sqrt(x);
this.scaleY = Math.sqrt(y);
if (y > MathUtils.epsilon2) {
this.shearY = MathUtils.atan2Deg(rd, rb);
if (ra * rd - rb * rc < 0) {
this.scaleY = -this.scaleY;
this.shearY += 90 - r;
} else
this.shearY -= 90 + r;
if (this.shearY > 180)
this.shearY -= 360;
else if (this.shearY <= -180)
this.shearY += 360;
} else
this.shearY = 0;
} else {
this.scaleX = 0;
this.scaleY = Math.sqrt(y);
this.shearY = 0;
this.rotation = y > MathUtils.epsilon2 ? MathUtils.atan2Deg(rd, rb) - 90 + ro : ro;
}
}
/** If the world transform has been modified by constraints and the local transform no longer matches,
* {@link updateLocalTransform} is called. Call this after {@link Skeleton.updateWorldTransform} before
* using the applied local transform. */
validateLocalTransform(skeleton) {
if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
}
modifyLocal(skeleton) {
if (this.local === skeleton._update) this.updateLocalTransform(skeleton);
this.world = 0;
this.resetWorld(skeleton, skeleton._update);
}
modifyWorld(skeleton) {
const update = skeleton._update;
this.local = update;
this.world = update;
this.resetWorld(skeleton, update);
}
resetWorld(skeleton, update) {
const children = this.bone.children;
for (let i = 0, n = children.length; i < n; i++) {
const child = children[i].appliedPose;
if (child.world === update) {
if (child.local === update) child.updateLocalTransform(skeleton);
child.world = 0;
child.resetWorld(skeleton, update);
}
}
}
/** The world rotation for the X axis, calculated using {@link a} and {@link c}. This is the direction the bone is
* pointing. */
getWorldRotationX() {
return MathUtils.atan2Deg(this.c, this.a);
}
/** The world rotation for the Y axis, calculated using {@link b} and {@link d}. */
getWorldRotationY() {
return MathUtils.atan2Deg(this.d, this.b);
}
/** The magnitude (always positive) of the world scale X, calculated using {@link a} and {@link c}. */
getWorldScaleX() {
return Math.sqrt(this.a * this.a + this.c * this.c);
}
/** The magnitude (always positive) of the world scale Y, calculated using {@link b} and {@link d}. */
getWorldScaleY() {
return Math.sqrt(this.b * this.b + this.d * this.d);
}
// public Matrix3 getWorldTransform (Matrix3 worldTransform) {
// if (worldTransform == null) throw new IllegalArgumentException("worldTransform cannot be null.");
// float[] val = worldTransform.val;
// val[M00] = a;
// val[M01] = b;
// val[M10] = c;
// val[M11] = d;
// val[M02] = worldX;
// val[M12] = worldY;
// val[M20] = 0;
// val[M21] = 0;
// val[M22] = 1;
// return worldTransform;
// }
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world) {
if (world == null) throw new Error("world cannot be null.");
const det = this.a * this.d - this.b * this.c;
const x = world.x - this.worldX, y = world.y - this.worldY;
world.x = (x * this.d - y * this.b) / det;
world.y = (y * this.a - x * this.c) / det;
return world;
}
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local) {
if (local == null) throw new Error("local cannot be null.");
const x = local.x, y = local.y;
local.x = x * this.a + y * this.b + this.worldX;
local.y = x * this.c + y * this.d + this.worldY;
return local;
}
/** Transforms a point from world coordinates to the parent bone's local coordinates. */
worldToParent(world) {
if (world == null) throw new Error("world cannot be null.");
return this.bone.parent == null ? world : this.bone.parent.appliedPose.worldToLocal(world);
}
/** Transforms a point from the parent bone's coordinates to world coordinates. */
parentToWorld(world) {
if (world == null) throw new Error("world cannot be null.");
return this.bone.parent == null ? world : this.bone.parent.appliedPose.localToWorld(world);
}
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation) {
worldRotation *= MathUtils.degRad;
const sin = Math.sin(worldRotation), cos = Math.cos(worldRotation);
return MathUtils.atan2Deg(this.a * sin - this.c * cos, this.d * cos - this.b * sin) + this.rotation - this.shearX;
}
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation) {
localRotation = (localRotation - this.rotation - this.shearX) * MathUtils.degRad;
const sin = Math.sin(localRotation), cos = Math.cos(localRotation);
return MathUtils.atan2Deg(cos * this.c + sin * this.d, cos * this.a + sin * this.b);
}
/** Rotates the world transform the specified amount. */
rotateWorld(degrees) {
degrees *= MathUtils.degRad;
const sin = Math.sin(degrees), cos = Math.cos(degrees);
const ra = this.a, rb = this.b;
this.a = cos * ra - sin * this.c;
this.b = cos * rb - sin * this.d;
this.c = sin * ra + cos * this.c;
this.d = sin * rb + cos * this.d;
}
};
// spine-core/src/Posed.ts
var Posed = class {
/** The constraint's setup pose data. */
data;
pose;
constrainedPose;
appliedPose;
constructor(data, pose, constrainedPose) {
if (data == null) throw new Error("data cannot be null.");
this.data = data;
this.pose = pose;
this.constrainedPose = constrainedPose;
this.appliedPose = pose;
}
/** Sets the unconstrained pose to the setup pose. */
setupPose() {
this.pose.set(this.data.setupPose);
}
/** The setup pose data. May be shared with multiple instances. */
getData() {
return this.data;
}
/** The unconstrained pose for this object, set by animations and application code. */
getPose() {
return this.pose;
}
/** The pose to use for rendering. If no constraints modify this pose, this is the same as {@link pose}. Otherwise it is a
* copy of {@link pose} modified by constraints. */
getAppliedPose() {
return this.appliedPose;
}
/** Sets the applied pose to the unconstrained pose, for when no constraints will modify the pose. */
unconstrained() {
this.appliedPose = this.pose;
}
/** Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints. */
constrained() {
this.appliedPose = this.constrainedPose;
}
/** Sets the constrained pose to the unconstrained pose, as a starting point for constraints to be applied. */
resetConstrained() {
this.constrainedPose.set(this.pose);
}
};
// spine-core/src/PosedActive.ts
var PosedActive = class extends Posed {
active = false;
constructor(data, pose, constrained) {
super(data, pose, constrained);
this.setupPose();
}
/** Returns false when this constraint won't be updated by
* {@link Skeleton.updateWorldTransform} because a skin is required and the
* {@link Skeleton.skin active skin} does not contain this item. See {@link Skin.bones}, {@link Skin.constraints},
* {@link PosedData.skinRequired}, and {@link Skeleton.updateCache}. */
isActive() {
return this.active;
}
};
// spine-core/src/Bone.ts
var Bone = class _Bone extends PosedActive {
/** The parent bone, or null if this is the root bone. */
parent = null;
/** The immediate children of this bone. */
children = [];
sorted = false;
constructor(data, parent) {
super(data, new BonePose(), new BonePose());
this.parent = parent;
this.appliedPose.bone = this;
this.constrainedPose.bone = this;
}
/** Copy constructor. Does not copy the {@link children} bones. */
copy(parent) {
const copy = new _Bone(this.data, parent);
copy.pose.set(this.pose);
return copy;
}
};
// spine-core/src/Constraint.ts
var Constraint = class extends PosedActive {
constructor(data, pose, constrained) {
super(data, pose, constrained);
}
isSourceActive() {
return true;
}
};
// spine-core/src/DrawOrder.ts
var DrawOrder = class {
_setupPose;
/** The unconstrained draw order, set by animations and application code. */
pose;
constrainedPose;
/** The constrained draw order for rendering. If no constraints modify the draw order, this is the same as {@link pose}.
* Otherwise it is a copy of {@link pose} modified by constraints. */
appliedPose;
constructor(setupPose) {
this._setupPose = setupPose;
this.pose = [...setupPose];
this.constrainedPose = [];
this.appliedPose = this.pose;
}
/** Sets the unconstrained draw order to the setup pose order. */
setupPose() {
this.pose.length = this._setupPose.length;
Utils.arrayCopy(this._setupPose, 0, this.pose, 0, this._setupPose.length);
}
/** Sets the applied pose to the unconstrained pose, for when no constraints will modify the draw order. */
unconstrained() {
this.appliedPose = this.pose;
}
/** Sets the applied pose to the constrained pose, in anticipation of the applied pose being modified by constraints. */
constrained() {
this.appliedPose = this.constrainedPose;
}
/** Copies the unconstrained pose to the constrained pose, as a starting point for constraints to be applied. */
resetConstrained() {
this.constrainedPose.length = this.pose.length;
Utils.arrayCopy(this.pose, 0, this.constrainedPose, 0, this.pose.length);
}
};
// spine-core/src/ConstraintData.ts
var ConstraintData = class extends PosedData {
constructor(name, setup) {
super(name, setup);
}
};
var ScaleYMode = /* @__PURE__ */ ((ScaleYMode2) => {
ScaleYMode2[ScaleYMode2["None"] = 0] = "None";
ScaleYMode2[ScaleYMode2["Uniform"] = 1] = "Uniform";
ScaleYMode2[ScaleYMode2["Volume"] = 2] = "Volume";
return ScaleYMode2;
})(ScaleYMode || {});
// spine-core/src/Event.ts
var Event = class {
/** The animation time this event was keyed, or -1 for the setup pose. */
time = 0;
data;
/** The integer payload for this event. */
intValue = 0;
/** The float payload for this event. */
floatValue = 0;
stringValue = null;
/** If an audio path is set, the volume for the audio. */
volume = 0;
/** If an audio path is set, the left/right balance for the audio. */
balance = 0;
constructor(time, data) {
if (!data) throw new Error("data cannot be null.");
this.time = time;
this.data = data;
}
};
// spine-core/src/EventData.ts
var EventData = class {
/** The name of the event, unique across all events in the skeleton.
*
* See {@link SkeletonData.findEvent}. */
name;
_audioPath = null;
/** Path to an audio file relative to the audio folder as defined in Spine. */
get audioPath() {
return this._audioPath;
}
set audioPath(audioPath) {
if (audioPath == null) throw new Error("audioPath cannot be null.");
this._audioPath = audioPath;
}
/** The setup values that are shared by all events with this data. */
setupPose = new Event(-1, this);
constructor(name) {
this.name = name;
}
};
// spine-core/src/IkConstraintPose.ts
var IkConstraintPose = class {
/** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */
bendDirection = 0;
/** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */
compress = false;
/** When true and the target is out of range, the parent bone is scaled to reach it.
*
* For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if {@link softness} is > 0,
* and 3) if the parent bone has local nonuniform scale, stretch is not applied. */
stretch = false;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
*
* For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */
mix = 0;
/** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
* will not straighten completely until the target is this far out of range. */
softness = 0;
set(pose) {
this.mix = pose.mix;
this.softness = pose.softness;
this.bendDirection = pose.bendDirection;
this.compress = pose.compress;
this.stretch = pose.stretch;
}
};
// spine-core/src/IkConstraint.ts
var IkConstraint = class _IkConstraint extends Constraint {
/** The 1 or 2 bones that will be modified by this IK constraint. */
bones;
/** The bone that is the IK target. */
target;
constructor(data, skeleton) {
super(data, new IkConstraintPose(), new IkConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.bones = [];
for (const boneData of data.bones)
this.bones.push(skeleton.bones[boneData.index].constrainedPose);
this.target = skeleton.bones[data.target.index];
}
copy(skeleton) {
var copy = new _IkConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const p = this.appliedPose;
if (p.mix === 0) return;
const target = this.target.appliedPose;
const bones = this.bones;
switch (bones.length) {
case 1:
_IkConstraint.apply(skeleton, bones[0], target.worldX, target.worldY, p.compress, p.stretch, this.data.scaleYMode, p.mix);
break;
case 2:
_IkConstraint.apply(
skeleton,
bones[0],
bones[1],
target.worldX,
target.worldY,
p.bendDirection,
p.stretch,
this.data.scaleYMode,
p.softness,
p.mix
);
break;
}
}
sort(skeleton) {
skeleton.sortBone(this.target);
const parent = this.bones[0].bone;
skeleton.sortBone(parent);
skeleton._updateCache.push(this);
parent.sorted = false;
skeleton.sortReset(parent.children);
skeleton.constrained(parent);
if (this.bones.length > 1) skeleton.constrained(this.bones[1].bone);
}
isSourceActive() {
return this.target.active;
}
static apply(skeleton, boneOrParent, targetXorChild, targetYOrTargetX, compressOrTargetY, stretchOrBendDir, scaleYModeOrStretch, mixOrScaleYMode, softness, mix) {
if (typeof targetXorChild === "number")
_IkConstraint.apply1(skeleton, boneOrParent, targetXorChild, targetYOrTargetX, compressOrTargetY, stretchOrBendDir, scaleYModeOrStretch, mixOrScaleYMode);
else
_IkConstraint.apply2(
skeleton,
boneOrParent,
targetXorChild,
targetYOrTargetX,
compressOrTargetY,
stretchOrBendDir,
scaleYModeOrStretch,
mixOrScaleYMode,
softness,
mix
);
}
static apply1(skeleton, bone, targetX, targetY, compress, stretch, scaleYMode, mix) {
bone.modifyLocal(skeleton);
const p = bone.bone.parent.appliedPose;
let pa = p.a, pb = p.b, pc = p.c, pd = p.d;
let rotationIK = -bone.shearX - bone.rotation, tx = 0, ty = 0;
switch (bone.inherit) {
case 1 /* OnlyTranslation */:
tx = (targetX - bone.worldX) * MathUtils.signum(skeleton.scaleX);
ty = (targetY - bone.worldY) * MathUtils.signum(skeleton.scaleY);
break;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: reference runtime
case 2 /* NoRotationOrReflection */: {
const s = Math.abs(pa * pd - pb * pc) / Math.max(MathUtils.epsilon, pa * pa + pc * pc);
const sa = pa / skeleton.scaleX;
const sc = pc / skeleton.scaleY;
pb = -sc * s * skeleton.scaleX;
pd = sa * s * skeleton.scaleY;
rotationIK += MathUtils.atan2Deg(sc, sa);
}
// Fall through
default: {
const x = targetX - p.worldX, y = targetY - p.worldY;
const d = pa * pd - pb * pc;
if (Math.abs(d) <= MathUtils.epsilon) {
tx = 0;
ty = 0;
} else {
tx = (x * pd - y * pb) / d - bone.x;
ty = (y * pa - x * pc) / d - bone.y;
}
}
}
rotationIK += MathUtils.atan2Deg(ty, tx);
if (bone.scaleX < 0) rotationIK += 180;
if (rotationIK > 180)
rotationIK -= 360;
else if (rotationIK <= -180)
rotationIK += 360;
bone.rotation += rotationIK * mix;
if (compress || stretch) {
switch (bone.inherit) {
case 3 /* NoScale */:
case 4 /* NoScaleOrReflection */:
tx = targetX - bone.worldX;
ty = targetY - bone.worldY;
}
const b = bone.bone.data.length * bone.scaleX;
if (b > MathUtils.epsilon) {
const dd = tx * tx + ty * ty;
if (compress && dd < b * b || stretch && dd > b * b) {
const s = (Math.sqrt(dd) / b - 1) * mix + 1;
bone.scaleX *= s;
switch (scaleYMode) {
case 1 /* Uniform */:
bone.scaleY *= s;
break;
case 2 /* Volume */:
bone.scaleY /= s < 0.7 ? 0.25 + 0.642857 * s : s;
}
}
}
}
}
/** Applies 2 bone IK. The target is specified in the world coordinate system.
* @param child A direct descendant of the parent bone. */
static apply2(skeleton, parent, child, targetX, targetY, bendDir, stretch, scaleYMode, softness, mix) {
if (parent.inherit !== 0 /* Normal */ || child.inherit !== 0 /* Normal */) return;
parent.modifyLocal(skeleton);
child.modifyLocal(skeleton);
let px = parent.x, py = parent.y, psx = parent.scaleX, psy = parent.scaleY, csx = child.scaleX;
let os1 = 0, os2 = 0, s2 = 0;
if (psx < 0) {
psx = -psx;
os1 = 180;
s2 = -1;
} else {
os1 = 0;
s2 = 1;
}
if (psy < 0) {
psy = -psy;
s2 = -s2;
}
if (csx < 0) {
csx = -csx;
os2 = 180;
} else
os2 = 0;
let cwx = 0, cwy = 0, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
const u = Math.abs(psx - psy) <= MathUtils.epsilon;
if (!u || stretch) {
child.y = 0;
cwx = a * child.x + parent.worldX;
cwy = c * child.x + parent.worldY;
} else {
cwx = a * child.x + b * child.y + parent.worldX;
cwy = c * child.x + d * child.y + parent.worldY;
}
const pp = parent.bone.parent.appliedPose;
a = pp.a;
b = pp.b;
c = pp.c;
d = pp.d;
let id = a * d - b * c, x = cwx - pp.worldX, y = cwy - pp.worldY;
id = Math.abs(id) <= MathUtils.epsilon ? 0 : 1 / id;
const dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
let l1 = Math.sqrt(dx * dx + dy * dy), l2 = child.bone.data.length * csx, a1, a2;
if (l1 < MathUtils.epsilon) {
_IkConstraint.apply(skeleton, parent, targetX, targetY, false, stretch, 0 /* None */, mix);
child.rotation = 0;
return;
}
x = targetX - pp.worldX;
y = targetY - pp.worldY;
let tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
let dd = tx * tx + ty * ty;
if (softness !== 0) {
softness *= psx * (csx + 1) * 0.5;
const td = Math.sqrt(dd), sd = td - l1 - l2 * psx + softness;
if (sd > 0) {
let p = Math.min(1, sd / (softness * 2)) - 1;
p = (sd - softness * (1 - p * p)) / td;
tx -= p * tx;
ty -= p * ty;
dd = tx * tx + ty * ty;
}
}
outer:
if (u) {
l2 *= psx;
let cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1) {
cos = -1;
a2 = Math.PI * bendDir;
} else if (cos > 1) {
cos = 1;
a2 = 0;
if (stretch) {
a = (Math.sqrt(dd) / (l1 + l2) - 1) * mix + 1;
parent.scaleX *= a;
switch (scaleYMode) {
case 1 /* Uniform */:
parent.scaleY *= a;
break;
case 2 /* Volume */:
parent.scaleY /= a < 0.7 ? 0.25 + 0.642857 * a : a;
}
}
} else
a2 = Math.acos(cos) * bendDir;
a = l1 + l2 * cos;
b = l2 * Math.sin(a2);
a1 = Math.atan2(ty * a - tx * b, tx * a + ty * b);
} else {
a = psx * l2;
b = psy * l2;
const aa = a * a, bb = b * b, ta = Math.atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
const c1 = -2 * bb * l1, c2 = bb - aa;
d = c1 * c1 - 4 * c2 * c;
if (d >= 0) {
let q = Math.sqrt(d);
if (c1 < 0) q = -q;
q = -(c1 + q) * 0.5;
let r0 = q / c2, r1 = c / q;
const r = Math.abs(r0) < Math.abs(r1) ? r0 : r1;
r0 = dd - r * r;
if (r0 >= 0) {
y = Math.sqrt(r0) * bendDir;
a1 = ta - Math.atan2(y, r);
a2 = Math.atan2(y / psy, (r - l1) / psx);
break outer;
}
}
let minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
let maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = Math.acos(c);
x = a * Math.cos(c) + l1;
y = b * Math.sin(c);
d = x * x + y * y;
if (d < minDist) {
minAngle = c;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) * 0.5) {
a1 = ta - Math.atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - Math.atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
const os = Math.atan2(child.y, child.x) * s2;
a1 = (a1 - os) * MathUtils.radDeg + os1 - parent.rotation;
if (a1 > 180)
a1 -= 360;
else if (a1 <= -180)
a1 += 360;
parent.rotation += a1 * mix;
a2 = ((a2 + os) * MathUtils.radDeg - child.shearX) * s2 + os2 - child.rotation;
if (a2 > 180)
a2 -= 360;
else if (a2 <= -180)
a2 += 360;
child.rotation += a2 * mix;
}
};
// spine-core/src/IkConstraintData.ts
var IkConstraintData = class extends ConstraintData {
/** The bones that are constrained by this IK constraint. */
bones = [];
_target = null;
/** The bone that is the IK target. */
set target(boneData) {
this._target = boneData;
}
get target() {
if (!this._target) throw new Error("target cannot be null.");
return this._target;
}
/** Determines how the {@link BonePose.scaleY} changes when {@link IkConstraintPose.compress} or
* {@link IkConstraintPose.stretch} set {@link BonePose.scaleX}. */
_scaleYMode = 0 /* None */;
set scaleYMode(scaleYMode) {
this._scaleYMode = scaleYMode;
}
get scaleYMode() {
if (this._scaleYMode == null) throw new Error("scaleYMode cannot be null.");
return this._scaleYMode;
}
constructor(name) {
super(name, new IkConstraintPose());
}
create(skeleton) {
return new IkConstraint(this, skeleton);
}
};
// spine-core/src/PathConstraintPose.ts
var PathConstraintPose = class {
/** The position along the path. */
position = 0;
/** The spacing between bones. */
spacing = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. */
mixRotate = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation X. */
mixX = 0;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translation Y. */
mixY = 0;
set(pose) {
this.position = pose.position;
this.spacing = pose.spacing;
this.mixRotate = pose.mixRotate;
this.mixX = pose.mixX;
this.mixY = pose.mixY;
}
};
// spine-core/src/PathConstraintData.ts
var PathConstraintData = class extends ConstraintData {
/** The bones that will be modified by this path constraint. */
bones = [];
/** The slot whose path attachment will be used to constrained the bones. */
set slot(slotData) {
this._slot = slotData;
}
get slot() {
if (!this._slot) throw new Error("SlotData not set.");
else return this._slot;
}
_slot = null;
/** The mode for positioning the first bone on the path. */
positionMode = 0 /* Fixed */;
/** The mode for positioning the bones after the first bone on the path. */
spacingMode = 1 /* Fixed */;
/** The mode for adjusting the rotation of the bones. */
rotateMode = 1 /* Chain */;
/** An offset added to the constrained bone rotation. */
offsetRotation = 0;
constructor(name) {
super(name, new PathConstraintPose());
}
create(skeleton) {
return new PathConstraint(this, skeleton);
}
};
var PositionMode = /* @__PURE__ */ ((PositionMode2) => {
PositionMode2[PositionMode2["Fixed"] = 0] = "Fixed";
PositionMode2[PositionMode2["Percent"] = 1] = "Percent";
return PositionMode2;
})(PositionMode || {});
var SpacingMode = /* @__PURE__ */ ((SpacingMode2) => {
SpacingMode2[SpacingMode2["Length"] = 0] = "Length";
SpacingMode2[SpacingMode2["Fixed"] = 1] = "Fixed";
SpacingMode2[SpacingMode2["Percent"] = 2] = "Percent";
SpacingMode2[SpacingMode2["Proportional"] = 3] = "Proportional";
return SpacingMode2;
})(SpacingMode || {});
var RotateMode = /* @__PURE__ */ ((RotateMode2) => {
RotateMode2[RotateMode2["Tangent"] = 0] = "Tangent";
RotateMode2[RotateMode2["Chain"] = 1] = "Chain";
RotateMode2[RotateMode2["ChainScale"] = 2] = "ChainScale";
return RotateMode2;
})(RotateMode || {});
// spine-core/src/PathConstraint.ts
var PathConstraint = class _PathConstraint extends Constraint {
static NONE = -1;
static BEFORE = -2;
static AFTER = -3;
/** The path constraint's setup pose data. */
data;
/** The bones that will be modified by this path constraint. */
bones;
/** The slot whose path attachment will be used to constrained the bones. */
slot;
spaces = [];
positions = [];
world = [];
curves = [];
lengths = [];
segments = [];
constructor(data, skeleton) {
super(data, new PathConstraintPose(), new PathConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.data = data;
this.bones = [];
for (const boneData of this.data.bones)
this.bones.push(skeleton.bones[boneData.index].constrainedPose);
this.slot = skeleton.slots[data.slot.index];
}
copy(skeleton) {
var copy = new _PathConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const attachment = this.slot.appliedPose.attachment;
if (!(attachment instanceof PathAttachment)) return;
const p = this.appliedPose;
const mixRotate = p.mixRotate, mixX = p.mixX, mixY = p.mixY;
if (mixRotate === 0 && mixX === 0 && mixY === 0) return;
const data = this.data;
const tangents = data.rotateMode === 0 /* Tangent */, scale = data.rotateMode === 2 /* ChainScale */;
const bones = this.bones;
const boneCount = bones.length, spacesCount = tangents ? boneCount : boneCount + 1;
const spaces = Utils.setArraySize(this.spaces, spacesCount), lengths = scale ? this.lengths = Utils.setArraySize(this.lengths, boneCount) : [];
const spacing = p.spacing;
switch (data.spacingMode) {
case 2 /* Percent */:
if (scale) {
for (let i = 0, n = spacesCount - 1; i < n; i++) {
const bone = bones[i];
const setupLength = bone.bone.data.length;
const x = setupLength * bone.a, y = setupLength * bone.c;
lengths[i] = Math.sqrt(x * x + y * y);
}
}
Utils.arrayFill(spaces, 1, spacesCount, spacing);
break;
case 3 /* Proportional */: {
let sum = 0;
for (let i = 0, n = spacesCount - 1; i < n; ) {
const bone = bones[i];
const setupLength = bone.bone.data.length;
if (setupLength < MathUtils.epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = spacing;
} else {
const x = setupLength * bone.a, y = setupLength * bone.c;
const length = Math.sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = length;
sum += length;
}
}
if (sum > 0) {
sum = spacesCount / sum * spacing;
for (let i = 1; i < spacesCount; i++)
spaces[i] *= sum;
}
break;
}
default: {
const lengthSpacing = data.spacingMode === 0 /* Length */;
for (let i = 0, n = spacesCount - 1; i < n; ) {
const bone = bones[i];
const setupLength = bone.bone.data.length;
if (setupLength < MathUtils.epsilon) {
if (scale) lengths[i] = 0;
spaces[++i] = spacing;
} else {
const x = setupLength * bone.a, y = setupLength * bone.c;
const length = Math.sqrt(x * x + y * y);
if (scale) lengths[i] = length;
spaces[++i] = (lengthSpacing ? Math.max(0, setupLength + spacing) : spacing) * length / setupLength;
}
}
}
}
const positions = this.computeWorldPositions(skeleton, attachment, spacesCount, tangents);
let boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
let tip = false;
if (offsetRotation === 0)
tip = data.rotateMode === 1 /* Chain */;
else {
tip = false;
const bone = this.slot.bone.appliedPose;
offsetRotation *= bone.a * bone.d - bone.b * bone.c > 0 ? MathUtils.degRad : -MathUtils.degRad;
}
for (let i = 0, ip = 3; i < boneCount; i++, ip += 3) {
const bone = bones[i];
bone.modifyWorld(skeleton);
bone.worldX += (boneX - bone.worldX) * mixX;
bone.worldY += (boneY - bone.worldY) * mixY;
const x = positions[ip], y = positions[ip + 1], dx = x - boneX, dy = y - boneY;
if (scale) {
const length = lengths[i];
if (length !== 0) {
const s = (Math.sqrt(dx * dx + dy * dy) / length - 1) * mixRotate + 1;
bone.a *= s;
bone.c *= s;
}
}
boneX = x;
boneY = y;
if (mixRotate > 0) {
let a = bone.a, b = bone.b, c = bone.c, d = bone.d, r = 0, cos = 0, sin = 0;
if (tangents)
r = positions[ip - 1];
else if (spaces[i + 1] === 0)
r = positions[ip + 2];
else
r = Math.atan2(dy, dx);
r -= Math.atan2(c, a);
if (tip) {
cos = Math.cos(r);
sin = Math.sin(r);
const length = bone.bone.data.length;
boneX += (length * (cos * a - sin * c) - dx) * mixRotate;
boneY += (length * (sin * a + cos * c) - dy) * mixRotate;
} else {
r += offsetRotation;
}
if (r > MathUtils.PI)
r -= MathUtils.PI2;
else if (r < -MathUtils.PI)
r += MathUtils.PI2;
r *= mixRotate;
cos = Math.cos(r);
sin = Math.sin(r);
bone.a = cos * a - sin * c;
bone.b = cos * b - sin * d;
bone.c = sin * a + cos * c;
bone.d = sin * b + cos * d;
}
}
}
computeWorldPositions(skeleton, path, spacesCount, tangents) {
const slot = this.slot;
let position = this.appliedPose.position;
let spaces = this.spaces, out = Utils.setArraySize(this.positions, spacesCount * 3 + 2), world = this.world;
const closed = path.closed;
let verticesLength = path.worldVerticesLength, curveCount = verticesLength / 6, prevCurve = _PathConstraint.NONE;
if (!path.constantSpeed) {
const lengths = path.lengths;
curveCount -= closed ? 1 : 2;
const pathLength2 = lengths[curveCount];
if (this.data.positionMode === 1 /* Percent */) position *= pathLength2;
let multiplier2;
switch (this.data.spacingMode) {
case 2 /* Percent */:
multiplier2 = pathLength2;
break;
case 3 /* Proportional */:
multiplier2 = pathLength2 / spacesCount;
break;
default:
multiplier2 = 1;
}
world = Utils.setArraySize(this.world, 8);
for (let i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
const space = spaces[i] * multiplier2;
position += space;
let p = position;
if (closed) {
p %= pathLength2;
if (p < 0) p += pathLength2;
curve = 0;
} else if (p < 0) {
if (prevCurve !== _PathConstraint.BEFORE) {
prevCurve = _PathConstraint.BEFORE;
path.computeWorldVertices(skeleton, slot, 2, 4, world, 0, 2);
}
this.addBeforePosition(p, world, 0, out, o);
continue;
} else if (p > pathLength2) {
if (prevCurve !== _PathConstraint.AFTER) {
prevCurve = _PathConstraint.AFTER;
path.computeWorldVertices(skeleton, slot, verticesLength - 6, 4, world, 0, 2);
}
this.addAfterPosition(p - pathLength2, world, 0, out, o);
continue;
}
for (; ; curve++) {
const length = lengths[curve];
if (p > length) continue;
if (curve === 0)
p /= length;
else {
const prev = lengths[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve !== prevCurve) {
prevCurve = curve;
if (closed && curve === curveCount) {
path.computeWorldVertices(skeleton, slot, verticesLength - 4, 4, world, 0, 2);
path.computeWorldVertices(skeleton, slot, 0, 4, world, 4, 2);
} else
path.computeWorldVertices(skeleton, slot, curve * 6 + 2, 8, world, 0, 2);
}
this.addCurvePosition(
p,
world[0],
world[1],
world[2],
world[3],
world[4],
world[5],
world[6],
world[7],
out,
o,
tangents || i > 0 && space === 0
);
}
return out;
}
if (closed) {
verticesLength += 2;
world = Utils.setArraySize(this.world, verticesLength);
path.computeWorldVertices(skeleton, slot, 2, verticesLength - 4, world, 0, 2);
path.computeWorldVertices(skeleton, slot, 0, 2, world, verticesLength - 4, 2);
world[verticesLength - 2] = world[0];
world[verticesLength - 1] = world[1];
} else {
curveCount--;
verticesLength -= 4;
world = Utils.setArraySize(this.world, verticesLength);
path.computeWorldVertices(skeleton, slot, 2, verticesLength, world, 0, 2);
}
const curves = Utils.setArraySize(this.curves, curveCount);
let pathLength = 0;
let x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
let tmpx = 0, tmpy = 0, dddfx = 0, dddfy = 0, ddfx = 0, ddfy = 0, dfx = 0, dfy = 0;
for (let i = 0, w = 2; i < curveCount; i++, w += 6) {
cx1 = world[w];
cy1 = world[w + 1];
cx2 = world[w + 2];
cy2 = world[w + 3];
x2 = world[w + 4];
y2 = world[w + 5];
tmpx = (x1 - cx1 * 2 + cx2) * 0.1875;
tmpy = (y1 - cy1 * 2 + cy2) * 0.1875;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.75 + tmpx + dddfx * 0.16666667;
dfy = (cy1 - y1) * 0.75 + tmpy + dddfy * 0.16666667;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx;
dfy += ddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
pathLength += Math.sqrt(dfx * dfx + dfy * dfy);
curves[i] = pathLength;
x1 = x2;
y1 = y2;
}
if (this.data.positionMode === 1 /* Percent */) position *= pathLength;
let multiplier;
switch (this.data.spacingMode) {
case 2 /* Percent */:
multiplier = pathLength;
break;
case 3 /* Proportional */:
multiplier = pathLength / spacesCount;
break;
default:
multiplier = 1;
}
const segments = this.segments;
let curveLength = 0;
for (let i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
const space = spaces[i] * multiplier;
position += space;
let p = position;
if (closed) {
p %= pathLength;
if (p < 0) p += pathLength;
curve = 0;
segment = 0;
} else if (p < 0) {
this.addBeforePosition(p, world, 0, out, o);
continue;
} else if (p > pathLength) {
this.addAfterPosition(p - pathLength, world, verticesLength - 4, out, o);
continue;
}
for (; ; curve++) {
const length = curves[curve];
if (p > length) continue;
if (curve === 0)
p /= length;
else {
const prev = curves[curve - 1];
p = (p - prev) / (length - prev);
}
break;
}
if (curve !== prevCurve) {
prevCurve = curve;
let ii = curve * 6;
x1 = world[ii];
y1 = world[ii + 1];
cx1 = world[ii + 2];
cy1 = world[ii + 3];
cx2 = world[ii + 4];
cy2 = world[ii + 5];
x2 = world[ii + 6];
y2 = world[ii + 7];
tmpx = (x1 - cx1 * 2 + cx2) * 0.03;
tmpy = (y1 - cy1 * 2 + cy2) * 0.03;
dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 6e-3;
dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 6e-3;
ddfx = tmpx * 2 + dddfx;
ddfy = tmpy * 2 + dddfy;
dfx = (cx1 - x1) * 0.3 + tmpx + dddfx * 0.16666667;
dfy = (cy1 - y1) * 0.3 + tmpy + dddfy * 0.16666667;
curveLength = Math.sqrt(dfx * dfx + dfy * dfy);
segments[0] = curveLength;
for (ii = 1; ii < 8; ii++) {
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[ii] = curveLength;
}
dfx += ddfx;
dfy += ddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[8] = curveLength;
dfx += ddfx + dddfx;
dfy += ddfy + dddfy;
curveLength += Math.sqrt(dfx * dfx + dfy * dfy);
segments[9] = curveLength;
segment = 0;
}
p *= curveLength;
for (; ; segment++) {
const length = segments[segment];
if (p > length) continue;
if (segment === 0)
p /= length;
else {
const prev = segments[segment - 1];
p = segment + (p - prev) / (length - prev);
}
break;
}
this.addCurvePosition(p * 0.1, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents || i > 0 && space === 0);
}
return out;
}
addBeforePosition(p, temp, i, out, o) {
const x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = Math.atan2(dy, dx);
out[o] = x1 + p * Math.cos(r);
out[o + 1] = y1 + p * Math.sin(r);
out[o + 2] = r;
}
addAfterPosition(p, temp, i, out, o) {
const x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = Math.atan2(dy, dx);
out[o] = x1 + p * Math.cos(r);
out[o + 1] = y1 + p * Math.sin(r);
out[o + 2] = r;
}
addCurvePosition(p, x1, y1, cx1, cy1, cx2, cy2, x2, y2, out, o, tangents) {
if (p === 0 || Number.isNaN(p)) {
out[o] = x1;
out[o + 1] = y1;
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
return;
}
const tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
const ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
const x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
out[o] = x;
out[o + 1] = y;
if (tangents) {
if (p < 1e-3)
out[o + 2] = Math.atan2(cy1 - y1, cx1 - x1);
else
out[o + 2] = Math.atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
}
}
sort(skeleton) {
const slotIndex = this.slot.data.index;
const slotBone = this.slot.bone;
if (skeleton.skin != null) this.sortPathSlot(skeleton, skeleton.skin, slotIndex, slotBone);
if (skeleton.data.defaultSkin != null && skeleton.data.defaultSkin !== skeleton.skin)
this.sortPathSlot(skeleton, skeleton.data.defaultSkin, slotIndex, slotBone);
this.sortPath(skeleton, this.slot.pose.attachment, slotBone);
const bones = this.bones;
const boneCount = this.bones.length;
for (let i = 0; i < boneCount; i++) {
const bone = bones[i].bone;
skeleton.sortBone(bone);
skeleton.constrained(bone);
}
skeleton._updateCache.push(this);
for (let i = 0; i < boneCount; i++)
skeleton.sortReset(bones[i].bone.children);
for (let i = 0; i < boneCount; i++)
bones[i].bone.sorted = true;
}
sortPathSlot(skeleton, skin, slotIndex, slotBone) {
const entries = skin.getAttachments();
for (let i = 0, n = entries.length; i < n; i++) {
const entry = entries[i];
if (entry.slotIndex === slotIndex) this.sortPath(skeleton, entry.attachment, slotBone);
}
}
sortPath(skeleton, attachment, slotBone) {
if (!(attachment instanceof PathAttachment)) return;
const pathBones = attachment.bones;
if (pathBones == null)
skeleton.sortBone(slotBone);
else {
const bones = skeleton.bones;
for (let i = 0, n = pathBones.length; i < n; ) {
let nn = pathBones[i++];
nn += i;
while (i < nn)
skeleton.sortBone(bones[pathBones[i++]]);
}
}
}
isSourceActive() {
return this.slot.bone.active;
}
};
// spine-core/src/Physics.ts
var Physics = /* @__PURE__ */ ((Physics2) => {
Physics2[Physics2["none"] = 0] = "none";
Physics2[Physics2["reset"] = 1] = "reset";
Physics2[Physics2["update"] = 2] = "update";
Physics2[Physics2["pose"] = 3] = "pose";
return Physics2;
})(Physics || {});
// spine-core/src/PhysicsConstraintPose.ts
var PhysicsConstraintPose = class {
/** Controls how much bone movement is converted into physics movement. */
inertia = 0;
/** The amount of force used to return properties to the unconstrained value. */
strength = 0;
/** Reduces the speed of physics movements, with more of a reduction at higher speeds. */
damping = 0;
/** Determines susceptibility to acceleration. */
massInverse = 0;
/** Applies a constant force along the {@link Skeleton.windX}, {@link Skeleton.windY} vector. */
wind = 0;
/** Applies a constant force along the {@link Skeleton.gravityX}, {@link Skeleton.gravityY} vector. */
gravity = 0;
/** A percentage (0+) that controls the mix between the constrained and unconstrained poses. */
mix = 0;
set(pose) {
this.inertia = pose.inertia;
this.strength = pose.strength;
this.damping = pose.damping;
this.massInverse = pose.massInverse;
this.wind = pose.wind;
this.gravity = pose.gravity;
this.mix = pose.mix;
}
};
// spine-core/src/SlotPose.ts
var SlotPose = class {
/** The color used to tint the slot's attachment. If {@link darkColor} is set, this is used as the light color for two color
* tinting. */
color = new Color(1, 1, 1, 1);
/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
* color's alpha is not used. */
darkColor = null;
/** The current attachment for the slot, or null if the slot has no attachment. */
attachment = null;
// Not used in setup pose.
/** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the
* {@link Sequence.getSetupIndex}. */
sequenceIndex = 0;
/** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
* weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
*
* See {@link VertexAttachment.computeWorldVertices} and
* {@link DeformTimeline}. */
deform = [];
SlotPose() {
}
set(pose) {
if (pose == null) throw new Error("pose cannot be null.");
this.color.setFromColor(pose.color);
if (this.darkColor != null && pose.darkColor != null) this.darkColor.setFromColor(pose.darkColor);
this.attachment = pose.attachment;
this.sequenceIndex = pose.sequenceIndex;
this.deform.length = 0;
this.deform.push(...pose.deform);
}
/** The current attachment for the slot, or null if the slot has no attachment. */
getAttachment() {
return this.attachment;
}
/** Sets the slot's attachment and, if the attachment changed, resets {@link sequenceIndex} and clears the {@link deform}.
* The deform is not cleared if the old attachment has the same {@link VertexAttachment.getTimelineAttachment} as the
* specified attachment. */
setAttachment(attachment) {
if (this.attachment === attachment) return;
if (!(attachment instanceof VertexAttachment) || !(this.attachment instanceof VertexAttachment) || attachment.timelineAttachment !== this.attachment.timelineAttachment) {
this.deform.length = 0;
}
this.attachment = attachment;
this.sequenceIndex = -1;
}
};
// spine-core/src/Slot.ts
var Slot = class _Slot extends Posed {
skeleton;
/** The bone this slot belongs to. */
bone;
attachmentState = 0;
constructor(data, skeleton) {
super(data, new SlotPose(), new SlotPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.skeleton = skeleton;
this.bone = skeleton.bones[data.boneData.index];
if (data.setupPose.darkColor != null) {
this.pose.darkColor = new Color();
this.constrainedPose.darkColor = new Color();
}
this.setupPose();
}
/** Copy constructor. */
copy(slot, bone, skeleton) {
const copy = new _Slot(slot.data, this.skeleton);
if (this.data.setupPose.darkColor != null) {
copy.pose.darkColor = new Color();
copy.constrainedPose.darkColor = new Color();
}
copy.pose.set(slot.pose);
return copy;
}
setupPose() {
this.pose.color.setFromColor(this.data.setupPose.color);
if (this.pose.darkColor) this.pose.darkColor.setFromColor(this.data.setupPose.darkColor);
this.pose.sequenceIndex = this.data.setupPose.sequenceIndex;
if (!this.data.attachmentName)
this.pose.setAttachment(null);
else {
this.pose.attachment = null;
this.pose.setAttachment(this.skeleton.getAttachment(this.data.index, this.data.attachmentName));
}
}
};
// spine-core/src/Skeleton.ts
var Skeleton = class _Skeleton {
static quadTriangles = [0, 1, 2, 2, 3, 0];
static yDown = false;
static get yDir() {
return _Skeleton.yDown ? -1 : 1;
}
/** The skeleton's setup pose data. */
data;
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
bones;
/** The skeleton's slots. To add a slot, also add it to {@link DrawOrder.pose}. */
slots;
/** The skeleton's draw order. Use {@link DrawOrder.appliedPose} for rendering and {@link DrawOrder.pose} for changing the draw
* order. */
drawOrder;
/** The skeleton's constraints. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constraints;
/** The skeleton's physics constraints. */
physics;
/** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link updateCache}. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
_updateCache = [];
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
resetCache = [];
/** The skeleton's current skin. May be null. */
skin = null;
/** The color to tint all the skeleton's attachments. */
color;
/** Scales the entire skeleton on the X axis.
*
* Bones that do not inherit scale are still affected by this property. */
scaleX = 1;
_scaleY = 1;
/** Scales the entire skeleton on the Y axis.
*
* Bones that do not inherit scale are still affected by this property. */
get scaleY() {
return this._scaleY * _Skeleton.yDir;
}
set scaleY(scaleY) {
this._scaleY = scaleY;
}
/** Sets the skeleton X position, which is added to the root bone worldX position.
*
* Bones that do not inherit translation are still affected by this property. */
x = 0;
/** Sets the skeleton Y position, which is added to the root bone worldY position.
*
* Bones that do not inherit translation are still affected by this property. */
y = 0;
/** Returns the skeleton's time, is used for time-based manipulations, such as {@link PhysicsConstraint}.
*
* See {@link _update}. */
time = 0;
/** The x component of a vector that defines the direction {@link PhysicsConstraintPose.wind} is applied. */
windX = 1;
/** The y component of a vector that defines the direction {@link PhysicsConstraintPose.wind} is applied. */
windY = 0;
/** The x component of a vector that defines the direction {@link PhysicsConstraintPose.gravity} is applied. */
gravityX = 0;
/** The y component of a vector that defines the direction {@link PhysicsConstraintPose.gravity} is applied. */
gravityY = 1;
_update = 0;
constructor(data) {
if (!data) throw new Error("data cannot be null.");
this.data = data;
this.bones = [];
for (let i = 0; i < data.bones.length; i++) {
const boneData = data.bones[i];
let bone;
if (!boneData.parent)
bone = new Bone(boneData, null);
else {
const parent = this.bones[boneData.parent.index];
bone = new Bone(boneData, parent);
parent.children.push(bone);
}
this.bones.push(bone);
}
this.slots = [];
for (const slotData of this.data.slots)
this.slots.push(new Slot(slotData, this));
this.drawOrder = new DrawOrder(this.slots);
this.physics = [];
this.constraints = [];
for (const constraintData of this.data.constraints) {
const constraint = constraintData.create(this);
if (constraint instanceof PhysicsConstraint) this.physics.push(constraint);
this.constraints.push(constraint);
}
this.color = new Color(1, 1, 1, 1);
this.updateCache();
}
/** Caches information about bones and constraints. Must be called if the {@link skin} is modified or if bones, constraints,
* or weighted path attachments are added or removed. */
updateCache() {
this._updateCache.length = 0;
this.resetCache.length = 0;
this.drawOrder.unconstrained();
const slots = this.slots;
for (let i = 0, n2 = slots.length; i < n2; i++)
slots[i].unconstrained();
const bones = this.bones;
const boneCount = bones.length;
for (let i = 0, n2 = boneCount; i < n2; i++) {
const bone = bones[i];
bone.sorted = bone.data.skinRequired;
bone.active = !bone.sorted;
bone.unconstrained();
}
if (this.skin) {
const skinBones = this.skin.bones;
for (let i = 0, n2 = this.skin.bones.length; i < n2; i++) {
let bone = this.bones[skinBones[i].index];
do {
bone.sorted = false;
bone.active = true;
bone = bone.parent;
} while (bone);
}
}
const constraints = this.constraints;
let n = this.constraints.length;
for (let i = 0; i < n; i++)
constraints[i].unconstrained();
for (let i = 0; i < n; i++) {
const constraint = constraints[i];
constraint.active = constraint.isSourceActive() && (!constraint.data.skinRequired || this.skin != null && this.skin.constraints.includes(constraint.data));
if (constraint.active) constraint.sort(this);
}
for (let i = 0; i < boneCount; i++)
this.sortBone(bones[i]);
n = this._updateCache.length;
for (let i = 0; i < n; i++) {
const updateable = this._updateCache[i];
if (updateable instanceof Bone) this._updateCache[i] = updateable.appliedPose;
}
}
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constrained(object) {
if (object.pose === object.appliedPose) {
object.constrained();
this.resetCache.push(object);
}
}
sortBone(bone) {
if (bone.sorted || !bone.active) return;
const parent = bone.parent;
if (parent) this.sortBone(parent);
bone.sorted = true;
this._updateCache.push(bone);
}
sortReset(bones) {
for (let i = 0, n = bones.length; i < n; i++) {
const bone = bones[i];
if (bone.active) {
if (bone.sorted) this.sortReset(bone.children);
bone.sorted = false;
}
}
}
/** Updates the world transform for each bone and applies all constraints.
*
* See World transforms in the Spine
* Runtimes Guide. */
updateWorldTransform(physics) {
this._update++;
if (this.drawOrder.appliedPose === this.drawOrder.constrainedPose) this.drawOrder.resetConstrained();
const resetCache = this.resetCache;
for (let i = 0, n = this.resetCache.length; i < n; i++)
resetCache[i].resetConstrained();
const updateCache = this._updateCache;
for (let i = 0, n = this._updateCache.length; i < n; i++)
updateCache[i].update(this, physics);
}
/** Sets the bones, constraints, and slots to their setup pose values. */
setupPose() {
this.setupPoseBones();
this.setupPoseSlots();
}
/** Sets the bones and constraints to their setup pose values. */
setupPoseBones() {
const bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
bones[i].setupPose();
const constraints = this.constraints;
for (let i = 0, n = constraints.length; i < n; i++)
constraints[i].setupPose();
}
/** Sets the slots and draw order to their setup pose values. */
setupPoseSlots() {
this.drawOrder.setupPose();
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
slots[i].setupPose();
}
/** Returns the root bone, or null if the skeleton has no bones. */
getRootBone() {
if (this.bones.length === 0) return null;
return this.bones[0];
}
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* repeatedly. */
findBone(boneName) {
if (!boneName) throw new Error("boneName cannot be null.");
const bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
if (bones[i].data.name === boneName) return bones[i];
return null;
}
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
* repeatedly. */
findSlot(slotName) {
if (!slotName) throw new Error("slotName cannot be null.");
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
if (slots[i].data.name === slotName) return slots[i];
return null;
}
setSkin(newSkin) {
if (typeof newSkin === "string")
this.setSkinByName(newSkin);
else
this.setSkinBySkin(newSkin);
}
setSkinByName(skinName) {
const skin = this.data.findSkin(skinName);
if (!skin) throw new Error(`Skin not found: ${skinName}`);
this.setSkin(skin);
}
setSkinBySkin(newSkin) {
if (newSkin === this.skin) return;
if (newSkin) {
if (this.skin)
newSkin.attachAll(this, this.skin);
else {
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
const slot = slots[i];
const name = slot.data.attachmentName;
if (name) {
const attachment = newSkin.getAttachment(i, name);
if (attachment) slot.pose.setAttachment(attachment);
}
}
}
}
this.skin = newSkin;
this.updateCache();
}
getAttachment(slotNameOrIndex, placeholder) {
if (typeof slotNameOrIndex === "string")
return this.getAttachmentByName(slotNameOrIndex, placeholder);
return this.getAttachmentByIndex(slotNameOrIndex, placeholder);
}
/** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot name and attachment
* name.
*
* See {@link getAttachment}.
* @returns May be null. */
getAttachmentByName(slotName, placeholder) {
const slot = this.data.findSlot(slotName);
if (!slot) throw new Error(`Can't find slot with name ${slotName}`);
return this.getAttachment(slot.index, placeholder);
}
/** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot index and
* attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
*
* See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
* @returns May be null. */
getAttachmentByIndex(slotIndex, placeholder) {
if (!placeholder) throw new Error("placeholder cannot be null.");
if (this.skin) {
const attachment = this.skin.getAttachment(slotIndex, placeholder);
if (attachment) return attachment;
}
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, placeholder);
return null;
}
/** A convenience method to set an attachment by finding the slot with {@link findSlot}, finding the attachment with
* {@link getAttachment}, then setting the slot's {@link Slot.attachment}.
* @param placeholder May be null to clear the slot's attachment. */
setAttachment(slotName, placeholder) {
if (!slotName) throw new Error("slotName cannot be null.");
const slot = this.findSlot(slotName);
if (!slot) throw new Error(`Slot not found: ${slotName}`);
let attachment = null;
if (placeholder) {
attachment = this.getAttachment(slot.data.index, placeholder);
if (!attachment)
throw new Error(`Attachment not found: ${placeholder}, for slot: ${slotName}`);
}
slot.pose.setAttachment(attachment);
}
/** Finds a constraint of the specified type by comparing each constraints's name. It is more efficient to cache the results of
* this method than to call it multiple times. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
findConstraint(constraintName, type) {
if (constraintName == null) throw new Error("constraintName cannot be null.");
if (type == null) throw new Error("type cannot be null.");
const constraints = this.constraints;
for (let i = 0, n = constraints.length; i < n; i++) {
const constraint = constraints[i];
if (constraint instanceof type && constraint.data.name === constraintName) return constraint;
}
return null;
}
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose.
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
* @param size An output value, the width and height of the AABB.
* @param temp Working memory to temporarily store attachments' computed world vertices. */
getBoundsRect(clipper) {
const offset = new Vector2();
const size = new Vector2();
this.getBounds(offset, size, void 0, clipper);
return { x: offset.x, y: offset.y, width: size.x, height: size.y };
}
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose. Optionally applies
* clipping.
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
* @param size An output value, the width and height of the AABB.
* @param temp Working memory to temporarily store attachments' computed world vertices.
* @param clipper {@link SkeletonClipping} to use. If `null`, no clipping is applied. */
getBounds(offset, size, temp = new Array(2), clipper = null) {
if (!offset) throw new Error("offset cannot be null.");
if (!size) throw new Error("size cannot be null.");
const drawOrder = this.drawOrder.appliedPose;
const slots = drawOrder;
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
for (let i = 0, n = drawOrder.length; i < n; i++) {
const slot = slots[i];
if (!slot.bone.active) continue;
let verticesLength = 0;
let vertices = null;
let triangles = null;
const attachment = slot.appliedPose.attachment;
if (attachment) {
if (attachment instanceof RegionAttachment) {
verticesLength = 8;
vertices = Utils.setArraySize(temp, verticesLength, 0);
attachment.computeWorldVertices(slot, attachment.getOffsets(slot.appliedPose), vertices, 0, 2);
triangles = _Skeleton.quadTriangles;
} else if (attachment instanceof MeshAttachment) {
verticesLength = attachment.worldVerticesLength;
vertices = Utils.setArraySize(temp, verticesLength, 0);
attachment.computeWorldVertices(this, slot, 0, verticesLength, vertices, 0, 2);
triangles = attachment.triangles;
} else if (attachment instanceof ClippingAttachment && clipper) {
clipper.clipEnd(slot);
clipper.clipStart(this, slot, attachment);
continue;
}
if (vertices && triangles) {
if (clipper?.isClipping() && clipper.clipTriangles(vertices, triangles, triangles.length)) {
vertices = clipper.clippedVertices;
verticesLength = clipper.clippedVertices.length;
}
for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) {
const x = vertices[ii], y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
}
if (clipper) clipper.clipEnd(slot);
}
if (clipper) clipper.clipEnd();
offset.set(minX, minY);
size.set(maxX - minX, maxY - minY);
}
/** Scales the entire skeleton on the X and Y axes.
*
* Bones that do not inherit scale are still affected by this property. */
setScale(scaleX, scaleY) {
this.scaleX = scaleX;
this.scaleY = scaleY;
}
/** Sets the skeleton X and Y position, which is added to the root bone worldX and worldY position.
*
* Bones that do not inherit translation are still affected by this property. */
setPosition(x, y) {
this.x = x;
this.y = y;
}
/** Increments the skeleton's {@link time}. */
update(delta) {
this.time += delta;
}
/** Calls {@link PhysicsConstraint.translate} for each physics constraint. */
physicsTranslate(x, y) {
const constraints = this.physics;
for (let i = 0, n = constraints.length; i < n; i++)
constraints[i].translate(x, y);
}
/** Calls {@link PhysicsConstraint.rotate} for each physics constraint. */
physicsRotate(x, y, degrees) {
const constraints = this.physics;
for (let i = 0, n = constraints.length; i < n; i++)
constraints[i].rotate(x, y, degrees);
}
};
// spine-core/src/PhysicsConstraint.ts
var PhysicsConstraint = class _PhysicsConstraint extends Constraint {
bone;
_reset = true;
ux = 0;
uy = 0;
cx = 0;
cy = 0;
tx = 0;
ty = 0;
xOffset = 0;
xLag = 0;
xVelocity = 0;
yOffset = 0;
yLag = 0;
yVelocity = 0;
rotateOffset = 0;
rotateLag = 0;
rotateVelocity = 0;
scaleOffset = 0;
scaleLag = 0;
scaleVelocity = 0;
remaining = 0;
lastTime = 0;
constructor(data, skeleton) {
super(data, new PhysicsConstraintPose(), new PhysicsConstraintPose());
if (skeleton == null) throw new Error("skeleton cannot be null.");
this.bone = skeleton.bones[data.bone.index].constrainedPose;
}
copy(skeleton) {
var copy = new _PhysicsConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
/** Resets all physics state that was the result of previous movement. Use this after moving a bone to prevent physics from
* reacting to the movement. */
reset(skeleton) {
this.remaining = 0;
this.lastTime = skeleton.time;
this._reset = true;
this.xOffset = 0;
this.xLag = 0;
this.xVelocity = 0;
this.yOffset = 0;
this.yLag = 0;
this.yVelocity = 0;
this.rotateOffset = 0;
this.rotateLag = 0;
this.rotateVelocity = 0;
this.scaleOffset = 0;
this.scaleLag = 0;
this.scaleVelocity = 0;
}
/** Translates the physics constraint so the next {@link update} forces are applied as if the bone moved an
* additional amount in world space. */
translate(x, y) {
this.ux -= x;
this.uy -= y;
this.cx -= x;
this.cy -= y;
}
/** Rotates the physics constraint so the next {@link update} forces are applied as if the bone rotated
* around the specified point in world space. */
rotate(x, y, degrees) {
const r = degrees * MathUtils.degRad, cos = Math.cos(r), sin = Math.sin(r);
const dx = this.cx - x, dy = this.cy - y;
this.translate(dx * cos - dy * sin - dx, dx * sin + dy * cos - dy);
}
/** Applies the constraint to the constrained bones. */
update(skeleton, physics) {
const p = this.appliedPose;
const mix = p.mix;
if (mix === 0) return;
const x = this.data.x > 0, y = this.data.y > 0, rotateOrShearX = this.data.rotate > 0 || this.data.shearX > 0, scaleX = this.data.scaleX > 0;
const bone = this.bone;
let l = bone.bone.data.length, t = this.data.step, z = 0;
if (physics === 0 /* none */) return;
bone.modifyWorld(skeleton);
switch (physics) {
// biome-ignore lint/suspicious/noFallthroughSwitchClause: fall through expected
case 1 /* reset */:
this.reset(skeleton);
// Fall through.
case 2 /* update */: {
const delta = Math.max(skeleton.time - this.lastTime, 0), aa = this.remaining;
this.remaining += delta;
this.lastTime = skeleton.time;
const bx = bone.worldX, by = bone.worldY;
if (this._reset) {
this._reset = false;
this.ux = bx;
this.uy = by;
} else {
let a = this.remaining, i = p.inertia, f = skeleton.data.referenceScale, d = -1, m = 0, e = 0, qx = this.data.limit * delta, qy = qx * Math.abs(skeleton.scaleY);
qx *= Math.abs(skeleton.scaleX);
if (x || y) {
if (x) {
const u = (this.ux - bx) * i;
this.xOffset += u > qx ? qx : u < -qx ? -qx : u;
this.ux = bx;
}
if (y) {
const u = (this.uy - by) * i;
this.yOffset += u > qy ? qy : u < -qy ? -qy : u;
this.uy = by;
}
if (a >= t) {
const xs = this.xOffset, ys = this.yOffset;
d = p.damping ** (60 * t);
m = t * p.massInverse;
e = p.strength;
const w = f * p.wind, g = f * p.gravity;
const ax = (w * skeleton.windX + g * skeleton.gravityX) * skeleton.scaleX;
const ay = (w * skeleton.windY + g * skeleton.gravityY) * skeleton.scaleY;
do {
if (x) {
this.xVelocity += (ax - this.xOffset * e) * m;
this.xOffset += this.xVelocity * t;
this.xVelocity *= d;
}
if (y) {
this.yVelocity -= (ay + this.yOffset * e) * m;
this.yOffset += this.yVelocity * t;
this.yVelocity *= d;
}
a -= t;
} while (a >= t);
this.xLag = this.xOffset - xs;
this.yLag = this.yOffset - ys;
}
z = Math.max(0, 1 - a / t);
if (x) bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
if (y) bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
}
if (rotateOrShearX || scaleX) {
let ca = Math.atan2(bone.c, bone.a), c = 0, s = 0, mr = 0, dx = this.cx - bone.worldX, dy = this.cy - bone.worldY;
if (dx > qx)
dx = qx;
else if (dx < -qx)
dx = -qx;
if (dy > qy)
dy = qy;
else if (dy < -qy)
dy = -qy;
a = this.remaining;
if (rotateOrShearX) {
mr = (this.data.rotate + this.data.shearX) * mix;
z = this.rotateLag * Math.max(0, 1 - aa / t);
let r = Math.atan2(dy + this.ty, dx + this.tx) - ca - (this.rotateOffset - z) * mr;
this.rotateOffset += (r - Math.ceil(r * MathUtils.invPI2 - 0.5) * MathUtils.PI2) * i;
r = (this.rotateOffset - z) * mr + ca;
c = Math.cos(r);
s = Math.sin(r);
if (scaleX) {
r = l * bone.getWorldScaleX();
if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;
}
} else {
c = Math.cos(ca);
s = Math.sin(ca);
const r = l * bone.getWorldScaleX() - this.scaleLag * Math.max(0, 1 - aa / t);
if (r > 0) this.scaleOffset += (dx * c + dy * s) * i / r;
}
if (a >= t) {
if (d === -1) {
d = p.damping ** (60 * t);
m = t * p.massInverse;
e = p.strength;
}
const ax = p.wind * skeleton.windX + p.gravity * skeleton.gravityX;
const ay = (p.wind * skeleton.windY + p.gravity * skeleton.gravityY) * Skeleton.yDir;
const rs = this.rotateOffset, ss = this.scaleOffset, h = l / f;
while (true) {
a -= t;
if (scaleX) {
this.scaleVelocity += (ax * c - ay * s - this.scaleOffset * e) * m;
this.scaleOffset += this.scaleVelocity * t;
this.scaleVelocity *= d;
}
if (rotateOrShearX) {
this.rotateVelocity -= ((ax * s + ay * c) * h + this.rotateOffset * e) * m;
this.rotateOffset += this.rotateVelocity * t;
this.rotateVelocity *= d;
if (a < t) break;
const r = this.rotateOffset * mr + ca;
c = Math.cos(r);
s = Math.sin(r);
} else if (a < t)
break;
}
this.rotateLag = this.rotateOffset - rs;
this.scaleLag = this.scaleOffset - ss;
}
z = Math.max(0, 1 - a / t);
}
this.remaining = a;
}
this.cx = bone.worldX;
this.cy = bone.worldY;
break;
}
case 3 /* pose */:
z = Math.max(0, 1 - this.remaining / t);
if (x) bone.worldX += (this.xOffset - this.xLag * z) * mix * this.data.x;
if (y) bone.worldY += (this.yOffset - this.yLag * z) * mix * this.data.y;
}
if (rotateOrShearX) {
let o = (this.rotateOffset - this.rotateLag * z) * mix, s = 0, c = 0, a = 0;
if (this.data.shearX > 0) {
let r = 0;
if (this.data.rotate > 0) {
r = o * this.data.rotate;
s = Math.sin(r);
c = Math.cos(r);
a = bone.b;
bone.b = c * a - s * bone.d;
bone.d = s * a + c * bone.d;
}
r += o * this.data.shearX;
s = Math.sin(r);
c = Math.cos(r);
a = bone.a;
bone.a = c * a - s * bone.c;
bone.c = s * a + c * bone.c;
} else {
o *= this.data.rotate;
s = Math.sin(o);
c = Math.cos(o);
a = bone.a;
bone.a = c * a - s * bone.c;
bone.c = s * a + c * bone.c;
a = bone.b;
bone.b = c * a - s * bone.d;
bone.d = s * a + c * bone.d;
}
}
if (scaleX) {
let s = 1 + (this.scaleOffset - this.scaleLag * z) * mix * this.data.scaleX;
bone.a *= s;
bone.c *= s;
switch (this.data.scaleYMode) {
case 1 /* Uniform */:
bone.b *= s;
bone.d *= s;
break;
case 2 /* Volume */:
s = Math.abs(s);
s = s >= 0.7 ? 1 / s : 4 - 3.67347 * s;
bone.b *= s;
bone.d *= s;
}
}
if (physics !== 3 /* pose */) {
this.tx = l * bone.a;
this.ty = l * bone.c;
}
}
sort(skeleton) {
const bone = this.bone.bone;
skeleton.sortBone(bone);
skeleton._updateCache.push(this);
skeleton.sortReset(bone.children);
skeleton.constrained(bone);
}
isSourceActive() {
return this.bone.bone.active;
}
};
// spine-core/src/PhysicsConstraintData.ts
var PhysicsConstraintData = class extends ConstraintData {
/** The bone constrained by this physics constraint. */
set bone(boneData) {
this._bone = boneData;
}
get bone() {
if (!this._bone) throw new Error("BoneData not set.");
else return this._bone;
}
_bone = null;
/** Physics influence on x translation, 0-1. */
x = 0;
/** Physics influence on y translation, 0-1. */
y = 0;
/** Physics influence on rotation, 0-1. */
rotate = 0;
/** Physics influence on scaleX, 0-1. */
scaleX = 0;
/** Physics influence on shearX, 0-1. */
shearX = 0;
/** Movement greater than the limit will not have a greater affect on physics. */
limit = 0;
/** The time in milliseconds required to advanced the physics simulation one step. */
step = 0;
/** True when this constraint's inertia is controlled by global slider timelines. */
inertiaGlobal = false;
/** True when this constraint's strength is controlled by global slider timelines. */
strengthGlobal = false;
/** True when this constraint's damping is controlled by global slider timelines. */
dampingGlobal = false;
/** True when this constraint's mass is controlled by global slider timelines. */
massGlobal = false;
/** True when this constraint's wind is controlled by global slider timelines. */
windGlobal = false;
/** True when this constraint's gravity is controlled by global slider timelines. */
gravityGlobal = false;
/** True when this constraint's mix is controlled by global slider timelines. */
mixGlobal = false;
/** Determines how the {@link BonePose.scaleY} changes when {@link BonePose.scaleX} sets
* {@link BonePose.scaleX}. */
_scaleYMode = 0 /* None */;
get scaleYMode() {
return this._scaleYMode;
}
set scaleYMode(scaleYMode) {
if (scaleYMode == null) throw new Error("scaleYMode cannot be null.");
this._scaleYMode = scaleYMode;
}
constructor(name) {
super(name, new PhysicsConstraintPose());
}
create(skeleton) {
return new PhysicsConstraint(this, skeleton);
}
};
// spine-core/src/polyfills.ts
(() => {
if (typeof Math.fround === "undefined") {
Math.fround = /* @__PURE__ */ ((array) => (x) => {
array[0] = x;
return array[0];
})(new Float32Array(1));
}
})();
// spine-core/src/SliderPose.ts
var SliderPose = class {
/** The time in the {@link SliderData.animation} to apply the animation. */
time = 0;
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained poses. */
mix = 0;
set(pose) {
this.time = pose.time;
this.mix = pose.mix;
}
};
// spine-core/src/Slider.ts
var Slider = class _Slider extends Constraint {
static offsets = [0, 0, 0, 0, 0, 0];
/** When set, the bone's transform property is used to set the slider's {@link SliderPose.time}. */
bone = null;
constructor(data, skeleton) {
super(data, new SliderPose(), new SliderPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
if (data.bone != null) this.bone = skeleton.bones[data.bone.index];
}
copy(skeleton) {
var copy = new _Slider(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const p = this.appliedPose;
if (p.mix === 0) return;
const data = this.data, animation = data.animation, bone = this.bone;
if (bone !== null) {
if (!bone.active) return;
if (data.local) bone.appliedPose.validateLocalTransform(skeleton);
p.time = data.offset + (data.property.value(skeleton, bone.appliedPose, data.local, _Slider.offsets) - data.property.offset) * data.scale;
if (data.loop)
p.time = animation.duration + p.time % animation.duration;
else
p.time = Math.max(0, p.time);
}
const bones = skeleton.bones;
const indices = animation.bones;
for (let i = 0, n = animation.bones.length; i < n; i++)
bones[indices[i]].appliedPose.modifyLocal(skeleton);
animation.apply(skeleton, p.time, p.time, data.loop, null, p.mix, 0 /* current */, data.additive, false, true);
}
sort(skeleton) {
const bone = this.bone;
const data = this.data;
if (bone && !data.local) skeleton.sortBone(bone);
skeleton._updateCache.push(this);
const bones = skeleton.bones;
const indices = data.animation.bones;
for (let i = 0, n = data.animation.bones.length; i < n; i++) {
const bone2 = bones[indices[i]];
bone2.sorted = false;
skeleton.sortReset(bone2.children);
skeleton.constrained(bone2);
}
const timelines = data.animation.timelines;
const slots = skeleton.slots;
const constraints = skeleton.constraints;
const physics = skeleton.physics;
const physicsCount = skeleton.physics.length;
for (let i = 0, n = data.animation.timelines.length; i < n; i++) {
const t = timelines[i];
if (isSlotTimeline(t))
skeleton.constrained(slots[t.slotIndex]);
else if (t instanceof DrawOrderTimeline || t instanceof DrawOrderFolderTimeline)
skeleton.drawOrder.constrained();
else if (t instanceof PhysicsConstraintTimeline) {
if (t.constraintIndex === -1) {
for (let ii = 0; ii < physicsCount; ii++)
skeleton.constrained(physics[ii]);
} else
skeleton.constrained(constraints[t.constraintIndex]);
} else if (isConstraintTimeline(t)) {
const constraintIndex = t.constraintIndex;
if (constraintIndex !== -1) skeleton.constrained(constraints[constraintIndex]);
}
}
}
};
// spine-core/src/SliderData.ts
var SliderData = class extends ConstraintData {
/** The animation the slider will apply. */
animation;
/** When true, the animation is applied by adding it to the current pose rather than overwriting it. */
additive = false;
/** When true, the animation repeats after its duration, otherwise the last frame is used. */
loop = false;
/** When set, the bone's transform property is used to set the slider's {@link SliderPose.time}. */
bone = null;
/** When a bone is set, the specified transform property is used to set the slider's {@link SliderPose.time}. */
property;
/** When a bone is set, this is the scale of the {@link property} value in relation to the slider time. */
scale = 0;
/** When a bone is set, the offset is added to the property. */
offset = 0;
/** When true and a bone is set, the bone's local transform property is read instead of its world transform. */
local = false;
// Nonessential.
/** When a bone is set, the maximum slider time for the bone property range, or 0 if nonessential data was not exported. */
max = 0;
constructor(name) {
super(name, new SliderPose());
}
create(skeleton) {
return new Slider(this, skeleton);
}
};
// spine-core/src/SkeletonData.ts
var SkeletonData = class {
/** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
name = null;
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
bones = [];
// Ordered parents first.
/** The skeleton's slots in the setup pose draw order. */
slots = [];
// Setup pose draw order.
skins = [];
/** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
*
* See {@link Skeleton.getAttachmentByName}.
* May be null. */
defaultSkin = null;
/** The skeleton's events. */
events = [];
/** The skeleton's animations. */
animations = [];
/** The skeleton's IK constraints. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constraints = [];
/** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
x = 0;
/** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
y = 0;
/** The width of the skeleton's axis aligned bounding box in the setup pose. */
width = 0;
/** The height of the skeleton's axis aligned bounding box in the setup pose. */
height = 0;
/** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default
* is 100. */
referenceScale = 100;
/** The Spine version used to export the skeleton data, or null. */
version = null;
/** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
hash = null;
// Nonessential
/** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
fps = 30;
/** The path to the images folder as defined in Spine. Available only when nonessential data was exported. May be null. */
imagesPath = null;
/** The path to the audio folder as defined in Spine. Available only when nonessential data was exported. May be null. */
audioPath = null;
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findBone(boneName) {
if (!boneName) throw new Error("boneName cannot be null.");
const bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++)
if (bones[i].name === boneName) return bones[i];
return null;
}
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findSlot(slotName) {
if (!slotName) throw new Error("slotName cannot be null.");
const slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++)
if (slots[i].name === slotName) return slots[i];
return null;
}
/** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findSkin(skinName) {
if (!skinName) throw new Error("skinName cannot be null.");
const skins = this.skins;
for (let i = 0, n = skins.length; i < n; i++)
if (skins[i].name === skinName) return skins[i];
return null;
}
/** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findEvent(eventDataName) {
if (!eventDataName) throw new Error("eventDataName cannot be null.");
const events = this.events;
for (let i = 0, n = events.length; i < n; i++)
if (events[i].name === eventDataName) return events[i];
return null;
}
/** Collects animations used by {@link SliderData slider constraints}.
*
* Slider animations are designed to be applied by slider constraints rather than on their own. Applications that have a user
* choose an animation may want to exclude them. */
findSliderAnimations(animations) {
const constraints = this.constraints;
for (let i = 0, n = this.constraints.length; i < n; i++) {
const data = constraints[i];
if (data instanceof SliderData && data.animation != null) animations.push(data.animation);
}
return animations;
}
/** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
* call it multiple times.
* @returns May be null. */
findAnimation(animationName) {
if (!animationName) throw new Error("animationName cannot be null.");
const animations = this.animations;
for (let i = 0, n = animations.length; i < n; i++)
if (animations[i].name === animationName) return animations[i];
return null;
}
// --- Constraints.
/** Finds a constraint of the specified type by comparing each constraints's name. It is more efficient to cache the results of
* this method than to call it multiple times. */
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
findConstraint(constraintName, type) {
if (!constraintName) throw new Error("constraintName cannot be null.");
if (type == null) throw new Error("type cannot be null.");
const constraints = this.constraints;
for (let i = 0, n = this.constraints.length; i < n; i++) {
const constraint = constraints[i];
if (constraint instanceof type && constraint.name === constraintName) return constraint;
}
return null;
}
};
// spine-core/src/Skin.ts
var SkinEntry = class {
/** The {@link Skeleton.slots} index. */
slotIndex = 0;
placeholder;
/** The attachment for this skin entry. */
attachment;
constructor(slotIndex = 0, placeholder, attachment) {
this.slotIndex = slotIndex;
this.placeholder = placeholder;
this.attachment = attachment;
}
};
var Skin = class {
/** The skin's name, unique across all skins in the skeleton.
*
* See {@link SkeletonData.findSkin}. */
name;
attachments = [];
bones = [];
// biome-ignore lint/suspicious/noExplicitAny: reference runtime does not restrict to specific types
constraints = [];
/** The color of the skin as it was in Spine, or a default color if nonessential data was not exported. */
color = new Color(0.99607843, 0.61960787, 0.30980393, 1);
// fe9e4fff
constructor(name) {
if (!name) throw new Error("name cannot be null.");
this.name = name;
}
/** Adds an attachment to the skin for the specified slot index and name. */
setAttachment(slotIndex, placeholder, attachment) {
if (!attachment) throw new Error("attachment cannot be null.");
const attachments = this.attachments;
if (slotIndex >= attachments.length) attachments.length = slotIndex + 1;
if (!attachments[slotIndex]) attachments[slotIndex] = {};
attachments[slotIndex][placeholder] = attachment;
}
/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
addSkin(skin) {
for (let i = 0; i < skin.bones.length; i++) {
const bone = skin.bones[i];
let contained = false;
for (let ii = 0; ii < this.bones.length; ii++) {
if (this.bones[ii] === bone) {
contained = true;
break;
}
}
if (!contained) this.bones.push(bone);
}
for (let i = 0; i < skin.constraints.length; i++) {
const constraint = skin.constraints[i];
let contained = false;
for (let ii = 0; ii < this.constraints.length; ii++) {
if (this.constraints[ii] === constraint) {
contained = true;
break;
}
}
if (!contained) this.constraints.push(constraint);
}
const attachments = skin.getAttachments();
for (let i = 0; i < attachments.length; i++) {
const attachment = attachments[i];
this.setAttachment(attachment.slotIndex, attachment.placeholder, attachment.attachment);
}
}
/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
* copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
copySkin(skin) {
for (let i = 0; i < skin.bones.length; i++) {
const bone = skin.bones[i];
let contained = false;
for (let ii = 0; ii < this.bones.length; ii++) {
if (this.bones[ii] === bone) {
contained = true;
break;
}
}
if (!contained) this.bones.push(bone);
}
for (let i = 0; i < skin.constraints.length; i++) {
const constraint = skin.constraints[i];
let contained = false;
for (let ii = 0; ii < this.constraints.length; ii++) {
if (this.constraints[ii] === constraint) {
contained = true;
break;
}
}
if (!contained) this.constraints.push(constraint);
}
const attachments = skin.getAttachments();
for (let i = 0; i < attachments.length; i++) {
const attachment = attachments[i];
if (!attachment.attachment) continue;
if (attachment.attachment instanceof MeshAttachment) {
attachment.attachment = attachment.attachment.newLinkedMesh();
this.setAttachment(attachment.slotIndex, attachment.placeholder, attachment.attachment);
} else {
attachment.attachment = attachment.attachment.copy();
this.setAttachment(attachment.slotIndex, attachment.placeholder, attachment.attachment);
}
}
}
/** Returns the attachment for the specified slot index and placeholder, or null. */
getAttachment(slotIndex, placeholder) {
const dictionary = this.attachments[slotIndex];
return dictionary ? dictionary[placeholder] : null;
}
/** Removes the attachment in the skin for the specified slot index and placeholder, if any. */
removeAttachment(slotIndex, placeholder) {
const dictionary = this.attachments[slotIndex];
if (dictionary) delete dictionary[placeholder];
}
/** Returns all attachments in this skin. */
getAttachments() {
const entries = [];
for (let i = 0; i < this.attachments.length; i++) {
const slotAttachments = this.attachments[i];
if (slotAttachments) {
for (const name in slotAttachments) {
const attachment = slotAttachments[name];
if (attachment) entries.push(new SkinEntry(i, name, attachment));
}
}
}
return entries;
}
/** Returns all attachments in this skin for the specified slot index. */
getAttachmentsForSlot(slotIndex, attachments) {
const slotAttachments = this.attachments[slotIndex];
if (slotAttachments) {
for (const name in slotAttachments) {
const attachment = slotAttachments[name];
if (attachment) attachments.push(new SkinEntry(slotIndex, name, attachment));
}
}
}
/** Clears all attachments, bones, and constraints. */
clear() {
this.attachments.length = 0;
this.bones.length = 0;
this.constraints.length = 0;
}
/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
attachAll(skeleton, oldSkin) {
let slotIndex = 0;
for (let i = 0; i < skeleton.slots.length; i++) {
const slot = skeleton.slots[i];
const slotAttachment = slot.pose.getAttachment();
if (slotAttachment && slotIndex < oldSkin.attachments.length) {
const dictionary = oldSkin.attachments[slotIndex];
for (const placeholder in dictionary) {
const skinAttachment = dictionary[placeholder];
if (slotAttachment === skinAttachment) {
const attachment = this.getAttachment(slotIndex, placeholder);
if (attachment) slot.pose.setAttachment(attachment);
break;
}
}
}
slotIndex++;
}
}
};
// spine-core/src/SlotData.ts
var SlotData = class extends PosedData {
/** The index of the slot in {@link Skeleton.slots}. */
index = 0;
/** The bone this slot belongs to. */
boneData;
/** The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible. */
attachmentName = null;
/** The blend mode for drawing the slot's attachment. */
blendMode = 0 /* Normal */;
// Nonessential.
/** False if the slot was hidden in Spine and nonessential data was exported. Does not affect runtime rendering. */
visible = true;
constructor(index, name, boneData) {
super(name, new SlotPose());
if (index < 0) throw new Error("index must be >= 0.");
if (!boneData) throw new Error("boneData cannot be null.");
this.index = index;
this.boneData = boneData;
}
};
var BlendMode = /* @__PURE__ */ ((BlendMode2) => {
BlendMode2[BlendMode2["Normal"] = 0] = "Normal";
BlendMode2[BlendMode2["Additive"] = 1] = "Additive";
BlendMode2[BlendMode2["Multiply"] = 2] = "Multiply";
BlendMode2[BlendMode2["Screen"] = 3] = "Screen";
return BlendMode2;
})(BlendMode || {});
// spine-core/src/TransformConstraintPose.ts
var TransformConstraintPose = class {
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained rotation. */
mixRotate = 0;
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained translation X. */
mixX = 0;
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained translation Y. */
mixY = 0;
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained scale X. */
mixScaleX = 0;
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained scale Y. */
mixScaleY = 0;
/** A percentage (unbounded) that controls the mix between the constrained and unconstrained shear Y. */
mixShearY = 0;
set(pose) {
this.mixRotate = pose.mixRotate;
this.mixX = pose.mixX;
this.mixY = pose.mixY;
this.mixScaleX = pose.mixScaleX;
this.mixScaleY = pose.mixScaleY;
this.mixShearY = pose.mixShearY;
}
};
// spine-core/src/TransformConstraint.ts
var TransformConstraint = class _TransformConstraint extends Constraint {
/** The bones that will be modified by this transform constraint. */
bones;
/** The bone whose world transform will be copied to the constrained bones. */
source;
constructor(data, skeleton) {
super(data, new TransformConstraintPose(), new TransformConstraintPose());
if (!skeleton) throw new Error("skeleton cannot be null.");
this.bones = [];
for (const boneData of data.bones)
this.bones.push(skeleton.bones[boneData.index].constrainedPose);
const source = skeleton.bones[data.source.index];
if (source == null) throw new Error("source cannot be null.");
this.source = source;
}
copy(skeleton) {
var copy = new _TransformConstraint(this.data, skeleton);
copy.pose.set(this.pose);
return copy;
}
update(skeleton, physics) {
const p = this.appliedPose;
if (p.mixRotate === 0 && p.mixX === 0 && p.mixY === 0 && p.mixScaleX === 0 && p.mixScaleY === 0 && p.mixShearY === 0) return;
const data = this.data;
const localSource = data.localSource, localTarget = data.localTarget, additive = data.additive, clamp = data.clamp;
const offsets = data.offsets;
const source = this.source.appliedPose;
if (localSource) source.validateLocalTransform(skeleton);
const fromItems = data.properties;
const fn = data.properties.length;
const bones = this.bones;
for (let i = 0, n = this.bones.length; i < n; i++) {
const bone = bones[i];
if (localTarget)
bone.modifyLocal(skeleton);
else
bone.modifyWorld(skeleton);
for (let f = 0; f < fn; f++) {
const from = fromItems[f];
const value = from.value(skeleton, source, localSource, offsets) - from.offset;
const toItems = from.to;
for (let t = 0, tn = from.to.length; t < tn; t++) {
const to = toItems[t];
if (to.mix(p) !== 0) {
let clamped = to.offset + value * to.scale;
if (clamp) {
if (to.offset < to.max)
clamped = MathUtils.clamp(clamped, to.offset, to.max);
else
clamped = MathUtils.clamp(clamped, to.max, to.offset);
}
to.apply(skeleton, p, bone, clamped, localTarget, additive);
}
}
}
}
}
sort(skeleton) {
if (!this.data.localSource) skeleton.sortBone(this.source);
const bones = this.bones;
const boneCount = this.bones.length;
const worldTarget = !this.data.localTarget;
if (worldTarget) {
for (let i = 0; i < boneCount; i++)
skeleton.sortBone(bones[i].bone);
}
skeleton._updateCache.push(this);
for (let i = 0; i < boneCount; i++) {
const bone = bones[i].bone;
skeleton.sortReset(bone.children);
skeleton.constrained(bone);
}
for (let i = 0; i < boneCount; i++)
bones[i].bone.sorted = worldTarget;
}
isSourceActive() {
return this.source.active;
}
};
// spine-core/src/TransformConstraintData.ts
var TransformConstraintData = class _TransformConstraintData extends ConstraintData {
static ROTATION = 0;
static X = 1;
static Y = 2;
static SCALEX = 3;
static SCALEY = 4;
static SHEARY = 5;
/** The bones that will be modified by this transform constraint. */
bones = [];
/** The bone whose world transform will be copied to the constrained bones. */
set source(source) {
this._source = source;
}
get source() {
if (!this._source) throw new Error("BoneData not set.");
else return this._source;
}
_source = null;
offsets = [0, 0, 0, 0, 0, 0];
/** An offset added to the constrained bone X translation. */
offsetX = 0;
/** An offset added to the constrained bone Y translation. */
offsetY = 0;
/** Reads the source bone's local transform instead of its world transform. */
localSource = false;
/** Sets the constrained bones' local transforms instead of their world transforms. */
localTarget = false;
/** Adds the source bone transform to the constrained bones instead of setting it absolutely. */
additive = false;
/** Prevents constrained bones from exceeding the ranged defined by {@link ToProperty.offset} and {@link ToProperty.max}. */
clamp = false;
/** The mapping of transform properties to other transform properties. */
properties = [];
constructor(name) {
super(name, new TransformConstraintPose());
}
create(skeleton) {
return new TransformConstraint(this, skeleton);
}
/** An offset added to the constrained bone rotation. */
getOffsetRotation() {
return this.offsets[_TransformConstraintData.ROTATION];
}
setOffsetRotation(offsetRotation) {
this.offsets[_TransformConstraintData.ROTATION] = offsetRotation;
}
/** An offset added to the constrained bone X translation. */
getOffsetX() {
return this.offsets[_TransformConstraintData.X];
}
setOffsetX(offsetX) {
this.offsets[_TransformConstraintData.X] = offsetX;
}
/** An offset added to the constrained bone Y translation. */
getOffsetY() {
return this.offsets[_TransformConstraintData.Y];
}
setOffsetY(offsetY) {
this.offsets[_TransformConstraintData.Y] = offsetY;
}
/** An offset added to the constrained bone scaleX. */
getOffsetScaleX() {
return this.offsets[_TransformConstraintData.SCALEX];
}
setOffsetScaleX(offsetScaleX) {
this.offsets[_TransformConstraintData.SCALEX] = offsetScaleX;
}
/** An offset added to the constrained bone scaleY. */
getOffsetScaleY() {
return this.offsets[_TransformConstraintData.SCALEY];
}
setOffsetScaleY(offsetScaleY) {
this.offsets[_TransformConstraintData.SCALEY] = offsetScaleY;
}
/** An offset added to the constrained bone shearY. */
getOffsetShearY() {
return this.offsets[_TransformConstraintData.SHEARY];
}
setOffsetShearY(offsetShearY) {
this.offsets[_TransformConstraintData.SHEARY] = offsetShearY;
}
};
var FromProperty = class {
/** The value of this property that corresponds to {@link ToProperty.offset}. */
offset = 0;
/** Constrained properties. */
to = [];
};
var ToProperty = class {
/** The value of this property that corresponds to {@link FromProperty.offset}. */
offset = 0;
/** The maximum value of this property when {@link TransformConstraintData.clamp clamped}. */
max = 0;
/** The scale of the {@link FromProperty} value in relation to this property. */
scale = 0;
};
var FromRotate = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.rotation + offsets[TransformConstraintData.ROTATION];
const sx = skeleton.scaleX, sy = skeleton.scaleY;
let value = Math.atan2(source.c / sy, source.a / sx) * MathUtils.radDeg + ((source.a * source.d - source.b * source.c) * sx * sy > 0 ? offsets[TransformConstraintData.ROTATION] : -offsets[TransformConstraintData.ROTATION]);
if (value < 0) value += 360;
return value;
}
};
var ToRotate = class extends ToProperty {
mix(pose) {
return pose.mixRotate;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local)
bone.rotation += (additive ? value : value - bone.rotation) * pose.mixRotate;
else {
const sx = skeleton.scaleX, sy = skeleton.scaleY, ix = 1 / sx, iy = 1 / sy;
const a = bone.a * ix, b = bone.b * ix, c = bone.c * iy, d = bone.d * iy;
value *= MathUtils.degRad;
if (!additive) value -= Math.atan2(c, a);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI)
value += MathUtils.PI2;
value *= pose.mixRotate;
const cos = Math.cos(value), sin = Math.sin(value);
bone.a = (cos * a - sin * c) * sx;
bone.b = (cos * b - sin * d) * sx;
bone.c = (sin * a + cos * c) * sy;
bone.d = (sin * b + cos * d) * sy;
}
}
};
var FromX = class extends FromProperty {
value(skeleton, source, local, offsets) {
return local ? source.x + offsets[TransformConstraintData.X] : (offsets[TransformConstraintData.X] * source.a + offsets[TransformConstraintData.Y] * source.b + source.worldX) / skeleton.scaleX;
}
};
var ToX = class extends ToProperty {
mix(pose) {
return pose.mixX;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local)
bone.x += (additive ? value : value - bone.x) * pose.mixX;
else {
if (!additive) value -= bone.worldX / skeleton.scaleX;
bone.worldX += value * pose.mixX * skeleton.scaleX;
}
}
};
var FromY = class extends FromProperty {
value(skeleton, source, local, offsets) {
return local ? source.y + offsets[TransformConstraintData.Y] : (offsets[TransformConstraintData.X] * source.c + offsets[TransformConstraintData.Y] * source.d + source.worldY) / skeleton.scaleY;
}
};
var ToY = class extends ToProperty {
mix(pose) {
return pose.mixY;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local)
bone.y += (additive ? value : value - bone.y) * pose.mixY;
else {
if (!additive) value -= bone.worldY / skeleton.scaleY;
bone.worldY += value * pose.mixY * skeleton.scaleY;
}
}
};
var FromScaleX = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.scaleX + offsets[TransformConstraintData.SCALEX];
const a = source.a / skeleton.scaleX, c = source.c / skeleton.scaleY;
return Math.sqrt(a * a + c * c) + offsets[TransformConstraintData.SCALEX];
}
};
var ToScaleX = class extends ToProperty {
mix(pose) {
return pose.mixScaleX;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local) {
if (additive)
bone.scaleX *= 1 + (value - 1) * pose.mixScaleX;
else if (bone.scaleX !== 0)
bone.scaleX += (value - bone.scaleX) * pose.mixScaleX;
} else if (additive) {
const s = 1 + (value - 1) * pose.mixScaleX;
bone.a *= s;
bone.c *= s;
} else {
let a = bone.a / skeleton.scaleX, c = bone.c / skeleton.scaleY, s = Math.sqrt(a * a + c * c);
if (s !== 0) {
s = 1 + (value - s) * pose.mixScaleX / s;
bone.a *= s;
bone.c *= s;
}
}
}
};
var FromScaleY = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.scaleY + offsets[TransformConstraintData.SCALEY];
const b = source.b / skeleton.scaleX, d = source.d / skeleton.scaleY;
return Math.sqrt(b * b + d * d) + offsets[TransformConstraintData.SCALEY];
}
};
var ToScaleY = class extends ToProperty {
mix(pose) {
return pose.mixScaleY;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local) {
if (additive)
bone.scaleY *= 1 + (value - 1) * pose.mixScaleY;
else if (bone.scaleY !== 0)
bone.scaleY += (value - bone.scaleY) * pose.mixScaleY;
} else if (additive) {
const s = 1 + (value - 1) * pose.mixScaleY;
bone.b *= s;
bone.d *= s;
} else {
let b = bone.b / skeleton.scaleX, d = bone.d / skeleton.scaleY, s = Math.sqrt(b * b + d * d);
if (s !== 0) {
s = 1 + (value - s) * pose.mixScaleY / s;
bone.b *= s;
bone.d *= s;
}
}
}
};
var FromShearY = class extends FromProperty {
value(skeleton, source, local, offsets) {
if (local) return source.shearY + offsets[TransformConstraintData.SHEARY];
const ix = 1 / skeleton.scaleX, iy = 1 / skeleton.scaleY;
return (Math.atan2(source.d * iy, source.b * ix) - Math.atan2(source.c * iy, source.a * ix)) * MathUtils.radDeg - 90 + offsets[TransformConstraintData.SHEARY];
}
};
var ToShearY = class extends ToProperty {
mix(pose) {
return pose.mixShearY;
}
apply(skeleton, pose, bone, value, local, additive) {
if (local) {
if (!additive) value -= bone.shearY;
bone.shearY += value * pose.mixShearY;
} else {
const sx = skeleton.scaleX, sy = skeleton.scaleY, b = bone.b / sx, d = bone.d / sy, by = Math.atan2(d, b);
value = (value + 90) * MathUtils.degRad;
if (additive)
value -= MathUtils.PI / 2;
else {
value -= by - Math.atan2(bone.c / sy, bone.a / sx);
if (value > MathUtils.PI)
value -= MathUtils.PI2;
else if (value < -MathUtils.PI)
value += MathUtils.PI2;
}
value = by + value * pose.mixShearY;
const s = Math.sqrt(b * b + d * d);
bone.b = Math.cos(value) * s * sx;
bone.d = Math.sin(value) * s * sy;
}
}
};
// spine-core/src/SkeletonBinary.ts
var SkeletonBinary = class {
/** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
* runtime than were used in Spine.
*
* See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
scale = 1;
attachmentLoader;
linkedMeshes = [];
constructor(attachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
readSkeletonData(binary) {
const scale = this.scale;
const skeletonData = new SkeletonData();
skeletonData.name = "";
const input = new BinaryInput(binary);
const lowHash = input.readInt32();
const highHash = input.readInt32();
skeletonData.hash = highHash === 0 && lowHash === 0 ? null : highHash.toString(16) + lowHash.toString(16);
skeletonData.version = input.readString();
skeletonData.x = input.readFloat();
skeletonData.y = input.readFloat();
skeletonData.width = input.readFloat();
skeletonData.height = input.readFloat();
skeletonData.referenceScale = input.readFloat() * scale;
const nonessential = input.readBoolean();
if (nonessential) {
skeletonData.fps = input.readFloat();
skeletonData.imagesPath = input.readString();
skeletonData.audioPath = input.readString();
}
let n = 0;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const str = input.readString();
if (!str) throw new Error("String in string table must not be null.");
input.strings.push(str);
}
const bones = skeletonData.bones;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const name = input.readString();
if (!name) throw new Error("Bone name must not be null.");
const parent = i === 0 ? null : bones[input.readInt(true)];
const data = new BoneData(i, name, parent);
const setup = data.setupPose;
setup.rotation = input.readFloat();
setup.x = input.readFloat() * scale;
setup.y = input.readFloat() * scale;
setup.scaleX = input.readFloat();
setup.scaleY = input.readFloat();
setup.shearX = input.readFloat();
setup.shearY = input.readFloat();
setup.inherit = input.readByte();
data.length = input.readFloat() * scale;
data.skinRequired = input.readBoolean();
if (nonessential) {
Color.rgba8888ToColor(data.color, input.readInt32());
data.icon = input.readString() ?? void 0;
data.iconSize = input.readFloat();
data.iconRotation = input.readFloat();
data.visible = input.readBoolean();
}
bones.push(data);
}
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const slotName = input.readString();
if (!slotName) throw new Error("Slot name must not be null.");
const boneData = bones[input.readInt(true)];
const data = new SlotData(i, slotName, boneData);
Color.rgba8888ToColor(data.setupPose.color, input.readInt32());
const darkColor = input.readInt32();
if (darkColor !== -1) Color.rgb888ToColor(data.setupPose.darkColor = new Color(), darkColor);
data.attachmentName = input.readStringRef();
data.blendMode = input.readInt(true);
if (nonessential) data.visible = input.readBoolean();
skeletonData.slots.push(data);
}
const constraints = skeletonData.constraints;
const constraintCount = input.readInt(true);
for (let i = 0; i < constraintCount; i++) {
const name = input.readString();
if (!name) throw new Error("Constraint data name must not be null.");
let nn;
switch (input.readByte()) {
case CONSTRAINT_IK: {
const data = new IkConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.target = bones[input.readInt(true)];
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
if ((flags & 2) !== 0) data.scaleYMode = input.readUnsignedByte();
const setup = data.setupPose;
setup.bendDirection = (flags & 4) !== 0 ? -1 : 1;
setup.compress = (flags & 8) !== 0;
setup.stretch = (flags & 16) !== 0;
if ((flags & 32) !== 0) setup.mix = (flags & 64) !== 0 ? input.readFloat() : 1;
if ((flags & 128) !== 0) setup.softness = input.readFloat() * scale;
constraints.push(data);
break;
}
case CONSTRAINT_TRANSFORM: {
const data = new TransformConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.source = bones[input.readInt(true)];
let flags = input.readUnsignedByte();
data.skinRequired = (flags & 1) !== 0;
data.localSource = (flags & 2) !== 0;
data.localTarget = (flags & 4) !== 0;
data.additive = (flags & 8) !== 0;
data.clamp = (flags & 16) !== 0;
nn = flags >> 5;
for (let ii = 0, tn; ii < nn; ii++) {
let fromScale = 1;
let from;
switch (input.readByte()) {
case 0:
from = new FromRotate();
break;
case 1: {
fromScale = scale;
from = new FromX();
break;
}
case 2: {
fromScale = scale;
from = new FromY();
break;
}
case 3:
from = new FromScaleX();
break;
case 4:
from = new FromScaleY();
break;
case 5:
from = new FromShearY();
break;
default:
from = null;
}
if (!from) continue;
from.offset = input.readFloat() * fromScale;
tn = input.readByte();
for (let t = 0; t < tn; t++) {
let toScale = 1;
let to;
switch (input.readByte()) {
case 0:
to = new ToRotate();
break;
case 1: {
toScale = scale;
to = new ToX();
break;
}
case 2: {
toScale = scale;
to = new ToY();
break;
}
case 3:
to = new ToScaleX();
break;
case 4:
to = new ToScaleY();
break;
case 5:
to = new ToShearY();
break;
default:
to = null;
}
if (!to) continue;
to.offset = input.readFloat() * toScale;
to.max = input.readFloat() * toScale;
to.scale = input.readFloat() * toScale / fromScale;
from.to[t] = to;
}
data.properties[ii] = from;
}
flags = input.readByte();
if ((flags & 1) !== 0) data.offsets[TransformConstraintData.ROTATION] = input.readFloat();
if ((flags & 2) !== 0) data.offsets[TransformConstraintData.X] = input.readFloat() * scale;
if ((flags & 4) !== 0) data.offsets[TransformConstraintData.Y] = input.readFloat() * scale;
if ((flags & 8) !== 0) data.offsets[TransformConstraintData.SCALEX] = input.readFloat();
if ((flags & 16) !== 0) data.offsets[TransformConstraintData.SCALEY] = input.readFloat();
if ((flags & 32) !== 0) data.offsets[TransformConstraintData.SHEARY] = input.readFloat();
flags = input.readByte();
const setup = data.setupPose;
if ((flags & 1) !== 0) setup.mixRotate = input.readFloat();
if ((flags & 2) !== 0) setup.mixX = input.readFloat();
if ((flags & 4) !== 0) setup.mixY = input.readFloat();
if ((flags & 8) !== 0) setup.mixScaleX = input.readFloat();
if ((flags & 16) !== 0) setup.mixScaleY = input.readFloat();
if ((flags & 32) !== 0) setup.mixShearY = input.readFloat();
constraints.push(data);
break;
}
case CONSTRAINT_PATH: {
const data = new PathConstraintData(name);
nn = input.readInt(true);
for (let ii = 0; ii < nn; ii++)
data.bones.push(bones[input.readInt(true)]);
data.slot = skeletonData.slots[input.readInt(true)];
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.positionMode = flags >> 1 & 1;
data.spacingMode = flags >> 2 & 3;
data.rotateMode = flags >> 4 & 3;
if ((flags & 128) !== 0) data.offsetRotation = input.readFloat();
const setup = data.setupPose;
setup.position = input.readFloat();
if (data.positionMode === 0 /* Fixed */) setup.position *= scale;
setup.spacing = input.readFloat();
if (data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */) setup.spacing *= scale;
setup.mixRotate = input.readFloat();
setup.mixX = input.readFloat();
setup.mixY = input.readFloat();
constraints.push(data);
break;
}
case CONSTRAINT_PHYSICS: {
const data = new PhysicsConstraintData(name);
data.bone = bones[input.readInt(true)];
let flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
if ((flags & 2) !== 0) data.x = input.readFloat();
if ((flags & 4) !== 0) data.y = input.readFloat();
if ((flags & 8) !== 0) data.rotate = input.readFloat();
if ((flags & 16) !== 0) {
let scaleX = input.readFloat();
if (scaleX < -2) {
data.scaleYMode = 2 /* Volume */;
scaleX = -2 - scaleX;
} else if (scaleX < 0) {
data.scaleYMode = 1 /* Uniform */;
scaleX = -1 - scaleX;
}
data.scaleX = scaleX;
}
if ((flags & 32) !== 0) data.shearX = input.readFloat();
data.limit = ((flags & 64) !== 0 ? input.readFloat() : 5e3) * scale;
data.step = 1 / input.readUnsignedByte();
const setup = data.setupPose;
setup.inertia = input.readFloat();
setup.strength = input.readFloat();
setup.damping = input.readFloat();
setup.massInverse = (flags & 128) !== 0 ? input.readFloat() : 1;
setup.wind = input.readFloat();
setup.gravity = input.readFloat();
flags = input.readByte();
if ((flags & 1) !== 0) data.inertiaGlobal = true;
if ((flags & 2) !== 0) data.strengthGlobal = true;
if ((flags & 4) !== 0) data.dampingGlobal = true;
if ((flags & 8) !== 0) data.massGlobal = true;
if ((flags & 16) !== 0) data.windGlobal = true;
if ((flags & 32) !== 0) data.gravityGlobal = true;
if ((flags & 64) !== 0) data.mixGlobal = true;
setup.mix = (flags & 128) !== 0 ? input.readFloat() : 1;
constraints.push(data);
break;
}
case CONSTRAINT_SLIDER: {
const data = new SliderData(name);
const flags = input.readByte();
data.skinRequired = (flags & 1) !== 0;
data.loop = (flags & 2) !== 0;
data.additive = (flags & 4) !== 0;
if ((flags & 8) !== 0) {
const value = input.readFloat();
if (nonessential && (flags & 64) !== 0)
data.max = value;
else
data.setupPose.time = value;
}
if ((flags & 16) !== 0) data.setupPose.mix = (flags & 32) !== 0 ? input.readFloat() : 1;
if ((flags & 64) !== 0) {
data.local = (flags & 128) !== 0;
data.bone = bones[input.readInt(true)];
const offset = input.readFloat();
let propertyScale = 1;
switch (input.readByte()) {
case 0:
data.property = new FromRotate();
break;
case 1: {
propertyScale = scale;
data.property = new FromX();
break;
}
case 2: {
propertyScale = scale;
data.property = new FromY();
break;
}
case 3:
data.property = new FromScaleX();
break;
case 4:
data.property = new FromScaleY();
break;
case 5:
data.property = new FromShearY();
break;
default:
continue;
}
;
data.property.offset = offset * propertyScale;
data.offset = input.readFloat();
data.scale = input.readFloat() / propertyScale;
}
constraints.push(data);
break;
}
}
}
const defaultSkin = this.readSkin(input, skeletonData, true, nonessential);
if (defaultSkin) {
skeletonData.defaultSkin = defaultSkin;
skeletonData.skins.push(defaultSkin);
}
{
let i = skeletonData.skins.length;
Utils.setArraySize(skeletonData.skins, n = i + input.readInt(true));
for (; i < n; i++) {
const skin = this.readSkin(input, skeletonData, false, nonessential);
if (!skin) throw new Error("readSkin() should not have returned null.");
skeletonData.skins[i] = skin;
}
}
n = this.linkedMeshes.length;
for (let i = 0; i < n; i++) {
const linkedMesh = this.linkedMeshes[i];
const skin = skeletonData.skins[linkedMesh.skinIndex];
if (!linkedMesh.source) throw new Error("Linked mesh parent must not be null");
const source = skin.getAttachment(linkedMesh.sourceIndex, linkedMesh.source);
if (!source) throw new Error(`Source mesh not found: ${linkedMesh.source}`);
linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimelines ? source : linkedMesh.mesh;
linkedMesh.mesh.setSourceMesh(source);
linkedMesh.mesh.updateSequence();
}
this.linkedMeshes.length = 0;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const eventName = input.readString();
if (!eventName) throw new Error("Event data name must not be null");
const data = new EventData(eventName);
const setup = data.setupPose;
setup.intValue = input.readInt(false);
setup.floatValue = input.readFloat();
setup.stringValue = input.readString();
data._audioPath = input.readString();
if (data.audioPath) {
setup.volume = input.readFloat();
setup.balance = input.readFloat();
}
skeletonData.events.push(data);
}
const animations = skeletonData.animations;
n = input.readInt(true);
for (let i = 0; i < n; i++) {
const animationName = input.readString();
if (!animationName) throw new Error("Animation name must not be null.");
animations.push(this.readAnimation(input, animationName, skeletonData, nonessential));
}
for (let i = 0; i < constraintCount; i++) {
const constraint = constraints[i];
if (constraint instanceof SliderData) constraint.animation = animations[input.readInt(true)];
}
return skeletonData;
}
readSkin(input, skeletonData, defaultSkin, nonessential) {
let skin = null;
let slotCount = 0;
if (defaultSkin) {
slotCount = input.readInt(true);
if (slotCount === 0) return null;
skin = new Skin("default");
} else {
const skinName = input.readString();
if (!skinName) throw new Error("Skin name must not be null.");
skin = new Skin(skinName);
if (nonessential) Color.rgba8888ToColor(skin.color, input.readInt32());
let n = input.readInt(true);
let from = skeletonData.bones, to = skin.bones;
for (let i = 0; i < n; i++)
to[i] = from[input.readInt(true)];
n = input.readInt(true);
from = skeletonData.constraints;
to = skin.constraints;
for (let i = 0; i < n; i++)
to[i] = from[input.readInt(true)];
slotCount = input.readInt(true);
}
for (let i = 0; i < slotCount; i++) {
const slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const placeholder = input.readStringRef();
if (!placeholder)
throw new Error("Attachment name must not be null");
const attachment = this.readAttachment(input, skeletonData, skin, slotIndex, placeholder, nonessential);
if (attachment) skin.setAttachment(slotIndex, placeholder, attachment);
}
}
return skin;
}
readAttachment(input, skeletonData, skin, slotIndex, placeholder, nonessential) {
const scale = this.scale;
const flags = input.readByte();
const name = (flags & 8) !== 0 ? input.readStringRef() : placeholder;
if (!name) throw new Error("Attachment name must not be null");
switch (flags & 7) {
// BUG?
case 0 /* Region */: {
let path = (flags & 16) !== 0 ? input.readStringRef() : null;
const color = (flags & 32) !== 0 ? input.readInt32() : 4294967295;
const sequence = this.readSequence(input, (flags & 64) !== 0);
const rotation = (flags & 128) !== 0 ? input.readFloat() : 0;
const x = input.readFloat();
const y = input.readFloat();
const scaleX = input.readFloat();
const scaleY = input.readFloat();
const width = input.readFloat();
const height = input.readFloat();
if (!path) path = name;
const region = this.attachmentLoader.newRegionAttachment(skin, placeholder, name, path, sequence);
if (!region) return null;
region.path = path;
region.x = x * scale;
region.y = y * scale;
region.scaleX = scaleX;
region.scaleY = scaleY;
region.rotation = rotation;
region.width = width * scale;
region.height = height * scale;
Color.rgba8888ToColor(region.color, color);
region.updateSequence();
return region;
}
case 1 /* BoundingBox */: {
const vertices = this.readVertices(input, (flags & 16) !== 0);
const color = nonessential ? input.readInt32() : 0;
const box = this.attachmentLoader.newBoundingBoxAttachment(skin, placeholder, name);
if (!box) return null;
box.worldVerticesLength = vertices.length;
box.vertices = vertices.vertices;
box.bones = vertices.bones;
if (nonessential) Color.rgba8888ToColor(box.color, color);
return box;
}
case 2 /* Mesh */: {
let path = (flags & 16) !== 0 ? input.readStringRef() : name;
const color = (flags & 32) !== 0 ? input.readInt32() : 4294967295;
const sequence = this.readSequence(input, (flags & 64) !== 0);
const hullLength = input.readInt(true);
const vertices = this.readVertices(input, (flags & 128) !== 0);
const uvs = this.readFloatArray(input, vertices.length, 1);
const triangles = this.readShortArray(input, (vertices.length - hullLength - 2) * 3);
const slotCount = input.readInt(true);
let timelineSlots = null;
if (slotCount > 0) {
timelineSlots = [];
for (let i = 0; i < slotCount; i++)
timelineSlots[i] = input.readInt(true);
}
let edges = [];
let width = 0, height = 0;
if (nonessential) {
edges = this.readShortArray(input, input.readInt(true));
width = input.readFloat();
height = input.readFloat();
}
if (!path) path = name;
const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
if (!mesh) return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
mesh.hullLength = hullLength << 1;
mesh.bones = vertices.bones;
mesh.vertices = vertices.vertices;
mesh.worldVerticesLength = vertices.length;
mesh.regionUVs = uvs;
mesh.triangles = triangles;
if (timelineSlots) mesh.timelineSlots = timelineSlots;
if (nonessential) {
mesh.edges = edges;
mesh.width = width * scale;
mesh.height = height * scale;
}
mesh.updateSequence();
return mesh;
}
case 3 /* LinkedMesh */: {
const path = (flags & 16) !== 0 ? input.readStringRef() : name;
if (path == null) throw new Error("Path of linked mesh must not be null");
const color = (flags & 32) !== 0 ? input.readInt32() : 4294967295;
const sequence = this.readSequence(input, (flags & 64) !== 0);
const inheritTimelines = (flags & 128) !== 0;
const sourceIndex = input.readInt(true);
const skinIndex = input.readInt(true);
const source = input.readStringRef();
let width = 0, height = 0;
if (nonessential) {
width = input.readFloat();
height = input.readFloat();
}
const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
if (!mesh) return null;
mesh.path = path;
Color.rgba8888ToColor(mesh.color, color);
if (nonessential) {
mesh.width = width * scale;
mesh.height = height * scale;
}
this.linkedMeshes.push(new LinkedMesh(mesh, skinIndex, slotIndex, sourceIndex, source, inheritTimelines));
return mesh;
}
case 4 /* Path */: {
const closed = (flags & 16) !== 0;
const constantSpeed = (flags & 32) !== 0;
const vertices = this.readVertices(input, (flags & 64) !== 0);
const lengths = this.readFloatArray(input, vertices.length / 6, scale);
const color = nonessential ? input.readInt32() : 0;
const path = this.attachmentLoader.newPathAttachment(skin, placeholder, name);
if (!path) return null;
path.closed = closed;
path.constantSpeed = constantSpeed;
path.worldVerticesLength = vertices.length;
path.vertices = vertices.vertices;
path.bones = vertices.bones;
path.lengths = lengths;
if (nonessential) Color.rgba8888ToColor(path.color, color);
return path;
}
case 5 /* Point */: {
const rotation = input.readFloat();
const x = input.readFloat();
const y = input.readFloat();
const color = nonessential ? input.readInt32() : 0;
const point = this.attachmentLoader.newPointAttachment(skin, placeholder, name);
if (!point) return null;
point.x = x * scale;
point.y = y * scale;
point.rotation = rotation;
if (nonessential) Color.rgba8888ToColor(point.color, color);
return point;
}
case 6 /* Clipping */: {
const endSlotIndex = input.readInt(true);
const vertices = this.readVertices(input, (flags & 16) !== 0);
const color = nonessential ? input.readInt32() : 0;
const clip = this.attachmentLoader.newClippingAttachment(skin, placeholder, name);
if (!clip) return null;
clip.endSlot = skeletonData.slots[endSlotIndex];
clip.convex = (flags & 32) !== 0;
clip.inverse = (flags & 64) !== 0;
clip.worldVerticesLength = vertices.length;
clip.vertices = vertices.vertices;
clip.bones = vertices.bones;
if (nonessential) Color.rgba8888ToColor(clip.color, color);
return clip;
}
}
}
readSequence(input, hasPathSuffix) {
if (!hasPathSuffix) return new Sequence(1, false);
const sequence = new Sequence(input.readInt(true), true);
sequence.start = input.readInt(true);
sequence.digits = input.readInt(true);
sequence.setupIndex = input.readInt(true);
return sequence;
}
readVertices(input, weighted) {
const scale = this.scale;
const vertexCount = input.readInt(true);
const length = vertexCount << 1;
if (!weighted)
return new Vertices(null, this.readFloatArray(input, length, scale), length);
const n = input.readInt(true);
const bones = [];
const weights = [];
for (let b = 0, w = 0; b < n; ) {
const boneCount = input.readInt(true);
bones[b++] = boneCount;
for (let ii = 0; ii < boneCount; ii++, w += 3) {
bones[b++] = input.readInt(true);
weights[w] = input.readFloat() * scale;
weights[w + 1] = input.readFloat() * scale;
weights[w + 2] = input.readFloat();
}
}
return new Vertices(bones, Utils.toFloatArray(weights), length);
}
readFloatArray(input, n, scale) {
const array = [];
if (scale === 1) {
for (let i = 0; i < n; i++)
array[i] = input.readFloat();
} else {
for (let i = 0; i < n; i++)
array[i] = input.readFloat() * scale;
}
return array;
}
readShortArray(input, n) {
const array = [];
for (let i = 0; i < n; i++)
array[i] = input.readInt(true);
return array;
}
readAnimation(input, name, skeletonData, nonessential) {
input.readInt(true);
const timelines = [];
const scale = this.scale;
for (let i = 0, n = input.readInt(true); i < n; i++) {
const slotIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const timelineType = input.readByte();
const frameCount = input.readInt(true);
const frameLast = frameCount - 1;
switch (timelineType) {
case SLOT_ATTACHMENT: {
const timeline = new AttachmentTimeline(frameCount, slotIndex);
for (let frame = 0; frame < frameCount; frame++)
timeline.setFrame(frame, input.readFloat(), input.readStringRef());
timelines.push(timeline);
break;
}
case SLOT_RGBA: {
const bezierCount = input.readInt(true);
const timeline = new RGBATimeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255;
let g = input.readUnsignedByte() / 255;
let b = input.readUnsignedByte() / 255;
let a = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, r, g, b, a);
if (frame === frameLast) break;
const time2 = input.readFloat();
const r2 = input.readUnsignedByte() / 255;
const g2 = input.readUnsignedByte() / 255;
const b2 = input.readUnsignedByte() / 255;
const a2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, a, a2, 1);
}
time = time2;
r = r2;
g = g2;
b = b2;
a = a2;
}
timelines.push(timeline);
break;
}
case SLOT_RGB: {
const bezierCount = input.readInt(true);
const timeline = new RGBTimeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255;
let g = input.readUnsignedByte() / 255;
let b = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, r, g, b);
if (frame === frameLast) break;
const time2 = input.readFloat();
const r2 = input.readUnsignedByte() / 255;
const g2 = input.readUnsignedByte() / 255;
const b2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, r2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, g2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, b2, 1);
}
time = time2;
r = r2;
g = g2;
b = b2;
}
timelines.push(timeline);
break;
}
case SLOT_RGBA2: {
const bezierCount = input.readInt(true);
const timeline = new RGBA2Timeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255;
let g = input.readUnsignedByte() / 255;
let b = input.readUnsignedByte() / 255;
let a = input.readUnsignedByte() / 255;
let r2 = input.readUnsignedByte() / 255;
let g2 = input.readUnsignedByte() / 255;
let b2 = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, r, g, b, a, r2, g2, b2);
if (frame === frameLast) break;
const time2 = input.readFloat();
const nr = input.readUnsignedByte() / 255;
const ng = input.readUnsignedByte() / 255;
const nb = input.readUnsignedByte() / 255;
const na = input.readUnsignedByte() / 255;
const nr2 = input.readUnsignedByte() / 255;
const ng2 = input.readUnsignedByte() / 255;
const nb2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, a, na, 1);
setBezier(input, timeline, bezier++, frame, 4, time, time2, r2, nr2, 1);
setBezier(input, timeline, bezier++, frame, 5, time, time2, g2, ng2, 1);
setBezier(input, timeline, bezier++, frame, 6, time, time2, b2, nb2, 1);
}
time = time2;
r = nr;
g = ng;
b = nb;
a = na;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.push(timeline);
break;
}
case SLOT_RGB2: {
const bezierCount = input.readInt(true);
const timeline = new RGB2Timeline(frameCount, bezierCount, slotIndex);
let time = input.readFloat();
let r = input.readUnsignedByte() / 255;
let g = input.readUnsignedByte() / 255;
let b = input.readUnsignedByte() / 255;
let r2 = input.readUnsignedByte() / 255;
let g2 = input.readUnsignedByte() / 255;
let b2 = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, r, g, b, r2, g2, b2);
if (frame === frameLast) break;
const time2 = input.readFloat();
const nr = input.readUnsignedByte() / 255;
const ng = input.readUnsignedByte() / 255;
const nb = input.readUnsignedByte() / 255;
const nr2 = input.readUnsignedByte() / 255;
const ng2 = input.readUnsignedByte() / 255;
const nb2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, r, nr, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, g, ng, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, b, nb, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, r2, nr2, 1);
setBezier(input, timeline, bezier++, frame, 4, time, time2, g2, ng2, 1);
setBezier(input, timeline, bezier++, frame, 5, time, time2, b2, nb2, 1);
}
time = time2;
r = nr;
g = ng;
b = nb;
r2 = nr2;
g2 = ng2;
b2 = nb2;
}
timelines.push(timeline);
break;
}
case SLOT_ALPHA: {
const timeline = new AlphaTimeline(frameCount, input.readInt(true), slotIndex);
let time = input.readFloat(), a = input.readUnsignedByte() / 255;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, a);
if (frame === frameLast) break;
const time2 = input.readFloat();
const a2 = input.readUnsignedByte() / 255;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, a, a2, 1);
}
time = time2;
a = a2;
}
timelines.push(timeline);
}
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const boneIndex = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true);
if (type === BONE_INHERIT) {
const timeline = new InheritTimeline(frameCount, boneIndex);
for (let frame = 0; frame < frameCount; frame++) {
timeline.setFrame(frame, input.readFloat(), input.readByte());
}
timelines.push(timeline);
continue;
}
const bezierCount = input.readInt(true);
switch (type) {
case BONE_ROTATE:
readTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_TRANSLATE:
readTimeline(input, timelines, new TranslateTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_TRANSLATEX:
readTimeline(input, timelines, new TranslateXTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_TRANSLATEY:
readTimeline(input, timelines, new TranslateYTimeline(frameCount, bezierCount, boneIndex), scale);
break;
case BONE_SCALE:
readTimeline(input, timelines, new ScaleTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SCALEX:
readTimeline(input, timelines, new ScaleXTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SCALEY:
readTimeline(input, timelines, new ScaleYTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEAR:
readTimeline(input, timelines, new ShearTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEARX:
readTimeline(input, timelines, new ShearXTimeline(frameCount, bezierCount, boneIndex), 1);
break;
case BONE_SHEARY:
readTimeline(input, timelines, new ShearYTimeline(frameCount, bezierCount, boneIndex), 1);
break;
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
const timeline = new IkConstraintTimeline(frameCount, input.readInt(true), index);
let flags = input.readByte();
let time = input.readFloat(), mix = (flags & 1) !== 0 ? (flags & 2) !== 0 ? input.readFloat() : 1 : 0;
let softness = (flags & 4) !== 0 ? input.readFloat() * scale : 0;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, mix, softness, (flags & 8) !== 0 ? 1 : -1, (flags & 16) !== 0, (flags & 32) !== 0);
if (frame === frameLast) break;
flags = input.readByte();
const time2 = input.readFloat(), mix2 = (flags & 1) !== 0 ? (flags & 2) !== 0 ? input.readFloat() : 1 : 0;
const softness2 = (flags & 4) !== 0 ? input.readFloat() * scale : 0;
if ((flags & 64) !== 0) {
timeline.setStepped(frame);
} else if ((flags & 128) !== 0) {
setBezier(input, timeline, bezier++, frame, 0, time, time2, mix, mix2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, softness, softness2, scale);
}
time = time2;
mix = mix2;
softness = softness2;
}
timelines.push(timeline);
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true), frameCount = input.readInt(true), frameLast = frameCount - 1;
const timeline = new TransformConstraintTimeline(frameCount, input.readInt(true), index);
let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat(), mixScaleX = input.readFloat(), mixScaleY = input.readFloat(), mixShearY = input.readFloat();
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
if (frame === frameLast) break;
const time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat(), mixScaleX2 = input.readFloat(), mixScaleY2 = input.readFloat(), mixShearY2 = input.readFloat();
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
setBezier(input, timeline, bezier++, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
setBezier(input, timeline, bezier++, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
setBezier(input, timeline, bezier++, frame, 5, time, time2, mixShearY, mixShearY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixShearY = mixShearY2;
}
timelines.push(timeline);
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true);
const data = skeletonData.constraints[index];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
switch (type) {
case PATH_POSITION:
readTimeline(
input,
timelines,
new PathConstraintPositionTimeline(frameCount, bezierCount, index),
data.positionMode === 0 /* Fixed */ ? scale : 1
);
break;
case PATH_SPACING:
readTimeline(
input,
timelines,
new PathConstraintSpacingTimeline(frameCount, bezierCount, index),
data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */ ? scale : 1
);
break;
case PATH_MIX: {
const timeline = new PathConstraintMixTimeline(frameCount, bezierCount, index);
let time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
if (frame === frameLast) break;
const time2 = input.readFloat(), mixRotate2 = input.readFloat(), mixX2 = input.readFloat(), mixY2 = input.readFloat();
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, mixRotate, mixRotate2, 1);
setBezier(input, timeline, bezier++, frame, 1, time, time2, mixX, mixX2, 1);
setBezier(input, timeline, bezier++, frame, 2, time, time2, mixY, mixY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
}
timelines.push(timeline);
}
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true) - 1;
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true);
if (type === PHYSICS_RESET) {
const timeline = new PhysicsConstraintResetTimeline(frameCount, index);
for (let frame = 0; frame < frameCount; frame++)
timeline.setFrame(frame, input.readFloat());
timelines.push(timeline);
continue;
}
const bezierCount = input.readInt(true);
switch (type) {
case PHYSICS_INERTIA:
readTimeline(input, timelines, new PhysicsConstraintInertiaTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_STRENGTH:
readTimeline(input, timelines, new PhysicsConstraintStrengthTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_DAMPING:
readTimeline(input, timelines, new PhysicsConstraintDampingTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_MASS:
readTimeline(input, timelines, new PhysicsConstraintMassTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_WIND:
readTimeline(input, timelines, new PhysicsConstraintWindTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_GRAVITY:
readTimeline(input, timelines, new PhysicsConstraintGravityTimeline(frameCount, bezierCount, index), 1);
break;
case PHYSICS_MIX:
readTimeline(input, timelines, new PhysicsConstraintMixTimeline(frameCount, bezierCount, index), 1);
break;
default:
throw new Error("Unknown physics timeline type.");
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const index = input.readInt(true);
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const type = input.readByte(), frameCount = input.readInt(true), bezierCount = input.readInt(true);
switch (type) {
case SLIDER_TIME:
readTimeline(input, timelines, new SliderTimeline(frameCount, bezierCount, index), 1);
break;
case SLIDER_MIX:
readTimeline(input, timelines, new SliderMixTimeline(frameCount, bezierCount, index), 1);
break;
default:
throw new Error(`Uknown slider type: ${type}`);
}
}
}
for (let i = 0, n = input.readInt(true); i < n; i++) {
const skin = skeletonData.skins[input.readInt(true)];
for (let ii = 0, nn = input.readInt(true); ii < nn; ii++) {
const slotIndex = input.readInt(true);
for (let iii = 0, nnn = input.readInt(true); iii < nnn; iii++) {
const attachmentName = input.readStringRef();
if (!attachmentName) throw new Error("attachmentName must not be null.");
const attachment = skin.getAttachment(slotIndex, attachmentName);
const timelineType = input.readByte();
const frameCount = input.readInt(true);
const frameLast = frameCount - 1;
switch (timelineType) {
case ATTACHMENT_DEFORM: {
const vertexAttachment = attachment;
const weighted = vertexAttachment.bones;
const vertices = vertexAttachment.vertices;
const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
const bezierCount = input.readInt(true);
const timeline = new DeformTimeline(frameCount, bezierCount, slotIndex, vertexAttachment);
let time = input.readFloat();
for (let frame = 0, bezier = 0; ; frame++) {
let deform;
let end = input.readInt(true);
if (end === 0)
deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
else {
deform = Utils.newFloatArray(deformLength);
const start = input.readInt(true);
end += start;
if (scale === 1) {
for (let v = start; v < end; v++)
deform[v] = input.readFloat();
} else {
for (let v = start; v < end; v++)
deform[v] = input.readFloat() * scale;
}
if (!weighted) {
for (let v = 0, vn = deform.length; v < vn; v++)
deform[v] += vertices[v];
}
}
timeline.setFrame(frame, time, deform);
if (frame === frameLast) break;
const time2 = input.readFloat();
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, 0, 1, 1);
}
time = time2;
}
timelines.push(timeline);
break;
}
case ATTACHMENT_SEQUENCE: {
const timeline = new SequenceTimeline(frameCount, slotIndex, attachment);
for (let frame = 0; frame < frameCount; frame++) {
const time = input.readFloat();
const modeAndIndex = input.readInt32();
timeline.setFrame(
frame,
time,
SequenceModeValues[modeAndIndex & 15],
modeAndIndex >> 4,
input.readFloat()
);
}
timelines.push(timeline);
break;
}
}
}
}
}
const slotCount = skeletonData.slots.length;
const drawOrderCount = input.readInt(true);
if (drawOrderCount > 0) {
const timeline = new DrawOrderTimeline(drawOrderCount);
for (let i = 0; i < drawOrderCount; i++)
timeline.setFrame(i, input.readFloat(), readDrawOrder(input, slotCount));
timelines.push(timeline);
}
const folderCount = input.readInt(true);
for (let i = 0; i < folderCount; i++) {
const folderSlotCount = input.readInt(true);
const folderSlots = new Array(folderSlotCount);
for (let ii = 0; ii < folderSlotCount; ii++)
folderSlots[ii] = input.readInt(true);
const keyCount = input.readInt(true);
const timeline = new DrawOrderFolderTimeline(keyCount, folderSlots, slotCount);
for (let ii = 0; ii < keyCount; ii++)
timeline.setFrame(ii, input.readFloat(), readDrawOrder(input, folderSlotCount));
timelines.push(timeline);
}
const eventCount = input.readInt(true);
if (eventCount > 0) {
const timeline = new EventTimeline(eventCount);
for (let i = 0; i < eventCount; i++) {
const time = input.readFloat();
const eventData = skeletonData.events[input.readInt(true)];
const event = new Event(time, eventData);
event.intValue = input.readInt(false);
event.floatValue = input.readFloat();
event.stringValue = input.readString();
if (event.stringValue == null) event.stringValue = eventData.setupPose.stringValue;
if (event.data.audioPath) {
event.volume = input.readFloat();
event.balance = input.readFloat();
}
timeline.setFrame(i, event);
}
timelines.push(timeline);
}
let duration = 0;
for (let i = 0, n = timelines.length; i < n; i++)
duration = Math.max(duration, timelines[i].getDuration());
const animation = new Animation(name, timelines, duration);
if (nonessential) Color.rgba8888ToColor(animation.color, input.readInt32());
return animation;
}
};
var BinaryInput = class {
constructor(data, strings = [], index = 0, buffer = new DataView(data instanceof ArrayBuffer ? data : data.buffer)) {
this.strings = strings;
this.index = index;
this.buffer = buffer;
}
readByte() {
return this.buffer.getInt8(this.index++);
}
readUnsignedByte() {
return this.buffer.getUint8(this.index++);
}
readShort() {
const value = this.buffer.getInt16(this.index);
this.index += 2;
return value;
}
readInt32() {
const value = this.buffer.getInt32(this.index);
this.index += 4;
return value;
}
readInt(optimizePositive) {
let b = this.readByte();
let result = b & 127;
if ((b & 128) !== 0) {
b = this.readByte();
result |= (b & 127) << 7;
if ((b & 128) !== 0) {
b = this.readByte();
result |= (b & 127) << 14;
if ((b & 128) !== 0) {
b = this.readByte();
result |= (b & 127) << 21;
if ((b & 128) !== 0) {
b = this.readByte();
result |= (b & 127) << 28;
}
}
}
}
return optimizePositive ? result : result >>> 1 ^ -(result & 1);
}
readStringRef() {
const index = this.readInt(true);
return index === 0 ? null : this.strings[index - 1];
}
readString() {
let byteCount = this.readInt(true);
switch (byteCount) {
case 0:
return null;
case 1:
return "";
}
byteCount--;
let chars = "";
for (let i = 0; i < byteCount; ) {
const b = this.readUnsignedByte();
switch (b >> 4) {
case 12:
case 13:
chars += String.fromCharCode((b & 31) << 6 | this.readByte() & 63);
i += 2;
break;
case 14:
chars += String.fromCharCode((b & 15) << 12 | (this.readByte() & 63) << 6 | this.readByte() & 63);
i += 3;
break;
default:
chars += String.fromCharCode(b);
i++;
}
}
return chars;
}
readFloat() {
const value = this.buffer.getFloat32(this.index);
this.index += 4;
return value;
}
readBoolean() {
return this.readByte() !== 0;
}
};
var LinkedMesh = class {
source;
skinIndex;
slotIndex;
sourceIndex;
mesh;
inheritTimelines;
constructor(mesh, skinIndex, slotIndex, sourceIndex, source, inheritTimelines) {
this.mesh = mesh;
this.skinIndex = skinIndex;
this.slotIndex = slotIndex;
this.sourceIndex = sourceIndex;
this.source = source;
this.inheritTimelines = inheritTimelines;
}
};
var Vertices = class {
constructor(bones = null, vertices, length = 0) {
this.bones = bones;
this.vertices = vertices;
this.length = length;
}
};
function readTimeline(input, timelines, timeline, scale) {
if (timeline instanceof CurveTimeline1)
readTimeline1(input, timelines, timeline, scale);
else
readTimeline2(input, timelines, timeline, scale);
}
function readTimeline1(input, timelines, timeline, scale) {
let time = input.readFloat(), value = input.readFloat() * scale;
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
timeline.setFrame(frame, time, value);
if (frame === frameLast) break;
const time2 = input.readFloat(), value2 = input.readFloat() * scale;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, value, value2, scale);
}
time = time2;
value = value2;
}
timelines.push(timeline);
}
function readTimeline2(input, timelines, timeline, scale) {
let time = input.readFloat(), value1 = input.readFloat() * scale, value2 = input.readFloat() * scale;
for (let frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1; ; frame++) {
timeline.setFrame(frame, time, value1, value2);
if (frame === frameLast) break;
const time2 = input.readFloat(), nvalue1 = input.readFloat() * scale, nvalue2 = input.readFloat() * scale;
switch (input.readByte()) {
case CURVE_STEPPED:
timeline.setStepped(frame);
break;
case CURVE_BEZIER:
setBezier(input, timeline, bezier++, frame, 0, time, time2, value1, nvalue1, scale);
setBezier(input, timeline, bezier++, frame, 1, time, time2, value2, nvalue2, scale);
}
time = time2;
value1 = nvalue1;
value2 = nvalue2;
}
timelines.push(timeline);
}
function readDrawOrder(input, slotCount) {
const changeCount = input.readInt(true);
if (changeCount === 0) return null;
const drawOrder = new Array(slotCount).fill(-1);
const unchanged = new Array(slotCount - changeCount);
let originalIndex = 0, unchangedIndex = 0;
for (let i = 0; i < changeCount; i++) {
const slotIndex = input.readInt(true);
while (originalIndex !== slotIndex)
unchanged[unchangedIndex++] = originalIndex++;
drawOrder[originalIndex + input.readInt(true)] = originalIndex++;
}
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
for (let i = slotCount - 1; i >= 0; i--)
if (drawOrder[i] === -1) drawOrder[i] = unchanged[--unchangedIndex];
return drawOrder;
}
function setBezier(input, timeline, bezier, frame, value, time1, time2, value1, value2, scale) {
timeline.setBezier(bezier, frame, value, time1, value1, input.readFloat(), input.readFloat() * scale, input.readFloat(), input.readFloat() * scale, time2, value2);
}
var BONE_ROTATE = 0;
var BONE_TRANSLATE = 1;
var BONE_TRANSLATEX = 2;
var BONE_TRANSLATEY = 3;
var BONE_SCALE = 4;
var BONE_SCALEX = 5;
var BONE_SCALEY = 6;
var BONE_SHEAR = 7;
var BONE_SHEARX = 8;
var BONE_SHEARY = 9;
var BONE_INHERIT = 10;
var SLOT_ATTACHMENT = 0;
var SLOT_RGBA = 1;
var SLOT_RGB = 2;
var SLOT_RGBA2 = 3;
var SLOT_RGB2 = 4;
var SLOT_ALPHA = 5;
var CONSTRAINT_IK = 0;
var CONSTRAINT_PATH = 1;
var CONSTRAINT_TRANSFORM = 2;
var CONSTRAINT_PHYSICS = 3;
var CONSTRAINT_SLIDER = 4;
var ATTACHMENT_DEFORM = 0;
var ATTACHMENT_SEQUENCE = 1;
var PATH_POSITION = 0;
var PATH_SPACING = 1;
var PATH_MIX = 2;
var PHYSICS_INERTIA = 0;
var PHYSICS_STRENGTH = 1;
var PHYSICS_DAMPING = 2;
var PHYSICS_MASS = 4;
var PHYSICS_WIND = 5;
var PHYSICS_GRAVITY = 6;
var PHYSICS_MIX = 7;
var PHYSICS_RESET = 8;
var SLIDER_TIME = 0;
var SLIDER_MIX = 1;
var CURVE_STEPPED = 1;
var CURVE_BEZIER = 2;
// spine-core/src/SkeletonBounds.ts
var SkeletonBounds = class {
/** The left edge of the axis aligned bounding box. */
minX = 0;
/** The bottom edge of the axis aligned bounding box. */
minY = 0;
/** The right edge of the axis aligned bounding box. */
maxX = 0;
/** The top edge of the axis aligned bounding box. */
maxY = 0;
/** The visible bounding boxes. */
boundingBoxes = [];
/** The world vertices for the bounding box polygons. */
polygons = [];
polygonPool = new Pool(() => {
return Utils.newFloatArray(16);
});
/** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
* box's polygon.
* @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
* SkeletonBounds AABB methods will always return true. */
update(skeleton, updateAabb) {
if (!skeleton) throw new Error("skeleton cannot be null.");
const boundingBoxes = this.boundingBoxes;
const polygons = this.polygons;
const polygonPool = this.polygonPool;
const slots = skeleton.slots;
const slotCount = slots.length;
boundingBoxes.length = 0;
polygonPool.freeAll(polygons);
polygons.length = 0;
for (let i = 0; i < slotCount; i++) {
const slot = slots[i];
if (!slot.bone.active) continue;
const attachment = slot.appliedPose.attachment;
if (attachment instanceof BoundingBoxAttachment) {
boundingBoxes.push(attachment);
let polygon = polygonPool.obtain();
if (polygon.length !== attachment.worldVerticesLength) {
polygon = Utils.newFloatArray(attachment.worldVerticesLength);
}
polygons.push(polygon);
attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, polygon, 0, 2);
}
}
if (updateAabb) {
this.aabbCompute();
} else {
this.minX = Number.POSITIVE_INFINITY;
this.minY = Number.POSITIVE_INFINITY;
this.maxX = Number.NEGATIVE_INFINITY;
this.maxY = Number.NEGATIVE_INFINITY;
}
}
aabbCompute() {
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
const polygons = this.polygons;
for (let i = 0, n = polygons.length; i < n; i++) {
const polygon = polygons[i];
const vertices = polygon;
for (let ii = 0, nn = polygon.length; ii < nn; ii += 2) {
const x = vertices[ii];
const y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
}
/** Returns true if the axis aligned bounding box contains the point. */
aabbContainsPoint(x, y) {
return x >= this.minX && x <= this.maxX && y >= this.minY && y <= this.maxY;
}
/** Returns true if the axis aligned bounding box intersects the line segment. */
aabbIntersectsSegment(x1, y1, x2, y2) {
const minX = this.minX;
const minY = this.minY;
const maxX = this.maxX;
const maxY = this.maxY;
if (x1 <= minX && x2 <= minX || y1 <= minY && y2 <= minY || x1 >= maxX && x2 >= maxX || y1 >= maxY && y2 >= maxY)
return false;
const m = (y2 - y1) / (x2 - x1);
let y = m * (minX - x1) + y1;
if (y > minY && y < maxY) return true;
y = m * (maxX - x1) + y1;
if (y > minY && y < maxY) return true;
let x = (minY - y1) / m + x1;
if (x > minX && x < maxX) return true;
x = (maxY - y1) / m + x1;
if (x > minX && x < maxX) return true;
return false;
}
/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
aabbIntersectsSkeleton(bounds) {
return this.minX < bounds.maxX && this.maxX > bounds.minX && this.minY < bounds.maxY && this.maxY > bounds.minY;
}
/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
* efficient to only call this method if {@link aabbContainsPoint} returns true. */
containsPoint(x, y) {
const polygons = this.polygons;
for (let i = 0, n = polygons.length; i < n; i++)
if (this.containsPointPolygon(polygons[i], x, y)) return this.boundingBoxes[i];
return null;
}
/** Returns true if the polygon contains the point. */
containsPointPolygon(polygon, x, y) {
const vertices = polygon;
const nn = polygon.length;
let prevIndex = nn - 2;
let inside = false;
for (let ii = 0; ii < nn; ii += 2) {
const vertexY = vertices[ii + 1];
const prevY = vertices[prevIndex + 1];
if (vertexY < y && prevY >= y || prevY < y && vertexY >= y) {
const vertexX = vertices[ii];
if (vertexX + (y - vertexY) / (prevY - vertexY) * (vertices[prevIndex] - vertexX) < x) inside = !inside;
}
prevIndex = ii;
}
return inside;
}
/** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
* is usually more efficient to only call this method if {@link aabbIntersectsSegment} returns
* true. */
intersectsSegment(x1, y1, x2, y2) {
const polygons = this.polygons;
for (let i = 0, n = polygons.length; i < n; i++)
if (this.intersectsSegmentPolygon(polygons[i], x1, y1, x2, y2)) return this.boundingBoxes[i];
return null;
}
/** Returns true if the polygon contains any part of the line segment. */
intersectsSegmentPolygon(polygon, x1, y1, x2, y2) {
const vertices = polygon;
const nn = polygon.length;
const width12 = x1 - x2, height12 = y1 - y2;
const det1 = x1 * y2 - y1 * x2;
let x3 = vertices[nn - 2], y3 = vertices[nn - 1];
for (let ii = 0; ii < nn; ii += 2) {
const x4 = vertices[ii], y4 = vertices[ii + 1];
const det2 = x3 * y4 - y3 * x4;
const width34 = x3 - x4, height34 = y3 - y4;
const det3 = width12 * height34 - height12 * width34;
const x = (det1 * width34 - width12 * det2) / det3;
if ((x >= x3 && x <= x4 || x >= x4 && x <= x3) && (x >= x1 && x <= x2 || x >= x2 && x <= x1)) {
const y = (det1 * height34 - height12 * det2) / det3;
if ((y >= y3 && y <= y4 || y >= y4 && y <= y3) && (y >= y1 && y <= y2 || y >= y2 && y <= y1)) return true;
}
x3 = x4;
y3 = y4;
}
return false;
}
/** Returns the polygon for the specified bounding box, or null. */
getPolygon(boundingBox) {
if (!boundingBox) throw new Error("boundingBox cannot be null.");
const index = this.boundingBoxes.indexOf(boundingBox);
return index === -1 ? null : this.polygons[index];
}
/** The width of the axis aligned bounding box. */
getWidth() {
return this.maxX - this.minX;
}
/** The height of the axis aligned bounding box. */
getHeight() {
return this.maxY - this.minY;
}
};
// spine-core/src/Triangulator.ts
var Triangulator = class _Triangulator {
convexPolygons = [];
convexPolygonsIndices = [];
indicesArray = [];
isConcaveArray = [];
triangles = [];
polygonPool = new Pool(() => {
return [];
});
polygonIndicesPool = new Pool(() => {
return [];
});
triangulate(verticesArray) {
const vertices = verticesArray;
let vertexCount = verticesArray.length >> 1;
const indices = this.indicesArray;
indices.length = 0;
for (let i = 0; i < vertexCount; i++)
indices[i] = i;
const isConcave = this.isConcaveArray;
isConcave.length = 0;
for (let i = 0; i < vertexCount; i++)
isConcave[i] = _Triangulator.isConcave(i, vertexCount, vertices, indices);
const triangles = this.triangles;
triangles.length = 0;
while (vertexCount > 3) {
let previous = vertexCount - 1, i = 0, next = 1;
while (true) {
outer:
if (!isConcave[i]) {
const p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
const p1x = vertices[p1], p1y = vertices[p1 + 1];
const p2x = vertices[p2], p2y = vertices[p2 + 1];
const p3x = vertices[p3], p3y = vertices[p3 + 1];
for (let ii = next + 1 < vertexCount ? next + 1 : 0; ii !== previous; ) {
if (isConcave[ii]) {
const v = indices[ii] << 1;
const vx = vertices[v], vy = vertices[v + 1];
if (_Triangulator.positiveArea(p3x, p3y, p1x, p1y, vx, vy) && _Triangulator.positiveArea(p1x, p1y, p2x, p2y, vx, vy) && _Triangulator.positiveArea(p2x, p2y, p3x, p3y, vx, vy)) break outer;
}
if (++ii === vertexCount) ii = 0;
}
break;
}
if (next === 0) {
do {
if (!isConcave[i]) break;
i--;
} while (i > 0);
previous = i > 0 ? i - 1 : vertexCount - 1;
next = i + 1 < vertexCount ? i + 1 : 0;
break;
}
previous = i;
i = next;
if (++next === vertexCount) next = 0;
}
triangles.push(indices[previous], indices[i], indices[next]);
indices.splice(i, 1);
isConcave.splice(i, 1);
vertexCount--;
const previousIndex = i > 0 ? i - 1 : vertexCount - 1;
const nextIndex = i < vertexCount ? i : 0;
isConcave[previousIndex] = _Triangulator.isConcave(previousIndex, vertexCount, vertices, indices);
isConcave[nextIndex] = _Triangulator.isConcave(nextIndex, vertexCount, vertices, indices);
}
if (vertexCount === 3) triangles.push(indices[2], indices[0], indices[1]);
return triangles;
}
decompose(verticesArray, triangles) {
const vertices = verticesArray;
const convexPolygons = this.convexPolygons;
this.polygonPool.freeAll(convexPolygons);
convexPolygons.length = 0;
const convexPolygonsIndices = this.convexPolygonsIndices;
this.polygonIndicesPool.freeAll(convexPolygonsIndices);
convexPolygonsIndices.length = 0;
let polygonIndices = this.polygonIndicesPool.obtain();
polygonIndices.length = 0;
let polygon = this.polygonPool.obtain();
polygon.length = 0;
let fanBaseIndex = -1, lastWinding = 0;
for (let i = 0, n = triangles.length; i < n; i += 3) {
const t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
const x1 = vertices[t1], y1 = vertices[t1 + 1];
const x2 = vertices[t2], y2 = vertices[t2 + 1];
const x3 = vertices[t3], y3 = vertices[t3 + 1];
if (fanBaseIndex === t1) {
const o = polygon.length - 4;
if (_Triangulator.winding(polygon[o], polygon[o + 1], polygon[o + 2], polygon[o + 3], x3, y3) === lastWinding && _Triangulator.winding(x3, y3, polygon[0], polygon[1], polygon[2], polygon[3]) === lastWinding) {
polygon.push(x3, y3);
polygonIndices.push(t3);
continue;
}
}
if (polygon.length > 0) {
convexPolygons.push(polygon);
convexPolygonsIndices.push(polygonIndices);
polygon = this.polygonPool.obtain();
polygonIndices = this.polygonIndicesPool.obtain();
}
polygon.length = 0;
polygon.push(x1, y1, x2, y2);
polygon.push(x3, y3);
polygonIndices.length = 0;
polygonIndices.push(t1, t2, t3);
lastWinding = _Triangulator.winding(x1, y1, x2, y2, x3, y3);
fanBaseIndex = t1;
}
if (polygon.length > 0) {
convexPolygons.push(polygon);
convexPolygonsIndices.push(polygonIndices);
}
for (let i = 0, n = convexPolygons.length; i < n; i++) {
polygonIndices = convexPolygonsIndices[i];
if (polygonIndices.length === 0) continue;
const firstIndex = polygonIndices[0];
let lastIndex = polygonIndices[polygonIndices.length - 1];
polygon = convexPolygons[i];
const o = polygon.length - 4;
let prevPrevX = polygon[o], prevPrevY = polygon[o + 1];
let prevX = polygon[o + 2], prevY = polygon[o + 3];
const firstX = polygon[0], firstY = polygon[1];
const secondX = polygon[2], secondY = polygon[3];
const winding = _Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
for (let ii = 0; ii < n; ii++) {
if (ii === i) continue;
const otherIndices = convexPolygonsIndices[ii];
if (otherIndices.length !== 3) continue;
const otherFirstIndex = otherIndices[0];
const otherSecondIndex = otherIndices[1];
const otherLastIndex = otherIndices[2];
const otherPoly = convexPolygons[ii];
const x3 = otherPoly[otherPoly.length - 2], y3 = otherPoly[otherPoly.length - 1];
if (otherFirstIndex !== firstIndex || otherSecondIndex !== lastIndex) continue;
if (_Triangulator.winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3) === winding && _Triangulator.winding(x3, y3, firstX, firstY, secondX, secondY) === winding) {
otherPoly.length = 0;
otherIndices.length = 0;
polygon.push(x3, y3);
polygonIndices.push(otherLastIndex);
lastIndex = otherLastIndex;
prevPrevX = prevX;
prevPrevY = prevY;
prevX = x3;
prevY = y3;
ii = -1;
}
}
}
for (let i = convexPolygons.length - 1; i >= 0; i--) {
polygon = convexPolygons[i];
if (polygon.length === 0) {
convexPolygons.splice(i, 1);
this.polygonPool.free(polygon);
polygonIndices = convexPolygonsIndices[i];
convexPolygonsIndices.splice(i, 1);
this.polygonIndicesPool.free(polygonIndices);
} else
polygon.push(polygon[0], polygon[1]);
}
return convexPolygons;
}
static isConcave(index, vertexCount, vertices, indices) {
const previous = indices[index > 0 ? index - 1 : vertexCount - 1] << 1;
const current = indices[index] << 1;
const next = indices[index + 1 < vertexCount ? index + 1 : 0] << 1;
return !_Triangulator.positiveArea(
vertices[previous],
vertices[previous + 1],
vertices[current],
vertices[current + 1],
vertices[next],
vertices[next + 1]
);
}
static positiveArea(p1x, p1y, p2x, p2y, p3x, p3y) {
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
}
static winding(p1x, p1y, p2x, p2y, p3x, p3y) {
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0 ? 1 : -1;
}
};
// spine-core/src/SkeletonClipping.ts
var SkeletonClipping = class {
triangulator = null;
clippingPolygon = [];
clippingPolygons = [];
clipOutput = [];
clippedVertices = [];
/** An empty array unless {@link clipTrianglesUnpacked} was used. **/
clippedUVs = [];
clippedTriangles = [];
inverseVertices = [];
_clippedVerticesTyped = new Float32Array(1024);
_clippedUVsTyped = new Float32Array(1024);
_clippedTrianglesTyped = new Uint16Array(1024);
clippedVerticesTyped = new Float32Array(0);
clippedUVsTyped = new Float32Array(0);
clippedTrianglesTyped = new Uint16Array(0);
clippedVerticesLength = 0;
clippedUVsLength = 0;
clippedTrianglesLength = 0;
scratch = [];
inverse = false;
clipAttachment = null;
clipStart(skeleton, slot, clip) {
if (this.clipAttachment) return;
const n = clip.worldVerticesLength;
this.clipAttachment = clip;
this.inverse = clip.inverse;
const vertices = Utils.setArraySize(this.clippingPolygon, n);
clip.computeWorldVertices(skeleton, slot, 0, n, vertices, 0, 2);
const clippingPolygon = this.clippingPolygon;
const convex = this.makeClockwise(clippingPolygon);
if (convex || this.inverse || clip.convex) {
if (!convex) this.makeConvex(clippingPolygon);
this.clippingPolygon.push(clippingPolygon[0], clippingPolygon[1]);
this.clippingPolygons.push(clippingPolygon);
} else {
if (this.triangulator === null) this.triangulator = new Triangulator();
this.clippingPolygons.push(...this.triangulator.decompose(clippingPolygon, this.triangulator.triangulate(clippingPolygon)));
}
}
clipEnd(slot) {
if (!this.clipAttachment) return;
if (slot && this.clipAttachment.endSlot !== slot.data) return;
this.clipAttachment = null;
this.clippingPolygons.length = 0;
}
isClipping() {
return this.clipAttachment != null;
}
clipTriangles(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) {
return uvs && light && dark && typeof twoColor === "boolean" && typeof stride === "number" ? this.clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) : this.clipTrianglesNoRender(vertices, triangles, trianglesLength);
}
clipTrianglesNoRender(vertices, triangles, trianglesLength) {
const clippedVertices = this.clippedVertices;
clippedVertices.length = 0;
const clippedTriangles = this.clippedTriangles;
clippedTriangles.length = 0;
let index = 0;
if (this.inverse) {
const polygon = this.clippingPolygons[0];
for (let i = 0; i < trianglesLength; i += 3) {
let t = triangles[i] << 1;
const x1 = vertices[t], y1 = vertices[t + 1];
t = triangles[i + 1] << 1;
const x2 = vertices[t], y2 = vertices[t + 1];
t = triangles[i + 2] << 1;
const x3 = vertices[t], y3 = vertices[t + 1];
this.clipInverse(x1, y1, x2, y2, x3, y3, polygon);
const iv = this.inverseVertices;
for (let offset = 0, nn = this.inverseVertices.length; offset < nn; ) {
const polygonSize = iv[offset++];
let vertexCount = polygonSize >> 1, s = clippedVertices.length;
const cv = Utils.setArraySize(clippedVertices, s + polygonSize);
Utils.arrayCopy(iv, offset, cv, s, polygonSize);
s = clippedTriangles.length;
const ct = Utils.setArraySize(clippedTriangles, s + 3 * (vertexCount - 2));
for (let ii = 1; ii < vertexCount - 1; ii++, s += 3) {
ct[s] = index;
ct[s + 1] = index + ii;
ct[s + 2] = index + ii + 1;
}
index += vertexCount;
offset += polygonSize;
}
}
return true;
}
const clipOutput = this.clipOutput;
const polygons = this.clippingPolygons;
const polygonsCount = polygons.length;
let clipOutputItems = null;
for (let i = 0; i < trianglesLength; i += 3) {
let t = triangles[i] << 1;
const x1 = vertices[t], y1 = vertices[t + 1];
t = triangles[i + 1] << 1;
const x2 = vertices[t], y2 = vertices[t + 1];
t = triangles[i + 2] << 1;
const x3 = vertices[t], y3 = vertices[t + 1];
for (let p = 0; p < polygonsCount; p++) {
let s = clippedVertices.length;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p])) {
clipOutputItems = this.clipOutput;
const clipOutputLength = clipOutput.length;
if (clipOutputLength === 0) continue;
let clipOutputCount = clipOutputLength >> 1;
const cv = Utils.setArraySize(clippedVertices, s + clipOutputLength);
Utils.arrayCopy(clipOutputItems, 0, cv, s, clipOutputLength);
s = clippedTriangles.length;
const ct = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
clipOutputCount--;
for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
ct[s] = index;
ct[s + 1] = index + ii;
ct[s + 2] = index + ii + 1;
}
index += clipOutputCount;
} else {
const cv = Utils.setArraySize(clippedVertices, s + 3 * 2);
cv[s] = x1;
cv[s + 1] = y1;
cv[s + 2] = x2;
cv[s + 3] = y2;
cv[s + 4] = x3;
cv[s + 5] = y3;
s = clippedTriangles.length;
const ct = Utils.setArraySize(clippedTriangles, s + 3);
ct[s] = index;
ct[s + 1] = index + 1;
ct[s + 2] = index + 2;
index += 3;
break;
}
}
}
return clipOutputItems != null;
}
clipTrianglesRender(vertices, triangles, trianglesLength, uvs, light, dark, twoColor, stride) {
const clippedVertices = this.clippedVertices;
clippedVertices.length = 0;
const clippedTriangles = this.clippedTriangles;
clippedTriangles.length = 0;
let index = 0;
if (this.inverse) {
const polygon = this.clippingPolygons[0];
for (let i = 0; i < trianglesLength; i += 3) {
let t0 = triangles[i], t1 = triangles[i + 1], t2 = triangles[i + 2];
const x1 = vertices[t0 * stride], y1 = vertices[t0 * stride + 1];
const x2 = vertices[t1 * stride], y2 = vertices[t1 * stride + 1];
const x3 = vertices[t2 * stride], y3 = vertices[t2 * stride + 1];
this.clipInverse(x1, y1, x2, y2, x3, y3, polygon);
const nn = this.inverseVertices.length;
if (nn === 0) continue;
const u1 = uvs[t0 <<= 1], v1 = uvs[t0 + 1];
const u2 = uvs[t1 <<= 1], v2 = uvs[t1 + 1];
const u3 = uvs[t2 <<= 1], v3 = uvs[t2 + 1];
const d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1, d = 1 / (d0 * d2 + d1 * (y1 - y3));
const iv = this.inverseVertices;
for (let offset = 0; offset < nn; ) {
const polygonSize = iv[offset++];
const vertexCount = polygonSize >> 1;
let s = clippedVertices.length;
const cv = Utils.setArraySize(clippedVertices, s + vertexCount * stride);
for (let ii = 0; ii < polygonSize; ii += 2, s += stride) {
const x = iv[offset + ii], y = iv[offset + ii + 1];
cv[s] = x;
cv[s + 1] = y;
cv[s + 2] = light.r;
cv[s + 3] = light.g;
cv[s + 4] = light.b;
cv[s + 5] = light.a;
const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
cv[s + 6] = u1 * a + u2 * b + u3 * c;
cv[s + 7] = v1 * a + v2 * b + v3 * c;
if (twoColor) {
cv[s + 8] = dark.r;
cv[s + 9] = dark.g;
cv[s + 10] = dark.b;
cv[s + 11] = dark.a;
}
}
s = clippedTriangles.length;
const ct = Utils.setArraySize(clippedTriangles, s + 3 * (vertexCount - 2));
for (let ii = 1; ii < vertexCount - 1; ii++, s += 3) {
ct[s] = index;
ct[s + 1] = index + ii;
ct[s + 2] = index + ii + 1;
}
index += vertexCount;
offset += polygonSize;
}
}
return true;
}
const clipOutput = this.clipOutput;
const polygons = this.clippingPolygons;
const polygonsCount = this.clippingPolygons.length;
let clipOutputItems = null;
for (let i = 0; i < trianglesLength; i += 3) {
let t = triangles[i];
const x1 = vertices[t * stride], y1 = vertices[t * stride + 1];
const u1 = uvs[t << 1], v1 = uvs[(t << 1) + 1];
t = triangles[i + 1];
const x2 = vertices[t * stride], y2 = vertices[t * stride + 1];
const u2 = uvs[t << 1], v2 = uvs[(t << 1) + 1];
t = triangles[i + 2];
const x3 = vertices[t * stride], y3 = vertices[t * stride + 1];
const u3 = uvs[t << 1], v3 = uvs[(t << 1) + 1];
let d0 = 0, d1 = 0, d2 = 0, d4 = 0, d = 0;
for (let p = 0; p < polygonsCount; p++) {
let s = clippedVertices.length;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p])) {
clipOutputItems = this.clipOutput;
const clipOutputLength = clipOutput.length;
if (clipOutputLength === 0) continue;
let clipOutputCount = clipOutputLength >> 1;
if (d === 0) {
d0 = y2 - y3;
d1 = x3 - x2;
d2 = x1 - x3;
d4 = y3 - y1;
d = 1 / (d0 * d2 - d1 * d4);
}
const cv = Utils.setArraySize(clippedVertices, s + clipOutputCount * stride);
for (let ii = 0; ii < clipOutputLength; ii += 2, s += stride) {
const x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
cv[s] = x;
cv[s + 1] = y;
cv[s + 2] = light.r;
cv[s + 3] = light.g;
cv[s + 4] = light.b;
cv[s + 5] = light.a;
const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
cv[s + 6] = u1 * a + u2 * b + u3 * c;
cv[s + 7] = v1 * a + v2 * b + v3 * c;
if (twoColor) {
cv[s + 8] = dark.r;
cv[s + 9] = dark.g;
cv[s + 10] = dark.b;
cv[s + 11] = dark.a;
}
}
s = clippedTriangles.length;
const ct = Utils.setArraySize(clippedTriangles, s + 3 * (clipOutputCount - 2));
clipOutputCount--;
for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
ct[s] = index;
ct[s + 1] = index + ii;
ct[s + 2] = index + ii + 1;
}
index += clipOutputCount + 1;
} else {
const cv = Utils.setArraySize(clippedVertices, s + 3 * stride);
cv[s] = x1;
cv[s + 1] = y1;
cv[s + 2] = light.r;
cv[s + 3] = light.g;
cv[s + 4] = light.b;
cv[s + 5] = light.a;
if (!twoColor) {
cv[s + 6] = u1;
cv[s + 7] = v1;
cv[s + 8] = x2;
cv[s + 9] = y2;
cv[s + 10] = light.r;
cv[s + 11] = light.g;
cv[s + 12] = light.b;
cv[s + 13] = light.a;
cv[s + 14] = u2;
cv[s + 15] = v2;
cv[s + 16] = x3;
cv[s + 17] = y3;
cv[s + 18] = light.r;
cv[s + 19] = light.g;
cv[s + 20] = light.b;
cv[s + 21] = light.a;
cv[s + 22] = u3;
cv[s + 23] = v3;
} else {
cv[s + 6] = u1;
cv[s + 7] = v1;
cv[s + 8] = dark.r;
cv[s + 9] = dark.g;
cv[s + 10] = dark.b;
cv[s + 11] = dark.a;
cv[s + 12] = x2;
cv[s + 13] = y2;
cv[s + 14] = light.r;
cv[s + 15] = light.g;
cv[s + 16] = light.b;
cv[s + 17] = light.a;
cv[s + 18] = u2;
cv[s + 19] = v2;
cv[s + 20] = dark.r;
cv[s + 21] = dark.g;
cv[s + 22] = dark.b;
cv[s + 23] = dark.a;
cv[s + 24] = x3;
cv[s + 25] = y3;
cv[s + 26] = light.r;
cv[s + 27] = light.g;
cv[s + 28] = light.b;
cv[s + 29] = light.a;
cv[s + 30] = u3;
cv[s + 31] = v3;
cv[s + 32] = dark.r;
cv[s + 33] = dark.g;
cv[s + 34] = dark.b;
cv[s + 35] = dark.a;
}
s = clippedTriangles.length;
const ct = Utils.setArraySize(clippedTriangles, s + 3);
ct[s] = index;
ct[s + 1] = index + 1;
ct[s + 2] = index + 2;
index += 3;
break;
}
}
}
return clipOutputItems != null;
}
clipTrianglesUnpacked(vertices, vertexStart, triangles, trianglesLength, uvs, stride = 2) {
let clippedVertices = this._clippedVerticesTyped;
let clippedUVs = this._clippedUVsTyped;
let clippedTriangles = this._clippedTrianglesTyped;
let index = 0;
this.clippedVerticesLength = 0;
this.clippedUVsLength = 0;
this.clippedTrianglesLength = 0;
if (this.inverse) {
const polygon = this.clippingPolygons[0];
for (let i = 0; i < trianglesLength; i += 3) {
let v = triangles[i] * stride;
const x1 = vertices[vertexStart + v], y1 = vertices[vertexStart + v + 1];
let uv = triangles[i] << 1;
const u1 = uvs[uv], v1 = uvs[uv + 1];
v = triangles[i + 1] * stride;
const x2 = vertices[vertexStart + v], y2 = vertices[vertexStart + v + 1];
uv = triangles[i + 1] << 1;
const u2 = uvs[uv], v2 = uvs[uv + 1];
v = triangles[i + 2] * stride;
const x3 = vertices[vertexStart + v], y3 = vertices[vertexStart + v + 1];
uv = triangles[i + 2] << 1;
const u3 = uvs[uv], v3 = uvs[uv + 1];
this.clipInverse(x1, y1, x2, y2, x3, y3, polygon);
const nn = this.inverseVertices.length;
if (nn === 0) continue;
const d0 = y2 - y3, d1 = x3 - x2, d2 = x1 - x3, d4 = y3 - y1, d = 1 / (d0 * d2 + d1 * (y1 - y3));
const iv = this.inverseVertices;
for (let offset = 0; offset < nn; ) {
const polygonSize = iv[offset++];
const vertexCount = polygonSize >> 1;
let s = this.clippedVerticesLength;
const newLength = s + vertexCount * stride;
const newUVLength = this.clippedUVsLength + vertexCount * 2;
if (clippedVertices.length < newLength) {
this._clippedVerticesTyped = new Float32Array(newLength * 2);
this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
clippedVertices = this._clippedVerticesTyped;
}
if (clippedUVs.length < newUVLength) {
this._clippedUVsTyped = new Float32Array(newUVLength * 2);
this._clippedUVsTyped.set(clippedUVs.subarray(0, this.clippedUVsLength));
clippedUVs = this._clippedUVsTyped;
}
this.clippedVerticesLength = newLength;
this.clippedUVsLength = newUVLength;
const cv = this._clippedVerticesTyped;
const cu = this._clippedUVsTyped;
let uvIndex = newUVLength - vertexCount * 2;
for (let ii = 0; ii < polygonSize; ii += 2, s += stride, uvIndex += 2) {
const x = iv[offset + ii], y = iv[offset + ii + 1];
cv[s] = x;
cv[s + 1] = y;
const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
cu[uvIndex] = u1 * a + u2 * b + u3 * c;
cu[uvIndex + 1] = v1 * a + v2 * b + v3 * c;
}
s = this.clippedTrianglesLength;
const newLengthTriangles = s + 3 * (vertexCount - 2);
if (clippedTriangles.length < newLengthTriangles) {
this._clippedTrianglesTyped = new Uint16Array(newLengthTriangles * 2);
this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
clippedTriangles = this._clippedTrianglesTyped;
}
this.clippedTrianglesLength = newLengthTriangles;
const ct = clippedTriangles;
for (let ii = 1; ii < vertexCount - 1; ii++, s += 3) {
ct[s] = index;
ct[s + 1] = index + ii;
ct[s + 2] = index + ii + 1;
}
index += vertexCount;
offset += polygonSize;
}
}
this.clippedVerticesTyped = this._clippedVerticesTyped.subarray(0, this.clippedVerticesLength);
this.clippedUVsTyped = this._clippedUVsTyped.subarray(0, this.clippedUVsLength);
this.clippedTrianglesTyped = this._clippedTrianglesTyped.subarray(0, this.clippedTrianglesLength);
return true;
}
const clipOutput = this.clipOutput;
const polygons = this.clippingPolygons;
const polygonsCount = this.clippingPolygons.length;
let clipOutputItems = null;
for (let i = 0; i < trianglesLength; i += 3) {
let t = triangles[i];
let v = t * stride;
const x1 = vertices[vertexStart + v], y1 = vertices[vertexStart + v + 1];
let uv = t << 1;
const u1 = uvs[uv], v1 = uvs[uv + 1];
t = triangles[i + 1];
v = t * stride;
const x2 = vertices[vertexStart + v], y2 = vertices[vertexStart + v + 1];
uv = t << 1;
const u2 = uvs[uv], v2 = uvs[uv + 1];
t = triangles[i + 2];
v = t * stride;
const x3 = vertices[vertexStart + v], y3 = vertices[vertexStart + v + 1];
uv = t << 1;
const u3 = uvs[uv], v3 = uvs[uv + 1];
let d0 = 0, d1 = 0, d2 = 0, d4 = 0, d = 0;
for (let p = 0; p < polygonsCount; p++) {
let s = this.clippedVerticesLength;
if (this.clip(x1, y1, x2, y2, x3, y3, polygons[p])) {
clipOutputItems = clipOutput;
const clipOutputLength = clipOutput.length;
if (clipOutputLength === 0) continue;
let clipOutputCount = clipOutputLength >> 1;
if (d === 0) {
d0 = y2 - y3;
d1 = x3 - x2;
d2 = x1 - x3;
d4 = y3 - y1;
d = 1 / (d0 * d2 - d1 * d4);
}
const newLength = s + clipOutputCount * stride;
if (clippedVertices.length < newLength) {
this._clippedVerticesTyped = new Float32Array(newLength * 2);
this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
this._clippedUVsTyped = new Float32Array((this.clippedUVsLength + clipOutputCount * 2) * 2);
this._clippedUVsTyped.set(clippedUVs.subarray(0, this.clippedUVsLength));
clippedVertices = this._clippedVerticesTyped;
clippedUVs = this._clippedUVsTyped;
}
const cv = clippedVertices;
const cu = clippedUVs;
this.clippedVerticesLength = newLength;
let uvIndex = this.clippedUVsLength;
this.clippedUVsLength = uvIndex + clipOutputCount * 2;
for (let ii = 0; ii < clipOutputLength; ii += 2, s += stride, uvIndex += 2) {
const x = clipOutputItems[ii], y = clipOutputItems[ii + 1];
cv[s] = x;
cv[s + 1] = y;
const c0 = x - x3, c1 = y - y3, a = (d0 * c0 + d1 * c1) * d, b = (d4 * c0 + d2 * c1) * d, c = 1 - a - b;
cu[uvIndex] = u1 * a + u2 * b + u3 * c;
cu[uvIndex + 1] = v1 * a + v2 * b + v3 * c;
}
s = this.clippedTrianglesLength;
const newLengthTriangles = s + 3 * (clipOutputCount - 2);
if (clippedTriangles.length < newLengthTriangles) {
this._clippedTrianglesTyped = new Uint16Array(newLengthTriangles * 2);
this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
clippedTriangles = this._clippedTrianglesTyped;
}
this.clippedTrianglesLength = newLengthTriangles;
const ct = clippedTriangles;
clipOutputCount--;
for (let ii = 1; ii < clipOutputCount; ii++, s += 3) {
ct[s] = index;
ct[s + 1] = index + ii;
ct[s + 2] = index + ii + 1;
}
index += clipOutputCount + 1;
} else {
let newLength = s + 3 * stride;
if (clippedVertices.length < newLength) {
this._clippedVerticesTyped = new Float32Array(newLength * 2);
this._clippedVerticesTyped.set(clippedVertices.subarray(0, s));
clippedVertices = this._clippedVerticesTyped;
}
clippedVertices[s] = x1;
clippedVertices[s + 1] = y1;
clippedVertices[s + stride] = x2;
clippedVertices[s + stride + 1] = y2;
clippedVertices[s + stride * 2] = x3;
clippedVertices[s + stride * 2 + 1] = y3;
const uvLength = this.clippedUVsLength + 3 * 2;
if (clippedUVs.length < uvLength) {
this._clippedUVsTyped = new Float32Array(uvLength * 2);
this._clippedUVsTyped.set(clippedUVs.subarray(0, this.clippedUVsLength));
clippedUVs = this._clippedUVsTyped;
}
const uvIndex = this.clippedUVsLength;
clippedUVs[uvIndex] = u1;
clippedUVs[uvIndex + 1] = v1;
clippedUVs[uvIndex + 2] = u2;
clippedUVs[uvIndex + 3] = v2;
clippedUVs[uvIndex + 4] = u3;
clippedUVs[uvIndex + 5] = v3;
this.clippedVerticesLength = newLength;
this.clippedUVsLength = uvLength;
s = this.clippedTrianglesLength;
newLength = s + 3;
if (clippedTriangles.length < newLength) {
this._clippedTrianglesTyped = new Uint16Array(newLength * 2);
this._clippedTrianglesTyped.set(clippedTriangles.subarray(0, s));
clippedTriangles = this._clippedTrianglesTyped;
}
const ct = clippedTriangles;
ct[s] = index;
ct[s + 1] = index + 1;
ct[s + 2] = index + 2;
index += 3;
this.clippedTrianglesLength = newLength;
break;
}
}
}
this.clippedVerticesTyped = this._clippedVerticesTyped.subarray(0, this.clippedVerticesLength);
this.clippedUVsTyped = this._clippedUVsTyped.subarray(0, this.clippedUVsLength);
this.clippedTrianglesTyped = this._clippedTrianglesTyped.subarray(0, this.clippedTrianglesLength);
return clipOutputItems !== null;
}
clip(x1, y1, x2, y2, x3, y3, polygon) {
const originalOutput = this.clipOutput;
let clipped = false;
let input, output;
if (polygon.length % 4 >= 2) {
input = this.clipOutput;
output = this.scratch;
} else {
input = this.scratch;
output = this.clipOutput;
}
const v = polygon;
input.length = 8;
const iv = input;
iv[0] = x1;
iv[1] = y1;
iv[2] = x2;
iv[3] = y2;
iv[4] = x3;
iv[5] = y3;
iv[6] = x1;
iv[7] = y1;
output.length = 0;
const last = polygon.length - 4;
for (let i = 0; ; i += 2) {
const edgeX = v[i], edgeY = v[i + 1], ex = edgeX - v[i + 2], ey = edgeY - v[i + 3];
const outputStart = output.length;
const iv2 = input;
x1 = iv2[0];
y1 = iv2[1];
let s1 = ey * (edgeX - x1) - ex * (edgeY - y1);
for (let ii = 2, nn = input.length - 2; ii <= nn; ii += 2) {
x2 = iv2[ii];
y2 = iv2[ii + 1];
const s2 = ey * (edgeX - x2) - ex * (edgeY - y2);
if (s1 > 0) {
if (s2 > 0)
output.push(x2, y2);
else {
const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
if (t >= 0 && t <= 1) {
output.push(x1 + ix * t, y1 + iy * t);
clipped = true;
} else
output.push(x2, y2);
}
} else if (s2 > 0) {
const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
if (t >= 0 && t <= 1) {
output.push(x1 + ix * t, y1 + iy * t, x2, y2);
clipped = true;
} else
output.push(x2, y2);
} else
clipped = true;
x1 = x2;
y1 = y2;
s1 = s2;
}
if (outputStart === output.length) {
originalOutput.length = 0;
return true;
}
output.push(output[0], output[1]);
if (i === last) break;
const temp = output;
output = input;
output.length = 0;
input = temp;
}
if (originalOutput !== output) {
originalOutput.length = 0;
for (let i = 0, n = output.length - 2; i < n; i++)
originalOutput[i] = output[i];
} else
originalOutput.length = originalOutput.length - 2;
return clipped;
}
clipInverse(x1, y1, x2, y2, x3, y3, polygon) {
this.inverseVertices.length = 0;
const vLast = polygon.length - 4;
let input, output;
if (polygon.length % 4 >= 2) {
input = this.clipOutput;
output = this.scratch;
} else {
input = this.scratch;
output = this.clipOutput;
}
input.length = 8;
let v = polygon, iv = input;
iv[0] = x1;
iv[1] = y1;
iv[2] = x2;
iv[3] = y2;
iv[4] = x3;
iv[5] = y3;
iv[6] = x1;
iv[7] = y1;
output.length = 0;
for (let i = 0; ; i += 2) {
const edgeX = v[i], edgeY = v[i + 1], ex = edgeX - v[i + 2], ey = edgeY - v[i + 3];
const outputStart = output.length, fragmentStart = this.inverseVertices.length;
this.inverseVertices.push(0);
iv = input;
x1 = iv[0];
y1 = iv[1];
let s1 = ey * (edgeX - x1) - ex * (edgeY - y1);
for (let ii = 2, nn = input.length - 2; ii <= nn; ii += 2) {
x2 = iv[ii];
y2 = iv[ii + 1];
const s2 = ey * (edgeX - x2) - ex * (edgeY - y2);
if (s1 > 0) {
if (s2 > 0)
output.push(x2, y2);
else {
const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
if (t >= 0 && t <= 1) {
const cx = x1 + ix * t, cy = y1 + iy * t;
output.push(cx, cy);
this.inverseVertices.push(cx, cy, x2, y2);
} else
output.push(x2, y2);
}
} else if (s2 > 0) {
const ix = x2 - x1, iy = y2 - y1, t = s1 / (ix * ey - iy * ex);
if (t >= 0 && t <= 1) {
const cx = x1 + ix * t, cy = y1 + iy * t;
this.inverseVertices.push(cx, cy);
output.push(cx, cy, x2, y2);
} else
output.push(x2, y2);
} else
this.inverseVertices.push(x2, y2);
x1 = x2;
y1 = y2;
s1 = s2;
}
const fragmentSize = this.inverseVertices.length - fragmentStart - 1;
if (fragmentSize >= 6)
this.inverseVertices[fragmentStart] = fragmentSize;
else
this.inverseVertices.length = fragmentStart;
if (outputStart === output.length) break;
output.push(output[0], output[1]);
if (i === vLast) break;
const temp = output;
output = input;
output.length = 0;
input = temp;
}
}
makeClockwise(polygon) {
const v = polygon;
const n = polygon.length;
let noCW = true, noCCW = true;
let area = 0, prevX = v[n - 2], prevY = v[n - 1], currX = v[0], currY = v[1];
for (let i = 2; i < n; i += 2) {
const nextX = v[i], nextY = v[i + 1];
area += currX * nextY - nextX * currY;
const cross2 = (currX - prevX) * (nextY - currY) - (currY - prevY) * (nextX - currX);
noCCW = noCCW && cross2 <= 0;
noCW = noCW && cross2 >= 0;
prevX = currX;
prevY = currY;
currX = nextX;
currY = nextY;
}
area += currX * v[1] - v[0] * currY;
const cross = (currX - prevX) * (v[1] - currY) - (currY - prevY) * (v[0] - currX);
noCCW = noCCW && cross <= 0;
noCW = noCW && cross >= 0;
if (area >= 0) {
for (let i = 0, lastX = n - 2, half = n >> 1; i < half; i += 2) {
const x = v[i], y = v[i + 1];
const other = lastX - i;
v[i] = v[other];
v[i + 1] = v[other + 1];
v[other] = x;
v[other + 1] = y;
}
return noCW;
}
return noCCW;
}
makeConvex(polygon) {
const n = polygon.length;
const v = polygon;
this.clipOutput.length = n;
const sorted = this.clipOutput;
sorted[0] = v[0];
sorted[1] = v[1];
for (let i = 2; i < n; i += 2) {
const x = v[i], y = v[i + 1];
let p = i - 2;
for (; p >= 0 && (sorted[p] > x || sorted[p] === x && sorted[p + 1] > y); p -= 2) {
sorted[p + 2] = sorted[p];
sorted[p + 3] = sorted[p + 1];
}
sorted[p + 2] = x;
sorted[p + 3] = y;
}
v[0] = sorted[0];
v[1] = sorted[1];
v[2] = sorted[2];
v[3] = sorted[3];
let s = 4;
for (let i = 4; i < n; i += 2, s += 2) {
const x = sorted[i], y = sorted[i + 1];
while ((v[s - 2] - v[s - 4]) * (y - v[s - 3]) - (v[s - 1] - v[s - 3]) * (x - v[s - 4]) >= 0) {
s -= 2;
if (s === 2) break;
}
v[s] = x;
v[s + 1] = y;
}
v[s] = sorted[n - 4];
v[s + 1] = sorted[n - 3];
const t = s;
s += 2;
for (let i = n - 6; i >= 0; i -= 2, s += 2) {
const x = sorted[i], y = sorted[i + 1];
while ((v[s - 2] - v[s - 4]) * (y - v[s - 3]) - (v[s - 1] - v[s - 3]) * (x - v[s - 4]) >= 0) {
s -= 2;
if (s === t) break;
}
v[s] = x;
v[s + 1] = y;
}
polygon.length = s - 2;
}
};
// spine-core/src/SkeletonJson.ts
var SkeletonJson = class {
attachmentLoader;
/** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
* runtime than were used in Spine.
*
* See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
scale = 1;
linkedMeshes = [];
constructor(attachmentLoader) {
this.attachmentLoader = attachmentLoader;
}
// biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
readSkeletonData(json) {
const scale = this.scale;
const skeletonData = new SkeletonData();
const root = typeof json === "string" ? JSON.parse(json) : json;
const skeletonMap = root.skeleton;
if (skeletonMap) {
skeletonData.hash = skeletonMap.hash;
skeletonData.version = skeletonMap.spine;
skeletonData.x = skeletonMap.x;
skeletonData.y = skeletonMap.y;
skeletonData.width = skeletonMap.width;
skeletonData.height = skeletonMap.height;
skeletonData.referenceScale = getValue(skeletonMap, "referenceScale", 100) * scale;
skeletonData.fps = skeletonMap.fps;
skeletonData.imagesPath = skeletonMap.images ?? null;
skeletonData.audioPath = skeletonMap.audio ?? null;
}
if (root.bones) {
for (let i = 0; i < root.bones.length; i++) {
const boneMap = root.bones[i];
let parent = null;
const parentName = getValue(boneMap, "parent", null);
if (parentName) parent = skeletonData.findBone(parentName);
const data = new BoneData(skeletonData.bones.length, boneMap.name, parent);
data.length = getValue(boneMap, "length", 0) * scale;
const setup = data.setupPose;
setup.x = getValue(boneMap, "x", 0) * scale;
setup.y = getValue(boneMap, "y", 0) * scale;
setup.rotation = getValue(boneMap, "rotation", 0);
setup.scaleX = getValue(boneMap, "scaleX", 1);
setup.scaleY = getValue(boneMap, "scaleY", 1);
setup.shearX = getValue(boneMap, "shearX", 0);
setup.shearY = getValue(boneMap, "shearY", 0);
setup.inherit = Utils.enumValue(Inherit, getValue(boneMap, "inherit", "Normal"));
data.skinRequired = getValue(boneMap, "skin", false);
const color = getValue(boneMap, "color", null);
if (color) data.color.setFromString(color);
data.icon = getValue(boneMap, "icon", void 0);
data.iconSize = getValue(boneMap, "iconSize", 1);
data.iconRotation = getValue(boneMap, "iconRotation", 0);
skeletonData.bones.push(data);
}
}
if (root.slots) {
for (let i = 0; i < root.slots.length; i++) {
const slotMap = root.slots[i];
const slotName = slotMap.name;
const boneData = skeletonData.findBone(slotMap.bone);
if (!boneData) throw new Error(`Couldn't find bone ${slotMap.bone} for slot ${slotName}`);
const data = new SlotData(skeletonData.slots.length, slotName, boneData);
const color = getValue(slotMap, "color", null);
if (color) data.setupPose.color.setFromString(color);
const dark = getValue(slotMap, "dark", null);
if (dark) data.setupPose.darkColor = Color.fromString(dark);
data.attachmentName = getValue(slotMap, "attachment", null);
data.blendMode = Utils.enumValue(BlendMode, getValue(slotMap, "blend", "normal"));
data.visible = getValue(slotMap, "visible", true);
skeletonData.slots.push(data);
}
}
if (root.constraints) {
for (const constraintMap of root.constraints) {
const name = constraintMap.name;
const skinRequired = getValue(constraintMap, "skin", false);
switch (getValue(constraintMap, "type", false)) {
case "ik": {
const data = new IkConstraintData(name);
data.skinRequired = skinRequired;
for (let ii = 0; ii < constraintMap.bones.length; ii++) {
const bone = skeletonData.findBone(constraintMap.bones[ii]);
if (!bone) throw new Error(`Couldn't find bone ${constraintMap.bones[ii]} for IK constraint ${name}.`);
data.bones.push(bone);
}
const targetName = constraintMap.target;
const target = skeletonData.findBone(targetName);
if (!target) throw new Error(`Couldn't find target bone ${targetName} for IK constraint ${name}.`);
data.target = target;
const scaleY = getValue(constraintMap, "scaleY", null);
if (scaleY != null) data.scaleYMode = Utils.enumValue(ScaleYMode, scaleY);
const setup = data.setupPose;
setup.mix = getValue(constraintMap, "mix", 1);
setup.softness = getValue(constraintMap, "softness", 0) * scale;
setup.bendDirection = getValue(constraintMap, "bendPositive", true) ? 1 : -1;
setup.compress = getValue(constraintMap, "compress", false);
setup.stretch = getValue(constraintMap, "stretch", false);
skeletonData.constraints.push(data);
break;
}
case "transform": {
const data = new TransformConstraintData(name);
data.skinRequired = skinRequired;
for (let ii = 0; ii < constraintMap.bones.length; ii++) {
const boneName = constraintMap.bones[ii];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Couldn't find bone ${boneName} for transform constraint ${constraintMap.name}.`);
data.bones.push(bone);
}
const sourceName = constraintMap.source;
const source = skeletonData.findBone(sourceName);
if (!source) throw new Error(`Couldn't find source bone ${sourceName} for transform constraint ${constraintMap.name}.`);
data.source = source;
data.localSource = getValue(constraintMap, "localSource", false);
data.localTarget = getValue(constraintMap, "localTarget", false);
data.additive = getValue(constraintMap, "additive", false);
data.clamp = getValue(constraintMap, "clamp", false);
let rotate = false, x = false, y = false, scaleX = false, scaleY = false, shearY = false;
const fromEntries = Object.entries(getValue(constraintMap, "properties", {}));
for (const [name2, fromEntry] of fromEntries) {
const from = this.fromProperty(name2);
const fromScale = this.propertyScale(name2, scale);
from.offset = getValue(fromEntry, "offset", 0) * fromScale;
const toEntries = Object.entries(getValue(fromEntry, "to", {}));
for (const [name3, toEntry] of toEntries) {
let toScale = 1;
let to;
switch (name3) {
case "rotate": {
rotate = true;
to = new ToRotate();
break;
}
case "x": {
x = true;
to = new ToX();
toScale = scale;
break;
}
case "y": {
y = true;
to = new ToY();
toScale = scale;
break;
}
case "scaleX": {
scaleX = true;
to = new ToScaleX();
break;
}
case "scaleY": {
scaleY = true;
to = new ToScaleY();
break;
}
case "shearY": {
shearY = true;
to = new ToShearY();
break;
}
default:
throw new Error(`Invalid transform constraint to property: ${name3}`);
}
to.offset = getValue(toEntry, "offset", 0) * toScale;
to.max = getValue(toEntry, "max", 1) * toScale;
to.scale = getValue(toEntry, "scale", 1) * toScale / fromScale;
from.to.push(to);
}
if (from.to.length > 0) data.properties.push(from);
}
data.offsets[TransformConstraintData.ROTATION] = getValue(constraintMap, "rotation", 0);
data.offsets[TransformConstraintData.X] = getValue(constraintMap, "x", 0) * scale;
data.offsets[TransformConstraintData.Y] = getValue(constraintMap, "y", 0) * scale;
data.offsets[TransformConstraintData.SCALEX] = getValue(constraintMap, "scaleX", 0);
data.offsets[TransformConstraintData.SCALEY] = getValue(constraintMap, "scaleY", 0);
data.offsets[TransformConstraintData.SHEARY] = getValue(constraintMap, "shearY", 0);
const setup = data.setupPose;
if (rotate) setup.mixRotate = getValue(constraintMap, "mixRotate", 1);
if (x) setup.mixX = getValue(constraintMap, "mixX", 1);
if (y) setup.mixY = getValue(constraintMap, "mixY", setup.mixX);
if (scaleX) setup.mixScaleX = getValue(constraintMap, "mixScaleX", 1);
if (scaleY) setup.mixScaleY = getValue(constraintMap, "mixScaleY", setup.mixScaleX);
if (shearY) setup.mixShearY = getValue(constraintMap, "mixShearY", 1);
skeletonData.constraints.push(data);
break;
}
case "path": {
const data = new PathConstraintData(name);
data.skinRequired = skinRequired;
for (let ii = 0; ii < constraintMap.bones.length; ii++) {
const boneName = constraintMap.bones[ii];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Couldn't find bone ${boneName} for path constraint ${constraintMap.name}.`);
data.bones.push(bone);
}
const slotName = constraintMap.slot;
const slot = skeletonData.findSlot(slotName);
if (!slot) throw new Error(`Couldn't find slot ${slotName} for path constraint ${constraintMap.name}.`);
data.slot = slot;
data.positionMode = Utils.enumValue(PositionMode, getValue(constraintMap, "positionMode", "Percent"));
data.spacingMode = Utils.enumValue(SpacingMode, getValue(constraintMap, "spacingMode", "Length"));
data.rotateMode = Utils.enumValue(RotateMode, getValue(constraintMap, "rotateMode", "Tangent"));
data.offsetRotation = getValue(constraintMap, "rotation", 0);
const setup = data.setupPose;
setup.position = getValue(constraintMap, "position", 0);
if (data.positionMode === 0 /* Fixed */) setup.position *= scale;
setup.spacing = getValue(constraintMap, "spacing", 0);
if (data.spacingMode === 0 /* Length */ || data.spacingMode === 1 /* Fixed */) setup.spacing *= scale;
setup.mixRotate = getValue(constraintMap, "mixRotate", 1);
setup.mixX = getValue(constraintMap, "mixX", 1);
setup.mixY = getValue(constraintMap, "mixY", setup.mixX);
skeletonData.constraints.push(data);
break;
}
case "physics": {
const data = new PhysicsConstraintData(name);
data.skinRequired = skinRequired;
const boneName = constraintMap.bone;
const bone = skeletonData.findBone(boneName);
if (bone == null) throw new Error(`Physics bone not found: ${boneName}`);
data.bone = bone;
data.x = getValue(constraintMap, "x", 0);
data.y = getValue(constraintMap, "y", 0);
data.rotate = getValue(constraintMap, "rotate", 0);
data.scaleX = getValue(constraintMap, "scaleX", 0);
const scaleY = getValue(constraintMap, "scaleY", null);
if (scaleY != null) data.scaleYMode = Utils.enumValue(ScaleYMode, scaleY);
data.shearX = getValue(constraintMap, "shearX", 0);
data.limit = getValue(constraintMap, "limit", 5e3) * scale;
data.step = 1 / getValue(constraintMap, "fps", 60);
const setup = data.setupPose;
setup.inertia = getValue(constraintMap, "inertia", 0.5);
setup.strength = getValue(constraintMap, "strength", 100);
setup.damping = getValue(constraintMap, "damping", 0.85);
setup.massInverse = 1 / getValue(constraintMap, "mass", 1);
setup.wind = getValue(constraintMap, "wind", 0);
setup.gravity = getValue(constraintMap, "gravity", 0);
setup.mix = getValue(constraintMap, "mix", 1);
data.inertiaGlobal = getValue(constraintMap, "inertiaGlobal", false);
data.strengthGlobal = getValue(constraintMap, "strengthGlobal", false);
data.dampingGlobal = getValue(constraintMap, "dampingGlobal", false);
data.massGlobal = getValue(constraintMap, "massGlobal", false);
data.windGlobal = getValue(constraintMap, "windGlobal", false);
data.gravityGlobal = getValue(constraintMap, "gravityGlobal", false);
data.mixGlobal = getValue(constraintMap, "mixGlobal", false);
skeletonData.constraints.push(data);
break;
}
case "slider": {
const data = new SliderData(name);
data.skinRequired = skinRequired;
data.additive = getValue(constraintMap, "additive", false);
data.loop = getValue(constraintMap, "loop", false);
data.setupPose.mix = getValue(constraintMap, "mix", 1);
const boneName = constraintMap.bone;
if (boneName) {
data.bone = skeletonData.findBone(boneName);
if (!data.bone) throw new Error(`Slider bone not found: ${boneName}`);
const property = constraintMap.property;
data.property = this.fromProperty(property);
const propertyScale = this.propertyScale(property, scale);
data.property.offset = getValue(constraintMap, "from", 0) * propertyScale;
data.offset = getValue(constraintMap, "to", 0);
data.scale = getValue(constraintMap, "scale", 1) / propertyScale;
data.max = getValue(constraintMap, "max", 0);
data.local = getValue(constraintMap, "local", false);
} else
data.setupPose.time = getValue(constraintMap, "time", 0);
skeletonData.constraints.push(data);
break;
}
}
}
}
if (root.skins) {
for (let i = 0; i < root.skins.length; i++) {
const skinMap = root.skins[i];
const skin = new Skin(skinMap.name);
if (skinMap.bones) {
for (let ii = 0; ii < skinMap.bones.length; ii++) {
const boneName = skinMap.bones[ii];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Couldn't find bone ${boneName} for skin ${skinMap.name}.`);
skin.bones.push(bone);
}
}
if (skinMap.ik) {
for (let ii = 0; ii < skinMap.ik.length; ii++) {
const constraintName = skinMap.ik[ii];
const constraint = skeletonData.findConstraint(constraintName, IkConstraintData);
if (!constraint) throw new Error(`Couldn't find IK constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
if (skinMap.transform) {
for (let ii = 0; ii < skinMap.transform.length; ii++) {
const constraintName = skinMap.transform[ii];
const constraint = skeletonData.findConstraint(constraintName, TransformConstraintData);
if (!constraint) throw new Error(`Couldn't find transform constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
if (skinMap.path) {
for (let ii = 0; ii < skinMap.path.length; ii++) {
const constraintName = skinMap.path[ii];
const constraint = skeletonData.findConstraint(constraintName, PathConstraintData);
if (!constraint) throw new Error(`Couldn't find path constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
if (skinMap.physics) {
for (let ii = 0; ii < skinMap.physics.length; ii++) {
const constraintName = skinMap.physics[ii];
const constraint = skeletonData.findConstraint(constraintName, PhysicsConstraintData);
if (!constraint) throw new Error(`Couldn't find physics constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
if (skinMap.slider) {
for (let ii = 0; ii < skinMap.slider.length; ii++) {
const constraintName = skinMap.slider[ii];
const constraint = skeletonData.findConstraint(constraintName, SliderData);
if (!constraint) throw new Error(`Couldn't find slider constraint ${constraintName} for skin ${skinMap.name}.`);
skin.constraints.push(constraint);
}
}
for (const slotName in skinMap.attachments) {
const slot = skeletonData.findSlot(slotName);
if (!slot) throw new Error(`Couldn't find skin slot ${slotName} for skin ${skinMap.name}.`);
const slotMap = skinMap.attachments[slotName];
for (const entryName in slotMap) {
const attachment = this.readAttachment(slotMap[entryName], skin, slot.index, entryName, skeletonData);
if (attachment) skin.setAttachment(slot.index, entryName, attachment);
}
}
skeletonData.skins.push(skin);
if (skin.name === "default") skeletonData.defaultSkin = skin;
}
}
for (let i = 0, n = this.linkedMeshes.length; i < n; i++) {
const linkedMesh = this.linkedMeshes[i];
const skin = !linkedMesh.skin ? skeletonData.defaultSkin : skeletonData.findSkin(linkedMesh.skin);
if (!skin) throw new Error(`Skin not found: ${linkedMesh.skin}`);
const source = skin.getAttachment(linkedMesh.sourceIndex, linkedMesh.source);
if (!source) throw new Error(`Source mesh not found: ${linkedMesh.source}`);
linkedMesh.mesh.timelineAttachment = linkedMesh.inheritTimelines ? source : linkedMesh.mesh;
linkedMesh.mesh.setSourceMesh(source);
linkedMesh.mesh.updateSequence();
outer:
if (linkedMesh.inheritTimelines && linkedMesh.slotIndex !== linkedMesh.sourceIndex) {
const slots = source.timelineSlots;
for (const existing of slots)
if (existing === linkedMesh.slotIndex) break outer;
const newSlots = [...slots];
newSlots[slots.length] = linkedMesh.slotIndex;
source.timelineSlots = newSlots;
}
}
this.linkedMeshes.length = 0;
if (root.events) {
for (const eventName in root.events) {
const eventMap = root.events[eventName];
const data = new EventData(eventName);
const setup = data.setupPose;
setup.intValue = getValue(eventMap, "int", 0);
setup.floatValue = getValue(eventMap, "float", 0);
setup.stringValue = getValue(eventMap, "string", "");
data._audioPath = getValue(eventMap, "audio", null);
if (data.audioPath) {
setup.volume = getValue(eventMap, "volume", setup.volume);
setup.balance = getValue(eventMap, "balance", setup.balance);
}
skeletonData.events.push(data);
}
}
if (root.animations) {
for (const animationName in root.animations) {
const animationMap = root.animations[animationName];
this.readAnimation(animationMap, animationName, skeletonData);
}
}
if (root.constraints) {
for (const animationName in root.constraints) {
const animationMap = root.constraints[animationName];
if (animationMap.type === "slider") {
const data = skeletonData.findConstraint(animationMap.name, SliderData);
const animationName2 = animationMap.animation;
const animation = skeletonData.findAnimation(animationName2);
if (!animation) throw new Error(`Slider animation not found: ${animationName2}`);
data.animation = animation;
}
}
}
return skeletonData;
}
fromProperty(type) {
let from;
switch (type) {
case "rotate":
from = new FromRotate();
break;
case "x":
from = new FromX();
break;
case "y":
from = new FromY();
break;
case "scaleX":
from = new FromScaleX();
break;
case "scaleY":
from = new FromScaleY();
break;
case "shearY":
from = new FromShearY();
break;
default:
throw new Error(`Invalid transform constraint from property: ${type}`);
}
return from;
}
propertyScale(type, scale) {
switch (type) {
case "x":
case "y":
return scale;
default:
return 1;
}
}
// biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
readAttachment(map, skin, slotIndex, placeholder, skeletonData) {
const scale = this.scale;
const name = getValue(map, "name", placeholder);
switch (getValue(map, "type", "region")) {
case "region": {
const path = getValue(map, "path", name);
const sequence = this.readSequence(getValue(map, "sequence", null));
const region = this.attachmentLoader.newRegionAttachment(skin, placeholder, name, path, sequence);
if (!region) return null;
region.path = path;
region.x = getValue(map, "x", 0) * scale;
region.y = getValue(map, "y", 0) * scale;
region.scaleX = getValue(map, "scaleX", 1);
region.scaleY = getValue(map, "scaleY", 1);
region.rotation = getValue(map, "rotation", 0);
region.width = map.width * scale;
region.height = map.height * scale;
const color = getValue(map, "color", null);
if (color) region.color.setFromString(color);
region.updateSequence();
return region;
}
case "boundingbox": {
const box = this.attachmentLoader.newBoundingBoxAttachment(skin, placeholder, name);
if (!box) return null;
this.readVertices(map, box, map.vertexCount << 1);
const color = getValue(map, "color", null);
if (color) box.color.setFromString(color);
return box;
}
case "mesh":
case "linkedmesh": {
const path = getValue(map, "path", name);
const sequence = this.readSequence(getValue(map, "sequence", null));
const mesh = this.attachmentLoader.newMeshAttachment(skin, placeholder, name, path, sequence);
if (!mesh) return null;
mesh.path = path;
const color = getValue(map, "color", null);
if (color) mesh.color.setFromString(color);
mesh.width = getValue(map, "width", 0) * scale;
mesh.height = getValue(map, "height", 0) * scale;
const source = getValue(map, "source", null);
if (source) {
let sourceIndex = slotIndex;
const slot = getValue(map, "slot", null);
if (slot) {
const sourceSlot = skeletonData.findSlot(slot);
if (!sourceSlot) throw new Error(`Source mesh slot not found: ${slot}`);
sourceIndex = sourceSlot.index;
}
this.linkedMeshes.push(new LinkedMesh2(
mesh,
getValue(map, "skin", null),
slotIndex,
sourceIndex,
source,
getValue(map, "timelines", true)
));
return mesh;
}
const uvs = map.uvs;
this.readVertices(map, mesh, uvs.length);
mesh.triangles = map.triangles;
mesh.regionUVs = uvs;
mesh.edges = getValue(map, "edges", null);
mesh.hullLength = getValue(map, "hull", 0) * 2;
mesh.updateSequence();
return mesh;
}
case "path": {
const path = this.attachmentLoader.newPathAttachment(skin, placeholder, name);
if (!path) return null;
path.closed = getValue(map, "closed", false);
path.constantSpeed = getValue(map, "constantSpeed", true);
const vertexCount = map.vertexCount;
this.readVertices(map, path, vertexCount << 1);
const lengths = Utils.newArray(vertexCount / 3, 0);
for (let i = 0; i < map.lengths.length; i++)
lengths[i] = map.lengths[i] * scale;
path.lengths = lengths;
const color = getValue(map, "color", null);
if (color) path.color.setFromString(color);
return path;
}
case "point": {
const point = this.attachmentLoader.newPointAttachment(skin, placeholder, name);
if (!point) return null;
point.x = getValue(map, "x", 0) * scale;
point.y = getValue(map, "y", 0) * scale;
point.rotation = getValue(map, "rotation", 0);
const color = getValue(map, "color", null);
if (color) point.color.setFromString(color);
return point;
}
case "clipping": {
const clip = this.attachmentLoader.newClippingAttachment(skin, placeholder, name);
if (!clip) return null;
const end = getValue(map, "end", null);
if (end) clip.endSlot = skeletonData.findSlot(end);
clip.convex = getValue(map, "convex", false);
clip.inverse = getValue(map, "inverse", false);
const vertexCount = map.vertexCount;
this.readVertices(map, clip, vertexCount << 1);
const color = getValue(map, "color", null);
if (color) clip.color.setFromString(color);
return clip;
}
}
return null;
}
readSequence(map) {
if (map == null) return new Sequence(1, false);
const sequence = new Sequence(getValue(map, "count", 0), true);
sequence.start = getValue(map, "start", 1);
sequence.digits = getValue(map, "digits", 0);
sequence.setupIndex = getValue(map, "setup", 0);
return sequence;
}
// biome-ignore lint/suspicious/noExplicitAny: it is any until we define a schema
readVertices(map, attachment, verticesLength) {
const scale = this.scale;
attachment.worldVerticesLength = verticesLength;
const vertices = map.vertices;
if (verticesLength === vertices.length) {
const scaledVertices = Utils.toFloatArray(vertices);
if (scale !== 1) {
for (let i = 0, n = vertices.length; i < n; i++)
scaledVertices[i] *= scale;
}
attachment.vertices = scaledVertices;
return;
}
const weights = [];
const bones = [];
for (let i = 0, n = vertices.length; i < n; ) {
const boneCount = vertices[i++];
bones.push(boneCount);
for (let nn = i + boneCount * 4; i < nn; i += 4) {
bones.push(vertices[i]);
weights.push(vertices[i + 1] * scale);
weights.push(vertices[i + 2] * scale);
weights.push(vertices[i + 3]);
}
}
attachment.bones = bones;
attachment.vertices = Utils.toFloatArray(weights);
}
// biome-ignore lint/suspicious/noExplicitAny: it is any untile we define a schema
readAnimation(map, name, skeletonData) {
const scale = this.scale;
const timelines = [];
if (map.slots) {
for (const slotName in map.slots) {
const slotMap = map.slots[slotName];
const slot = skeletonData.findSlot(slotName);
if (!slot) throw new Error(`Slot not found: ${slotName}`);
const slotIndex = slot.index;
for (const timelineName in slotMap) {
const timelineMap = slotMap[timelineName];
if (!timelineMap) continue;
const frames = timelineMap.length;
switch (timelineName) {
case "attachment": {
const timeline = new AttachmentTimeline(frames, slotIndex);
for (let frame = 0; frame < frames; frame++) {
const keyMap = timelineMap[frame];
timeline.setFrame(frame, getValue(keyMap, "time", 0), getValue(keyMap, "name", null));
}
timelines.push(timeline);
break;
}
case "rgba": {
const timeline = new RGBATimeline(frames, frames << 2, slotIndex);
let keyMap = timelineMap[0];
let time = getValue(keyMap, "time", 0);
let color2 = Color.fromString(keyMap.color);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, color2.r, color2.g, color2.b, color2.a);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.color);
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.a, newColor.a, 1);
}
time = time2;
color2 = newColor;
keyMap = nextMap;
}
timelines.push(timeline);
break;
}
case "rgb": {
const timeline = new RGBTimeline(frames, frames * 3, slotIndex);
let keyMap = timelineMap[0];
let time = getValue(keyMap, "time", 0);
let color2 = Color.fromString(keyMap.color);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, color2.r, color2.g, color2.b);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.color);
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
}
time = time2;
color2 = newColor;
keyMap = nextMap;
}
timelines.push(timeline);
break;
}
case "alpha": {
readTimeline12(timelines, timelineMap, new AlphaTimeline(frames, frames, slotIndex), 0, 1);
break;
}
case "rgba2": {
const timeline = new RGBA2Timeline(frames, frames * 7, slotIndex);
let keyMap = timelineMap[0];
let time = getValue(keyMap, "time", 0);
let color2 = Color.fromString(keyMap.light);
let color22 = Color.fromString(keyMap.dark);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, color2.r, color2.g, color2.b, color2.a, color22.r, color22.g, color22.b);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.light);
const newColor2 = Color.fromString(nextMap.dark);
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color2.a, newColor.a, 1);
bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color22.r, newColor2.r, 1);
bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color22.g, newColor2.g, 1);
bezier = readCurve(curve, timeline, bezier, frame, 6, time, time2, color22.b, newColor2.b, 1);
}
time = time2;
color2 = newColor;
color22 = newColor2;
keyMap = nextMap;
}
timelines.push(timeline);
break;
}
case "rgb2": {
const timeline = new RGB2Timeline(frames, frames * 6, slotIndex);
let keyMap = timelineMap[0];
let time = getValue(keyMap, "time", 0);
let color2 = Color.fromString(keyMap.light);
let color22 = Color.fromString(keyMap.dark);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, color2.r, color2.g, color2.b, color22.r, color22.g, color22.b);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const newColor = Color.fromString(nextMap.light);
const newColor2 = Color.fromString(nextMap.dark);
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, color2.r, newColor.r, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, color2.g, newColor.g, 1);
bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, color2.b, newColor.b, 1);
bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, color22.r, newColor2.r, 1);
bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, color22.g, newColor2.g, 1);
bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, color22.b, newColor2.b, 1);
}
time = time2;
color2 = newColor;
color22 = newColor2;
keyMap = nextMap;
}
timelines.push(timeline);
break;
}
default:
throw new Error(`Invalid timeline type for a slot: ${timelineMap.name} (${slotMap.name})`);
}
}
}
}
if (map.bones) {
for (const boneName in map.bones) {
const boneMap = map.bones[boneName];
const bone = skeletonData.findBone(boneName);
if (!bone) throw new Error(`Bone not found: ${boneName}`);
const boneIndex = bone.index;
for (const timelineName in boneMap) {
const timelineMap = boneMap[timelineName];
const frames = timelineMap.length;
if (frames === 0) continue;
switch (timelineName) {
case "rotate":
readTimeline12(timelines, timelineMap, new RotateTimeline(frames, frames, boneIndex), 0, 1);
break;
case "translate":
readTimeline22(timelines, timelineMap, new TranslateTimeline(frames, frames << 1, boneIndex), "x", "y", 0, scale);
break;
case "translatex":
readTimeline12(timelines, timelineMap, new TranslateXTimeline(frames, frames, boneIndex), 0, scale);
break;
case "translatey":
readTimeline12(timelines, timelineMap, new TranslateYTimeline(frames, frames, boneIndex), 0, scale);
break;
case "scale":
readTimeline22(timelines, timelineMap, new ScaleTimeline(frames, frames << 1, boneIndex), "x", "y", 1, 1);
break;
case "scalex":
readTimeline12(timelines, timelineMap, new ScaleXTimeline(frames, frames, boneIndex), 1, 1);
break;
case "scaley":
readTimeline12(timelines, timelineMap, new ScaleYTimeline(frames, frames, boneIndex), 1, 1);
break;
case "shear":
readTimeline22(timelines, timelineMap, new ShearTimeline(frames, frames << 1, boneIndex), "x", "y", 0, 1);
break;
case "shearx":
readTimeline12(timelines, timelineMap, new ShearXTimeline(frames, frames, boneIndex), 0, 1);
break;
case "sheary":
readTimeline12(timelines, timelineMap, new ShearYTimeline(frames, frames, boneIndex), 0, 1);
break;
case "inherit": {
const timeline = new InheritTimeline(frames, bone.index);
for (let frame = 0; frame < timelineMap.length; frame++) {
const aFrame = timelineMap[frame];
timeline.setFrame(frame, getValue(aFrame, "time", 0), Utils.enumValue(Inherit, getValue(aFrame, "inherit", "Normal")));
}
timelines.push(timeline);
break;
}
default:
throw new Error(`Invalid timeline type for a bone: ${timelineMap.name} (${boneMap.name})`);
}
}
}
}
if (map.ik) {
for (const constraintName in map.ik) {
const constraintMap = map.ik[constraintName];
let keyMap = constraintMap[0];
if (!keyMap) continue;
const constraint = skeletonData.findConstraint(constraintName, IkConstraintData);
if (!constraint) throw new Error(`IK Constraint not found: ${constraintName}`);
const timeline = new IkConstraintTimeline(
constraintMap.length,
constraintMap.length << 1,
skeletonData.constraints.indexOf(constraint)
);
let time = getValue(keyMap, "time", 0);
let mix = getValue(keyMap, "mix", 1);
let softness = getValue(keyMap, "softness", 0) * scale;
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, mix, softness, getValue(keyMap, "bendPositive", true) ? 1 : -1, getValue(keyMap, "compress", false), getValue(keyMap, "stretch", false));
const nextMap = constraintMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const mix2 = getValue(nextMap, "mix", 1);
const softness2 = getValue(nextMap, "softness", 0) * scale;
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mix, mix2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, softness, softness2, scale);
}
time = time2;
mix = mix2;
softness = softness2;
keyMap = nextMap;
}
timelines.push(timeline);
}
}
if (map.transform) {
for (const constraintName in map.transform) {
const timelineMap = map.transform[constraintName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
const constraint = skeletonData.findConstraint(constraintName, TransformConstraintData);
if (!constraint) throw new Error(`Transform constraint not found: ${constraintName}`);
const timeline = new TransformConstraintTimeline(
timelineMap.length,
timelineMap.length * 6,
skeletonData.constraints.indexOf(constraint)
);
let time = getValue(keyMap, "time", 0);
let mixRotate = getValue(keyMap, "mixRotate", 1);
let mixX = getValue(keyMap, "mixX", 1), mixY = getValue(keyMap, "mixY", mixX);
let mixScaleX = getValue(keyMap, "mixScaleX", 1), mixScaleY = getValue(keyMap, "mixScaleY", 1);
let mixShearY = getValue(keyMap, "mixShearY", 1);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY, mixScaleX, mixScaleY, mixShearY);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const mixRotate2 = getValue(nextMap, "mixRotate", 1);
const mixX2 = getValue(nextMap, "mixX", 1), mixY2 = getValue(nextMap, "mixY", mixX2);
const mixScaleX2 = getValue(nextMap, "mixScaleX", 1), mixScaleY2 = getValue(nextMap, "mixScaleY", 1);
const mixShearY2 = getValue(nextMap, "mixShearY", 1);
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 3, time, time2, mixScaleX, mixScaleX2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 4, time, time2, mixScaleY, mixScaleY2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 5, time, time2, mixShearY, mixShearY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
mixScaleX = mixScaleX2;
mixScaleY = mixScaleY2;
mixShearY = mixShearY2;
keyMap = nextMap;
}
timelines.push(timeline);
}
}
if (map.path) {
for (const constraintName in map.path) {
const constraintMap = map.path[constraintName];
const constraint = skeletonData.findConstraint(constraintName, PathConstraintData);
if (!constraint) throw new Error(`Path constraint not found: ${constraintName}`);
const index = skeletonData.constraints.indexOf(constraint);
for (const timelineName in constraintMap) {
const timelineMap = constraintMap[timelineName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
const frames = timelineMap.length;
switch (timelineName) {
case "position": {
const timeline = new PathConstraintPositionTimeline(frames, frames, index);
readTimeline12(timelines, timelineMap, timeline, 0, constraint.positionMode === 0 /* Fixed */ ? scale : 1);
break;
}
case "spacing": {
const timeline = new PathConstraintSpacingTimeline(frames, frames, index);
readTimeline12(timelines, timelineMap, timeline, 0, constraint.spacingMode === 0 /* Length */ || constraint.spacingMode === 1 /* Fixed */ ? scale : 1);
break;
}
case "mix": {
const timeline = new PathConstraintMixTimeline(frames, frames * 3, index);
let time = getValue(keyMap, "time", 0);
let mixRotate = getValue(keyMap, "mixRotate", 1);
let mixX = getValue(keyMap, "mixX", 1);
let mixY = getValue(keyMap, "mixY", mixX);
for (let frame = 0, bezier = 0; ; frame++) {
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const mixRotate2 = getValue(nextMap, "mixRotate", 1);
const mixX2 = getValue(nextMap, "mixX", 1);
const mixY2 = getValue(nextMap, "mixY", mixX2);
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, mixRotate, mixRotate2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, mixX, mixX2, 1);
bezier = readCurve(curve, timeline, bezier, frame, 2, time, time2, mixY, mixY2, 1);
}
time = time2;
mixRotate = mixRotate2;
mixX = mixX2;
mixY = mixY2;
keyMap = nextMap;
}
timelines.push(timeline);
break;
}
}
}
}
}
if (map.physics) {
for (const constraintName in map.physics) {
const constraintMap = map.physics[constraintName];
let index = -1;
if (constraintName.length > 0) {
const constraint = skeletonData.findConstraint(constraintName, PhysicsConstraintData);
if (!constraint) throw new Error(`Physics constraint not found: ${constraintName}`);
index = skeletonData.constraints.indexOf(constraint);
}
for (const timelineName in constraintMap) {
const timelineMap = constraintMap[timelineName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
const frames = timelineMap.length;
let timeline;
let defaultValue = 0;
if (timelineName === "reset") {
const resetTimeline = new PhysicsConstraintResetTimeline(frames, index);
for (let frame = 0; keyMap != null; keyMap = timelineMap[frame + 1], frame++)
resetTimeline.setFrame(frame, getValue(keyMap, "time", 0));
timelines.push(resetTimeline);
continue;
}
switch (timelineName) {
case "inertia":
timeline = new PhysicsConstraintInertiaTimeline(frames, frames, index);
break;
case "strength":
timeline = new PhysicsConstraintStrengthTimeline(frames, frames, index);
break;
case "damping":
timeline = new PhysicsConstraintDampingTimeline(frames, frames, index);
break;
case "mass":
timeline = new PhysicsConstraintMassTimeline(frames, frames, index);
break;
case "wind":
timeline = new PhysicsConstraintWindTimeline(frames, frames, index);
break;
case "gravity":
timeline = new PhysicsConstraintGravityTimeline(frames, frames, index);
break;
case "mix": {
defaultValue = 1;
timeline = new PhysicsConstraintMixTimeline(frames, frames, index);
break;
}
default:
continue;
}
readTimeline12(timelines, timelineMap, timeline, defaultValue, 1);
}
}
}
if (map.slider) {
for (const constraintName in map.slider) {
const constraintMap = map.slider[constraintName];
const constraint = skeletonData.findConstraint(constraintName, SliderData);
if (!constraint) throw new Error(`Slider not found: ${constraintName}`);
const index = skeletonData.constraints.indexOf(constraint);
for (const timelineName in constraintMap) {
const timelineMap = constraintMap[timelineName];
const keyMap = timelineMap[0];
if (!keyMap) continue;
const frames = timelineMap.length;
switch (timelineName) {
case "time":
readTimeline12(timelines, timelineMap, new SliderTimeline(frames, frames, index), 1, 1);
break;
case "mix":
readTimeline12(timelines, timelineMap, new SliderMixTimeline(frames, frames, index), 1, 1);
break;
}
}
}
}
if (map.attachments) {
for (const attachmentsName in map.attachments) {
const attachmentsMap = map.attachments[attachmentsName];
const skin = skeletonData.findSkin(attachmentsName);
if (!skin) throw new Error(`Skin not found: ${attachmentsName}`);
for (const slotMapName in attachmentsMap) {
const slotMap = attachmentsMap[slotMapName];
const slot = skeletonData.findSlot(slotMapName);
if (!slot) throw new Error(`Attachment slot not found: ${slotMapName}`);
const slotIndex = slot.index;
for (const attachmentMapName in slotMap) {
const attachmentMap = slotMap[attachmentMapName];
const attachment = skin.getAttachment(slotIndex, attachmentMapName);
if (!attachment) throw new Error(`Timeline attachment not found: ${attachmentMapName}`);
for (const timelineMapName in attachmentMap) {
const timelineMap = attachmentMap[timelineMapName];
let keyMap = timelineMap[0];
if (!keyMap) continue;
if (timelineMapName === "deform") {
const weighted = attachment.bones;
const vertices = attachment.vertices;
const deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
const timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment);
let time = getValue(keyMap, "time", 0);
for (let frame = 0, bezier = 0; ; frame++) {
let deform;
const verticesValue = getValue(keyMap, "vertices", null);
if (!verticesValue)
deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
else {
deform = Utils.newFloatArray(deformLength);
const start = getValue(keyMap, "offset", 0);
Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
if (scale !== 1) {
for (let i = start, n = i + verticesValue.length; i < n; i++)
deform[i] *= scale;
}
if (!weighted) {
for (let i = 0; i < deformLength; i++)
deform[i] += vertices[i];
}
}
timeline.setFrame(frame, time, deform);
const nextMap = timelineMap[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
break;
}
const time2 = getValue(nextMap, "time", 0);
const curve = keyMap.curve;
if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1);
time = time2;
keyMap = nextMap;
}
timelines.push(timeline);
} else if (timelineMapName === "sequence") {
const timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment);
let lastDelay = 0;
for (let frame = 0; frame < timelineMap.length; frame++) {
const delay = getValue(keyMap, "delay", lastDelay);
const time = getValue(keyMap, "time", 0);
const mode = SequenceMode[getValue(keyMap, "mode", "hold")];
const index = getValue(keyMap, "index", 0);
timeline.setFrame(frame, time, mode, index, delay);
lastDelay = delay;
keyMap = timelineMap[frame + 1];
}
timelines.push(timeline);
}
}
}
}
}
}
if (map.drawOrder) {
const timeline = new DrawOrderTimeline(map.drawOrder.length);
const slotCount = skeletonData.slots.length;
let frame = 0;
for (const drawOrderMap of map.drawOrder) {
timeline.setFrame(frame++, getValue(drawOrderMap, "time", 0), readDrawOrder2(skeletonData, drawOrderMap, slotCount, null));
}
timelines.push(timeline);
}
if (map.drawOrderFolder) {
for (const timelineMap of map.drawOrderFolder) {
const slotEntries = getValue(timelineMap, "slots", []);
const folderSlots = new Array(slotEntries.length);
let ii = 0;
for (const slotEntry of slotEntries) {
const slot = skeletonData.findSlot(slotEntry);
if (!slot) throw new Error(`Draw order folder slot not found: ${slotEntry}`);
folderSlots[ii++] = slot.index;
}
const drawOrderFolderEntries = getValue(timelineMap, "keys", []);
const timeline = new DrawOrderFolderTimeline(drawOrderFolderEntries.length, folderSlots, skeletonData.slots.length);
let frame = 0;
for (const drawOrderFolderMap of drawOrderFolderEntries) {
timeline.setFrame(frame++, getValue(drawOrderFolderMap, "time", 0), readDrawOrder2(skeletonData, drawOrderFolderMap, folderSlots.length, folderSlots));
}
timelines.push(timeline);
}
}
if (map.events) {
const timeline = new EventTimeline(map.events.length);
let frame = 0;
for (let i = 0; i < map.events.length; i++, frame++) {
const eventMap = map.events[i];
const data = skeletonData.findEvent(eventMap.name);
if (!data) throw new Error(`Event not found: ${eventMap.name}`);
const setup = data.setupPose;
const event = new Event(Utils.toSinglePrecision(getValue(eventMap, "time", 0)), data);
event.intValue = getValue(eventMap, "int", setup.intValue);
event.floatValue = getValue(eventMap, "float", setup.floatValue);
event.stringValue = getValue(eventMap, "string", setup.stringValue);
if (event.data.audioPath) {
event.volume = getValue(eventMap, "volume", setup.volume);
event.balance = getValue(eventMap, "balance", setup.volume);
}
timeline.setFrame(frame, event);
}
timelines.push(timeline);
}
let duration = 0;
for (let i = 0, n = timelines.length; i < n; i++)
duration = Math.max(duration, timelines[i].getDuration());
const animation = new Animation(name, timelines, duration);
const color = getValue(map, "color", null);
if (color !== null) animation.color.setFromString(color);
skeletonData.animations.push(animation);
}
};
var LinkedMesh2 = class {
source;
skin;
slotIndex;
sourceIndex;
mesh;
inheritTimelines;
constructor(mesh, skin, slotIndex, sourceIndex, source, inheritTimelines) {
this.mesh = mesh;
this.skin = skin;
this.slotIndex = slotIndex;
this.sourceIndex = sourceIndex;
this.source = source;
this.inheritTimelines = inheritTimelines;
}
};
function readTimeline12(timelines, keys, timeline, defaultValue, scale) {
let keyMap = keys[0];
let time = keyMap.time ?? 0;
let value = (keyMap.value ?? defaultValue) * scale;
let bezier = 0;
for (let frame = 0; ; frame++) {
timeline.setFrame(frame, time, value);
const nextMap = keys[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
timelines.push(timeline);
return;
}
const time2 = nextMap.time ?? 0;
const value2 = (nextMap.value ?? defaultValue) * scale;
if (keyMap.curve) bezier = readCurve(keyMap.curve, timeline, bezier, frame, 0, time, time2, value, value2, scale);
time = time2;
value = value2;
keyMap = nextMap;
}
}
function readTimeline22(timelines, keys, timeline, name1, name2, defaultValue, scale) {
let keyMap = keys[0];
let time = keyMap.time ?? 0;
let value1 = (keyMap[name1] ?? defaultValue) * scale;
let value2 = (keyMap[name2] ?? defaultValue) * scale;
let bezier = 0;
for (let frame = 0; ; frame++) {
timeline.setFrame(frame, time, value1, value2);
const nextMap = keys[frame + 1];
if (!nextMap) {
timeline.shrink(bezier);
timelines.push(timeline);
return;
}
const time2 = nextMap.time ?? 0;
const nvalue1 = (nextMap[name1] ?? defaultValue) * scale;
const nvalue2 = (nextMap[name2] ?? defaultValue) * scale;
const curve = keyMap.curve;
if (curve) {
bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, value1, nvalue1, scale);
bezier = readCurve(curve, timeline, bezier, frame, 1, time, time2, value2, nvalue2, scale);
}
time = time2;
value1 = nvalue1;
value2 = nvalue2;
keyMap = nextMap;
}
}
function readDrawOrder2(skeletonData, keys, slotCount, folderSlots) {
const changes = keys.offsets;
if (!changes) return null;
const drawOrder = new Array(slotCount).fill(-1);
const unchanged = new Array(slotCount - changes.length);
let originalIndex = 0, unchangedIndex = 0;
for (const offsetMap of changes) {
const slot = skeletonData.findSlot(offsetMap.slot);
if (slot == null) throw new Error(`Draw order slot not found: ${offsetMap.slot}`);
let index = 0;
if (!folderSlots)
index = slot.index;
else {
index = -1;
for (let i = 0; i < slotCount; i++) {
if (folderSlots[i] === slot.index) {
index = i;
break;
}
}
if (index === -1) throw new Error(`Slot not in folder: ${offsetMap.slot}`);
}
while (originalIndex !== index)
unchanged[unchangedIndex++] = originalIndex++;
drawOrder[originalIndex + offsetMap.offset] = originalIndex++;
}
while (originalIndex < slotCount)
unchanged[unchangedIndex++] = originalIndex++;
for (let i = slotCount - 1; i >= 0; i--)
if (drawOrder[i] === -1) drawOrder[i] = unchanged[--unchangedIndex];
return drawOrder;
}
function readCurve(curve, timeline, bezier, frame, value, time1, time2, value1, value2, scale) {
if (curve === "stepped") {
timeline.setStepped(frame);
return bezier;
}
const i = value << 2;
const cx1 = curve[i];
const cy1 = curve[i + 1] * scale;
const cx2 = curve[i + 2];
const cy2 = curve[i + 3] * scale;
timeline.setBezier(bezier, frame, value, time1, value1, cx1, cy1, cx2, cy2, time2, value2);
return bezier + 1;
}
function getValue(map, property, defaultValue) {
return map[property] !== void 0 ? map[property] : defaultValue;
}
// spine-core/src/SkeletonPhysicsMovement.ts
var SkeletonPhysicsMovement = class {
/**
* Creates a movement tracker for a skeleton displayed by a host runtime object.
* @param skeleton The skeleton whose physics constraints receive inherited movement.
* @param adapter Runtime-specific hooks used to read and convert the host object's transform.
* @param options Initial movement inheritance values.
*/
constructor(skeleton, adapter, options = {}) {
this.skeleton = skeleton;
this.adapter = adapter;
this.positionInheritanceFactorX = options.positionInheritanceX ?? 0;
this.positionInheritanceFactorY = options.positionInheritanceY ?? 0;
this.rotationInheritanceFactor = options.rotationInheritance ?? 0;
}
positionInheritanceFactorX = 0;
positionInheritanceFactorY = 0;
rotationInheritanceFactor = 0;
hasLastTransform = false;
lastX = 0;
lastY = 0;
lastZ = 0;
lastRotation = 0;
currentTransform = { x: 0, y: 0, z: 0, rotation: 0 };
currentPosition = { x: 0, y: 0, z: 0 };
lastPosition = { x: 0, y: 0, z: 0 };
/** Horizontal position inheritance factor. `0` disables horizontal position inheritance. */
get positionInheritanceX() {
return this.positionInheritanceFactorX;
}
/** Vertical position inheritance factor. `0` disables vertical position inheritance. */
get positionInheritanceY() {
return this.positionInheritanceFactorY;
}
/**
* Sets how much host object translation is inherited by skeleton physics constraints.
* Use `(1, 1)` for normal inheritance, or `(0, 0)` to disable position inheritance.
* @param x The horizontal position inheritance factor.
* @param y The vertical position inheritance factor.
*/
setPositionInheritance(x, y) {
const wasDisabled = this.positionInheritanceFactorX === 0 && this.positionInheritanceFactorY === 0;
const isEnabled = x !== 0 || y !== 0;
this.positionInheritanceFactorX = x;
this.positionInheritanceFactorY = y;
if (wasDisabled && isEnabled) this.resetPosition();
}
/** Rotation inheritance factor. `0` disables rotation inheritance. */
get rotationInheritance() {
return this.rotationInheritanceFactor;
}
/**
* Sets how much host object rotation is inherited by skeleton physics constraints.
* @param value The rotation inheritance factor.
*/
set rotationInheritance(value) {
const wasDisabled = this.rotationInheritanceFactor === 0;
this.rotationInheritanceFactor = value;
if (wasDisabled && value !== 0) this.resetRotation();
}
/** Resets the previous position used to calculate inherited translation. */
resetPosition() {
const transform = this.currentTransform;
const readRotation = !this.hasLastTransform && this.rotationInheritanceFactor !== 0;
this.adapter.readTransform(transform, readRotation);
this.lastX = transform.x;
this.lastY = transform.y;
this.lastZ = transform.z;
if (readRotation) this.lastRotation = transform.rotation;
this.hasLastTransform = true;
}
/** Resets the previous rotation used to calculate inherited rotation. */
resetRotation() {
const transform = this.currentTransform;
this.adapter.readTransform(transform, true);
this.lastRotation = transform.rotation;
if (!this.hasLastTransform) {
this.lastX = transform.x;
this.lastY = transform.y;
this.lastZ = transform.z;
}
this.hasLastTransform = true;
}
/** Resets both previous position and previous rotation. */
resetTransform() {
const transform = this.currentTransform;
this.adapter.readTransform(transform, true);
this.setLastTransform(transform.x, transform.y, transform.z, transform.rotation);
}
/**
* Applies host object transform movement since the previous call to the skeleton's physics constraints.
*
* The first call records the current transform as the baseline and does not apply movement.
*/
applyTransformMovement() {
const inheritPosition = this.positionInheritanceFactorX !== 0 || this.positionInheritanceFactorY !== 0;
const inheritRotation = this.rotationInheritanceFactor !== 0;
if (!inheritPosition && !inheritRotation) return;
const transform = this.currentTransform;
this.adapter.readTransform(transform, inheritRotation);
const { x, y, z } = transform;
const currentRotation = inheritRotation ? transform.rotation : this.lastRotation;
const positionChanged = x !== this.lastX || y !== this.lastY || z !== this.lastZ;
if (this.hasLastTransform) {
if (!positionChanged && currentRotation === this.lastRotation) return;
if (inheritPosition && positionChanged) this.applyPositionMovement(x, y, z);
if (inheritRotation && currentRotation !== this.lastRotation) this.applyRotationMovement(currentRotation);
}
this.setLastTransform(x, y, z, currentRotation);
}
applyPositionMovement(currentX, currentY, currentZ) {
const currentPosition = this.currentPosition;
currentPosition.x = currentX;
currentPosition.y = currentY;
currentPosition.z = currentZ;
this.adapter.worldToSkeleton(currentPosition);
const lastPosition = this.lastPosition;
lastPosition.x = this.lastX;
lastPosition.y = this.lastY;
lastPosition.z = this.lastZ;
this.adapter.worldToSkeleton(lastPosition);
this.skeleton.physicsTranslate(
(currentPosition.x - lastPosition.x) * this.positionInheritanceFactorX,
(currentPosition.y - lastPosition.y) * this.positionInheritanceFactorY
);
}
applyRotationMovement(currentRotation) {
const rotationFactor = this.rotationInheritanceFactor;
if (rotationFactor === 0) return;
this.skeleton.physicsRotate(0, 0, this.getRotationDelta(currentRotation, this.lastRotation) * rotationFactor);
}
setLastTransform(x, y, z, rotation) {
this.lastX = x;
this.lastY = y;
this.lastZ = z;
this.lastRotation = rotation;
this.hasLastTransform = true;
}
getRotationDelta(current, previous) {
let delta = current - previous;
delta = (delta + 180) % 360 - 180;
return delta < -180 ? delta + 360 : delta;
}
};
// spine-core/src/SkeletonRendererCore.ts
var SkeletonRendererCore = class {
commandPool = new CommandPool();
worldVertices = new Float32Array(12 * 1024);
quadIndices = new Uint16Array([0, 1, 2, 2, 3, 0]);
clipping = new SkeletonClipping();
renderCommands = [];
render(skeleton, pma = false, inColor, stride = 2, slotZOffset = 0) {
this.commandPool.reset();
this.renderCommands.length = 0;
const clipper = this.clipping;
let z = 0;
const drawOrder = skeleton.drawOrder.appliedPose;
for (let i = 0, n = drawOrder.length; i < n; i++) {
const slot = drawOrder[i];
if (!slot.bone.active) {
clipper.clipEnd(slot);
continue;
}
const pose = slot.appliedPose;
const attachment = pose.attachment;
if (!attachment) {
clipper.clipEnd(slot);
continue;
}
const slotColor = pose.color;
const alpha = slotColor.a;
if (alpha === 0 && !(attachment instanceof ClippingAttachment)) {
clipper.clipEnd(slot);
continue;
}
let vertices;
let verticesCount;
let uvs;
let indices;
let indicesCount;
let attachmentColor;
let texture;
if (attachment instanceof RegionAttachment) {
attachmentColor = attachment.color;
if (attachmentColor.a === 0) {
clipper.clipEnd(slot);
continue;
}
const sequence = attachment.sequence;
const sequenceIndex = sequence.resolveIndex(pose);
attachment.computeWorldVertices(slot, attachment.getOffsets(pose), this.worldVertices, 0, stride);
vertices = this.worldVertices;
verticesCount = 4;
uvs = sequence.getUVs(sequenceIndex);
indices = this.quadIndices;
indicesCount = 6;
texture = sequence.regions[sequenceIndex]?.texture;
} else if (attachment instanceof MeshAttachment) {
attachmentColor = attachment.color;
if (attachmentColor.a === 0) {
clipper.clipEnd(slot);
continue;
}
if (this.worldVertices.length < attachment.worldVerticesLength)
this.worldVertices = new Float32Array(attachment.worldVerticesLength);
attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, this.worldVertices, 0, stride);
vertices = this.worldVertices;
verticesCount = attachment.worldVerticesLength >> 1;
const sequence = attachment.sequence;
const sequenceIndex = sequence.resolveIndex(pose);
uvs = sequence.getUVs(sequenceIndex);
indices = attachment.triangles;
indicesCount = indices.length;
texture = sequence.regions[sequenceIndex]?.texture;
} else if (attachment instanceof ClippingAttachment) {
clipper.clipEnd(slot);
clipper.clipStart(skeleton, slot, attachment);
continue;
} else {
clipper.clipEnd(slot);
continue;
}
if (!texture) {
clipper.clipEnd(slot);
continue;
}
const skelColor = skeleton.color;
let color, darkColor;
if (pma) {
let a;
if (inColor) {
a = Math.floor(inColor[3] * skelColor.a * slotColor.a * attachmentColor.a * 255);
const r = Math.floor(a * inColor[0] * skelColor.r * slotColor.r * attachmentColor.r);
const g = Math.floor(a * inColor[1] * skelColor.g * slotColor.g * attachmentColor.g);
const b = Math.floor(a * inColor[2] * skelColor.b * slotColor.b * attachmentColor.b);
color = a << 24 | r << 16 | g << 8 | b;
} else {
a = Math.floor(skelColor.a * slotColor.a * attachmentColor.a * 255);
const r = Math.floor(a * skelColor.r * slotColor.r * attachmentColor.r);
const g = Math.floor(a * skelColor.g * slotColor.g * attachmentColor.g);
const b = Math.floor(a * skelColor.b * slotColor.b * attachmentColor.b);
color = a << 24 | r << 16 | g << 8 | b;
}
darkColor = 4278190080;
if (pose.darkColor) {
const { r, g, b } = pose.darkColor;
darkColor = 4278190080 | Math.floor(r * a) << 16 | Math.floor(g * a) << 8 | Math.floor(b * a);
}
} else {
if (inColor) {
const a = Math.floor(inColor[3] * skelColor.a * slotColor.a * attachmentColor.a * 255);
const r = Math.floor(inColor[0] * skelColor.r * slotColor.r * attachmentColor.r * 255);
const g = Math.floor(inColor[1] * skelColor.g * slotColor.g * attachmentColor.g * 255);
const b = Math.floor(inColor[2] * skelColor.b * slotColor.b * attachmentColor.b * 255);
color = a << 24 | r << 16 | g << 8 | b;
} else {
const a = Math.floor(skelColor.a * slotColor.a * attachmentColor.a * 255);
const r = Math.floor(skelColor.r * slotColor.r * attachmentColor.r * 255);
const g = Math.floor(skelColor.g * slotColor.g * attachmentColor.g * 255);
const b = Math.floor(skelColor.b * slotColor.b * attachmentColor.b * 255);
color = a << 24 | r << 16 | g << 8 | b;
}
darkColor = 0;
if (pose.darkColor) {
const { r, g, b } = pose.darkColor;
darkColor = Math.floor(r * 255) << 16 | Math.floor(g * 255) << 8 | Math.floor(b * 255);
}
}
if (clipper.isClipping()) {
clipper.clipTrianglesUnpacked(vertices, 0, indices, indicesCount, uvs, stride);
vertices = clipper.clippedVerticesTyped;
verticesCount = clipper.clippedVerticesLength / stride;
uvs = clipper.clippedUVsTyped;
indices = clipper.clippedTrianglesTyped;
indicesCount = clipper.clippedTrianglesLength;
}
const cmd = this.commandPool.getCommand(verticesCount, indicesCount, stride);
cmd.blendMode = slot.data.blendMode;
cmd.texture = texture;
cmd.positions.set(vertices.subarray(0, verticesCount * stride));
if (stride >= 3) {
for (let j = 2, n2 = verticesCount * stride; j < n2; j += stride)
cmd.positions[j] = z;
}
cmd.uvs.set(uvs.subarray(0, verticesCount << 1));
for (let j = 0; j < verticesCount; j++) {
cmd.colors[j] = color;
cmd.darkColors[j] = darkColor;
}
if (indices instanceof Uint16Array) {
cmd.indices.set(indices.subarray(0, indicesCount));
} else {
cmd.indices.set(indices.slice(0, indicesCount));
}
this.renderCommands.push(cmd);
z += slotZOffset;
clipper.clipEnd(slot);
}
clipper.clipEnd();
return this.batchCommands(stride);
}
batchSubCommands(commands, first, last, numVertices, numIndices, stride) {
const firstCmd = commands[first];
const batched = this.commandPool.getCommand(numVertices, numIndices, stride);
batched.blendMode = firstCmd.blendMode;
batched.texture = firstCmd.texture;
let positionsOffset = 0;
let uvsOffset = 0;
let colorsOffset = 0;
let indicesOffset = 0;
let vertexOffset = 0;
for (let i = first; i <= last; i++) {
const cmd = commands[i];
batched.positions.set(cmd.positions, positionsOffset);
positionsOffset += cmd.numVertices * stride;
batched.uvs.set(cmd.uvs, uvsOffset);
uvsOffset += cmd.numVertices << 1;
batched.colors.set(cmd.colors, colorsOffset);
batched.darkColors.set(cmd.darkColors, colorsOffset);
colorsOffset += cmd.numVertices;
for (let j = 0; j < cmd.numIndices; j++)
batched.indices[indicesOffset + j] = cmd.indices[j] + vertexOffset;
indicesOffset += cmd.numIndices;
vertexOffset += cmd.numVertices;
}
return batched;
}
batchCommands(stride) {
if (this.renderCommands.length === 0) return void 0;
let root;
let last;
let first = this.renderCommands[0];
let startIndex = 0;
let i = 1;
let numVertices = first.numVertices;
let numIndices = first.numIndices;
while (i <= this.renderCommands.length) {
const cmd = i < this.renderCommands.length ? this.renderCommands[i] : null;
if (cmd && cmd.numVertices === 0 && cmd.numIndices === 0) {
i++;
continue;
}
const canBatch = cmd !== null && cmd.texture === first.texture && cmd.blendMode === first.blendMode && cmd.colors[0] === first.colors[0] && cmd.darkColors[0] === first.darkColors[0] && numIndices + cmd.numIndices < 65535;
if (canBatch) {
numVertices += cmd.numVertices;
numIndices += cmd.numIndices;
} else {
const batched = this.batchSubCommands(
this.renderCommands,
startIndex,
i - 1,
numVertices,
numIndices,
stride
);
if (!last) {
root = last = batched;
} else {
last.next = batched;
last = batched;
}
if (i === this.renderCommands.length) break;
first = this.renderCommands[i];
startIndex = i;
numVertices = first.numVertices;
numIndices = first.numIndices;
}
i++;
}
return root;
}
};
var CommandPool = class {
pool = [];
inUse = [];
getCommand(numVertices, numIndices, stride) {
let cmd;
for (const c of this.pool) {
if (c._positions.length >= numVertices * stride && c._indices.length >= numIndices) {
cmd = c;
break;
}
}
if (!cmd) {
const _positions = new Float32Array(numVertices * stride);
const _uvs = new Float32Array(numVertices << 1);
const _colors = new Uint32Array(numVertices);
const _darkColors = new Uint32Array(numVertices);
const _indices = new Uint16Array(numIndices);
cmd = {
positions: _positions,
uvs: _uvs,
colors: _colors,
darkColors: _darkColors,
indices: _indices,
_positions,
_uvs,
_colors,
_darkColors,
_indices,
numVertices,
numIndices,
blendMode: 0 /* Normal */,
texture: null
};
} else {
this.pool.splice(this.pool.indexOf(cmd), 1);
cmd.next = void 0;
cmd.numVertices = numVertices;
cmd.numIndices = numIndices;
cmd.positions = cmd._positions.subarray(0, numVertices * stride);
cmd.uvs = cmd._uvs.subarray(0, numVertices << 1);
cmd.colors = cmd._colors.subarray(0, numVertices);
cmd.darkColors = cmd._darkColors.subarray(0, numVertices);
cmd.indices = cmd._indices.subarray(0, numIndices);
}
this.inUse.push(cmd);
return cmd;
}
reset() {
this.pool.push(...this.inUse);
this.inUse.length = 0;
}
};
// spine-pixi-v7/src/assets/AtlasLoader.ts
var import_assets = __require("@pixi/assets");
var import_core2 = __require("@pixi/core");
// spine-pixi-v7/src/SpineTexture.ts
var import_core = __require("@pixi/core");
var SpineTexture = class _SpineTexture extends Texture {
static textureMap = /* @__PURE__ */ new Map();
static from(texture) {
if (_SpineTexture.textureMap.has(texture)) {
return _SpineTexture.textureMap.get(texture);
}
return new _SpineTexture(texture);
}
texture;
constructor(image) {
super(image.resource.source);
this.texture = import_core.Texture.from(image);
}
setFilters(minFilter, _magFilter) {
this.texture.baseTexture.scaleMode = _SpineTexture.toPixiTextureFilter(minFilter);
this.texture.baseTexture.mipmap = _SpineTexture.toPixiMipMap(minFilter);
}
setWraps(uWrap, _vWrap) {
this.texture.baseTexture.wrapMode = _SpineTexture.toPixiTextureWrap(uWrap);
}
dispose() {
this.texture.destroy();
}
static toPixiTextureFilter(filter) {
switch (filter) {
case 9728 /* Nearest */:
case 9986 /* MipMapNearestLinear */:
case 9984 /* MipMapNearestNearest */:
return import_core.SCALE_MODES.NEAREST;
case 9729 /* Linear */:
case 9987 /* MipMapLinearLinear */:
// TextureFilter.MipMapLinearLinear == TextureFilter.MipMap
case 9985 /* MipMapLinearNearest */:
return import_core.SCALE_MODES.LINEAR;
default:
throw new Error(`Unknown texture filter: ${String(filter)}`);
}
}
static toPixiMipMap(filter) {
switch (filter) {
case 9728 /* Nearest */:
case 9729 /* Linear */:
return import_core.MIPMAP_MODES.OFF;
case 9986 /* MipMapNearestLinear */:
case 9984 /* MipMapNearestNearest */:
case 9987 /* MipMapLinearLinear */:
// TextureFilter.MipMapLinearLinear == TextureFilter.MipMap
case 9985 /* MipMapLinearNearest */:
return import_core.MIPMAP_MODES.ON;
default:
throw new Error(`Unknown texture filter: ${String(filter)}`);
}
}
static toPixiTextureWrap(wrap) {
switch (wrap) {
case 33071 /* ClampToEdge */:
return import_core.WRAP_MODES.CLAMP;
case 33648 /* MirroredRepeat */:
return import_core.WRAP_MODES.MIRRORED_REPEAT;
case 10497 /* Repeat */:
return import_core.WRAP_MODES.REPEAT;
default:
throw new Error(`Unknown texture wrap: ${String(wrap)}`);
}
}
static toPixiBlending(blend) {
switch (blend) {
case 0 /* Normal */:
return import_core.BLEND_MODES.NORMAL;
case 1 /* Additive */:
return import_core.BLEND_MODES.ADD;
case 2 /* Multiply */:
return import_core.BLEND_MODES.MULTIPLY;
case 3 /* Screen */:
return import_core.BLEND_MODES.SCREEN;
default:
throw new Error(`Unknown blendMode: ${String(blend)}`);
}
}
};
// spine-pixi-v7/src/assets/AtlasLoader.ts
var loaderName = "spineTextureAtlasLoader";
var spineTextureAtlasLoader = {
extension: import_core2.ExtensionType.Asset,
resolver: {
test: (value) => (0, import_assets.checkExtension)(value, ".atlas"),
parse: (value) => {
const split = value.split(".");
return {
resolution: parseFloat(import_core2.settings.RETINA_PREFIX?.exec(value)?.[1] ?? "1"),
format: split[split.length - 2],
src: value
};
}
},
loader: {
name: loaderName,
extension: {
type: import_core2.ExtensionType.LoadParser,
priority: import_assets.LoaderParserPriority.Normal,
name: loaderName
},
test(url) {
return (0, import_assets.checkExtension)(url, ".atlas");
},
async load(url) {
const response = await import_core2.settings.ADAPTER.fetch(url);
if (!response.ok)
throw new Error(`[${loaderName}] Failed to fetch ${url}: ${response.status} ${response.statusText}`);
return await response.text();
},
testParse(asset, options) {
const isExtensionRight = (0, import_assets.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 = import_core2.utils.path.dirname(options.src);
if (basePath && basePath.lastIndexOf("/") !== basePath.length - 1) {
basePath += "/";
}
const retval = new TextureAtlas(asset);
if (metadata.images instanceof import_core2.BaseTexture || typeof metadata.images === "string") {
const pixiTexture = metadata.images;
metadata.images = {};
metadata.images[retval.pages[0].name] = pixiTexture;
}
const textureLoadingPromises = [];
let oldPreferCreateImageBitmap = true;
for (const parser of loader.parsers) {
if (parser.name === "loadTextures") {
oldPreferCreateImageBitmap = parser.config?.preferCreateImageBitmap;
break;
}
}
import_assets.Assets.setPreferences({ preferCreateImageBitmap: false });
for (const page of retval.pages) {
const pageName = page.name;
const providedPage = metadata?.images ? metadata.images[pageName] : void 0;
if (providedPage instanceof import_core2.BaseTexture) {
page.setTexture(SpineTexture.from(providedPage));
} else {
const url = providedPage ?? import_core2.utils.path.normalize([...basePath.split(import_core2.utils.path.sep), pageName].join(import_core2.utils.path.sep));
const assetsToLoadIn = { src: (0, import_assets.copySearchParams)(url, options.src), data: { ...metadata.imageMetadata, ...{ alphaMode: page.pma ? import_core2.ALPHA_MODES.PMA : import_core2.ALPHA_MODES.UNPACK } } };
const pixiPromise = loader.load(assetsToLoadIn).then((texture) => {
page.setTexture(SpineTexture.from(texture.baseTexture));
});
textureLoadingPromises.push(pixiPromise);
}
}
await Promise.all(textureLoadingPromises);
import_assets.Assets.setPreferences({ preferCreateImageBitmap: oldPreferCreateImageBitmap });
return retval;
}
}
};
import_core2.extensions.add(spineTextureAtlasLoader);
// spine-pixi-v7/src/assets/SkeletonLoader.ts
var import_assets2 = __require("@pixi/assets");
var import_core3 = __require("@pixi/core");
var loaderName2 = "spineSkeletonLoader";
function isJson(resource) {
return resource.hasOwnProperty("bones");
}
function isBuffer(resource) {
return resource instanceof Uint8Array;
}
var spineLoaderExtension = {
extension: import_core3.ExtensionType.Asset,
loader: {
name: loaderName2,
extension: {
type: import_core3.ExtensionType.LoadParser,
priority: import_assets2.LoaderParserPriority.Normal,
name: loaderName2
},
test(url) {
return (0, import_assets2.checkExtension)(url, ".skel");
},
async load(url) {
const response = await import_core3.settings.ADAPTER.fetch(url);
if (!response.ok)
throw new Error(`[${loaderName2}] Failed to fetch ${url}: ${response.status} ${response.statusText}`);
return new Uint8Array(await response.arrayBuffer());
},
testParse(asset, options) {
const isJsonSpineModel = (0, import_assets2.checkExtension)(options.src, ".json") && isJson(asset);
const isBinarySpineModel = (0, import_assets2.checkExtension)(options.src, ".skel") && isBuffer(asset);
const isExplicitLoadParserSet = options.loadParser === loaderName2;
return Promise.resolve(isJsonSpineModel || isBinarySpineModel || isExplicitLoadParserSet);
}
}
};
import_core3.extensions.add(spineLoaderExtension);
// spine-pixi-v7/src/darkTintMesh/DarkTintMesh.ts
var import_mesh = __require("@pixi/mesh");
// spine-pixi-v7/src/darkTintMesh/DarkTintGeom.ts
var import_core4 = __require("@pixi/core");
var DarkTintGeometry = class extends import_core4.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 import_core4.Buffer(void 0);
const uvsBuffer = new import_core4.Buffer(void 0, true);
const indexBuffer = new import_core4.Buffer(void 0, true, true);
this.addAttribute("aVertexPosition", verticesBuffer, 2, false, import_core4.TYPES.FLOAT);
this.addAttribute("aTextureCoord", uvsBuffer, 2, false, import_core4.TYPES.FLOAT);
this.addIndex(indexBuffer);
}
};
// spine-pixi-v7/src/darkTintMesh/DarkTintMaterial.ts
var import_core5 = __require("@pixi/core");
var 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;
}
`;
var 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;
}
`;
var DarkTintMaterial = class extends import_core5.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 ?? import_core5.Texture.EMPTY,
alpha: 1,
uTextureMatrix: import_core5.Matrix.IDENTITY,
uColor: new Float32Array([1, 1, 1, 1]),
uDarkColor: new Float32Array([0, 0, 0, 0])
};
const options = {
tint: 16777215,
darkTint: 0,
alpha: 1,
pluginName: "darkTintBatch"
};
super(import_core5.Program.from(vertex, fragment), uniforms);
this._colorDirty = false;
this.uvMatrix = new import_core5.TextureMatrix(uniforms.uSampler);
this.batchable = true;
this.pluginName = options.pluginName;
this._tintColor = new import_core5.Color(options.tint);
this._darkTintColor = new import_core5.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;
import_core5.Color.shared.setValue(this._tintColor).premultiply(this._alpha, true).toArray(this.uniforms.uColor);
import_core5.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;
}
}
};
// spine-pixi-v7/src/darkTintMesh/DarkTintMesh.ts
var DarkTintMesh = class extends import_mesh.Mesh {
// eslint-disable-next-line @typescript-eslint/naming-convention
_darkTintRGB = 0;
constructor(texture) {
super(new DarkTintGeometry(), new DarkTintMaterial(texture), void 0, void 0);
}
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();
}
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);
}
};
// spine-pixi-v7/src/DarkSlotMesh.ts
var DarkSlotMesh = 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;
const textureCoordData = textureCoord.data;
const 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;
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();
}
};
// spine-pixi-v7/src/darkTintMesh/DarkTintBatchGeom.ts
var import_core6 = __require("@pixi/core");
var DarkTintBatchGeometry = class extends import_core6.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 import_core6.Buffer(void 0, _static, false);
this._indexBuffer = new import_core6.Buffer(void 0, _static, true);
this.addAttribute("aVertexPosition", this._buffer, 2, false, import_core6.TYPES.FLOAT).addAttribute("aTextureCoord", this._buffer, 2, false, import_core6.TYPES.FLOAT).addAttribute("aColor", this._buffer, 4, true, import_core6.TYPES.UNSIGNED_BYTE).addAttribute("aDarkColor", this._buffer, 4, true, import_core6.TYPES.UNSIGNED_BYTE).addAttribute("aTextureId", this._buffer, 1, true, import_core6.TYPES.FLOAT).addIndex(this._indexBuffer);
}
};
// spine-pixi-v7/src/darkTintMesh/DarkTintRenderer.ts
var import_core7 = __require("@pixi/core");
var vertex2 = `
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;
}
`;
var fragment2 = `
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;
}
`;
var DarkTintRenderer = class extends import_core7.BatchRenderer {
static extension = {
name: "darkTintBatch",
type: import_core7.ExtensionType.RendererPlugin
};
constructor(renderer) {
super(renderer);
this.shaderGenerator = new import_core7.BatchShaderGenerator(vertex2, fragment2);
this.geometryClass = DarkTintBatchGeometry;
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);
const argb = import_core7.Color.shared.setValue(element._tintRGB).toPremultiplied(worldAlpha, true);
const darkargb = import_core7.Color.shared.setValue(element._darkTintRGB).premultiply(worldAlpha, true).toPremultiplied(1, false);
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];
}
}
};
import_core7.extensions.add(DarkTintRenderer);
// spine-pixi-v7/src/SlotMesh.ts
var import_core8 = __require("@pixi/core");
var import_mesh2 = __require("@pixi/mesh");
var SlotMesh = class _SlotMesh extends import_mesh2.Mesh {
name = "";
static auxColor = [0, 0, 0, 0];
warnedTwoTint = false;
constructor() {
const geometry = new import_mesh2.MeshGeometry();
geometry.getBuffer("aVertexPosition").static = false;
geometry.getBuffer("aTextureCoord").static = false;
const meshMaterial = new import_mesh2.MeshMaterial(import_core8.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;
const textureCoordData = textureCoord.data;
const 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;
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();
}
};
// spine-pixi-v7/src/Spine.ts
var import_assets3 = __require("@pixi/assets");
var import_core9 = __require("@pixi/core");
var import_display = __require("@pixi/display");
var import_graphics = __require("@pixi/graphics");
var import_events = __require("@pixi/events");
var AABBRectangleBoundsProvider = class {
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 };
}
};
var SetupPoseBoundsProvider = class {
/**
* @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 };
const skeleton = new Skeleton(gameObject.skeleton.data);
skeleton.setupPose();
skeleton.updateWorldTransform(2 /* update */);
const bounds = skeleton.getBoundsRect(this.clipping ? new SkeletonClipping() : void 0);
return bounds.width === Number.NEGATIVE_INFINITY ? { x: 0, y: 0, width: 0, height: 0 } : bounds;
}
};
var SkinsAndAnimationBoundsProvider = class {
/**
* @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 };
const animationState = new AnimationState(gameObject.state.data);
const skeleton = new Skeleton(gameObject.skeleton.data);
const clipper = this.clipping ? new SkeletonClipping() : void 0;
const data = skeleton.data;
if (this.skins.length > 0) {
const 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.setupPose();
const animation = this.animation != null ? data.findAnimation(this.animation) : null;
if (animation == null) {
skeleton.updateWorldTransform(2 /* 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.setAnimation(0, animation, false);
const steps = Math.max(animation.duration / this.timeStep, 1);
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(2 /* update */);
const bounds2 = skeleton.getBoundsRect(clipper);
minX = Math.min(minX, bounds2.x);
minY = Math.min(minY, bounds2.y);
maxX = Math.max(maxX, bounds2.x + bounds2.width);
maxY = Math.max(maxY, bounds2.y + bounds2.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;
}
}
};
var Spine = class _Spine extends import_display.Container {
/** The skeleton for this Spine game object. */
skeleton;
/** The animation state for this Spine game object. */
state;
/** Tracks this Pixi container's world movement and applies it to skeleton physics constraints. */
skeletonPhysics;
darkTint = false;
hasNeverUpdated = true;
_debug = void 0;
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 = import_core9.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 ?? import_core9.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 = /* @__PURE__ */ 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();
clippingVertAux = new Float32Array(6);
_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 import_core9.Point();
_boundsSpineID = -1;
_boundsSpineDirty = true;
constructor(options) {
super();
if (options instanceof SkeletonData)
options = { skeletonData: options };
else if ("skeleton" in options)
options = new.target.createOptions(options);
const { autoUpdate = true, boundsProvider, darkTint, skeletonData, ticker } = options;
this.skeleton = new Skeleton(skeletonData);
this.skeletonPhysics = new SkeletonPhysicsMovement(this.skeleton, {
readTransform: (out, readRotation) => this.readPhysicsTransform(out, readRotation),
worldToSkeleton: (point) => this.pixiWorldCoordinatesToSkeleton(point)
});
this.state = new AnimationState(new AnimationStateData(skeletonData));
if (ticker) this._ticker = ticker;
this.autoUpdate = autoUpdate;
this.boundsProvider = boundsProvider;
this.darkTint = darkTint === void 0 ? this.skeleton.slots.some((slot) => !!slot.data.setupPose.darkColor) : darkTint;
if (this.darkTint) this.slotMeshFactory = () => new DarkSlotMesh();
}
/** 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;
const delta = deltaSeconds ?? this._ticker.deltaMS / 1e3;
this.state.update(delta);
this.state.apply(this.skeleton);
this.skeletonPhysics.applyTransformMovement();
this.beforeUpdateWorldTransforms(this);
this.skeleton.update(delta);
this.skeleton.updateWorldTransform(2 /* update */);
this.afterUpdateWorldTransforms(this);
}
readPhysicsTransform(out, readRotation) {
const transform = this.worldTransform;
out.x = transform.tx;
out.y = transform.ty;
out.z = 0;
if (!readRotation) return;
let rotation = 0;
for (let object = this; object; object = object.parent) {
rotation += object.rotation + (object.skew.y - object.skew.x) / 2;
}
out.rotation = rotation * 180 / Math.PI;
}
/** 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 = void 0;
this.meshesCache.clear();
this.slotsObject.clear();
for (const maskKey in this.clippingSlotToPixiMasks) {
const mask = this.clippingSlotToPixiMasks[maskKey];
mask.destroy();
delete this.clippingSlotToPixiMasks[maskKey];
}
super.destroy(options);
}
/**
* Unloads this Spine object's cached {@link SkeletonData}.
*
* Existing Spine objects that use this SkeletonData continue to work. Future Spine objects created with the same
* skeleton, atlas, and scale will parse a new SkeletonData.
* @returns `true` if the cached SkeletonData was removed, otherwise `false`.
*/
unloadFromCache() {
const skeletonData = this.skeleton?.data;
if (!skeletonData) return false;
const cacheKey = _Spine.skeletonDataCacheKeys.get(skeletonData);
if (!cacheKey || _Spine.skeletonCache[cacheKey] !== skeletonData) return false;
delete _Spine.skeletonCache[cacheKey];
_Spine.skeletonDataCacheKeys.delete(skeletonData);
return true;
}
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) {
let mesh = this.hasMeshForSlot(slot) ? this.meshesCache.get(slot) : null;
if (!mesh) {
mesh = this.slotMeshFactory();
this.addChild(mesh);
this.meshesCache.set(slot, mesh);
} else {
mesh.visible = true;
}
return mesh;
}
slotsObject = /* @__PURE__ */ 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) {
const slot = this.getSlotFromRef(slotRef);
const oldPixiObject = this.slotsObject.get(slot)?.container;
if (oldPixiObject && oldPixiObject === pixiObject) return;
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 : void 0;
}
/**
* 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) {
const slot = this.getSlotFromRef(slotRef);
const slotObject = this.slotsObject.get(slot)?.container;
if (!slotObject) return;
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 = {};
pixiMaskCleanup(slot) {
const mask = this.clippingSlotToPixiMasks[slot.data.name];
if (mask) {
delete this.clippingSlotToPixiMasks[slot.data.name];
mask.destroy();
}
}
updateSlotObject(element, slot, zIndex) {
const { container: slotObject, followAttachmentTimeline } = element;
const pose = slot.appliedPose;
const followAttachmentValue = followAttachmentTimeline ? Boolean(pose.attachment) : true;
const drawOrder = this.skeleton.drawOrder.appliedPose;
slotObject.visible = drawOrder.includes(slot) && followAttachmentValue;
if (slotObject.visible) {
const applied = slot.bone.appliedPose;
const matrix = slotObject.localTransform;
matrix.a = applied.a;
matrix.b = applied.c;
matrix.c = -applied.b;
matrix.d = -applied.d;
matrix.tx = applied.worldX;
matrix.ty = applied.worldY;
slotObject.transform.setFromMatrix(matrix);
slotObject.zIndex = zIndex + 1;
slotObject.alpha = this.skeleton.color.a * pose.color.a;
if (element.followSlotColor) {
this.setSlotObjectTint(
slotObject,
255 * this.skeleton.color.r * pose.color.r << 16 | 255 * this.skeleton.color.g * pose.color.g << 8 | 255 * this.skeleton.color.b * pose.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);
}
}
updateAndSetPixiMask(pixiMaskSource, pixiObject) {
if (_Spine.clipper.isClipping() && pixiMaskSource) {
let mask = this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name];
if (!mask) {
mask = new import_graphics.Graphics();
this.clippingSlotToPixiMasks[pixiMaskSource.slot.data.name] = mask;
this.addChild(mask);
}
if (!pixiMaskSource.computed) {
pixiMaskSource.computed = true;
const clippingAttachment = pixiMaskSource.slot.appliedPose.attachment;
const worldVerticesLength = clippingAttachment.worldVerticesLength;
if (this.clippingVertAux.length < worldVerticesLength) this.clippingVertAux = new Float32Array(worldVerticesLength);
clippingAttachment.computeWorldVertices(this.skeleton, pixiMaskSource.slot, 0, worldVerticesLength, this.clippingVertAux, 0, 2);
mask.clear().lineStyle(0).beginFill(0);
mask.moveTo(this.clippingVertAux[0], this.clippingVertAux[1]);
for (let i = 2; i < worldVerticesLength; i += 2) {
mask.lineTo(this.clippingVertAux[i], this.clippingVertAux[i + 1]);
}
mask.finishPoly();
}
pixiObject.mask = mask;
} else if (pixiObject.mask) {
pixiObject.mask = null;
}
}
/*
* 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;
let pixiMaskSource = null;
const drawOrder = this.skeleton.drawOrder.appliedPose;
const slots = drawOrder;
for (let i = 0, n = drawOrder.length, slotObjectsCounter = 0; i < n; i++) {
const slot = slots[i];
const pixiObject = this.slotsObject.get(slot);
const zIndex = i + slotObjectsCounter;
if (pixiObject) {
this.updateSlotObject(pixiObject, slot, zIndex + 1);
slotObjectsCounter++;
this.updateAndSetPixiMask(pixiMaskSource, pixiObject.container);
}
const pose = slot.appliedPose;
const useDarkColor = !!pose.darkColor;
const vertexSize = useDarkColor ? _Spine.DARK_VERTEX_SIZE : _Spine.VERTEX_SIZE;
if (!slot.bone.active) {
_Spine.clipper.clipEnd(slot);
this.pixiMaskCleanup(slot);
continue;
}
const attachment = pose.attachment;
let attachmentColor;
let texture;
let numFloats = 0;
const skeleton = this.skeleton;
if (attachment instanceof RegionAttachment) {
const region = attachment;
attachmentColor = region.color;
numFloats = vertexSize * 4;
const sequence = attachment.sequence;
const sequenceIndex = sequence.resolveIndex(pose);
attachment.computeWorldVertices(slot, attachment.getOffsets(pose), this.verticesCache, 0, vertexSize);
triangles = _Spine.QUAD_TRIANGLES;
uvs = sequence.getUVs(sequenceIndex);
texture = sequence.regions[sequenceIndex]?.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(skeleton, slot, 0, mesh.worldVerticesLength, this.verticesCache, 0, vertexSize);
triangles = mesh.triangles;
const sequence = attachment.sequence;
const sequenceIndex = sequence.resolveIndex(pose);
uvs = sequence.getUVs(sequenceIndex);
texture = sequence.regions[sequenceIndex]?.texture;
} else if (attachment instanceof ClippingAttachment) {
_Spine.clipper.clipStart(skeleton, slot, attachment);
pixiMaskSource = { slot, computed: false };
continue;
} else {
if (this.hasMeshForSlot(slot)) {
this.getMeshForSlot(slot).visible = false;
}
_Spine.clipper.clipEnd(slot);
this.pixiMaskCleanup(slot);
continue;
}
if (texture != null) {
const skeletonColor = skeleton.color;
const slotColor = pose.color;
const alpha = skeletonColor.a * slotColor.a * attachmentColor.a;
this.lightColor.set(
skeletonColor.r * slotColor.r * attachmentColor.r,
skeletonColor.g * slotColor.g * attachmentColor.g,
skeletonColor.b * slotColor.b * attachmentColor.b,
alpha
);
if (pose.darkColor != null) {
this.darkColor.set(
pose.darkColor.r,
pose.darkColor.g,
pose.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, vertexSize)) {
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, n2 = numFloats; v < n2; 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.clipEnd(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.clipEnd(slot);
this.pixiMaskCleanup(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 import_display.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 actualBone = typeof bone === "string" ? this.skeleton.findBone(bone) : bone;
if (!actualBone) throw Error(`Cannot set bone position, bone ${String(bone)} not found`);
_Spine.vectorAux.set(position.x, position.y);
const applied = actualBone.appliedPose;
if (actualBone.parent) {
const aux = actualBone.parent.appliedPose.worldToLocal(_Spine.vectorAux);
applied.x = aux.x;
applied.y = aux.y;
} else {
applied.x = _Spine.vectorAux.x;
applied.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 actualBone = typeof bone === "string" ? this.skeleton.findBone(bone) : bone;
if (!actualBone) {
console.error(`Cannot get bone position! Bone ${String(bone)} not found`);
return outPos;
}
if (!outPos) {
outPos = { x: 0, y: 0 };
}
outPos.x = actualBone.appliedPose.worldX;
outPos.y = actualBone.appliedPose.worldY;
return outPos;
}
/** Converts a point from the skeleton coordinate system to the Pixi world coordinate system. */
skeletonToPixiWorldCoordinates(point) {
this.worldTransform.apply(point, point);
}
/** Converts a point from the Pixi world coordinate system to the skeleton coordinate system. */
pixiWorldCoordinatesToSkeleton(point) {
this.worldTransform.applyInverse(point, point);
}
/** Converts a point from the Pixi world coordinate system to the bone's local coordinate system. */
pixiWorldCoordinatesToBone(point, bone) {
this.pixiWorldCoordinatesToSkeleton(point);
if (bone.parent) {
bone.parent.appliedPose.worldToLocal(point);
} else {
bone.appliedPose.worldToLocal(point);
}
}
/** A cache containing skeleton data and atlases already loaded by {@link Spine.from}. */
static skeletonCache = /* @__PURE__ */ Object.create(null);
static skeletonDataCacheKeys = /* @__PURE__ */ new WeakMap();
static getSkeletonCacheKey({ skeleton, atlas, scale = 1 }) {
return `${skeleton}-${atlas}-${scale}`;
}
/**
* Get a convenient initialization configuration for your 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}-${options?.scale ?? 1}`
*
* @param options - Options to configure the Spine game object. See {@link SpineFromOptions}
* @returns {SpineOptions} The configuration ready to be passed to the Spine constructor
*/
static createOptions({ skeleton, atlas, scale = 1, darkTint, autoUpdate = true, boundsProvider, allowMissingRegions, ticker }) {
const cacheKey = _Spine.getSkeletonCacheKey({ skeleton, atlas, scale });
let skeletonData = _Spine.skeletonCache[cacheKey];
if (!skeletonData) {
const skeletonAsset = import_assets3.Assets.get(skeleton);
const atlasAsset = import_assets3.Assets.get(atlas);
const attachmentLoader = new AtlasAttachmentLoader(atlasAsset, allowMissingRegions);
const parser = skeletonAsset instanceof Uint8Array ? new SkeletonBinary(attachmentLoader) : new SkeletonJson(attachmentLoader);
parser.scale = scale;
skeletonData = parser.readSkeletonData(skeletonAsset);
_Spine.skeletonCache[cacheKey] = skeletonData;
}
_Spine.skeletonDataCacheKeys.set(skeletonData, cacheKey);
return { skeletonData, darkTint, autoUpdate, boundsProvider, ticker };
}
/**
* @deprecated Use directly the Spine constructor or {@link createOptions} to make options and customize it to pass to the constructor
* Before instantiating a Spine game object, the skeleton (`.skel` or `.json`) and the atlas text files must be loaded into the Assets. For example:
* ```
* PIXI.Assets.add("sackData", "/assets/sack-pro.skel");
* PIXI.Assets.add("sackAtlas", "/assets/sack-pma.atlas");
* await PIXI.Assets.load(["sackData", "sackAtlas"]);
* ```
* Once a Spine game object is created, its skeleton data is cached into {@link Spine.skeletonCache} using the key:
* `${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) {
return new _Spine(_Spine.createOptions(options));
}
get tint() {
return this.skeleton.color.toRgb888();
}
set tint(value) {
Color.rgb888ToColor(this.skeleton.color, value);
}
};
Skeleton.yDown = true;
// spine-pixi-v7/src/SpineDebugRenderer.ts
var import_display2 = __require("@pixi/display");
var import_graphics2 = __require("@pixi/graphics");
var import_text = __require("@pixi/text");
var SpineDebugRenderer = class {
registeredSpines = /* @__PURE__ */ new Map();
drawMeshHull = true;
drawMeshTriangles = true;
drawBones = true;
drawPaths = true;
drawBoundingBoxes = true;
drawClipping = true;
drawRegionAttachments = true;
drawEvents = true;
lineWidth = 1;
regionAttachmentsColor = 30975;
meshHullColor = 30975;
meshTrianglesColor = 16763904;
clippingPolygonColor = 16711935;
boundingBoxesRectColor = 65280;
boundingBoxesPolygonColor = 65280;
boundingBoxesCircleColor = 65280;
pathsCurveColor = 16711680;
pathsLineColor = 16711935;
skeletonXYColor = 16711680;
bonesColor = 61132;
eventFontSize = 24;
eventFontColor = 0;
/**
* 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 import_display2.Container(),
bones: new import_display2.Container(),
skeletonXY: new import_graphics2.Graphics(),
regionAttachmentsShape: new import_graphics2.Graphics(),
meshTrianglesLine: new import_graphics2.Graphics(),
meshHullLine: new import_graphics2.Graphics(),
clippingPolygon: new import_graphics2.Graphics(),
boundingBoxesRect: new import_graphics2.Graphics(),
boundingBoxesCircle: new import_graphics2.Graphics(),
boundingBoxesPolygon: new import_graphics2.Graphics(),
pathsCurve: new import_graphics2.Graphics(),
pathsLine: new import_graphics2.Graphics(),
eventText: new import_display2.Container(),
eventCallback: {
event: (_, event) => {
if (this.drawEvents) {
const scale = Math.abs(spine.scale.x || spine.scale.y || 1);
const text = new import_text.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;
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.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 applied = bone.appliedPose;
const starX = skeletonX + applied.worldX;
const starY = skeletonY + applied.worldY;
const endX = skeletonX + boneLen * applied.a + applied.worldX;
const endY = skeletonY + boneLen * applied.b + applied.worldY;
if (bone.data.name === "root" || bone.data.parent === null) {
continue;
}
const w = Math.abs(starX - endX);
const h = Math.abs(starY - endY);
const a2 = Math.pow(w, 2);
const b = h;
const b2 = Math.pow(h, 2);
const c = Math.sqrt(a2 + b2);
const c2 = Math.pow(c, 2);
const rad = Math.PI / 180;
const B = Math.acos((c2 + b2 - a2) / (2 * b * c)) || 0;
if (c === 0) {
continue;
}
const gp = new import_graphics2.Graphics();
debugDisplayObjects.bones.addChild(gp);
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;
let rotation = 0;
if (starX < endX && starY < endY) {
rotation = -B + 180 * rad;
} else if (starX > endX && starY < endY) {
rotation = 180 * rad + B;
} else if (starX > endX && starY > endY) {
rotation = -B;
} else if (starX < endX && starY > endY) {
rotation = B;
} else if (starY === endY && starX < endX) {
rotation = 90 * rad;
} else if (starY === endY && starX > endX) {
rotation = -90 * rad;
} else if (starX === endX && starY < endY) {
rotation = 180 * rad;
} else if (starX === endX && starY > endY) {
rotation = 0;
}
gp.rotation = rotation;
gp.lineStyle(lineWidth + refRation / 2.4, this.bonesColor, 1);
gp.beginFill(0, 0.6);
gp.drawCircle(0, c, refRation * 1.2);
gp.endFill();
}
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.appliedPose.attachment;
if (attachment == null || !(attachment instanceof RegionAttachment)) {
continue;
}
const vertices = new Float32Array(8);
attachment.computeWorldVertices(slot, attachment.getOffsets(slot.appliedPose), 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.appliedPose.attachment;
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(skeleton, slot, 0, meshAttachment.worldVerticesLength, vertices, 0, 2);
if (this.drawMeshTriangles) {
for (let i2 = 0, len2 = triangles.length; i2 < len2; i2 += 3) {
const v1 = triangles[i2] * 2;
const v2 = triangles[i2 + 1] * 2;
const v3 = triangles[i2 + 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]);
}
}
if (this.drawMeshHull && hullLength > 0) {
hullLength = (hullLength >> 1) * 2;
let lastX = vertices[hullLength - 2];
let lastY = vertices[hullLength - 1];
for (let i2 = 0, len2 = hullLength; i2 < len2; i2 += 2) {
const x = vertices[i2];
const y = vertices[i2 + 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.appliedPose.attachment;
if (attachment == null || !(attachment instanceof ClippingAttachment)) {
continue;
}
const clippingAttachment = attachment;
const nn = clippingAttachment.worldVerticesLength;
const world = new Float32Array(nn);
clippingAttachment.computeWorldVertices(skeleton, slot, 0, nn, world, 0, 2);
debugDisplayObjects.clippingPolygon.drawPolygon(Array.from(world));
}
}
drawBoundingBoxesFunc(spine, debugDisplayObjects, lineWidth) {
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];
debugDisplayObjects.boundingBoxesCircle.lineStyle(0);
debugDisplayObjects.boundingBoxesCircle.beginFill(this.boundingBoxesCircleColor);
debugDisplayObjects.boundingBoxesCircle.drawCircle(x1, y1, dotSize);
debugDisplayObjects.boundingBoxesCircle.endFill();
paths.push(x1, y1);
}
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.appliedPose.attachment;
if (attachment == null || !(attachment instanceof PathAttachment)) {
continue;
}
const pathAttachment = attachment;
let nn = pathAttachment.worldVerticesLength;
const world = new Float32Array(nn);
pathAttachment.computeWorldVertices(skeleton, 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];
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
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];
debugDisplayObjects.pathsCurve.moveTo(x1, y1);
debugDisplayObjects.pathsCurve.bezierCurveTo(cx1, cy1, cx2, cy2, x2, y2);
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);
}
};
return __toCommonJS(index_exports);
})();
//# sourceMappingURL=spine-pixi-v7.js.map